- if (this.gameRef.rid) {
- // Remote live game: forgetting about callback func... (TODO: design)
- this.send("askfullgame", { target: this.gameRef.rid });
- } else {
- // Local or corr game on server.
- // NOTE: afterRetrieval() is never called if game not found
- const gid = this.gameRef.id;
- if (Number.isInteger(gid) || !isNaN(parseInt(gid))) {
- // corr games identifiers are integers
- ajax(
- "/games",
- "GET",
- {
- data: { gid: gid },
- success: (res) => {
- let g = res.game;
- g.moves.forEach(m => {
- m.squares = JSON.parse(m.squares);
- });
- afterRetrieval(g);
- }
+ this.repeat = {}; //reset: scan past moves' FEN:
+ let repIdx = 0;
+ this.vr = new V(game.fenStart);
+ let curTurn = "n";
+ game.moves.forEach(m => {
+ playMove(m, this.vr);
+ const fenIdx = this.vr.getFenForRepeat();
+ this.repeat[fenIdx] = this.repeat[fenIdx]
+ ? this.repeat[fenIdx] + 1
+ : 1;
+ });
+ // Imported games don't have current FEN
+ if (!game.fen) game.fen = this.vr.getFen();
+ if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
+ this.game = Object.assign(
+ // NOTE: assign mycolor here, since BaseGame could also be VS computer
+ {
+ type: gtype,
+ increment: tc.increment,
+ mycolor: mycolor,
+ // opponent sid not strictly required (or available), but easier
+ // at least oppsid or oppid is available anyway:
+ oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
+ oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].id
+ },
+ game
+ );
+ this.$refs["basegame"].re_setVariables(this.game);
+ // Initial loading:
+ this.gotMoveIdx = game.moves.length - 1;
+ // If we arrive here after 'nextGame' action, the board might be hidden
+ let boardDiv = document.querySelector(".game");
+ if (!!boardDiv && boardDiv.style.visibility == "hidden")
+ boardDiv.style.visibility = "visible";
+ this.re_setClocks();
+ this.$nextTick(() => {
+ this.game.rendered = true;
+ // Did lastate arrive before game was rendered?
+ if (!!this.lastate) this.processLastate();
+ });
+ if (this.lastateAsked) {
+ this.lastateAsked = false;
+ this.sendLastate(game.oppsid);
+ }
+ if (!!callback) callback();
+ },
+ loadVariantThenGame: async function(game, callback) {
+ await import("@/variants/" + game.vname + ".js")
+ .then((vModule) => {
+ window.V = vModule[game.vname + "Rules"];
+ this.loadGame(game, callback);
+ });
+ this.rulesContent =
+ afterRawLoad(
+ require(
+ "raw-loader!@/translations/rules/" +
+ game.vname + "/" + this.st.lang + ".pug"
+ ).default
+ ).replace(/(fen:)([^:]*):/g, replaceByDiag);
+ },
+ // 3 cases for loading a game:
+ // - from indexedDB (running or completed live game I play)
+ // - from server (one correspondance game I play[ed] or not)
+ // - from remote peer (one live game I don't play, finished or not)
+ fetchGame: function(callback) {
+ if (
+ Number.isInteger(this.gameRef) ||
+ !isNaN(parseInt(this.gameRef, 10))
+ ) {
+ // corr games identifiers are integers
+ ajax(
+ "/games",
+ "GET",
+ {
+ data: { gid: this.gameRef },
+ success: (res) => {
+ res.game.moves.forEach(m => {
+ m.squares = JSON.parse(m.squares);
+ });
+ callback(res.game);