+ if (this.game.type == "corr") {
+ // corr: only move, fen and score
+ this.updateCorrGame({
+ fen: this.game.fen,
+ move: {
+ squares: filtered_move,
+ idx: origMovescount
+ },
+ // Code "n" for "None" to force reset (otherwise it's ignored)
+ drawOffer: drawCode || "n"
+ });
+ }
+ else {
+ const updateStorage = () => {
+ GameStorage.update(this.gameRef, {
+ fen: this.game.fen,
+ move: filtered_move,
+ moveIdx: origMovescount,
+ clocks: this.game.clocks,
+ drawOffer: drawCode
+ });
+ };
+ // The active tab can update storage immediately
+ if (this.focus) updateStorage();
+ // Small random delay otherwise
+ else setTimeout(updateStorage, 500 + 1000 * Math.random());
+ }
+ }
+ // Send move ("newmove" event) to people in the room (if our turn)
+ if (moveCol == this.game.mycolor && !data.receiveMyMove) {
+ let sendMove = {
+ move: filtered_move,
+ index: origMovescount,
+ // color is required to check if this is my move
+ // (if several tabs opened)
+ color: moveCol,
+ cancelDrawOffer: this.drawOffer == ""
+ };
+ if (this.game.type == "live")
+ sendMove["clock"] = this.game.clocks[colorIdx];
+ // (Live) Clocks will re-start when the opponent pingback arrive
+ this.opponentGotMove = false;
+ this.send("newmove", {data: sendMove});
+ // If the opponent doesn't reply gotmove soon enough, re-send move:
+ // Do this at most 2 times, because mpore would mean network issues,
+ // opponent would then be expected to disconnect/reconnect.
+ let counter = 1;
+ const currentUrl = document.location.href;
+ this.retrySendmove = setInterval(
+ () => {
+ if (
+ counter >= 3 ||
+ this.opponentGotMove ||
+ document.location.href != currentUrl //page change
+ ) {
+ clearInterval(this.retrySendmove);
+ return;
+ }
+ const oppsid = this.getOppsid();
+ if (!oppsid)
+ // Opponent is disconnected: he'll ask last state
+ clearInterval(this.retrySendmove);
+ else {
+ this.send("newmove", { data: sendMove, target: oppsid });
+ counter++;
+ }
+ },
+ 1500
+ );
+ }
+ else
+ // Not my move or I'm an observer: just start other player's clock
+ this.re_setClocks();
+ };
+ if (
+ this.game.type == "corr" &&
+ moveCol == this.game.mycolor &&
+ !data.receiveMyMove
+ ) {
+ let boardDiv = document.querySelector(".game");
+ const afterSetScore = () => {
+ doProcessMove();
+ if (this.st.settings.gotonext && this.nextIds.length > 0)
+ this.showNextGame();
+ else {
+ // The board might have been hidden:
+ if (boardDiv.style.visibility == "hidden")
+ boardDiv.style.visibility = "visible";
+ if (data.score == "*") this.re_setClocks();
+ }
+ };
+ let el = document.querySelector("#buttonsConfirm > .acceptBtn");
+ // We may play several moves in a row: in case of, remove listener:
+ let elClone = el.cloneNode(true);
+ el.parentNode.replaceChild(elClone, el);
+ elClone.addEventListener(
+ "click",
+ () => {
+ document.getElementById("modalConfirm").checked = false;
+ if (!!data.score && data.score != "*")
+ // Set score first
+ this.gameOver(data.score, null, afterSetScore);
+ else afterSetScore();
+ }
+ );
+ // PlayOnBoard is enough, and more appropriate for Synchrone Chess
+ const arMove = (Array.isArray(move) ? move : [move]);
+ for (let i = 0; i < arMove.length; i++)
+ V.PlayOnBoard(this.vr.board, arMove[i]);
+ const position = this.vr.getBaseFen();
+ for (let i = arMove.length - 1; i >= 0; i--)
+ V.UndoOnBoard(this.vr.board, arMove[i]);
+ if (["all","byrow"].includes(V.ShowMoves)) {
+ this.curDiag = getDiagram({
+ position: position,
+ orientation: V.CanFlip ? this.game.mycolor : "w"
+ });
+ document.querySelector("#confirmDiv > .card").style.width =
+ boardDiv.offsetWidth + "px";
+ } else {
+ // Incomplete information: just ask confirmation
+ // Hide the board, because otherwise it could reveal infos
+ boardDiv.style.visibility = "hidden";
+ this.moveNotation = getFullNotation(move);
+ }
+ document.getElementById("modalConfirm").checked = true;
+ }
+ else {
+ // Normal situation
+ if (!!data.score && data.score != "*")
+ this.gameOver(data.score, null, doProcessMove);
+ else doProcessMove();
+ }
+ },
+ cancelMove: function() {
+ let boardDiv = document.querySelector(".game");
+ if (boardDiv.style.visibility == "hidden")
+ boardDiv.style.visibility = "visible";
+ document.getElementById("modalConfirm").checked = false;
+ this.$refs["basegame"].cancelLastMove();
+ },
+ // In corr games, callback to change page only after score is set:
+ gameOver: function(score, scoreMsg, callback) {
+ this.game.score = score;
+ if ("ontouchstart" in window) {
+ this.$nextTick(() => {
+ // Disable tooltips on smartphones
+ // (might be required for rematch button at least):
+ document.querySelectorAll("#aboveBoard .tooltip").forEach(elt => {
+ elt.classList.remove("tooltip");
+ });