//import Chat from "@/components/Chat.vue";
//import MoveList from "@/components/MoveList.vue";
import { store } from "@/store";
-import { GameStorage } from "@/utils/storage";
+import { GameStorage } from "@/utils/gameStorage";
export default {
name: 'my-game',
// Next line will trigger a "gameover" event, bubbling up till here
this.$refs["basegame"].endGame(this.game.mycolor=="w" ? "0-1" : "1-0");
},
- // 4 cases for loading a game:
- // - from localStorage (one running game I play)
- // - from indexedDB (one completed live game)
+ // 3 cases for loading a game:
+ // - from indexedDB (running or completed live game I play)
// - from server (one correspondance game I play[ed] or not)
// - from remote peer (one live game I don't play, finished or not)
- loadGame: function() {
- GameStorage.get(this.gameRef, async (game) => {
+ loadGame: function(game) {
+ const afterRetrieval = async (game) => {
const vModule = await import("@/variants/" + game.vname + ".js");
window.V = vModule.VariantRules;
this.vr = new V(game.fenStart);
{mycolor: [undefined,"w","b"][1 + game.players.findIndex(
p => p.sid == this.st.user.sid)]},
);
- });
+ };
+ if (!!game)
+ return afterRetrival(game);
+ if (!!this.gameRef.rid)
+ {
+ // TODO: just send a game request message to the remote player,
+ // and when receiving answer just call loadGame(received_game)
+ // + remote peer should have registered us as an observer
+ // (send moves updates + resign/abort/draw actions)
+ return;
+ }
+ else
+ {
+ GameStorage.get(this.gameRef.id, async (game) => {
+ afterRetrieval(game);
+ });
+ }
// // Poll all players except me (if I'm playing) to know online status.
// // --> Send ping to server (answer pong if players[s] are connected)
// if (this.gameInfo.players.some(p => p.sid == this.st.user.sid))
let addTime = undefined;
if (move.color == this.game.mycolor)
{
- const elapsed = Date.now() - GameStorage.getInitime();
+ const elapsed = Date.now() - this.game.initime;
this.game.players.forEach(p => {
if (p.sid != this.st.user.sid)
{
// elapsed time is measured in milliseconds
addTime = this.game.increment - elapsed/1000;
}
- GameStorage.update({
+ const myTurnNow = (this.vr.turn == this.game.mycolor);
+ GameStorage.update(this.gameRef.id,
+ {
colorIdx: colorIdx,
move: filtered_move,
fen: move.fen,
addTime: addTime,
- initime: (this.vr.turn == this.game.mycolor), //my turn now?
+ initime: myTurnNow,
});
+ // Also update current game object:
+ this.game.moves.push(move);
+ this.game.fen = move.fen;
+ this.game.clocks[colorIdx] += (!!addTime ? addTime : 0);
+ this.game.initime = (myTurnNow ? Date.now() : undefined);
},
// TODO: this update function should also work for corr games
gameOver: function(score) {