Ondersteuning voor verschillende sessies op hetzelfde moment.

main
Roy 2 years ago
parent b24a94352b
commit 7c7ac1069b
  1. 165
      chess_gui/lib/chess_gui.pm
  2. 11
      chess_gui/public/js/dand.js
  3. 16
      chess_gui/public/js/head.js

@ -1,12 +1,9 @@
#!/usr/bin/env perl
package chess_gui;
use Dancer2;
#use Dancer2::Plugin::Ajax;
#use Dancer2::Session::Memcached;
use Template;
use DBI;
use DBD::Pg;
#use HTTP::Cookies;
use strict;
use warnings;
#use warnings FATAL => qw(uninitialized);
@ -38,6 +35,7 @@ our $VERSION = '37.0';
my $dbname = 'chessd'; # See ./chess.sql.
my $username = 'postgres';
my $dbh = DBI->connect("dbi:Pg:dbname=$dbname", $username, '', {PrintError => 1, RaiseError => 1, AutoCommit => 1}) or die $?;
my @split_piece_column_names = qw/b 0 b 1 k 0 n 0 n 1 p 0 p 1 p 2 p 3 p 4 p 5 p 6 p 7 q 0 r 0 r 1/;
#my $dbh = DBI->connect("dbi:Pg:dbname=$dbname", $username, '', {PrintError => 0, RaiseError => 0, AutoCommit => 1}) or die $?;
#my $sth1 = $dbh->prepare(q/SELECT black.id, white.id, black.prio, white.prio FROM black, white WHERE black.id = white.id and white.b0 = ? and white.b1 = ? and white.k0 = ? and white.n0 = ? and white.n1 = ? and white.p0 = ? and white.p1 = ? and white.p2 = ? and white.p3 = ? and white.p4 = ? and white.p5 = ? and white.p6 = ? and white.p7 = ? and white.q0 = ? and white.r0 = ? and white.r1 = ? and black.b0 = ? and black.b1 = ? and black.k0 = ? and black.n0 = ? and black.n1 = ? and black.p0 = ? and black.p1 = ? and black.p2 = ? and black.p3 = ? and black.p4 = ? and black.p5 = ? and black.p6 = ? and black.p7 = ? and black.q0 = ? and black.r0 = ? and black.r1 = ?/); #TODO: There should be a better way to do this...
#my $sth0 = $dbh->prepare(q/SELECT bw_id, prio FROM white, context WHERE white.b0 = ? and white.b1 = ? and white.k0 = ? and white.n0 = ? and white.n1 = ? and white.p0 = ? and white.p1 = ? and white.p2 = ? and white.p3 = ? and white.p4 = ? and white.p5 = ? and white.p6 = ? and white.p7 = ? and white.q0 = ? and white.r0 = ? and white.r1 = ? and white.b0 = ? and context.b1 = ? and context.k0 = ? and context.n0 = ? and context.n1 = ? and context.p0 = ? and context.p1 = ? and context.p2 = ? and context.p3 = ? and context.p4 = ? and context.p5 = ? and context.p6 = ? and context.p7 = ? and context.q0 = ? and context.r0 = ? and context.r1 = ?/);
@ -60,7 +58,7 @@ my $sth8 = $dbh->prepare(q/SELECT b0, b1, k0, n0, n1, p0, p1, p2, p3, p4, p5, p6
my $sth9 = $dbh->prepare(q/SELECT b0, b1, k0, n0, n1, p0, p1, p2, p3, p4, p5, p6, p7, q0, r0, r1 FROM black WHERE id = ?/);
my $sth10 = $dbh->prepare(q/INSERT INTO sessions (session, bid, wid) VALUES ($1, $2, $3) ON CONFLICT ON CONSTRAINT sessions_pkey DO UPDATE SET (bid, wid) = ($2, $3)/);
my $sth11 = $dbh->prepare(q/SELECT bid, wid FROM sessions WHERE session = ?/);
my (@tree, @what_i_did, %prop, @keys, @pplayer, %tmpalg, %tmpalg2, %tmpalg3, %tmpalg4, $players, @not_player, $smaleer, %pval);
my (@tree, %what_i_did, %prop, %default_prop, @keys, @default_keys, @pplayer, %tmpalg, %tmpalg2, %tmpalg3, %tmpalg4, $players, @not_player, $smaleer, %pval);
@not_player[0, 1] = (1, 0);
my @px = ('A'..'H');
my %pxr;
@ -69,11 +67,15 @@ my %ppiece;
@ppiece{qw/b k n p q r/} = qw/bishop king knight pawn queen rook/;
my @player = reverse @not_player;
@pplayer[0, 1] = qw/White Black/;
my @pseudoinfinite_loop_check;
my $user_mode;
#my @pseudoinfinite_loop_check;
my %pseudoinfinite_loop_check;
#my $user_mode;
my %user_mode;
my $player;
my $player_turn = 0;
my $counter;
#my $player_turn = 0;
my %player_turn;
#my $counter;
my %counter;
my $action_limit = 100;
my $loop_limit = 6;
my @direction = qw/1 1 1 -1 -1 -1 -1 1 0 1 0 -1 1 0 -1 0 0.5 2 0.5 -2 -0.5 -2 -0.5 2/; # Diagonal direction modifiers: $direction[0..7]. Straight direction modifiers: $direction[8..15]. Knight direction modifiers: $direction[0..7,16..23].
