From: Benjamin Auder <benjamin.auder@somewhere>
Date: Tue, 18 Jun 2019 17:30:14 +0000 (+0200)
Subject: Some fixes. TODO: game.mode must be analyze when score is not '*' ==> simplify Board... 
X-Git-Url: https://git.auder.net/variants/img/pieces/doc/current/%24%7BgetWhatsApp%28link%29%7D?a=commitdiff_plain;h=d4036efea5b57656478affd7d71f53dcea0f8017;p=vchess.git

Some fixes. TODO: game.mode must be analyze when score is not '*' ==> simplify Board.analyze
---

diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue
index 442579d0..4a40a3a5 100644
--- a/client/src/components/BaseGame.vue
+++ b/client/src/components/BaseGame.vue
@@ -7,7 +7,7 @@
         label.modal-close(for="modalEog")
         h3#eogMessage.section {{ endgameMessage }}
     // TODO: or "BoardHex" if this.game.vname in "Hexagonal..."
-    Board(:vr="vr" :last-move="lastMove" :analyze="game.mode=='analyze'"
+    Board(:vr="vr" :last-move="lastMove" :analyze="analyze"
       :user-color="game.mycolor" :orientation="orientation"
       :vname="game.vname" @play-move="play")
     .button-group
@@ -22,7 +22,17 @@
       a#download(href="#")
       .button-group
         button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
-        button Import game
+        
+        // TODO: Import game button copy game locally in IndexedDB
+        //button Import game
+
+
+// TODO: do not use localStorage for current game, but directly indexedDB
+// update function is similar
+// ==> retrieval functions must filter on score, and potential "imported" tag
+// ==> this should allow several simultaneous games
+
+
     //MoveList(v-if="showMoves"
       :moves="moves" :cursor="cursor" @goto-move="gotoMove")
 </template>
@@ -32,6 +42,7 @@ import Board from "@/components/Board.vue";
 //import MoveList from "@/components/MoveList.vue";
 import { store } from "@/store";
 import { getSquareId } from "@/utils/squareId";
+import { getDate } from "@/utils/datetime";
 
 export default {
   name: 'my-base-game',
@@ -68,7 +79,7 @@ export default {
       return this.game.vname != "Dark" || this.score != "*";
     },
     analyze: function() {
-      return this.game.mode == "analyze";
+      return this.game.mode == "analyze" || this.game.score != "*";
     },
   },
   created: function() {
@@ -81,6 +92,16 @@ export default {
       this.orientation = this.game.mycolor || "w"; //default orientation for observed games
       this.score = this.game.score || "*"; //mutable (if initially "*")
       this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
+      // Post-processing: decorate each move with color + current FEN:
+      // (to be able to jump to any position quickly)
+      this.moves.forEach(move => {
+        // NOTE: this is doing manually what play() function below achieve,
+        // but in a lighter "fast-forward" way
+        move.color = this.vr.turn;
+        move.notation = this.vr.getNotation(move);
+        this.vr.play(move);
+        move.fen = this.vr.getFen();
+      });
       const L = this.moves.length;
       this.cursor = L-1;
       this.lastMove = (L > 0 ? this.moves[L-1]  : null);
@@ -98,8 +119,8 @@ export default {
       pgn += '[Site "vchess.club"]\n';
       pgn += '[Variant "' + this.game.vname + '"]\n';
       pgn += '[Date "' + getDate(new Date()) + '"]\n';
-      pgn += '[White "' + this.game.players[0] + '"]\n';
-      pgn += '[Black "' + this.game.players[1] + '"]\n';
+      pgn += '[White "' + this.game.players[0].name + '"]\n';
+      pgn += '[Black "' + this.game.players[1].name + '"]\n';
       pgn += '[Fen "' + this.game.fenStart + '"]\n';
       pgn += '[Result "' + this.score + '"]\n\n';
       let counter = 1;
@@ -111,9 +132,9 @@ export default {
         {
           let move = "";
           while (i < this.moves.length && this.moves[i].color == color)
-            move += this.moves[i++].notation[0] + ",";
+            move += this.moves[i++].notation + ",";
           move = move.slice(0,-1); //remove last comma
-          pgn += move + (i < this.moves.length-1 ? " " : "");
+          pgn += move + (i < this.moves.length ? " " : "");
         }
       }
       return pgn + "\n";
diff --git a/client/src/components/Board.vue b/client/src/components/Board.vue
index 27833815..f97a2c5a 100644
--- a/client/src/components/Board.vue
+++ b/client/src/components/Board.vue
@@ -157,7 +157,7 @@ export default {
         );
       })
     );
-    const playingColor = userColor || "w"; //default for an observer
+    const playingColor = this.userColor || "w"; //default for an observer
     let elementArray = [choices, gameDiv];
     if (!!this.vr.reserve)
     {
diff --git a/client/src/utils/storage.js b/client/src/utils/storage.js
index e5978ae3..2e7a84fb 100644
--- a/client/src/utils/storage.js
+++ b/client/src/utils/storage.js
@@ -51,8 +51,8 @@ function addGame(game, callback)
 
