import { store } from "@/store";
import { GameStorage } from "@/utils/gameStorage";
import { ppt } from "@/utils/datetime";
+import { extractTime } from "@/utils/timeControl";
export default {
name: 'my-game',
}
}, 1000);
},
+ // In case variants array was't loaded when game was retrieved
+ "st.variants": function(variantArray) {
+ if (!!this.game.vname && this.game.vname == "")
+ this.game.vname = variantArray.filter(v => v.id == this.game.vid)[0].name;
+ },
},
created: function() {
if (!!this.$route.params["id"])
// TODO: onopen, ask lastState informations + update observers and players status
const socketCloseListener = () => {
store.socketCloseListener(); //reinitialize connexion (in store.js)
- this.st.conn.addEventListener('message', socketMessageListener);
+ this.st.conn.addEventListener('message', this.socketMessageListener);
this.st.conn.addEventListener('close', socketCloseListener);
};
this.st.conn.onmessage = this.socketMessageListener;
// - from remote peer (one live game I don't play, finished or not)
loadGame: function(game) {
const afterRetrieval = async (game) => {
- const vModule = await import("@/variants/" + game.vname + ".js");
+ // NOTE: variants array might not be available yet, thus the two next lines
+ const variantCell = this.st.variants.filter(v => v.id == game.vid);
+ const vname = (variantCell.length > 0 ? variantCell[0].name : "");
+ if (!game.fen)
+ game.fen = game.fenStart; //game wasn't started
+
+
+ // TODO: process rtime, clocks............ game.clocks doesn't exist anymore
+console.log(game);
+
+ const tc = extractTime(game.timeControl);
+ if (game.clocks[0] < 0) //game unstarted
+ {
+ game.clocks = [tc.mainTime, tc.mainTime];
+ game.initime[0] = Date.now();
+ }
+ const vModule = await import("@/variants/" + vname + ".js");
window.V = vModule.VariantRules;
this.vr = new V(game.fen);
const myIdx = game.players.findIndex(p => p.sid == this.st.user.sid);
game,
// NOTE: assign mycolor here, since BaseGame could also bs VS computer
{
+ increment: tc.increment,
+ vname: vname,
mycolor: [undefined,"w","b"][myIdx+1],
// opponent sid not strictly required, but easier
oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
// Also update current game object:
this.game.moves.push(move);
this.game.fen = move.fen;
- //TODO: just this.game.clocks[colorIdx] += (!!addTime ? addTime : 0);
- this.$set(this.game.clocks, colorIdx,
- this.game.clocks[colorIdx] + (!!addTime ? addTime : 0));
+ //TODO: just this.game.clocks[colorIdx] += addTime;
+ this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
this.game.initime[nextIdx] = Date.now();
},
// TODO: this update function should also work for corr games