Fix clocks update
[vchess.git] / client / src / views / Game.vue
index 6cb75f4..2fdd223 100644 (file)
@@ -79,11 +79,16 @@ export default {
       }
     },
     "game.clocks": function(newState) {
-      this.virtualClocks = newState.map(s => ppt(s));
       const currentTurn = this.vr.turn;
       const colorIdx = ["w","b"].indexOf(currentTurn);
       let countdown = newState[colorIdx] -
         (Date.now() - this.game.initime[colorIdx])/1000;
+      this.virtualClocks = [0,1].map(i => {
+        const removeTime = i == colorIdx
+          ? (Date.now() - this.game.initime[colorIdx])/1000
+          : 0;
+        return ppt(newState[i] - removeTime);
+      });
       const myTurn = (currentTurn == this.game.mycolor);
       let clockUpdate = setInterval(() => {
         if (countdown <= 0 || this.vr.turn != currentTurn)
@@ -297,25 +302,39 @@ export default {
         const vname = (variantCell.length > 0 ? variantCell[0].name : "");
         if (!game.fen)
           game.fen = game.fenStart; //game wasn't started
-
-
-        // TODO: process rtime, clocks............ game.clocks doesn't exist anymore
-console.log(game);
-
+        const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
+        if (gtype == "corr")
+        {
+          // corr game: needs to compute the clocks + initime
+          //if (game.players[i].rtime < 0) initime = Date.now(), else compute,
+          //also using move.played fields
+          game.clocks = [-1, -1];
+          game.initime = [0, 0];
+          // TODO: compute clocks + initime
+        }
         const tc = extractTime(game.timeControl);
+        const myIdx = game.players.findIndex(p => p.sid == this.st.user.sid);
         if (game.clocks[0] < 0) //game unstarted
         {
           game.clocks = [tc.mainTime, tc.mainTime];
           game.initime[0] = Date.now();
+          if (myIdx >= 0) //I play in this game
+          {
+            GameStorage.update(game.gameId,
+            {
+              clocks: game.clocks,
+              initime: game.initime,
+            });
+          }
         }
         const vModule = await import("@/variants/" + vname + ".js");
         window.V = vModule.VariantRules;
         this.vr = new V(game.fen);
-        const myIdx = game.players.findIndex(p => p.sid == this.st.user.sid);
         this.game = Object.assign({},
           game,
           // NOTE: assign mycolor here, since BaseGame could also bs VS computer
           {
+            type: gtype,
             increment: tc.increment,
             vname: vname,
             mycolor: [undefined,"w","b"][myIdx+1],
@@ -378,11 +397,14 @@ console.log(game);
       const nextIdx = ["w","b"].indexOf(this.vr.turn);
       GameStorage.update(this.gameRef.id,
       {
-        colorIdx: colorIdx,
-        nextIdx: nextIdx,
         move: filtered_move,
         fen: move.fen,
-        addTime: addTime,
+        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);
@@ -394,10 +416,7 @@ console.log(game);
     // TODO: this update function should also work for corr games
     gameOver: function(score) {
       this.game.mode = "analyze";
-      GameStorage.update(this.gameRef.id,
-      {
-        score: score,
-      });
+      GameStorage.update(this.gameRef.id, { score: score });
     },
   },
 };