 // Clear current live game from localStorage
 function clear() {
-  localStorage.deleteItem("gameInfo");
-  localStorage.deleteItem("gameState");
+  localStorage.removeItem("gameInfo");
+  localStorage.removeItem("gameState");
 }
 
 // Current live game:
@@ -140,20 +140,28 @@ export const GameStorage =
   // TODO: option for remote retrieval (third arg, or just "gameRef")
   getLocal: function(gameId, callback)
   {
-    let games = [];
     dbOperation((db) => {
-      // TODO: if gameId is provided, limit search to gameId (just .get(gameId). ...)
       let objectStore = db.transaction('games').objectStore('games');
-      objectStore.openCursor().onsuccess = function(event) {
-        var cursor = event.target.result;
-        // if there is still another cursor to go, keep running this code
-        if (cursor)
-        {
-          games.push(cursor.value);
-          cursor.continue();
+      if (!gameId) //retrieve all
+      {
+        let games = [];
+        objectStore.openCursor().onsuccess = function(event) {
+          let cursor = event.target.result;
+          // if there is still another cursor to go, keep running this code
+          if (cursor)
+          {
+            games.push(cursor.value);
+            cursor.continue();
+          }
+          else
+            callback(games);
+        }
+      }
+      else //just one game
+      {
+        objectStore.get(gameId).onsuccess = function(event) {
+          callback(event.target.result);
         }
-        else
-          callback(games);
       }
     });
   },
diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue
index 9d755df1..9be88069 100644
--- a/client/src/views/Game.vue
+++ b/client/src/views/Game.vue
@@ -11,7 +11,7 @@
         button(@click="abortGame") {{ st.tr["Game is too boring"] }}
     BaseGame(:game="game" :vr="vr" ref="basegame"
       @newmove="processMove" @gameover="gameOver")
-    .button-group(v-if="game.mode!='analyze'")
+    .button-group(v-if="game.mode!='analyze' && game.score=='*'")
       button(@click="offerDraw") Draw
       button(@click="() => abortGame()") Abort
       button(@click="resign") Resign
@@ -219,8 +219,10 @@ export default {
       else
       {
         console.log(event);
+        return;
         //const message = event.
-        this.gameOver("?");
+        // Next line will trigger a "gameover" event, bubbling up till here
+        this.$refs["basegame"].endGame("?");
         this.game.players.forEach(p => {
           if (!!p.sid && p.sid != this.st.user.sid)
           {
@@ -255,25 +257,15 @@ export default {
     //  - from remote peer (one live game I don't play, finished or not)
     loadGame: function() {
       GameStorage.get(this.gameRef, async (game) => {
+        const vModule = await import("@/variants/" + game.vname + ".js");
+        window.V = vModule.VariantRules;
+        this.vr = new V(game.fenStart);
         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 => {
-          // 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();
-        });
-        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)
diff --git a/server/sockets.js b/server/sockets.js
index 274d70ad..d92778c0 100644
--- a/server/sockets.js
+++ b/server/sockets.js
@@ -31,6 +31,7 @@ module.exports = function(wss) {
   wss.on("connection", (socket, req) => {
     const query = getJsonFromUrl(req.url);
     const sid = query["sid"];
+    // TODO: later, allow duplicate connections (shouldn't be much more complicated)
     // Ignore duplicate connections (on the same live game that we play):
     if (!!clients[sid])
       return socket.send(JSON.stringify({code:"duplicate"}));