import { extractTime } from "@/utils/timeControl";
-import { shuffle } from "@/utils/alea";
// TODO: show game structure
//const newItem = [
// Clear current live game from localStorage
function clear() {
- localStorage.deleteItem("gameInfo");
- localStorage.deleteItem("gameState");
+ localStorage.removeItem("gameInfo");
+ localStorage.removeItem("gameState");
}
// Current live game:
// localStorage:
init: function(o)
{
- // NOTE: when >= 3 players, better use an array + shuffle for mycolor
- const mycolor = (Math.random() < 0.5 ? "w" : "b");
- // Shuffle players order (white then black then other colors).
- const players = shuffle(o.players);
// Extract times (in [milli]seconds), set clocks, store in localStorage
const tc = extractTime(o.timeControl);
{
gameId: o.gameId,
vname: o.vname,
- mycolor: mycolor,
fenStart: o.fenStart,
- players: players,
+ players: o.players,
timeControl: o.timeControl,
increment: tc.increment,
mode: "live", //function for live games only
fen: o.fenStart,
moves: [],
clocks: [...Array(o.players.length)].fill(tc.mainTime),
- started: [...Array(o.players.length)].fill(false),
+ initime: (o.initime ? Date.now() : undefined),
score: "*",
};
localStorage.setItem("gameState", JSON.stringify(gameState));
},
+ getInitime: function()
+ {
+ const gameState = JSON.parse(localStorage.getItem("gameState"));
+ return gameState.initime;
+ },
+
// localStorage:
- // TODO: also option to takeback a move ? Is fen included in move ?
+ // TODO: also option to takeback a move ?
// NOTE: for live games only (all on server for corr)
- update: function(fen, moves, clocks, started, score)
+ update: function(o) //colorIdx, move, fen, addTime, initime, score
{
let gameState = JSON.parse(localStorage.getItem("gameState"));
- if (!!fen)
+ if (!!o.move)
{
- gameState.moves = moves;
- gameState.fen = fen;
- gameState.clocks = clocks;
+ gameState.moves.push(o.move);
+ gameState.fen = o.fen;
+ if (!!o.addTime) //NaN if first move in game
+ gameState.clocks[o.colorIdx] += o.addTime;
}
- if (!!started)
- gameState.started = started;
- if (!!score)
- gameState.score = score;
+ if (!!o.initime) //just a flag (true)
+ gameState.initime = Date.now();
+ if (!!o.score)
+ gameState.score = o.score;
localStorage.setItem("gameState", JSON.stringify(gameState));
- if (!!score && score != "*")
+ if (!!o.score && o.score != "*")
transferToDb(); //game is over
},
// indexedDB:
// Since DB requests are asynchronous, require a callback using the result
// TODO: option for remote retrieval (third arg, or just "gameRef")
- getLocal: function(callback, gameId)
+ getLocal: function(gameId, callback)
{
- let games = [];
dbOperation((db) => {
- // TODO: if gameId is provided, limit search to gameId (just .get(gameId). ...)
let objectStore = db.transaction('games').objectStore('games');
- objectStore.openCursor().onsuccess = function(event) {
- var cursor = event.target.result;
- // if there is still another cursor to go, keep runing this code
- if (cursor)
- {
- games.push(cursor.value);
- cursor.continue();
+ if (!gameId) //retrieve all
+ {
+ let games = [];
+ objectStore.openCursor().onsuccess = function(event) {
+ let cursor = event.target.result;
+ // if there is still another cursor to go, keep running this code
+ if (cursor)
+ {
+ games.push(cursor.value);
+ cursor.continue();
+ }
+ else
+ callback(games);
+ }
+ }
+ else //just one game
+ {
+ objectStore.get(gameId).onsuccess = function(event) {
+ callback(event.target.result);
}
- else
- callback(games);
}
});
},
callback({}); //everything's fine
}
transaction.onerror = function() {
- callback({errmsg: "deleteGame failed: " + transaction.error});
+ callback({errmsg: "game removal failed: " + transaction.error});
};
}
transaction.objectStore("games").delete(gameId);
}
// Game is local and not running
- getLocal(callback, gid);
+ GameStorage.getLocal(gid, callback);
},
};