@ -100,7 +102,6 @@ $SIG{'INT'} = 'INTERRUPT';
sub PRETTY_CALC { # Calculate total piece value (for post-game). It used to print the chess board.
my ($pval, $player) = @_;
foreach my $secondc (0..7) {
# print "\n";
foreach my $firstc (0..7) {
my $coordinate = $firstc.'.'.(7-$secondc);
if (defined($prop{$coordinate})) {
@ -110,30 +111,26 @@ sub PRETTY_CALC { # Calculate total piece value (for post-game). It used to prin
} else {
$pval -= $pval{$p};
}
# printf '%-8s', $p;
} else {
# printf '%-8s', $coordinate;
}
}
# print "\n";
}
return ($pval, $player);
}
sub INIT_BOARD {
my (%h0, %h1);
if ($#_ != -1) {
#print $_[0]{'b0'}, "\n";
map {if (defined($_[0]{$_})) {$h0{$_[0]{$_}} = join '', (0, $_)}} keys %{$_[0]};
map {if (defined($_[1]{$_})) {$h1{$_[1]{$_}} = join '', (1, $_)}} keys %{$_[1]};
}
#my (%h0, %h1);
#if ($#_ != -1) {
# map {if (defined($_[0]{$_})) {$h0{$_[0]{$_}} = join '', (0, $_)}} keys %{$_[0]};
# map {if (defined($_[1]{$_})) {$h1{$_[1]{$_}} = join '', (1, $_)}} keys %{$_[1]};
#}
foreach (0..63) { # Initialize chess positions piece worth (%p${player}val).
my ($x, $y, $player);
# $_ = sprintf("%.1o",$_/10); # (This) sprintf doesn't support octal floats.
$_ = sprintf("%.1f", sprintf("%o", $_)/10);
$x = int($_);
$y = $_ * 10 % 10; # 0.x % 1 = 0
if ($#_ == -1) {
# if ($#_ == -1) {
if ($y < 2) { # White, hereafter called player 0.
$player = 0;
} elsif ($y > 5) { # Black, hereafter called player 1.
@ -176,9 +173,9 @@ if ($#_ != -1) {
# $default_iboard[$y][$x]{'pco'} = join '', $px[$x], ($y+1);
$default_iboard{'pco'}[7-$x+8*$y] = join '', $px[7-$x], ($y+1);
} else { # Restore a previous state (from a session).
$session_iboard[$y][$x] = $h1{$_} // $h0{$_} // $_;
}
# } else { # Restore a previous state (from a session).
# $session_iboard[$y][$x] = $h1{$_} // $h0{$_} // $_;
# }
}
$players = 1; # Could do something with this if it weren't for @not_player...
}
@ -189,7 +186,7 @@ sub INIT_KEYS { # For sorted lookup of piece source.
sub MOVEMENT_TREE { # Assume relative movement to support abritrary depth (0 < $depth < Inf).
my ($player, $depth, $i_al, $i) = (@_[0, 1], $_[5] // $_[0]*16-1, $_[2] // -4); # Support for travelling to different tree depths every player turn (could be used to create, e.g., adaptive AI).
my ($ice, $prio, %key_list_by_value, @selection);
my ($ice, $rio, %key_list_by_value, @selection);
$i += 4;
ALLY_SOURCE: foreach my $asrc (&KEYS($player)) {
my $dpval = $_[3] // 0; # Default piece value.
