- const afterRetrieval = async (game) => {
- const vModule = await import("@/variants/" + game.vname + ".js");
- window.V = vModule.VariantRules;
- this.vr = new V(game.fen);
- const gtype = this.getGameType(game);
- const tc = extractTime(game.cadence);
- const myIdx = game.players.findIndex(p => {
- return p.sid == this.st.user.sid || p.id == this.st.user.id;
- });
- const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers
- if (!game.chats) game.chats = []; //live games don't have chat history
- if (gtype == "corr") {
- // NOTE: clocks in seconds, initime in milliseconds
- game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
- game.clocks = [tc.mainTime, tc.mainTime];
- const L = game.moves.length;
- if (game.score == "*") {
- // Set clocks + initime
- game.initime = [Number.MAX_SAFE_INTEGER, Number.MAX_SAFE_INTEGER];
- if (L >= 1) game.initime[L % 2] = game.moves[L-1].played;
- // NOTE: game.clocks shouldn't be computed right now:
- // job will be done in re_setClocks() called soon below.
- }
- // Sort chat messages from newest to oldest
- game.chats.sort((c1, c2) => {
- return c2.added - c1.added;
- });
- if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) {
- // Did a chat message arrive after my last move?
- let dtLastMove = 0;
- if (L == 1 && myIdx == 0)
- dtLastMove = game.moves[0].played;
- else if (L >= 2) {
- if (L % 2 == 0) {
- // It's now white turn
- dtLastMove = game.moves[L-1-(1-myIdx)].played;
- } else {
- // Black turn:
- dtLastMove = game.moves[L-1-myIdx].played;
- }
- }
- if (dtLastMove < game.chats[0].added)
- document.getElementById("chatBtn").classList.add("somethingnew");
- }
- // Now that we used idx and played, re-format moves as for live games
- game.moves = game.moves.map(m => m.squares);
- }
- if (gtype == "live" && game.clocks[0] < 0) {
- // Game is unstarted. clocks and initime are ignored until move 2
- game.clocks = [tc.mainTime, tc.mainTime];
+ this.vr = new V(game.fen);
+ const gtype = this.getGameType(game);
+ const tc = extractTime(game.cadence);
+ const myIdx = game.players.findIndex(p => {
+ return p.sid == this.st.user.sid || p.id == this.st.user.id;
+ });
+ const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers
+ if (!game.chats) game.chats = []; //live games don't have chat history
+ if (gtype == "corr") {
+ // NOTE: clocks in seconds, initime in milliseconds
+ game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
+ game.clocks = [tc.mainTime, tc.mainTime];
+ const L = game.moves.length;
+ if (game.score == "*") {
+ // Set clocks + initime