From c4f91d3ff756bf1c8948433e0584e0e4235f3524 Mon Sep 17 00:00:00 2001 From: Benjamin Auder Date: Thu, 13 Jun 2019 11:55:29 +0200 Subject: [PATCH] Fix clocks update + double move effect --- client/src/components/BaseGame.vue | 16 ++++++++-------- client/src/utils/storage.js | 6 +++--- client/src/views/Game.vue | 21 ++++++++++++--------- 3 files changed, 23 insertions(+), 20 deletions(-) diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue index 68fa83a2..393b9ccf 100644 --- a/client/src/components/BaseGame.vue +++ b/client/src/components/BaseGame.vue @@ -175,11 +175,11 @@ export default { this.play(move); }, 250); }, - play: function(move, programmatic) { + play: function(move, receive, noanimate) { const navigate = !move; // Forbid playing outside analyze mode when cursor isn't at moves.length-1 // (except if we receive opponent's move, human or computer) - if (!navigate && !this.analyze && !programmatic + if (!navigate && !this.analyze && !receive && this.cursor < this.moves.length-1) { return; @@ -190,17 +190,17 @@ export default { return; //no more moves move = this.moves[this.cursor+1]; } - else - { - move.color = this.vr.turn; - move.notation = this.vr.getNotation(move); - } - if (!!programmatic) //computer or (remote) human opponent + if (!!receive && !noanimate) //opponent move, variant != "Dark" { if (this.cursor < this.moves.length-1) this.gotoEnd(); //required to play the move return this.animateMove(move); } + if (!navigate) + { + move.color = this.vr.turn; + move.notation = this.vr.getNotation(move); + } // Not programmatic, or animation is over this.vr.play(move); this.cursor++; diff --git a/client/src/utils/storage.js b/client/src/utils/storage.js index a30bb824..e5978ae3 100644 --- a/client/src/utils/storage.js +++ b/client/src/utils/storage.js @@ -116,15 +116,15 @@ export const GameStorage = // localStorage: // TODO: also option to takeback a move ? // NOTE: for live games only (all on server for corr) - update: function(o) //colorIdx, move, fen, elapsed, increment, initime, score + update: function(o) //colorIdx, move, fen, addTime, initime, score { let gameState = JSON.parse(localStorage.getItem("gameState")); if (!!o.move) { gameState.moves.push(o.move); gameState.fen = o.fen; - if (!!o.elapsed) //NaN if first move in game - gameState.clocks[o.colorIdx] += (o.increment - o.elapsed); + if (!!o.addTime) //NaN if first move in game + gameState.clocks[o.colorIdx] += o.addTime; } if (!!o.initime) //just a flag (true) gameState.initime = Date.now(); diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 8389bde1..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"); @@ -250,7 +250,8 @@ export default { // 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... + // 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(); @@ -276,7 +277,7 @@ 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) @@ -287,6 +288,7 @@ export default { }, {}); // 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(); @@ -299,14 +301,15 @@ export default { })); }); 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 -- 2.44.0