+ parseAndEmit: async function(pgn) {
+ let game = {
+ // Players potential ID and socket IDs are not searched
+ players: [
+ { id: 0, sid: "" },
+ { id: 0, sid: "" }
+ ]
+ };
+ const lines = pgn.split('\n');
+ let idx = 0;
+ // Read header
+ while (lines[idx].length > 0) {
+ // NOTE: not using "split(' ')" because the FEN has spaces
+ const spaceIdx = lines[idx].indexOf(' ');
+ const prop = lines[idx].substr(0, spaceIdx).match(/^\[(.*)$/)[1];
+ const value = lines[idx].substr(spaceIdx + 1).match(/^"(.*)"\]$/)[1];
+ switch (prop) {
+ case "Variant":
+ game.vname = value;
+ break;
+ case "Date":
+ game.created = new Date(value).getTime();
+ break;
+ case "White":
+ game.players[0].name = value;
+ break;
+ case "Black":
+ game.players[1].name = value;
+ break;
+ case "Fen":
+ game.fenStart = value;
+ break;
+ case "Result":
+ // Allow importing unfinished games, but mark them as
+ // "unknown result" to avoid running the clocks...
+ game.result = (value != "*" ? value : "?");
+ break;
+ case "Url":
+ // Prefix "I_" to say "this is an import"
+ game.id = "i" + value.match(/\/game\/([a-zA-Z0-9]+)$/)[1];
+ break;
+ case "Cadence":
+ game.cadence = value;
+ break;
+ }
+ idx++;
+ }
+ if (!game.id) {
+ game.id = "i" + getRandString();
+ // Provide a random cadence, just to be sure nothing breaks:
+ game.cadence = "1d";
+ }
+ game.chats = []; //not stored in PGN :)
+ // Skip "human moves" section:
+ while (lines[++idx].length > 0) {}
+ // Read moves
+ game.moves = [];
+ await import("@/variants/" + game.vname + ".js")
+ .then((vModule) => {
+ window.V = vModule[game.vname + "Rules"];
+ while (++idx < lines.length && lines[idx].length > 0) {
+ const lineParts = lines[idx].split(" ");
+ const startEnd = lineParts[1].split('.');
+ let move = {};
+ if (startEnd[0] != "-") move.start = V.SquareToCoords(startEnd[0]);
+ if (startEnd[1] != "-") move.end = V.SquareToCoords(startEnd[1]);
+ const appearVanish = lineParts[2].split('/').map(lpart => {
+ if (lpart == "-") return [];
+ return lpart.split('.').map(psq => {
+ const xy = V.SquareToCoords(psq.substr(2));
+ return {
+ x: xy.x,
+ y: xy.y,
+ c: psq[0],
+ p: psq[1]
+ };
+ });
+ });
+ move.appear = appearVanish[0];
+ move.vanish = appearVanish[1];
+ game.moves.push(move);
+ }
+ this.$emit("game-uploaded", game);
+ });