id: "",
rid: ""
},
- game: {players:[{name:""},{name:""}]}, //passed to BaseGame
+ game: { //passed to BaseGame
+ players:[{name:""},{name:""}],
+ rendered: false,
+ },
virtualClocks: [0, 0], //initialized with true game.clocks
vr: null, //"variant rules" object initialized from FEN
drawOffer: "",
}
case "identity":
{
- // NOTE: sometimes player.id fails because player is undefined...
- // Probably because the event was meant for Hall?
- if (!this.people[data.user.sid])
- return;
this.$set(this.people, data.user.sid,
{id: data.user.id, name: data.user.name});
- // Sending last state only for live games: corr games are complete,
- // only if I played a move (otherwise opponent has all)
- if (!!this.game.mycolor && this.game.type == "live"
- && this.game.oppsid == data.user.sid
- && this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
+ // Ask potentially missed last state, if opponent and I play
+ if (!!this.game.mycolor
+ && this.game.type == "live" && this.game.score == "*"
+ && this.game.players.some(p => p.sid == data.user.sid))
+ {
+ this.st.conn.send(JSON.stringify({code:"asklastate", target:data.user.sid}));
+ }
+ break;
+ }
+ case "asklastate":
+ {
+ // Sending last state if I played a move or score != "*"
+ if ((this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
+ || this.game.score != "*")
{
// Send our "last state" informations to opponent
const L = this.game.moves.length;
+ const myIdx = ["w","b"].indexOf(this.game.mycolor);
this.st.conn.send(JSON.stringify({
code: "lastate",
- target: data.user.sid,
+ target: data.from,
state:
{
- lastMove: this.game.moves[L-1],
- // Since we played a move, only drawOffer=="sent" is possible
+ // NOTE: lastMove (when defined) includes addTime
+ lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+ // Since we played a move (or abort or resign),
+ // only drawOffer=="sent" is possible
drawSent: this.drawOffer == "sent",
score: this.game.score,
movesCount: L,
- clocks: this.game.clocks,
+ initime: this.game.initime[1-myIdx], //relevant only if I played
}
}));
}
players: this.game.players,
vid: this.game.vid,
timeControl: this.game.timeControl,
+ score: this.game.score,
};
this.st.conn.send(JSON.stringify({code:"game",
game:myGame, target:data.from}));
break;
case "lastate": //got opponent infos about last move
{
- this.lastate = data;
- if (!!this.game.type) //game is loaded
+ this.lastate = data.state;
+ if (this.game.rendered) //game is rendered (Board component)
this.processLastate();
//else: will be processed when game is ready
break;
break;
case "connect":
{
- // TODO: next condition is probably not required. See note line 150
- if (!this.people[data.from])
- {
- this.$set(this.people, data.from, {name:"", id:0});
- this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
- }
+ this.$set(this.people, data.from, {name:"", id:0});
+ this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
break;
}
case "disconnect":
if (data.movesCount > L)
{
// Just got last move from him
- if (data.score != "*" && this.game.score == "*")
- this.gameOver(data.score);
- this.game.clocks = data.clocks; //TODO: check this?
+ const myIdx = ["w","b"].indexOf(this.game.mycolor);
if (!!data.drawSent)
this.drawOffer = "received";
- this.$set(this.game, "moveToPlay", data.lastMove);
+ this.$set(this.game, "moveToPlay", Object.assign({}, data.lastMove, {initime: data.initime}));
+ }
+ if (data.score != "*")
+ {
+ this.drawOffer = "";
+ if (this.game.score == "*")
+ this.gameOver(data.score);
}
},
clickDraw: function() {
oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
}
);
+ this.$nextTick(() => {
+ this.game.rendered = true;
+ // Did lastate arrive before game was rendered?
+ if (!!this.lastate)
+ this.processLastate();
+ });
this.repeat = {}; //reset: scan past moves' FEN:
let repIdx = 0;
// NOTE: vr_tmp to obtain FEN strings is redundant with BaseGame
});
if (this.repeat[repIdx] >= 3)
this.drawOffer = "threerep";
- if (!!this.lastate) //lastate arrived before game was loaded:
- this.processLastate();
callback();
};
if (!!game)
processMove: function(move) {
// Update storage (corr or live) if I play in the game
const colorIdx = ["w","b"].indexOf(move.color);
+ const nextIdx = ["w","b"].indexOf(this.vr.turn);
// https://stackoverflow.com/a/38750895
if (!!this.game.mycolor)
{
}));
}
});
+ // (Add)Time indication: useful in case of lastate infos requested
+ move.addTime = addTime;
}
else
addTime = move.addTime; //supposed transmitted
- const nextIdx = ["w","b"].indexOf(this.vr.turn);
// Update current game object:
this.game.moves.push(move);
this.game.fen = move.fen;
this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
- this.game.initime[nextIdx] = Date.now();
+ // move.initime is set only when I receive a "lastate" move from opponent
+ this.game.initime[nextIdx] = move.initime || Date.now();
// If repetition detected, consider that a draw offer was received:
const fenObj = V.ParseFen(move.fen);
let repIdx = fenObj.position + "_" + fenObj.turn;
move:
{
squares: filtered_move,
- played: Date.now(), //TODO: on server?
+ played: Date.now(),
idx: this.game.moves.length - 1,
},
drawOffer: drawCode,