2 // // Static informations:
6 // players: array of sid+id+name,
8 // increment: integer (seconds),
9 // type: string ("live" or "corr")
10 // // Game (dynamic) state:
12 // moves: array of Move objects,
13 // clocks: array of integers,
14 // initime: array of integers (when clock start running),
15 // score: string (several options; '*' == running),
18 import { store
} from "@/store";
20 function dbOperation(callback
) {
22 let DBOpenRequest
= window
.indexedDB
.open("vchess", 4);
24 DBOpenRequest
.onerror = function(event
) {
25 alert(store
.state
.tr
["Database error: stop private browsing, or update your browser"]);
26 callback("error",null);
29 DBOpenRequest
.onsuccess = function() {
30 db
= DBOpenRequest
.result
;
35 DBOpenRequest
.onupgradeneeded = function(event
) {
36 let db
= event
.target
.result
;
37 let objectStore
= db
.createObjectStore("games", { keyPath: "id" });
38 objectStore
.createIndex("score", "score"); //to search by game result
42 export const GameStorage
= {
43 // Optional callback to get error status
44 add: function(game
, callback
) {
45 dbOperation((err
,db
) => {
50 let transaction
= db
.transaction("games", "readwrite");
51 transaction
.oncomplete = function() {
52 callback(); //everything's fine
54 let objectStore
= transaction
.objectStore("games");
55 objectStore
.add(game
);
59 // obj: chat, move, fen, clocks, score[Msg], initime, ...
60 update: function(gameId
, obj
) {
62 dbOperation((err
,db
) => {
64 .transaction("games", "readwrite")
65 .objectStore("games");
66 objectStore
.get(gameId
).onsuccess = function(event
) {
67 // Ignoring error silently: shouldn't happen now. TODO?
68 if (event
.target
.result
) {
69 let game
= event
.target
.result
;
70 // Hidden tabs are delayed, to prevent multi-updates:
71 if (obj
.moveIdx
< game
.moves
.length
) return;
72 Object
.keys(obj
).forEach(k
=> {
73 if (k
== "move") game
.moves
.push(obj
[k
]);
74 else game
[k
] = obj
[k
];
76 objectStore
.put(game
); //save updated data
82 // Retrieve all local games (running, completed, imported...)
83 // light: do not retrieve moves or clocks (TODO: this is the only usage)
84 getAll: function(light
, callback
) {
85 dbOperation((err
,db
) => {
86 let objectStore
= db
.transaction("games").objectStore("games");
88 objectStore
.openCursor().onsuccess = function(event
) {
89 let cursor
= event
.target
.result
;
90 // if there is still another cursor to go, keep running this code
94 g
.movesCount
= g
.moves
.length
;
101 } else callback(games
);
106 // Retrieve any game from its identifiers (locally or on server)
107 // NOTE: need callback because result is obtained asynchronously
108 get: function(gameId
, callback
) {
110 dbOperation((err
,db
) => {
111 let objectStore
= db
.transaction("games").objectStore("games");
112 objectStore
.get(gameId
).onsuccess = function(event
) {
113 if (event
.target
.result
)
114 callback(event
.target
.result
);
119 // Delete a game in indexedDB
120 remove: function(gameId
, callback
) {
121 dbOperation((err
,db
) => {
123 let transaction
= db
.transaction(["games"], "readwrite");
124 transaction
.oncomplete = function() {
125 callback({}); //everything's fine
127 transaction
.objectStore("games").delete(gameId
);