@ -203,19 +200,19 @@ sub MOVEMENT_TREE { # Assume relative movement to support abritrary depth (0 < $
if ($#ditet != -1 and defined($ditet[2/($player+1)+1])) {
my $tmpkey = join ',', @keys;
{no warnings; $tmpalg{$tmpkey} = $ditet[2/($player+1)+1]};
# if ($player == $user_mode) {if (defined($prop{$asrc}) and (join '', @{$prop{$asrc}}) eq $_[7] and ($_[8] eq $tree[$i]{$asrc}[$c] or (defined($prop{$tree[$i]{$asrc}[$c]}) and $_[8] eq (join '', @{$prop{$tree[$i]{$asrc}[$c]}})))) {$tmpalg{$tmpkey} = 'Inf'; $sth10->execute($_[9], $ditet[0], $ditet[1])}} #else {
if ($player == $user_mode) {if ($asrc eq $_[7] and $_[8] eq $tree[$i]{$asrc}[$c]) {$tmpalg{$tmpkey} = 'Inf'; $sth10->execute($_[9], $ditet[0], $ditet[1])}}
# if ($player == $user_mode) {if (defined($prop{$asrc}) and (join '', @{$prop{$asrc}}) eq $_[7] and ($_[8] eq $tree[$i]{$asrc}[$c] or (defined($prop{$tree[$i]{$asrc}[$c]}) and $_[8] eq (join '', @{$prop{$tree[$i]{$asrc}[$c]}})))) {$tmpalg{$tmpkey} = 'Inf'; $sth10->execute($_[9], $ditet[0], $ditet[1])}} #else {}
if ($player == $user_mode{$_[9]}) {if ($asrc eq $_[7] and $_[8] eq $tree[$i]{$asrc}[$c]) {$tmpalg{$tmpkey} = 'Inf'; $sth10->execute($_[9], $ditet[0], $ditet[1])}}
my $val = $tmpalg{$tmpkey};
push @{$key_list_by_value{$val}}, ($tmpkey, @ditet[0, 1]);
unless (defined($prio)) {
$prio = $val;
unless (defined($rio)) {
$rio = $val;
# @xid[0, 1] = @ditet[0, 1];
}
if ($val > $prio) {
$prio = $val;
if ($val > $rio) {
$rio = $val;
# @xid[0, 1] = @ditet[0, 1];
}
# }
# {}
$keys[$i_al] = $asrc;
pop @{$tree[$i]{$asrc}};
} else {
@ -234,7 +231,7 @@ sub MOVEMENT_TREE { # Assume relative movement to support abritrary depth (0 < $
$tmpalg{$selection} = $ditet[2/($player+1)+1];
$keys[$i_al] = $asrc; # Undo the (reverse-lookup) move.
next ALLY_DESTINATION; # Already stored this move in the DB, so there's no reason to recalculate our priorities now.
} #else {print 'false', "\n"}
} else {$tmpalg{$selection} = 0}
if ($prop{$adest}) {
@adest = @{$prop{$adest}};
$tmpalg{$selection} += $pval{join '', @adest}; # Prioritize high-value enemy pieces.
