From: Benjamin Auder Date: Fri, 6 Dec 2019 23:15:56 +0000 (+0100) Subject: Implement basic move.message. Buggish + game.clocks also bad update at least in corr... X-Git-Url: https://git.auder.net/variants/current/doc/css/img/cross.svg?a=commitdiff_plain;h=6d68309ae2aa62cac650967d18cd7f397e70532e;p=vchess.git Implement basic move.message. Buggish + game.clocks also bad update at least in corr games --- diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue index e0bd9376..100eadf0 100644 --- a/client/src/components/BaseGame.vue +++ b/client/src/components/BaseGame.vue @@ -16,7 +16,7 @@ button(@click="flip") Flip button(@click="gotoBegin") GotoBegin button(@click="gotoEnd") GotoEnd - #messageDiv.section-content {{ curMoveMessage() }} + #messageDiv.section-content(v-if="game.type=='corr'") {{ curMoveMessage() }} #fenDiv.section-content(v-if="showFen && !!vr") p#fenString.text-center {{ vr.getFen() }} #pgnDiv.section-content diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index cb00856d..2d5838d4 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -11,6 +11,7 @@ button(@click="abortGame") {{ st.tr["Game is too boring"] }} BaseGame(:game="game" :vr="vr" ref="basegame" @newmove="processMove" @gameover="gameOver") + textarea#mvMessage(v-if="game.type=='corr'" v-model="corrMsg") div Names: {{ game.players[0].name }} - {{ game.players[1].name }} div Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }} .button-group(v-if="game.mode!='analyze' && game.score=='*'") @@ -364,10 +365,9 @@ export default { if (L >= 1) game.initime[L%2] = game.moves[L-1].played; // Now that we used idx and played, re-format moves as for live games - game.moves = game.moves.map(m => { + game.moves = game.moves.map( (m) => { const s = m.squares; - return - { + return { appear: s.appear, vanish: s.vanish, start: s.start, @@ -448,40 +448,50 @@ export default { // elapsed time is measured in milliseconds addTime = this.game.increment - elapsed/1000; } + let sendMove = Object.assign({}, filtered_move, {addTime: addTime}); + if (this.game.type == "corr") + sendMove.message = this.corrMsg; this.st.conn.send(JSON.stringify({ code: "newmove", - target: this.game.oppid, - move: Object.assign({}, filtered_move, {addTime: addTime}), + target: this.getOppSid(), + move: sendMove, })); } else addTime = move.addTime; //supposed transmitted const nextIdx = ["w","b"].indexOf(this.vr.turn); - GameStorage.update(this.gameRef.id, + // Since corr games are stored at only one location, update should be + // done only by one player for each move: + if (this.game.type == "live" || move.color == this.game.mycolor) { - fen: move.fen, - move: + GameStorage.update(this.gameRef.id, { - squares: filtered_move, - message: this.corrMsg, //TODO - played: Date.now(), //TODO: on server? - idx: this.game.moves.length, - }, - 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]), - }); + fen: move.fen, + move: + { + squares: filtered_move, + message: this.corrMsg, + played: Date.now(), //TODO: on server? + idx: this.game.moves.length, + }, + 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); this.game.fen = move.fen; //TODO: just this.game.clocks[colorIdx] += addTime; this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime); this.game.initime[nextIdx] = Date.now(); + // Finally reset curMoveMessage if needed + if (this.game.type == "corr" && move.color == this.game.mycolor) + this.corrMsg = ""; }, - // TODO: this update function should also work for corr games gameOver: function(score) { this.game.mode = "analyze"; this.game.score = score;