created: function() {
GameStorage.getAll(true, localGames => {
localGames.forEach(g => g.type = "live");
+ this.decorate(localGames);
this.liveGames = localGames;
});
if (this.st.user.id > 0) {
return !g["deletedBy" + mySide];
});
serverGames.forEach(g => g.type = "corr");
+ this.decorate(serverGames);
this.corrGames = serverGames;
}
}
.classList.add("somethingnew");
}
},
+ // Called at loading to augment games with myColor + myTurn infos
+ decorate: function(games) {
+ games.forEach(g => {
+ // If game is over, myColor and myTurn are ignored:
+ if (g.score == "*") {
+ g.myColor =
+ (g.type == "corr" && g.players[0].uid == this.st.user.id) ||
+ (g.type == "live" && g.players[0].sid == this.st.user.sid)
+ ? 'w'
+ : 'b';
+ const rem = g.movesCount % 2;
+ if ((rem == 0 && g.myColor == 'w') || (rem == 1 && g.myColor == 'b')) {
+ g.myTurn = true;
+ }
+ }
+ });
+ },
socketMessageListener: function(msg) {
const data = JSON.parse(msg.data);
+ let gamesArrays = {
+ "corr": this.corrGames,
+ "live": this.liveGames
+ };
switch (data.code) {
- // NOTE: no need to increment movesCount: unused if turn is provided
case "notifyturn":
case "notifyscore": {
const info = data.data;
- let games =
- !!parseInt(info.gid)
- ? this.corrGames
- : this.liveGames;
- let g = games.find(g => g.id == info.gid);
+ const type = (!!parseInt(info.gid) ? "corr" : "live");
+ let game = gamesArrays[type].find(g => g.id == info.gid);
// "notifything" --> "thing":
const thing = data.code.substr(6);
- this.$set(g, thing, info[thing]);
- this.tryShowNewsIndicator(g.type);
+ game[thing] = info[thing];
+ if (thing == "turn") game.myTurn = !game.myTurn;
+ this.$forceUpdate();
+ this.tryShowNewsIndicator(type);
break;
}
case "notifynewgame": {
// if unlucky and newgame right after connect:
const v = this.st.variants.find(v => v.id == gameInfo.vid);
const vname = !!v ? v.name : "";
- const type = gameInfo.cadence.indexOf('d') >= 0 ? "corr": "live";
- const game = Object.assign(
+ const type = (gameInfo.cadence.indexOf('d') >= 0 ? "corr": "live");
+ let game = Object.assign(
{
vname: vname,
type: type,
score: "*",
- turn: "w"
+ created: Date.now()
},
gameInfo
);
- // TODO: the new game isn't sorted. Maybe apply a different strategy:
- // 1) Sort all at loading,
- // 2) Insert in place when new games arrive,
- // 3) Change position when score or turn change.
- // And GameList just show list unsorted.
- this[type + "Games"].unshift(game);
+ game.myTurn =
+ (type == "corr" && game.players[0].uid == this.st.user.id) ||
+ (type == "live" && game.players[0].sid == this.st.user.sid);
+ gamesArrays[type].push(game);
+ this.$forceUpdate();
this.tryShowNewsIndicator(type);
break;
}
this.conn.addEventListener("close", this.socketCloseListener);
},
showGame: function(game) {
- // TODO: "isMyTurn" is duplicated (see GameList component). myColor also
- const isMyTurn = (g) => {
- if (g.score != "*") return false;
- const myColor =
- g.players[0].uid == this.st.user.id ||
- g.players[0].sid == this.st.user.sid
- ? "w"
- : "b";
- if (!!g.turn) return g.turn == myColor;
- const rem = g.movesCount % 2;
- return (
- (rem == 0 && myColor == "w") ||
- (rem == 1 && myColor == "b")
- );
- };
- if (game.type == "live" || !isMyTurn(game)) {
+ if (game.type == "live" || !game.myTurn) {
this.$router.push("/game/" + game.id);
return;
}
// It's my turn in this game. Are there others?
let nextIds = "";
- let otherCorrGamesMyTurn = this.corrGames.filter(
- g => g.id != game.id && isMyTurn(g));
+ let otherCorrGamesMyTurn = this.corrGames.filter(g =>
+ g.id != game.id && !!g.myTurn);
if (otherCorrGamesMyTurn.length > 0) {
nextIds += "/?next=[";
otherCorrGamesMyTurn.forEach(g => { nextIds += g.id + ","; });