@ -481,15 +478,15 @@ $sth5->execute($bid, $wid, $tmpalg{$selection}, undef);
}
# if ($player == $user_mode and (join '', @asrc) eq $_[7] and ($_[8] eq $adest or $_[8] eq (join '', @adest))) {$tmpalg{$selection} = 'Inf'; $sth9->execute($_[9], $bid, $wid)}
# if ($player == $user_mode) {if ($#asrc != -1 and (join '', @asrc) eq $_[7] and ($_[8] eq $adest or $_[8] eq (join '', @adest))) {$tmpalg{$selection} = 'Inf'; $sth10->execute($_[9], $bid, $wid)}} #else {
if ($player == $user_mode) {if ($asrc eq $_[7] and $_[8] eq $adest) {$tmpalg{$selection} = 'Inf'; $sth10->execute($_[9], $bid, $wid)}} #else {
if ($player == $user_mode{$_[9]}) {if ($asrc eq $_[7] and $_[8] eq $adest) {$tmpalg{$selection} = 'Inf'; $sth10->execute($_[9], $bid, $wid)}} #else {
my $val = $tmpalg{$selection};
push @{$key_list_by_value{$val}}, ($selection, $bid, $wid);
unless (defined($prio)) {
$prio = $val;
unless (defined($rio)) {
$rio = $val;
# @xid[0, 1] = ($bid, $wid);
}
if ($val > $prio) {
$prio = $val;
if ($val > $rio) {
$rio = $val;
# @xid[0, 1] = ($bid, $wid);
}
# }
@ -497,11 +494,11 @@ $sth5->execute($bid, $wid, $tmpalg{$selection}, undef);
}
}
}
for (my $ii = 0; $#{$key_list_by_value{$prio}} >= $ii; $ii += 3) {
push @selection, $key_list_by_value{$prio}[$ii];
for (my $ii = 0; $#{$key_list_by_value{$rio}} >= $ii; $ii += 3) {
push @selection, $key_list_by_value{$rio}[$ii];
}
$ice = int(rand($#selection+1));
return ($prio, $key_list_by_value{$prio}[$ice*3+1], $key_list_by_value{$prio}[$ice*3+2], $selection[$ice], $ice, ($#selection+1));
return ($rio, $key_list_by_value{$rio}[$ice*3+1], $key_list_by_value{$rio}[$ice*3+2], $selection[$ice], $ice, ($#selection+1));
}
sub QUEEN {
@ -680,7 +677,7 @@ sub CLEANUP_POSTTURN {
sub POSTCHESS_CALC {
my ($pval, $called_player, $reason) = @_; # Arguments: (Value of all pieces of $player - $not_player[$player], $player, reason for exiting the game (did a $player win?)).
my ($pval, $called_player, $reason, $session) = @_; # Arguments: (Value of all pieces of $player - $not_player[$player], $player, reason for exiting the game (did a $player win?)).
foreach my $current_player (@player) {
my $mpval;
my $sth4 = $dbh->prepare(q/UPDATE context SET /.$pplayer[$not_player[$current_player]].q/prio = ? FROM black, white WHERE black.id = bid and white.id = wid and white.b0 = ? and white.b1 = ? and white.k0 = ? and white.n0 = ? and white.n1 = ? and white.p0 = ? and white.p1 = ? and white.p2 = ? and white.p3 = ? and white.p4 = ? and white.p5 = ? and white.p6 = ? and white.p7 = ? and white.q0 = ? and white.r0 = ? and white.r1 = ? and black.b0 = ? and black.b1 = ? and black.k0 = ? and black.n0 = ? and black.n1 = ? and black.p0 = ? and black.p1 = ? and black.p2 = ? and black.p3 = ? and black.p4 = ? and black.p5 = ? and black.p6 = ? and black.p7 = ? and black.q0 = ? and black.r0 = ? and black.r1 = ?/);
@ -707,15 +704,20 @@ my ($pval, $called_player, $reason) = @_; # Arguments: (Value of all pieces of $
}
}
}
foreach my $anothervar (keys %{$what_i_did[$current_player]}) {
$what_i_did[$current_player]{$anothervar} += $mpval;
$sth4->execute($what_i_did[$current_player]{$anothervar}, @keys);
foreach my $anothervar (keys %{$what_i_did{$session}[$current_player]}) {
$what_i_did{$session}[$current_player]{$anothervar} += $mpval;
$sth4->execute($what_i_did{$session}[$current_player]{$anothervar}, @keys);
}
}
#undef %what_i_did{$session};
#undef %user_mode{$session};
#undef %player_turn{$session};
#undef %counter{$session};
#undef %pseudoinfinite_loop_check{$session};
}
sub PROGRAM {
$user_mode = 0;
$user_mode{$_[2]} = 0;
# if (!defined($user_mode)) {
# print 'Please input your side:', "\n";
# foreach (@player) {
@ -740,29 +742,38 @@ $user_mode = 0;
# MATCH: while (1) {
my %diff;
$player_turn++;
$player_turn{$_[2]}++;
# $player = ($player_turn+1) % 2;
TURN: foreach my $player (@player) {
# @{$diff{'msg'}{'turn'}}[$player] = 'Player ' . $player . ' turn ' . $player_turn . ':';
push @{$diff{$pplayer[$player]}{'status'}}, $player_turn;
push @{$diff{$pplayer[$player]}{'status'}}, $player_turn{$_[2]};
my ($depth, $prio, $ice, $selection, @id, $n_o_selections);
my ($dpval, $i_al) = (0, 0);
if ($player == $user_mode) { # If the player is human-controlled, we needn't more than $depth 1 (for input validation).
