<template lang="pug">
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- BaseGame(:vname="variant.name" :analyze="analyze"
+ BaseGame(:game="game" :analyze="analyze"
:vr="vr" :fen-start="fenStart" :players="players" :mycolor="mycolor"
ref="basegame" @newmove="processMove")
.button-group(v-if="mode!='analyze'")
//import Chat from "@/components/Chat.vue";
//import MoveList from "@/components/MoveList.vue";
import { store } from "@/store";
+import { GameStorage } from "@/utils/storage";
export default {
name: 'my-game',
data: function() {
return {
st: store.state,
- // variables passed to BaseGame:
- fenStart: "",
- vr: null,
- players: ["Myself","Computer"], //always playing white for now
- mycolor: "w",
- ////////////
- gameRef: {id: "", rid: ""}, //given in URL (rid = remote ID, if applicable)
- mode: "live", //or "corr"
- vname: "", //filled when game is retrieved
- drawOfferSent: false, //did I just ask for draw?
- players: [], //filled later (2 to 4 players)
- people: [], //potential observers
+ gameRef: {id: "", rid: ""}, //given in URL (rid = remote ID)
+ game: null, //passed to BaseGame
+ drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?)
+ people: [], //potential observers (TODO)
};
},
computed: {
'$route' (to, from) {
this.gameRef.id = to.params["id"];
this.gameRef.rid = to.query["rid"];
- this.launchGame();
+ this.loadGame();
},
},
created: function() {
{
this.gameRef.id = this.$route.params["id"];
this.gameRef.rid = this.$route.query["rid"];
- this.launchGame();
+ this.loadGame();
}
// Poll all players except me (if I'm playing) to know online status.
// --> Send ping to server (answer pong if players[s] are connected)
}
this.endGame(this.mycolor=="w"?"0-1":"1-0");
},
- // TODO: vname is unknown before game is loaded (vname is a field in memory)
- launchGame: async function() {
- const vModule = await import("@/variants/" + this.vname + ".js");
- window.V = vModule.VariantRules;
- this.loadGame(this.gid);
- },
- loadGame: function(gid) {
- // TODO: ask game to remote peer if this.remoteId is set
- // (or just if game not found locally)
- // NOTE: if it's a corr game, ask it from server
- const game = getGameFromStorage(gid); //, this.gameRef.uid); //uid may be blank
- this.opponent.id = game.oppid; //opponent ID in case of running HH game
- this.opponent.name = game.oppname; //maye be blank (if anonymous)
- this.score = game.score;
- this.mycolor = game.mycolor;
- this.fenStart = game.fenStart;
- this.moves = game.moves;
+ // 4 cases for loading a game:
+ // - from localStorage (one running game I play)
+ // - from indexedDB (one completed live game)
+ // - from server (one correspondance game I play[ed] or not)
+ // - from remote peer (one live game I don't play, finished or not)
+ loadGame: async function() {
+ const game = GameStorage.get(this.gameRef);
+ this.game = game;
this.cursor = game.moves.length-1;
+ // TODO: lastMove must be in BaseGame, not here
this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null);
- // TODO: fill players array
+ const vModule = await import("@/variants/" + game.vname + ".js");
+ window.V = vModule.VariantRules;
},
oppConnected: function(uid) {
- return this.opponents.any(o => o.id == uidi && o.online);
+ return this.opponents.some(o => o.id == uid && o.online);
},
},
};