X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=0c2279601988102c3f7b9672ca51bcc2537639b4;hb=c4f91d3ff756bf1c8948433e0584e0e4235f3524;hp=7aa7aa5f4c0d46d45376717d921faf2278593ca1;hpb=6ec161b904b068b0f07defce45dba936933f4a1b;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 7aa7aa5f..0c227960 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -96,9 +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.$refs["basegame"].play( - data.move, this.game.vname!="Dark" ? "animate" : null); //TODO: arg to know if opponent move (or comp) in case of dark variant... - this.processMove(data.move); + // NOTE: next call will trigger processMove() + this.$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) @@ -146,7 +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"); @@ -250,8 +250,10 @@ export default { // 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; - vr.play(move); + this.vr.play(move); move.fen = this.vr.getFen(); }); this.vr.re_init(game.fen); @@ -275,37 +277,39 @@ export default { if (!this.game.mycolor) return; //I'm just an observer // Update storage (corr or live) - const colorIdx = ["w","b","g","r"][move.color]; + 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] = raw[key]; + obj[key] = move[key]; return obj; }, {}); // Send move ("newmove" event) to opponent(s) (if ours) // (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", - { + 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, - elapsed: move.elapsed, - increment: this.game.increment, //redundant but faster - initime: (this.vr.turn == this.game.mycolor), //is it my turn? + addTime: addTime, + initime: (this.vr.turn == this.game.mycolor), //my turn now? }); }, // NOTE: this update function should also work for corr games