if ($player == $user_mode{$_[2]}) { # If the player is human-controlled, we needn't more than $depth 1 (for input validation).
$depth = 1;
$sth11->execute($_[2]);
my @ids = $sth11->fetchrow_array();
if (!defined($ids[0])) { # Default state.
%prop = %default_prop;
@keys = @default_keys;
} else { # Restore arbitrary states.
$sth8->execute($ids[1]);
$sth9->execute($ids[0]);
&CLEANUP_POSTGAME;
{my $x = 0; map {$keys[$x+16] = $_; if (defined($_)) {push @{$prop{$_}}, (1, @split_piece_column_names[($x*2)..($x*2+1)])}; $x++} @{$sth9->fetchrow_arrayref}};
{my $x = 0; map {if (!defined($_) or exists($prop{$_})) {$keys[$x] = undef} else {$keys[$x] = $_; push @{$prop{$_}}, (0, @split_piece_column_names[($x*2)..($x*2+1)])}; $x++} @{$sth8->fetchrow_arrayref}}; # Not applying it correctly with @keys and %prop modifications after $sth10.
}
my ($xrc, $yrc) = split //, $_[0];
$_[0] = join '.', $pxr{$xrc}, ($yrc-1);
($xrc, $yrc) = split //, $_[1];
$_[1] = join '.', $pxr{$xrc}, ($yrc-1);
print $_[0], ' ', $_[1], "\n";
($prio, @id[0, 1], $selection, $ice, $n_o_selections) = &MOVEMENT_TREE($player, $depth, undef, undef, undef, undef, undef, $_[0], $_[1], $_[2]);
print 'w ', $id[0], ' ', $id[1], "\n";
} else {
$depth = 2; # Usually about 20^$depth possibilities (but ten times as much iterates for including no movement).
($prio, @id[0, 1], $selection, $ice, $n_o_selections) = &MOVEMENT_TREE($player, $depth, undef, undef, undef, undef, undef, undef, undef, $_[2]);
$sth10->execute($_[2], @id[0, 1]);
print 'b ', $id[0], ' ', $id[1], "\n";
}
# print 'keys: ', scalar keys %key_list_by_value, "\n";
# print 'ids: ', $#id, "\n";
@ -778,8 +789,8 @@ print 'b ', $id[0], ' ', $id[1], "\n";
# }
# }
if ($player == $user_mode and $prio != 'Inf') { # Invalid user input.
$player_turn--;
if ($player == $user_mode{$_[2]} and $prio != 'Inf') { # Invalid user input.
$player_turn{$_[2]}--;
# push @{$diff{$player}{'warn'}} = 'Reverting an invalid set.';
undef $diff{$pplayer[$not_player[$player]]};
push @{$diff{$pplayer[$player]}{'status'}}, -1;
@ -809,70 +820,70 @@ print 'b ', $id[0], ' ', $id[1], "\n";
my $matches = grep {!/^[01][.]k[.]0_/} keys %tmpalg; # When only the king can move...
if ($matches == 0) {
$counter++;
if ($counter >= 2 && $player_turn > 24) { # End the game if the same applies to the opponent (only the king can move), and $player_turn have passed.
$counter{$_[2]}++;
if ($counter{$_[2]} >= 2 && $player_turn{$_[2]} > 24) { # End the game if the same applies to the opponent (only the king can move), and $player_turn have passed.
# @{$diff{'msg'}{'gstatus'}}[$player] = 'Only the kings can act. Stalemate...';
push @{$diff{$pplayer[$player]}{'status'}}, 4;
&POSTCHESS_CALC(&PRETTY_CALC(0, $player), 0);
&POSTCHESS_CALC(&PRETTY_CALC(0, $player), 0, $_[2]);
# return;
}
}
if ($player_turn >= $action_limit) { # TODO: Is this needed when we have @pseudoinfinite_loop_check?
if ($player_turn{$_[2]} >= $action_limit) { # TODO: Is this needed when we have @pseudoinfinite_loop_check?
