+
+
+ // TODO: (and also when receiving / sending a move ?)
+// if (!!game.drawOffer)
+// {
+// if (game.drawOffer == "w")
+// {
+// if (myIdx == 0)
+// {
+// this.drawOffer = "sent";
+
+
+
+
+
+ this.game = Object.assign({},
+ game,
+ // NOTE: assign mycolor here, since BaseGame could also be VS computer
+ {
+ type: gtype,
+ increment: tc.increment,
+ mycolor: [undefined,"w","b"][myIdx+1],
+ // 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].uid),
+ }
+ );
+ this.repeat = {}; //reset
+ if (!!this.lastate) //lastate arrived before game was loaded:
+ this.processLastate();
+ callback();
+ };
+ if (!!game)
+ return afterRetrieval(game);
+ if (!!this.gameRef.rid)
+ {
+ // Remote live game: forgetting about callback func... (TODO: design)
+ this.st.conn.send(JSON.stringify(
+ {code:"askfullgame", target:this.gameRef.rid}));
+ }
+ else
+ {
+ // Local or corr game
+ GameStorage.get(this.gameRef.id, afterRetrieval);
+ }
+ },
+ // Post-process a move (which was just played)
+ processMove: function(move) {
+ // Update storage (corr or live) if I play in the game
+ const colorIdx = ["w","b"].indexOf(move.color);
+ // https://stackoverflow.com/a/38750895
+ if (!!this.game.mycolor)
+ {
+ const allowed_fields = ["appear", "vanish", "start", "end"];
+ // NOTE: 'var' to see this variable outside this block
+ var filtered_move = Object.keys(move)
+ .filter(key => allowed_fields.includes(key))
+ .reduce((obj, key) => {
+ obj[key] = move[key];
+ return obj;
+ }, {});
+ }
+ // Send move ("newmove" event) to people in the room (if our turn)
+ let addTime = 0;
+ if (move.color == this.game.mycolor)
+ {
+ if (this.game.moves.length >= 2) //after first move
+ {
+ const elapsed = Date.now() - this.game.initime[colorIdx];
+ // elapsed time is measured in milliseconds
+ addTime = this.game.increment - elapsed/1000;
+ }
+ let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
+ Object.keys(this.people).forEach(sid => {
+ if (sid != this.st.user.sid)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "newmove",
+ target: sid,
+ move: sendMove,
+ }));
+ }
+ });
+ }
+ else
+ addTime = move.addTime; //supposed transmitted
+ const nextIdx = ["w","b"].indexOf(this.vr.turn);
+ // Since corr games are stored at only one location, update should be
+ // done only by one player for each move:
+ if (!!this.game.mycolor &&
+ (this.game.type == "live" || move.color == this.game.mycolor))
+ {
+ if (this.game.type == "corr")
+ {
+ GameStorage.update(this.gameRef.id,
+ {
+ fen: move.fen,
+ move:
+ {
+ squares: filtered_move,
+ played: Date.now(), //TODO: on server?
+ idx: this.game.moves.length,
+ },
+ });
+ }
+ else //live
+ {
+ GameStorage.update(this.gameRef.id,
+ {
+ fen: move.fen,
+ move: filtered_move,
+ clocks: this.game.clocks.map((t,i) => i==colorIdx
+ ? this.game.clocks[i] + addTime
+ : this.game.clocks[i]),
+ initime: this.game.initime.map((t,i) => i==nextIdx
+ ? Date.now()
+ : this.game.initime[i]),
+ });
+ }
+ }
+ // Also update current game object:
+ this.game.moves.push(move);
+ this.game.fen = move.fen;
+ //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
+ this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
+ this.game.initime[nextIdx] = Date.now();
+ // If repetition detected, consider that a draw offer was received:
+ const fenObj = V.ParseFen(move.fen);
+ let repIdx = fenObj.position + "_" + fenObj.turn;
+ if (!!fenObj.flags)
+ repIdx += "_" + fenObj.flags;
+ this.repeat[repIdx] = (!!this.repeat[repIdx]
+ ? this.repeat[repIdx]+1
+ : 1);
+ if (this.repeat[repIdx] >= 3)
+ this.drawOffer = "threerep";
+ },
+ resetChatColor: function() {
+ // TODO: this is called twice, once on opening an once on closing
+ document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
+ },
+ finishSendChat: function(chat) {
+ // NOTE: anonymous chats in corr games are not stored on server (TODO?)
+ if (this.game.type == "corr" && this.st.user.id > 0)
+ GameStorage.update(this.gameRef.id, {chat: chat});