+ if (gtype == "live") {
+ if (game.clocks[0] < 0) {
+ // Game is unstarted. clock is ignored until move 2
+ game.clocks = [tc.mainTime, tc.mainTime];
+ if (myIdx >= 0) {
+ // I play in this live game
+ GameStorage.update(game.id, {
+ clocks: game.clocks
+ });
+ }
+ } else {
+ if (!!game.initime)
+ // It's my turn: clocks not updated yet
+ game.clocks[myIdx] -= (Date.now() - game.initime) / 1000;
+ }
+ }
+ // TODO: merge next 2 "if" conditions
+ if (!!game.drawOffer) {
+ if (game.drawOffer == "t")
+ // Three repetitions
+ this.drawOffer = "threerep";
+ else {
+ // Draw offered by any of the players:
+ if (myIdx < 0) this.drawOffer = "received";
+ else {
+ // I play in this game:
+ if (
+ (game.drawOffer == "w" && myIdx == 0) ||
+ (game.drawOffer == "b" && myIdx == 1)
+ )
+ this.drawOffer = "sent";
+ else this.drawOffer = "received";
+ }
+ }
+ }
+ if (!!game.rematchOffer) {
+ if (myIdx < 0) this.rematchOffer = "received";
+ else {
+ // I play in this game:
+ if (
+ (game.rematchOffer == "w" && myIdx == 0) ||
+ (game.rematchOffer == "b" && myIdx == 1)
+ )
+ this.rematchOffer = "sent";
+ else this.rematchOffer = "received";
+ }
+ }
+ this.repeat = {}; //reset: scan past moves' FEN:
+ let repIdx = 0;
+ let vr_tmp = new V(game.fenStart);
+ let curTurn = "n";
+ game.moves.forEach(m => {
+ playMove(m, vr_tmp);
+ const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
+ this.repeat[fenIdx] = this.repeat[fenIdx]
+ ? this.repeat[fenIdx] + 1
+ : 1;
+ });
+ 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.$refs["basegame"].re_setVariables(this.game);
+ if (!this.gameIsLoading) {
+ // Initial loading:
+ this.gotMoveIdx = game.moves.length - 1;
+ // If we arrive here after 'nextGame' action, the board might be hidden
+ let boardDiv = document.querySelector(".game");
+ if (!!boardDiv && boardDiv.style.visibility == "hidden")
+ boardDiv.style.visibility = "visible";
+ }
+ this.re_setClocks();
+ this.$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 (this.gameIsLoading) {
+ this.gameIsLoading = false;
+ if (this.gotMoveIdx >= game.moves.length)
+ // Some moves arrived meanwhile...
+ this.askGameAgain();
+ }
+ 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);
+ });