From: Benjamin Auder <benjamin.auder@somewhere>
Date: Thu, 13 Jun 2019 09:55:29 +0000 (+0200)
Subject: Fix clocks update + double move effect
X-Git-Url: https://git.auder.net/variants/Chakart/doc/html/pieces/css/mini-custom.min.css?a=commitdiff_plain;h=c4f91d3ff756bf1c8948433e0584e0e4235f3524;p=vchess.git

Fix clocks update + double move effect
---

diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue
index 68fa83a2..393b9ccf 100644
--- a/client/src/components/BaseGame.vue
+++ b/client/src/components/BaseGame.vue
@@ -175,11 +175,11 @@ export default {
         this.play(move);
       }, 250);
     },
-    play: function(move, programmatic) {
+    play: function(move, receive, noanimate) {
       const navigate = !move;
       // Forbid playing outside analyze mode when cursor isn't at moves.length-1
       // (except if we receive opponent's move, human or computer)
-      if (!navigate && !this.analyze && !programmatic
+      if (!navigate && !this.analyze && !receive
         && this.cursor < this.moves.length-1)
       {
         return;
@@ -190,17 +190,17 @@ export default {
           return; //no more moves
         move = this.moves[this.cursor+1];
       }
-      else
-      {
-        move.color = this.vr.turn;
-        move.notation = this.vr.getNotation(move);
-      }
-      if (!!programmatic) //computer or (remote) human opponent
+      if (!!receive && !noanimate) //opponent move, variant != "Dark"
       {
         if (this.cursor < this.moves.length-1)
           this.gotoEnd(); //required to play the move
         return this.animateMove(move);
       }
+      if (!navigate)
+      {
+        move.color = this.vr.turn;
+        move.notation = this.vr.getNotation(move);
+      }
       // Not programmatic, or animation is over
       this.vr.play(move);
       this.cursor++;
diff --git a/client/src/utils/storage.js b/client/src/utils/storage.js
index a30bb824..e5978ae3 100644
--- a/client/src/utils/storage.js
+++ b/client/src/utils/storage.js
@@ -116,15 +116,15 @@ export const GameStorage =
   // localStorage:
   // TODO: also option to takeback a move ?
   // NOTE: for live games only (all on server for corr)
-  update: function(o) //colorIdx, move, fen, elapsed, increment, initime, score
+  update: function(o) //colorIdx, move, fen, addTime, initime, score
   {
     let gameState = JSON.parse(localStorage.getItem("gameState"));
     if (!!o.move)
     {
       gameState.moves.push(o.move);
       gameState.fen = o.fen;
-      if (!!o.elapsed) //NaN if first move in game
-        gameState.clocks[o.colorIdx] += (o.increment - o.elapsed);
+      if (!!o.addTime) //NaN if first move in game
+        gameState.clocks[o.colorIdx] += o.addTime;
     }
     if (!!o.initime) //just a flag (true)
       gameState.initime = Date.now();
diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue
index 8389bde1..0c227960 100644
--- a/client/src/views/Game.vue
+++ b/client/src/views/Game.vue
@@ -96,9 +96,9 @@ export default {
         case "newmove":
           // TODO: observer on dark games must see all board ? Or alternate ? (seems better)
           // ...or just see nothing as on buho21
-          this.$refs["basegame"].play(
-            data.move, this.game.vname!="Dark" ? "animate" : null); //TODO: arg to know if opponent move (or comp) in case of dark variant...
-          this.processMove(data.move);
+          // NOTE: next call will trigger processMove()
+          this.$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)
@@ -146,7 +146,7 @@ export default {
             }));
           }
           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");
@@ -250,7 +250,8 @@ export default {
         // Post-processing: decorate each move with current FEN:
         // (to be able to jump to any position quickly)
         game.moves.forEach(move => {
-          // TODO: this is doing manually what BaseGame.play() achieve...
+          // 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();
@@ -276,7 +277,7 @@ export default {
       if (!this.game.mycolor)
         return; //I'm just an observer
       // Update storage (corr or live)
-      const colorIdx = ["w","b","g","r"][move.color];
+      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)
@@ -287,6 +288,7 @@ export default {
         }, {});
       // Send move ("newmove" event) to opponent(s) (if ours)
       // (otherwise move.elapsed is supposed to be already transmitted)
+      let addTime = undefined;
       if (move.color == this.game.mycolor)
       {
         const elapsed = Date.now() - GameStorage.getInitime();
@@ -299,14 +301,15 @@ export default {
             }));
         });
         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,
-        elapsed: move.elapsed,
-        increment: this.game.increment, //redundant but faster
-        initime: (this.vr.turn == this.game.mycolor), //is it my turn?
+        addTime: addTime,
+        initime: (this.vr.turn == this.game.mycolor), //my turn now?
       });
     },
     // NOTE: this update function should also work for corr games