.classList.add("somethingnew");
}
},
- // Called at loading to augment games with priority + myTurn infos
+ // Called at loading to augment games with myColor + myTurn infos
decorate: function(games) {
games.forEach(g => {
- g.priority = 0;
+ // If game is over, myColor and myTurn are ignored:
if (g.score == "*") {
- g.priority++;
- const myColor =
+ g.myColor =
(g.type == "corr" && g.players[0].uid == this.st.user.id) ||
(g.type == "live" && g.players[0].sid == this.st.user.sid)
? 'w'
: 'b';
const rem = g.movesCount % 2;
- if ((rem == 0 && myColor == 'w') || (rem == 1 && myColor == 'b')) {
+ if ((rem == 0 && g.myColor == 'w') || (rem == 1 && g.myColor == 'b')) {
g.myTurn = true;
- g.priority++;
}
}
});
// "notifything" --> "thing":
const thing = data.code.substr(6);
game[thing] = info[thing];
- if (thing == "score") game.priority = 0;
- else {
- game.priority = 3 - game.priority; //toggle turn
- game.myTurn = !game.myTurn;
- }
+ if (thing == "turn") game.myTurn = !game.myTurn;
this.$forceUpdate();
this.tryShowNewsIndicator(type);
break;
},
gameInfo
);
- // Compute priority:
- game.priority = 1; //at least: my running game
- if (
+ game.myTurn =
(type == "corr" && game.players[0].uid == this.st.user.id) ||
- (type == "live" && game.players[0].sid == this.st.user.sid)
- ) {
- game.priority++;
- game.myTurn = true;
- }
+ (type == "live" && game.players[0].sid == this.st.user.sid);
gamesArrays[type].push(game);
this.$forceUpdate();
this.tryShowNewsIndicator(type);