-1) abort / draw / resign: pass to opponent if online, store in game if corr
-2) styling: connection indicator, names, put movesList + chat in better positions
-3) complete translations, stylesheets, variants rules ...
---> publish
-Later: implement analyze from position, multiple connections per SID ("double" games, simul games...)
- (to allow problems links in forum)
+styling: connection indicator, names, put movesList + chat in better positions
+complete translations, stylesheets, variants rules ...
this.loadGame();
},
"game.clocks": function(newState) {
- if (this.game.moves.length < 2)
+ if (this.game.moves.length < 2 || this.game.score != "*")
{
- // 1st move not completed yet: freeze time
+ // 1st move not completed yet, or game over: freeze time
this.virtualClocks = newState.map(s => ppt(s));
return;
}
}
},
offerDraw: function() {
- // TODO: also for corr games
if (this.drawOffer == "received")
{
if (!confirm("Accept draw?"))
this.$refs["basegame"].endGame("1/2", "Mutual agreement");
}
else if (this.drawOffer == "sent")
+ {
this.drawOffer = "";
+ if (this.game.type == "corr")
+ GameStorage.update(this.gameRef.id, {drawOffer: false});
+ }
else
{
if (!confirm("Offer draw?"))
if (p.sid != this.st.user.sid)
this.st.conn.send(JSON.stringify({code:"drawoffer", target:p.sid}));
});
+ if (this.game.type == "corr")
+ GameStorage.update(this.gameRef.id, {drawOffer: true});
}
},
abortGame: function() {
// corr game: needs to compute the clocks + initime
// NOTE: clocks in seconds, initime in milliseconds
game.clocks = [tc.mainTime, tc.mainTime];
- game.initime = [0, 0];
- const L = game.moves.length;
game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
- if (L >= 3)
+ if (game.score == "*") //otherwise no need to bother with time
{
- let addTime = [0, 0];
- for (let i=2; i<L; i++)
+ game.initime = [0, 0];
+ const L = game.moves.length;
+ if (L >= 3)
{
- addTime[i%2] += tc.increment -
- (game.moves[i].played - game.moves[i-1].played) / 1000;
+ 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];
}
- for (let i=0; i<=1; i++)
- game.clocks[i] += addTime[i];
+ if (L >= 1)
+ game.initime[L%2] = game.moves[L-1].played;
+ if (game.drawOffer)
+ this.drawOffer = "received";
}
- if (L >= 1)
- game.initime[L%2] = game.moves[L-1].played;
// Now that we used idx and played, re-format moves as for live games
game.moves = game.moves.map( (m) => {
const s = m.squares;
if (gtype == "live" && game.clocks[0] < 0) //game unstarted
{
game.clocks = [tc.mainTime, tc.mainTime];
- game.initime[0] = Date.now();
- if (myIdx >= 0)
+ if (game.score == "*")
{
- // I play in this live game; corr games don't have clocks+initime
- GameStorage.update(game.id,
+ game.initime[0] = Date.now();
+ if (myIdx >= 0)
{
- clocks: game.clocks,
- initime: game.initime,
- });
+ // I play in this live game; corr games don't have clocks+initime
+ GameStorage.update(game.id,
+ {
+ clocks: game.clocks,
+ initime: game.initime,
+ });
+ }
}
}
this.game = Object.assign({},
{
db.serialize(function() {
let query =
- "INSERT INTO Games (vid, fenStart, fen, score, timeControl, created)"
+ "INSERT INTO Games"
+ + " (vid, fenStart, fen, score, timeControl, created, drawOffer)"
+ " VALUES (" + vid + ",'" + fen + "','" + fen + "','*','"
- + timeControl + "'," + Date.now() + ")";
+ + timeControl + "'," + Date.now() + "," + false + ")";
db.run(query, function(err) {
if (!!err)
return cb(err);
});
},
- // obj can have fields move, fen and/or score
+ // obj can have fields move, fen, drawOffer and/or score
update: function(id, obj)
{
db.parallelize(function() {
let query =
"UPDATE Games " +
"SET ";
+ if (!!obj.drawOffer)
+ query += "drawOffer = " + obj.drawOffer + ",";
if (!!obj.fen)
query += "fen = '" + obj.fen + "',";
if (!!obj.score)