case "newmove":
// TODO: observer on dark games must see all board ? Or alternate ? (seems better)
// ...or just see nothing as on buho21
- this.$refs["basegame"].play(
- data.move, this.game.vname!="Dark" ? "animate" : null);
+ // NOTE: next call will trigger processMove()
+ this.$refs["basegame"].play(data.move,
+ "receive", this.game.vname!="Dark" ? "animate" : null);
break;
case "pong": //received if we sent a ping (game still alive on our side)
if (this.gameRef.id != data.gameId)
}));
}
else if (data.movesCount > L) //just got last move from him
- this.play(data.lastMove, "animate");
+ this.play(data.lastMove, "animate"); //TODO: wrong call (3 args)
break;
case "resign": //..you won!
this.endGame(this.game.mycolor=="w"?"1-0":"0-1");
const vModule = await import("@/variants/" + game.vname + ".js");
window.V = vModule.VariantRules;
this.vr = new V(game.fen);
+ // Post-processing: decorate each move with current FEN:
+ // (to be able to jump to any position quickly)
+ game.moves.forEach(move => {
+ // NOTE: this is doing manually what BaseGame.play() achieve...
+ // but in a lighter "fast-forward" way
+ move.color = this.vr.turn;
+ this.vr.play(move);
+ move.fen = this.vr.getFen();
+ });
+ this.vr.re_init(game.fen);
});
// // Poll all players except me (if I'm playing) to know online status.
// // --> Send ping to server (answer pong if players[s] are connected)
// }
},
// TODO: refactor this old "oppConnected" logic
- oppConnected: function(uid) {
- return this.opponents.some(o => o.id == uid && o.online);
- },
+// oppConnected: function(uid) {
+// return this.opponents.some(o => o.id == uid && o.online);
+// },
+ // Post-process a move (which was just played)
processMove: function(move) {
if (!this.game.mycolor)
return; //I'm just an observer
- // TODO: update storage (corr or live),
- GameStorage.update({
- fen: move: clocks: ................ // TODO
- });
+ // Update storage (corr or live)
+ const colorIdx = ["w","b","g","r"].indexOf(move.color);
+ // https://stackoverflow.com/a/38750895
+ const allowed_fields = ["appear", "vanish", "start", "end"];
+ const filtered_move = Object.keys(move)
+ .filter(key => allowed_fields.includes(key))
+ .reduce((obj, key) => {
+ obj[key] = move[key];
+ return obj;
+ }, {});
// Send move ("newmove" event) to opponent(s) (if ours)
- if (move.disappear[0].c == this.game.mycolor)
+ // (otherwise move.elapsed is supposed to be already transmitted)
+ let addTime = undefined;
+ if (move.color == this.game.mycolor)
{
+ const elapsed = Date.now() - GameStorage.getInitime();
this.game.players.forEach(p => {
if (p.sid != this.st.user.sid)
- this.st.conn.send("newmove", {target:p.sid, move:move});
+ this.st.conn.send(JSON.stringify({
+ code: "newmove",
+ target: p.sid,
+ move: Object.assign({}, filtered_move, {elapsed: elapsed}),
+ }));
});
+ move.elapsed = elapsed;
+ // elapsed time is measured in milliseconds
+ addTime = this.game.increment - elapsed/1000;
}
+ GameStorage.update({
+ colorIdx: colorIdx,
+ move: filtered_move,
+ fen: move.fen,
+ addTime: addTime,
+ initime: (this.vr.turn == this.game.mycolor), //my turn now?
+ });
},
+ // NOTE: this update function should also work for corr games
gameOver: function(score) {
- // TODO: GameStorage.update with score
- // NOTE: this update function should also work for corr games
+ GameStorage.update({
+ score: score,
+ });
},
},
};
</script>
+
+<!-- TODO:
+// Abort possible à tout moment avec message
+// Sorry I have to go / Game seems over / Game is not interesting
+// code "T" pour score "perte au temps" ?
+-->