From 264fa4e4a972aacd9897c4ea0c4070e6755c0f8e Mon Sep 17 00:00:00 2001
From: Benjamin Auder <benjamin.auder@somewhere>
Date: Mon, 6 Apr 2020 15:39:21 +0200
Subject: [PATCH] The bug seems fixed (was related to lastMove I guess). Remove
 traces

---
 client/src/components/BaseGame.vue | 16 ----------------
 1 file changed, 16 deletions(-)

diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue
index 30533f70..cf4d7629 100644
--- a/client/src/components/BaseGame.vue
+++ b/client/src/components/BaseGame.vue
@@ -432,10 +432,6 @@ export default {
         return;
       }
       if (!!received) {
-
-        if (this.mode == "analyze") { console.log("received move");
-          console.log(move); }
-
         if (this.mode == "analyze") this.toggleAnalyze();
         if (this.cursor < this.moves.length - 1)
           // To play a received move, cursor must be at the end of the game:
@@ -492,21 +488,12 @@ export default {
         let self = this;
         const initurn = this.vr.turn;
         (function executeMove() {
-console.log("execute move " + move.length);
           const smove = move[moveIdx++];
-
-console.log(smove);
-          console.log(animate + " " + smove.start.x);
-
-
           // NOTE: condition "smove.start.x >= 0" required for Dynamo,
           // because second move may be empty.
           if (animate && smove.start.x >= 0) {
             self.animateMove(smove, () => {
               playSubmove(smove);
-
-console.log(moveIdx + " " + move.length);
-
               if (moveIdx < move.length)
                 setTimeout(executeMove, 500);
               else afterMove(smove, initurn);
@@ -538,9 +525,6 @@ console.log(moveIdx + " " + move.length);
       };
       const afterMove = (smove, initurn) => {
         if (this.vr.turn != initurn) {
-
-console.log(smove);
-
           // Turn has changed: move is complete
           if (!smove.fen)
             // NOTE: only FEN of last sub-move is required (=> setting it here)
-- 
2.44.0