move.move,
"received",
null,
- {addTime:move.addTime});
+ {addTime: move.addTime});
break;
}
case "resign":
data.lastMove.move,
"received",
null,
- {addTime:data.lastMove.addTime, initime:data.initime});
+ {addTime: data.lastMove.addTime, initime: data.initime});
}
if (data.drawSent) this.drawOffer = "received";
if (data.score != "*") {
game.players[0]
];
}
- // corr game: need to compute the clocks + initime
// NOTE: clocks in seconds, initime in milliseconds
- game.clocks = [tc.mainTime, tc.mainTime];
game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
const L = game.moves.length;
if (game.score == "*") {
// Set clocks + initime
+ game.clocks = [tc.mainTime, tc.mainTime];
game.initime = [0, 0];
- if (L >= 3) {
- let addTime = [0, 0];
- for (let i = 2; i < L; i++) {
- addTime[i % 2] +=
- tc.increment -
- (game.moves[i].played - game.moves[i - 1].played) / 1000;
- }
- for (let i = 0; i <= 1; i++) game.clocks[i] += addTime[i];
+ if (L >= 1) {
+ const gameLastupdate = game.moves[L-1].played;
+ game.initime[L % 2] = gameLastupdate;
+ if (L >= 2)
+ game.clocks[L % 2] = Date.now() - gameLastupdate;
}
- if (L >= 1) game.initime[L % 2] = game.moves[L - 1].played;
}
// Sort chat messages from newest to oldest
game.chats.sort((c1, c2) => {
var filtered_move = getFilteredMove(move);
}
// Send move ("newmove" event) to people in the room (if our turn)
- let addTime = data ? data.addTime : 0;
+ let addTime = (data && this.game.type == "live") ? data.addTime : 0;
if (moveCol == this.game.mycolor) {
if (this.drawOffer == "received")
// I refuse draw
this.drawOffer = "";
- if (this.game.movesCount >= 2) {
+ // 'addTime' is irrelevant for corr games:
+ if (this.game.type == "live" && this.game.movesCount >= 2) {
const elapsed = Date.now() - this.game.initime[colorIdx];
// elapsed time is measured in milliseconds
addTime = this.game.increment - elapsed / 1000;
}
const sendMove = {
move: filtered_move,
- addTime: addTime,
+ addTime: addTime, //undefined for corr games
cancelDrawOffer: this.drawOffer == "",
// Players' SID required for /mygames page
// TODO: precompute and add this field to game object?
this.game.movesCount++;
// TODO: notifyTurn
// (add)Time indication: useful in case of lastate infos requested
- this.game.moves.push({move:move, addTime:addTime});
+ this.game.moves.push(this.game.type == "live"
+ ? {move:move, addTime:addTime}
+ : move);
this.game.fen = this.vr.getFen();
- this.game.clocks[colorIdx] += addTime;
+ if (this.game.type == "live") this.game.clocks[colorIdx] += addTime;
+ // In corr games, just reset clock to mainTime:
+ else this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
// data.initime is set only when I receive a "lastate" move from opponent
this.game.initime[nextIdx] = (data && data.initime) ? data.initime : Date.now();
this.re_setClocks();