- loadGame: async function() {
- const game = getGameFromStorage(this.gameRef);
- this.players = game.players;
- this.score = game.score;
- this.mycolor = game.mycolor; //may be irrelevant (if I don't play it)
- this.fenStart = game.fenStart;
- this.moves = game.moves;
- this.cursor = game.moves.length-1;
- this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null);
- const vModule = await import("@/variants/" + game.vname + ".js");
- window.V = vModule.VariantRules;
+ loadGame: function() {
+ GameStorage.get(this.gameRef, async (game) => {
+ this.game = Object.assign({},
+ game,
+ // NOTE: assign mycolor here, since BaseGame could also bs VS computer
+ {mycolor: [undefined,"w","b"][1 + game.players.findIndex(
+ p => p.sid == this.st.user.sid)]},
+ );
+ 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 => {
+ move.color = this.vr.turn;
+ 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)
+// if (this.gameInfo.players.some(p => p.sid == this.st.user.sid))
+// {
+// this.game.players.forEach(p => {
+// if (p.sid != this.st.user.sid)
+// this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid}));
+// });
+// }
+ },
+ // TODO: refactor this old "oppConnected" logic
+// 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
+ // Update storage (corr or live)
+ const colorIdx = ["w","b","g","r"][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] = raw[key];
+ return obj;
+ }, {});
+ // Send move ("newmove" event) to opponent(s) (if ours)
+ // (otherwise move.elapsed is supposed to be already transmitted)
+ 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: Object.assign({}, filtered_move, {elapsed: elapsed}),
+ });
+ });
+ move.elapsed = elapsed;
+ }
+ GameStorage.update({
+ colorIdx: colorIdx,
+ move: filtered_move,
+ fen: move.fen,
+ elapsed: move.elapsed,
+ increment: this.game.increment, //redundant but faster
+ initime: (this.vr.turn == this.game.mycolor), //is it my turn?
+ });