# @{$diff{'msg'}{'gstatus'}}[$player] = 'Total turn limit ' . ($player_turn*2) . ' reached: Stalemate...';
push @{$diff{$pplayer[$player]}{'status'}}, 3;
&POSTCHESS_CALC(&PRETTY_CALC(0, $player), 0);
&POSTCHESS_CALC(&PRETTY_CALC(0, $player), 0, $_[2]);
# return;
}
if (($player_turn*2+$player) % ($loop_limit+1) == 0) { # When player 0 is iterating through all chess possibilities in training mode, stop & do the usual decrement when both players have been doing the same four-turn loop at least three times successively. If we don't stop the program here but do stop the four-turn loop, player 1 might prioritize creating loops when breaking the loop would be a final blow for player 0. TODO: Alternatively, we might revert back here to some previous state...
if (($player_turn{$_[2]}*2+$player) % ($loop_limit+1) == 0) { # When player 0 is iterating through all chess possibilities in training mode, stop & do the usual decrement when both players have been doing the same four-turn loop at least three times successively. If we don't stop the program here but do stop the four-turn loop, player 1 might prioritize creating loops when breaking the loop would be a final blow for player 0. TODO: Alternatively, we might revert back here to some previous state...
my ($evenval1, $unevenval1, $evenval2, $unevenval2);
for (my $counter3 = 0; $#pseudoinfinite_loop_check >= $counter3; $counter3++) {
for (my $counter3 = 0; $#{$pseudoinfinite_loop_check{$_[2]}} >= $counter3; $counter3++) {
if ($counter3 > 1) {
if ($counter3 > 3) {
if ($counter3 % 2 == 0) {
if ($counter3 % 4 == 0) {
next if $evenval1 eq $pseudoinfinite_loop_check[$counter3];
next if $evenval1 eq $pseudoinfinite_loop_check{$_[2]}[$counter3];
last;
} elsif (($counter3+1) % 4 == 0) {
next if $unevenval1 eq $pseudoinfinite_loop_check[$counter3];
next if $unevenval1 eq $pseudoinfinite_loop_check{$_[2]}[$counter3];
last;
} elsif (($counter3+2) % 4 == 0) {
next if $evenval2 eq $pseudoinfinite_loop_check[$counter3];
next if $evenval2 eq $pseudoinfinite_loop_check{$_[2]}[$counter3];
last;
} elsif (($counter3+3) % 4 == 0) {
next if $unevenval2 eq $pseudoinfinite_loop_check[$counter3];
next if $unevenval2 eq $pseudoinfinite_loop_check{$_[2]}[$counter3];
last;
}
}
} elsif ($counter3 % 2 == 0) {
$evenval2 = $pseudoinfinite_loop_check[$counter3];
$evenval2 = $pseudoinfinite_loop_check{$_[2]}[$counter3];
next;
} else {
$unevenval2 = $pseudoinfinite_loop_check[$counter3];
$unevenval2 = $pseudoinfinite_loop_check{$_[2]}[$counter3];
next;
}
} elsif ($counter3 % 2 == 0) {
$evenval1 = $pseudoinfinite_loop_check[$counter3];
$evenval1 = $pseudoinfinite_loop_check{$_[2]}[$counter3];
next;
} else {
$unevenval1 = $pseudoinfinite_loop_check[$counter3];
$unevenval1 = $pseudoinfinite_loop_check{$_[2]}[$counter3];
next;
}
# @{$diff{'status'}}[$player] = 'Loop limit ' . $loop_limit . ' reached: Stalemate...';
push @{$diff{$pplayer[$player]}{'status'}}, 2;
&POSTCHESS_CALC(&PRETTY_CALC(0, $player), 0);
&POSTCHESS_CALC(&PRETTY_CALC(0, $player), 0, $_[2]);
# return;
}
undef @pseudoinfinite_loop_check;
undef @{$pseudoinfinite_loop_check{$_[2]}};
}
push @pseudoinfinite_loop_check, $selection;
push @{$pseudoinfinite_loop_check{$_[2]}}, $selection;
