Age | Commit message (Collapse) | Author |
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- This happened when a response was received before being marked as 'waiting_responses'
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unknown token.
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This will help using the function even with derived classes.
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- Fixed bug with incorrect dislodged unit on pure map
- [python] Make sure dummy powers are registered only for standard maps.
- Hardcoded supply centers into SVG files.
- Removed supply centers CSS classes.
- Update positions for units and dislodged units on all maps.
- Converted SVGs to React.
- Removed "sym" classes and hardcode related styles into symbol definitions.
- Reordered map list (standard at top, then other ones in alphabetical order)
- Displayed + button for all maps and disable it for maps without variants.
- Minified generated code when converting SVG files to React.
- [web] Added ability to hide/display map abbreviations.
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convoy
- The "convoyPath" for 'Move via' is simply a plausible path for start to dest
- For a support move of a convoyed unit, the path must not include the unit issuing the support
- For a convoy order, the path must include the unit issuing the convoy order
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This should prevent warnings "unknown power XXX" and then fix #57 .
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- Create link to diplomacy map folder into web/src/diplomacy/maps
- Remove old web/src/gui/map folder.
- [web] Handle click only on current map.
- [web/game] Remove useless `wait` state.
- Remove unused nodejs modules.
- [web] Use queue to handle game notifications in sequential order.
- Make all calls to setState() asynchronous in Page and ContentGame components.
- Make sure notifications are handled in the order in which they come.
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with bootstrap
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- [web][select via dialog] Add shortcuts M and V.
- [web][select via dialog] Asynchronously handle "select via" method, so that shortcut callback can continue to run (and then set its state) without waiting for callback return. This should help to prevent React from updating an unmounted shortcut component.
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- Replaced fancybox with react-confirm-alert + dialog box
- Removed unused code
- Default map can be selected with 1-click
- Added ability to select map variants
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Should fix #58 .
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- Added __enter__, __exit__, and .current_state() to game object
- set_orders throws an exception is the server phase is not the same as the client phase
- Returning only waiting dummy powers to bot
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- Does not allow to join a power which is eliminated.
- When clicking on "reset", reset local orders only for current selected power.
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- Open DAIDE port on game loading too, and [web] Display DAIDE port on game title.
- [server] Also delete backup game file when deleting game.
- [python]
Add optional parameter `server` to ServerGame constructor to init server game with a server as soon as it is possible.
Add field `daide_port` to Game for client games.
When creating game, register it on server before generating client games, so that DAIDE ports are known on client game generation.
Move DAIDE port opening into Server.add_new_game() and Server.get_game(), so that port is opened as soon as a new game is added or a game is loaded.
Move DAIDE port closing for specific game into Server.delete_game().
Add DAIDE port to client game field daide_port if known.
[web]
Display DAIDE port if available in game title on game page.
- [python] Display game ID in log when opening DAIDE port.
- [server] Close DAIDE port as soon as game is done.
- Update dependencies.
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- Make button "Delete all" remove only orders from current selected power.
- Reorganize code
- [web] Remove bugged and useless function gameReloaded() from game page.
- This function caused error `engine.getPhaseType is not a function` for
games with deadlines.
- Move function saveGameToDisk into its own file.
- [web] Add documentation to methods involved in orders management to help understand what happens.
- Move methods getServerOrders() from game GUI component to game engine object.
- Rename method onSetNoOrders to onSetEmptyOrdersSet.
- Rename property in PowerActionsForm: onNoOrders => onPass.
- [web] Update sending orders to send request clearOrders when local orders list is null.
- Renamed local file:
- components/power_order => power_orders
- forms/power_actions_form => power_order_creation_form
- Move power orders buttons bar to a separate file:
- components/power_orders_actions_bar
- [web] Improve messages about local/server defined orders.
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Should fix #36 .
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- Set default empty orders set for unorderable powers after a processing.
- Set wait to False for unorderable powers.
- Notify powers wait flags when sending game processed notifications.
- Do not send empty orders set for unorderable powers in network test.
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all attempts.
This should fix #16 .
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- [server] Also delete game from RAM.
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- Updated dependencies in package-lock.json
- Set default homepage to "." so that built pages are relative to "index.html".
- Add module "helmet" to handle page title.
- Simplified page loading (replace static function builder with direct call to a method with component as argument).
- Move function loadGameFromDisk in a separate file.
- Use React context to access page object.
- Add a new React component "Navigation" and simplify page rendering.
- Add ability to choose power for any kind of loaded game.
In phase history:
- Show messages from all past and currently displayed phase.
- Display messages from past phase with gray background.
- Show messages per protagonist in tabs.
- Show message phase in message header
- Display message wide (header left, body right).
- Display short names for powers in message tabs header.
- Add warn function to page component.
- Messages from previous phase are displayed with gray color text.
- Game registration password input is displayed only if required
- On games page:
- sorted by descending timestamp created.
- In table, game ID is displayed with human readable created date.
- Prevent messages from displaying twice.
- Re-add checkbox "show orders" to display arrow orders on past maps.
- Handle HTML break-lines <br/> and remove all other HTML tags when displaying messages.
- Use latest phase as current game phase when loading a game from disk.
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- Modified DATC tests for consistency
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- Ability to open and close port when DAIDE games are started and stopped
- Can get the DAIDE port using a request
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- Created DaideUser object
- Implemented managers are:
requests.NameRequest: on_name_request,
requests.ObserverRequest: on_observer_request,
requests.IAmRequest: on_i_am_request,
requests.HelloRequest: on_hello_request,
requests.MapRequest: on_map_request,
requests.MapDefinitionRequest: on_map_definition_request,
requests.SupplyCentreOwnershipRequest: on_supply_centre_ownership_request,
requests.CurrentPositionRequest: on_current_position_request,
requests.HistoryRequest: on_history_request,
requests.SubmitOrdersRequest: on_submit_orders_request,
requests.MissingOrdersRequest: on_missing_orders_request,
requests.GoFlagRequest: on_go_flag_request,
requests.TimeToDeadlineRequest: on_time_to_deadline_request,
requests.DrawRequest: on_draw_request,
requests.SendMessageRequest: on_send_message_request,
requests.NotRequest: on_not_request,
requests.AcceptRequest: on_accept_request,
requests.RejectRequest: on_reject_request,
requests.ParenthesisErrorRequest: on_parenthesis_error_request,
requests.SyntaxErrorRequest: on_syntax_error_request,
requests.AdminMessageRequest: on_admin_message_request
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- MAP = MapNameNotification
- HLO = HelloNotification
- SCO = SupplyCenterNotification
- NOW = CurrentPositionNotification
- MIS = MissingOrdersNotification
- ORD = OrderResultNotification
- TME = TimeToDeadlineNotification
- CCD = PowerInCivilDisorderNotification
- OUT = PowerIsEliminatedNotification
- DRW = DrawNotification
- FRM = MessageFromNotification
- SLO = SoloNotification
- SMR = SummaryNotification
- OFF = TurnOffNotification
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- Contains a dictionary of valid retreat locations for each dislodged unit
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