if (elt.id != element) elt.style.display = "none";
else elt.style.display = "block";
}
- if (element.id == "boardContainer") {
+ if (element == "boardContainer") {
// Avoid smartphone scrolling effects (TODO?)
document.querySelector("html").style.overflow = "hidden";
document.body.style.overflow = "hidden";
else {
document.querySelector("html").style.overflow = "visible";
document.body.style.overflow = "visible";
- if (element.id == "newGame") {
+ if (element == "newGame") {
// Workaround "superposed texts" effect
inputName.focus();
inputName.blur();
break;
// Receive opponent's move:
case "newmove":
+ send("gotmove", {fen: obj.fen, gid: gid});
+ if (obj.fen == lastFen) break; //got this move already
+ lastFen = obj.fen;
if (document.hidden) notifyMe("move");
vr.playReceivedMove(obj.moves, () => {
if (vr.getCurrentScore(obj.moves[obj.moves.length-1]) != "*") {
else toggleTurnIndicator(true);
});
break;
+ // The server notifies that it got our move:
+ case "gotmove":
+ if (obj.fen == lastFen) {
+ curMoves = [];
+ clearTimeout(timeout1);
+ clearTimeout(timeout2);
+ clearTimeout(timeout3);
+ callbackAfterConfirmation();
+ }
+ break;
// Opponent stopped game (draw, abort, resign...)
case "gameover":
toggleVisible("gameStopped");
}
}
-let curMoves = [];
-const afterPlay = (move) => { //pack into one moves array, then send
+let curMoves = [],
+ lastFen, lastMove,
+ timeout1, timeout2, timeout3;
+const callbackAfterConfirmation = () => {
+ const result = vr.getCurrentScore(lastMove);
+ if (result != "*") {
+ setTimeout( () => {
+ toggleVisible("gameStopped");
+ send("gameover", { gid: gid });
+ }, 2000);
+ }
+};
+const afterPlay = (move) => {
+ // Pack into one moves array, then send
curMoves.push({
appear: move.appear,
vanish: move.vanish,
start: move.start,
end: move.end
});
+ lastMove = move;
if (vr.turn != playerColor) {
toggleTurnIndicator(false);
- send("newmove", { gid: gid, moves: curMoves, fen: vr.getFen() });
- curMoves = [];
- const result = vr.getCurrentScore(move);
- if (result != "*") {
- setTimeout( () => {
- toggleVisible("gameStopped");
- send("gameover", { gid: gid });
- }, 2000);
- }
+ lastFen = vr.getFen();
+ const sendMove =
+ () => send("newmove", {gid: gid, moves: curMoves, fen: lastFen});
+ // Send move until we obtain confirmation or timeout, then callback
+ sendMove();
+ timeout1 = setTimeout(sendMove, 500);
+ timeout2 = setTimeout(sendMove, 1500);
+ timeout3 = setTimeout(
+ () => alert("The move may be lost :( Please reload"),
+ 3000);
}
};