# push @{$diff{$pplayer[$player]}{'prio'}}, $prio;
# push @{$diff{$pplayer[$player]}{'moveno'}}, ($ice+1) . '/' . $n_o_selections;
# @{$diff{'msg'}{'verbose'}}[$player] = $selection[$ice];
$what_i_did[$player]{$selection} = $prio;
$what_i_did{$_[2]}[$player]{$selection} = $prio;
my $c = 0;
my $adest;
foreach (split /,/, $selection) {
@ -896,7 +907,7 @@ print 'b ', $id[0], ' ', $id[1], "\n";
if ($prop{$adest}[1] eq 'k') {
push @{$diff{$pplayer[$player]}{'status'}}, 1;
# push @{$diff{[$player]}{'win'}}, ' Player ' . $player . ' wins!';
&POSTCHESS_CALC(&PRETTY_CALC(0, $player), 1);
&POSTCHESS_CALC(&PRETTY_CALC(0, $player), 1, $_[2]);
# return;
}
# if ($player != $user_mode) {$keys[$c] = $adest; $sth6->execute(@keys[0..15]); my @wid = $sth6->fetchrow_array(); $sth7->execute(@keys[16..31]); my @bid = $sth7->fetchrow_array(); print $bid[0], ' ', $#bid, ' ', $#wid, ' ', $wid[0], "\n"; $sth10->execute($sessid, $bid[0], $wid[0]); $keys[$c] = $asrc}
@ -923,19 +934,17 @@ print 'b ', $id[0], ' ', $id[1], "\n";
#&CLEANUP_POSTGAME;
&INIT_BOARD;
%default_prop = %prop;
&INIT_KEYS;
#my $jar = HTTP::Cookies->new;
@default_keys = @keys;
get '/board/init' => sub {
encode_json(\%default_iboard);
};
get '/move/:src/:dst' => sub {
#if (session('init')) {
my %diff = &PROGRAM(route_parameters->get('src'), route_parameters->get('dst'), session->id); # Includes player input.
get '/move/:src/:dst/:stt' => sub {
my %diff = &PROGRAM(route_parameters->get('src'), route_parameters->get('dst'), route_parameters->get('stt')); # Includes player input.
encode_json(\%diff);
#}
};
get '/' => sub {

@ -8,10 +8,11 @@ var pp = ['White','Black'];
//x = 25;
//console.log(x.toString(36));
if (!window.localStorage || !localStorage.init) { // Use AJAX.
console.log(localStorage.length);
var xhr = new XMLHttpRequest();
xhr.open('GET', 'board/init' , true); // Returns coordinate & piece.
if (!localStorage.init) { // Use AJAX.
if (window.localStorage) { // TODO: Might try session storage/cookies if false.
localStorage.state = S();
}
xhr.open('GET', 'board/init', true); // Returns coordinate & piece.
xhr.send(null);
xhr.onload = function () {
if (xhr.status === 200) {
@ -42,7 +43,7 @@ i++;
}
function dragAndDrop(drag, drop) {
xhr.open('GET', 'move/' + drag + '/' + drop , true);
xhr.open('GET', 'move/' + drag + '/' + drop + '/' + localStorage.state, true);
xhr.send(null);
xhr.onload = function () {
if (xhr.status === 200) {

@ -10,6 +10,21 @@ function T(a) {
return document.getElementsByTagName(a);
}
function S() {
var r = (Math.random()*36).toString(36).substring(2);
var f = Math.random().toString().replace(/^0\./, '');
//f = f*10**(f.toString().length-2);
var g = '';
for (var i=0; f.length > i && r.length > i; i++) {
if (f.charAt(i) >= 5) {
g += r.charAt(i).toUpperCase();
} else {
g += r.charAt(i);
}
}
return g;
}
function G(i, s, o, r) {
if (i % 8 === 0) {
var li = document.createElement('li');
@ -34,7 +49,6 @@ img.setAttribute('alt', pp[o.substring(0, 1)] + ' ' + pn[prop] + ' on ' + s);
li.appendChild(img);
} else {
var pce = I(o);
console.log(i, s, o, pce, r);
if (pce === null) {
var img = document.createElement('img');
var prop = o.substring(1, 2);

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