+ this.vr = new V(game.fen);
+ const gtype = game.cadence.indexOf("d") >= 0 ? "corr" : "live";
+ const tc = extractTime(game.cadence);
+ const myIdx = game.players.findIndex(p => {
+ return p.sid == this.st.user.sid || p.uid == this.st.user.id;
+ });
+ const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers
+ if (!game.chats) game.chats = []; //live games don't have chat history
+ if (gtype == "corr") {
+ if (game.players[0].color == "b") {
+ // Adopt the same convention for live and corr games: [0] = white
+ [game.players[0], game.players[1]] = [
+ game.players[1],
+ game.players[0]
+ ];
+ }
+ // corr game: needs to compute the clocks + initime
+ // NOTE: clocks in seconds, initime in milliseconds
+ game.clocks = [tc.mainTime, tc.mainTime];
+ game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
+ if (game.score == "*") {
+ //otherwise no need to bother with time
+ game.initime = [0, 0];
+ const L = game.moves.length;
+ if (L >= 3) {
+ let addTime = [0, 0];
+ for (let i = 2; i < L; i++) {
+ addTime[i % 2] +=
+ tc.increment -
+ (game.moves[i].played - game.moves[i - 1].played) / 1000;
+ }
+ for (let i = 0; i <= 1; i++) game.clocks[i] += addTime[i];
+ }
+ if (L >= 1) game.initime[L % 2] = game.moves[L - 1].played;
+ }
+ const reformattedMoves = game.moves.map(m => {
+ const s = m.squares;
+ return {
+ appear: s.appear,
+ vanish: s.vanish,
+ start: s.start,
+ end: s.end
+ };
+ });
+ // Sort chat messages from newest to oldest
+ game.chats.sort((c1, c2) => {
+ return c2.added - c1.added;
+ });
+ if (myIdx >= 0 && game.chats.length > 0) {
+ // TODO: group multi-moves into an array, to deduce color from index
+ // and not need this (also repeated in BaseGame::re_setVariables())
+ let vr_tmp = new V(game.fenStart); //vr is already at end of game
+ for (let i = 0; i < reformattedMoves.length; i++) {
+ game.moves[i].color = vr_tmp.turn;
+ vr_tmp.play(reformattedMoves[i]);
+ }
+ // Blue background on chat button if last chat message arrived after my last move.
+ let dtLastMove = 0;
+ for (let midx = game.moves.length - 1; midx >= 0; midx--) {
+ if (game.moves[midx].color == mycolor) {
+ dtLastMove = game.moves[midx].played;
+ break;
+ }
+ }
+ if (dtLastMove < game.chats[0].added)
+ document.getElementById("chatBtn").classList.add("somethingnew");
+ }
+ // Now that we used idx and played, re-format moves as for live games
+ game.moves = reformattedMoves;
+ }
+ if (gtype == "live" && game.clocks[0] < 0) {
+ //game unstarted
+ game.clocks = [tc.mainTime, tc.mainTime];
+ if (game.score == "*") {
+ game.initime[0] = Date.now();
+ if (myIdx >= 0) {
+ // I play in this live game; corr games don't have clocks+initime
+ GameStorage.update(game.id, {
+ clocks: game.clocks,
+ initime: game.initime
+ });
+ }
+ }
+ }
+ if (game.drawOffer) {
+ if (game.drawOffer == "t")
+ //three repetitions
+ this.drawOffer = "threerep";
+ else {
+ if (myIdx < 0) this.drawOffer = "received";
+ //by any of the players
+ else {
+ // I play in this game:
+ if (
+ (game.drawOffer == "w" && myIdx == 0) ||
+ (game.drawOffer == "b" && myIdx == 1)
+ )
+ this.drawOffer = "sent";
+ //all other cases
+ else this.drawOffer = "received";
+ }
+ }
+ }
+ if (game.scoreMsg) game.scoreMsg = this.st.tr[game.scoreMsg]; //stored in english
+ this.game = Object.assign(
+ {},