A few fixes. Still undelivered moves issue
authorBenjamin Auder <benjamin.auder@somewhere>
Sun, 18 Nov 2018 15:33:26 +0000 (16:33 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Sun, 18 Nov 2018 15:33:26 +0000 (16:33 +0100)
public/javascripts/components/game.js
sockets.js

index 42e6507..160c692 100644 (file)
@@ -378,7 +378,7 @@ Vue.component('my-game', {
                        {
                                // New game request has been cancelled on disconnect
                                this.seek = true;
-                               this.newGame("human", "reconnect");
+                               this.newGame("human", undefined, undefined, undefined, undefined, "reconnect");
                        }
                };
                const socketMessageListener = msg => {
@@ -480,7 +480,7 @@ Vue.component('my-game', {
                                } catch (INVALID_STATE_ERR) {
                                        return; //nothing achieved
                                }
-                               if (!fenInit || fenInit!="reconnect") //TODO: bad HACK...
+                               if (continuation == "reconnect") //TODO: bad HACK...
                                {
                                        let modalBox = document.getElementById("modal-control2");
                                        modalBox.checked = true;
index 10a794f..f3d479d 100644 (file)
@@ -67,13 +67,13 @@ module.exports = function(wss) {
                                switch (obj.code)
                                {
                                        case "newmove":
-                                               if (!!clients[page][obj.oppid] && clients[page][obj.oppid].readyState == WebSocket.OPEN)
+                                               if (!!clients[page][obj.oppid]) // && clients[page][obj.oppid].readyState == WebSocket.OPEN)
                                                        clients[page][obj.oppid].send(JSON.stringify({code:"newmove",move:obj.move}));
                                                else
                                                        newmoves[page][obj.oppid] = obj.move;
                                                break;
                                        case "ping":
-                                               if (!!clients[page][obj.oppid] && clients[page][obj.oppid].readyState == WebSocket.OPEN)
+                                               if (!!clients[page][obj.oppid]) // && clients[page][obj.oppid].readyState == WebSocket.OPEN)
                                                        socket.send(JSON.stringify({code:"pong"}));
                                                break;
                                        case "newgame":
@@ -91,7 +91,7 @@ module.exports = function(wss) {
                                                        games[page] = {id:sid, fen:obj.fen}; //wait for opponent
                                                break;
                                        case "resign":
-                                               if (!!clients[page][obj.oppid] && clients[page][obj.oppid].readyState == WebSocket.OPEN)
+                                               if (!!clients[page][obj.oppid]) // && clients[page][obj.oppid].readyState == WebSocket.OPEN)
                                                        clients[page][obj.oppid].send(JSON.stringify({code:"resign"}));
                                                else
                                                        newresign[page][obj.oppid] = true;