X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fviews%2FGame.vue;h=8389bde185a0c2617f93900deba5e26c853b751c;hb=8a7452b520dc7ead6880a7e62e7c0e057db1ebda;hp=13dc4865d5266bb681f8407c019d2e607804ddf1;hpb=b4fb161253c5e7b4581ca37d22339111dd4aa861;p=vchess.git diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 13dc4865..8389bde1 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -97,7 +97,8 @@ export default { // 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); + 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); break; case "pong": //received if we sent a ping (game still alive on our side) if (this.gameRef.id != data.gameId) @@ -246,6 +247,15 @@ 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 => { + // TODO: this is doing manually what BaseGame.play() achieve... + 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 +268,59 @@ 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"][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) + 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; } + 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? + }); }, + // 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, + }); }, }, }; + +