rid: ""
},
game: { }, //passed to BaseGame
- oppConnected: false,
+ oppConnected: false, //TODO: use for styling
corrMsg: "", //to send offline messages in corr games
virtualClocks: [0, 0], //initialized with true game.clocks
vr: null, //"variant rules" object initialized from FEN
}
},
"game.clocks": function(newState) {
- this.virtualClocks = newState.map(s => ppt(s));
+ if (this.game.moves.length < 2)
+ {
+ // 1st move not completed yet: freeze time
+ this.virtualClocks = newState.map(s => ppt(s));
+ return;
+ }
const currentTurn = this.vr.turn;
const colorIdx = ["w","b"].indexOf(currentTurn);
let countdown = newState[colorIdx] -
(Date.now() - this.game.initime[colorIdx])/1000;
+ this.virtualClocks = [0,1].map(i => {
+ const removeTime = i == colorIdx
+ ? (Date.now() - this.game.initime[colorIdx])/1000
+ : 0;
+ return ppt(newState[i] - removeTime);
+ });
const myTurn = (currentTurn == this.game.mycolor);
let clockUpdate = setInterval(() => {
- if (countdown <= 0 || this.vr.turn != currentTurn)
+ if (countdown <= 0 || this.vr.turn != currentTurn || this.game.score != "*")
{
clearInterval(clockUpdate);
if (countdown <= 0 && myTurn)
case "pong": //received if we sent a ping (game still alive on our side)
{
this.oppConnected = true;
- // Send our "last state" informations to opponent(s)
- const L = this.game.moves.length;
- this.st.conn.send(JSON.stringify({
- code: "lastate",
- target: this.game.oppid,
- gameId: this.gameRef.id,
- lastMove: (L>0 ? this.game.moves[L-1] : undefined),
- score: this.game.score,
- movesCount: L,
- drawOffer: this.drawOffer,
- clocks: this.game.clocks,
- }));
+ if (this.game.type == "live") //corr games are always complete
+ {
+ // Send our "last state" informations to opponent(s)
+ const L = this.game.moves.length;
+ this.st.conn.send(JSON.stringify({
+ code: "lastate",
+ target: this.game.oppid,
+ gameId: this.gameRef.id,
+ lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+ score: this.game.score,
+ movesCount: L,
+ drawOffer: this.drawOffer,
+ clocks: this.game.clocks,
+ }));
+ }
break;
}
case "lastate": //got opponent infos about last move
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 gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
+ if (gtype == "corr")
+ {
+ // corr game: needs to compute the clocks + initime
+ //if (game.players[i].rtime < 0) initime = Date.now(), else compute,
+ //also using move.played fields
+ game.clocks = [-1, -1];
+ game.initime = [0, 0];
+ // TODO: compute clocks + initime
+ }
const tc = extractTime(game.timeControl);
+ // TODO: this is not really beautiful (uid on corr players...)
+ if (gtype == "corr" && game.players[0].color == "b")
+ [ game.players[0], game.players[1] ] = [ game.players[1], game.players[0] ];
+ const myIdx = game.players.findIndex(p => {
+ return p.sid == this.st.user.sid || p.uid == this.st.user.id;
+ });
if (game.clocks[0] < 0) //game unstarted
{
game.clocks = [tc.mainTime, tc.mainTime];
game.initime[0] = Date.now();
+ if (myIdx >= 0 && gtype == "live")
+ {
+ // I play in this live game; corr games don't have clocks+initime
+ GameStorage.update(game.id,
+ {
+ clocks: game.clocks,
+ initime: game.initime,
+ });
+ }
}
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);
+
+
+
+//TODO: people, on connect, search for opponent.......
+console.log(myIdx + " " + game.players[1-myIdx].sid); //otherwise this is undefined:
+
+
+
this.game = Object.assign({},
game,
- // NOTE: assign mycolor here, since BaseGame could also bs VS computer
+ // NOTE: assign mycolor here, since BaseGame could also be VS computer
{
+ type: gtype,
increment: tc.increment,
vname: vname,
mycolor: [undefined,"w","b"][myIdx+1],
return obj;
}, {});
// Send move ("newmove" event) to opponent(s) (if ours)
- let addTime = undefined;
+ let addTime = 0;
if (move.color == this.game.mycolor)
{
- const elapsed = Date.now() - this.game.initime[colorIdx];
- // elapsed time is measured in milliseconds
- addTime = this.game.increment - elapsed/1000;
+ if (this.game.moves.length >= 2) //after first move
+ {
+ const elapsed = Date.now() - this.game.initime[colorIdx];
+ // elapsed time is measured in milliseconds
+ addTime = this.game.increment - elapsed/1000;
+ }
this.st.conn.send(JSON.stringify({
code: "newmove",
target: this.game.oppid,
const nextIdx = ["w","b"].indexOf(this.vr.turn);
GameStorage.update(this.gameRef.id,
{
- colorIdx: colorIdx,
- nextIdx: nextIdx,
move: filtered_move,
fen: move.fen,
- addTime: addTime,
+ clocks: this.game.clocks.map((t,i) => i==colorIdx
+ ? this.game.clocks[i] + addTime
+ : this.game.clocks[i]),
+ initime: this.game.initime.map((t,i) => i==nextIdx
+ ? Date.now()
+ : this.game.initime[i]),
});
// Also update current game object:
this.game.moves.push(move);
// TODO: this update function should also work for corr games
gameOver: function(score) {
this.game.mode = "analyze";
- GameStorage.update(this.gameRef.id,
- {
- score: score,
- });
+ this.game.score = score;
+ GameStorage.update(this.gameRef.id, { score: score });
},
},
};