game: {}, //passed to BaseGame
focus: !document.hidden, //will not always work... TODO
// virtualClocks will be initialized from true game.clocks
+ // TODO: clock update triggers re-rendering. Should be out of Vue
virtualClocks: [],
vr: null, //"variant rules" object initialized from FEN
rulesContent: "",
},
getGameType: function(game) {
if (!!game.id.toString().match(/^i/)) return "import";
- return game.cadence.indexOf("d") >= 0 ? "corr" : "live";
+ return (
+ game.cadence.indexOf("d") >= 0
+ ? "corr"
+ : (game.cadence.indexOf("/") >= 0 ? "simul" : "live")
+ );
},
// Notify something after a new move (to opponent and me on MyGames page)
notifyMyGames: function(thing, data) {
// - from server (one correspondance game I play[ed] or not)
// - from remote peer (one live game I don't play, finished or not)
fetchGame: function(callback) {
- if (Number.isInteger(this.gameRef) || !isNaN(parseInt(this.gameRef))) {
+ if (
+ Number.isInteger(this.gameRef) ||
+ !isNaN(parseInt(this.gameRef, 10))
+ ) {
// corr games identifiers are integers
ajax(
"/games",
};
if (
this.game.type == "corr" &&
- V.CorrConfirm &&
moveCol == this.game.mycolor &&
!data.receiveMyMove
) {
if (data.score == "*") this.re_setClocks();
}
};
+ if (!V.CorrConfirm) {
+ afterSetScore();
+ return;
+ }
let el = document.querySelector("#buttonsConfirm > .acceptBtn");
// We may play several moves in a row: in case of, remove listener:
let elClone = el.cloneNode(true);