X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=0c2279601988102c3f7b9672ca51bcc2537639b4;hb=c4f91d3ff756bf1c8948433e0584e0e4235f3524;hp=13dc4865d5266bb681f8407c019d2e607804ddf1;hpb=b4fb161253c5e7b4581ca37d22339111dd4aa861;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 13dc4865..0c227960 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -96,8 +96,9 @@ export default { case "newmove": // TODO: observer on dark games must see all board ? Or alternate ? (seems better) // ...or just see nothing as on buho21 - this.$refs["basegame"].play( - data.move, this.game.vname!="Dark" ? "animate" : null); + // NOTE: next call will trigger processMove() + this.$refs["basegame"].play(data.move, + "receive", this.game.vname!="Dark" ? "animate" : null); break; case "pong": //received if we sent a ping (game still alive on our side) if (this.gameRef.id != data.gameId) @@ -145,7 +146,7 @@ export default { })); } else if (data.movesCount > L) //just got last move from him - this.play(data.lastMove, "animate"); + this.play(data.lastMove, "animate"); //TODO: wrong call (3 args) break; case "resign": //..you won! this.endGame(this.game.mycolor=="w"?"1-0":"0-1"); @@ -246,6 +247,16 @@ export default { const vModule = await import("@/variants/" + game.vname + ".js"); window.V = vModule.VariantRules; this.vr = new V(game.fen); + // Post-processing: decorate each move with current FEN: + // (to be able to jump to any position quickly) + game.moves.forEach(move => { + // NOTE: this is doing manually what BaseGame.play() achieve... + // but in a lighter "fast-forward" way + move.color = this.vr.turn; + this.vr.play(move); + move.fen = this.vr.getFen(); + }); + this.vr.re_init(game.fen); }); // // Poll all players except me (if I'm playing) to know online status. // // --> Send ping to server (answer pong if players[s] are connected) @@ -258,29 +269,61 @@ export default { // } }, // TODO: refactor this old "oppConnected" logic - oppConnected: function(uid) { - return this.opponents.some(o => o.id == uid && o.online); - }, +// oppConnected: function(uid) { +// return this.opponents.some(o => o.id == uid && o.online); +// }, + // Post-process a move (which was just played) processMove: function(move) { if (!this.game.mycolor) return; //I'm just an observer - // TODO: update storage (corr or live), - GameStorage.update({ - fen: move: clocks: ................ // TODO - }); + // Update storage (corr or live) + const colorIdx = ["w","b","g","r"].indexOf(move.color); + // https://stackoverflow.com/a/38750895 + const allowed_fields = ["appear", "vanish", "start", "end"]; + const 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 opponent(s) (if ours) - if (move.disappear[0].c == this.game.mycolor) + // (otherwise move.elapsed is supposed to be already transmitted) + let addTime = undefined; + if (move.color == this.game.mycolor) { + const elapsed = Date.now() - GameStorage.getInitime(); this.game.players.forEach(p => { if (p.sid != this.st.user.sid) - this.st.conn.send("newmove", {target:p.sid, move:move}); + this.st.conn.send(JSON.stringify({ + code: "newmove", + target: p.sid, + move: Object.assign({}, filtered_move, {elapsed: elapsed}), + })); }); + move.elapsed = elapsed; + // elapsed time is measured in milliseconds + addTime = this.game.increment - elapsed/1000; } + GameStorage.update({ + colorIdx: colorIdx, + move: filtered_move, + fen: move.fen, + addTime: addTime, + initime: (this.vr.turn == this.game.mycolor), //my turn now? + }); }, + // NOTE: this update function should also work for corr games gameOver: function(score) { - // TODO: GameStorage.update with score - // NOTE: this update function should also work for corr games + GameStorage.update({ + score: score, + }); }, }, }; + +