powergrid-viewer 2.0.0 → 2.0.2

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "powergrid-viewer",
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- "version": "2.0.0",
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+ "version": "2.0.2",
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  "repository": {
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  "type": "git",
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  "url": "git+https://github.com/boardgamers/powergrid.git",
@@ -18,7 +18,7 @@
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  "vue": "^2.6.11",
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  "vue-class-component": "^7.2.3",
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  "vue-property-decorator": "^8.4.2",
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- "powergrid-engine": "2.0.0"
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+ "powergrid-engine": "2.0.2"
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  },
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  "devDependencies": {
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  "@types/assert": "^1.4.7",
@@ -838,9 +838,16 @@ export default class Game extends Vue {
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  return;
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  }
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  if (this.G.phase == Phase.Resources && !this.canPowerAllPlants(player)) {
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- this.confirmMessage = 'Are you sure you want to skip buying resources without enough to power all your plants?';
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- this.confirmVisible = true;
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- return;
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+ // India's resource market is restrictive (per-step price caps,
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+ // price tiers, one purchase at a time), so a player often can't
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+ // buy enough even when trying. Only warn there when they bought
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+ // nothing this turn — buying some but not enough is a deliberate
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+ // choice, not a slip.
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+ if (this.G.map.name !== 'India' || !this.playerBoughtResourceThisTurn()) {
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+ this.confirmMessage = 'Are you sure you want to skip buying resources without enough to power all your plants?';
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+ this.confirmVisible = true;
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+ return;
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+ }
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  }
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  if (
@@ -1411,6 +1418,20 @@ export default class Game extends Vue {
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  return true;
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  }
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+ // Whether this player has bought at least one resource during their current
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+ // resource-buying turn — i.e. the consecutive run of their own moves at the tail
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+ // of the log includes a BuyResource. (In the Resources phase only the current
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+ // player acts, so their turn is exactly that tail run.)
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+ playerBoughtResourceThisTurn(): boolean {
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+ const log = this.G!.log;
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+ for (let i = log.length - 1; i >= 0; i--) {
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+ const entry = log[i];
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+ if (entry.type !== 'move' || entry.player !== this.player) return false;
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+ if (entry.move.name === MoveName.BuyResource) return true;
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+ }
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+ return false;
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+ }
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+
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  toggleSound() {
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  const newSound = !this.preferences.sound;
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package/src/launch.ts CHANGED
@@ -3,6 +3,7 @@ import type { GameState, Move } from 'powergrid-engine';
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  import Vue from 'vue';
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  import Game from './components/Game.vue';
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  import type { Preferences } from './types/ui-data';
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+ import { shouldAdoptLogState } from './util/turn-buffer';
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  function launch(selector: string) {
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  let params: {
@@ -67,10 +68,11 @@ function launch(selector: string) {
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  return;
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  }
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- if (logData?.data?.state) {
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+ if (shouldAdoptLogState(logData?.data?.state)) {
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  // Move responses carry the (possibly tentative) resulting state. Tentative
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  // states are never persisted or broadcast by the platform — this is the
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- // only way they reach the acting player's viewer.
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+ // only way they reach the acting player's viewer. Committed states are
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+ // refetched; see shouldAdoptLogState for why adopting them is unsafe.
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  params.state = logData.data.state;
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  app.$forceUpdate();
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  } else {
@@ -11,6 +11,28 @@ import { move as engineMove } from 'powergrid-engine';
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  * how an incoming state relates to that buffer and how to preview the buffer locally.
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  */
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+ /**
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+ * Should a state arriving on the `gamelog` channel be applied directly, rather than
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+ * refetched?
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+ *
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+ * Only while it is TENTATIVE. That is the single reason this channel exists: tentative
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+ * states are never persisted or broadcast, so the move response is the only way one can
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+ * reach the acting player's viewer.
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+ *
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+ * A committed state is refetched instead, exactly as it was before the tentative-turn
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+ * model. The same `gamelog` channel also carries the plain log fetch, and
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+ * `GET /gameplay/:id/log` is not logged-in: it resolves the player with `findIndex`,
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+ * which yields -1 when there is no user, and `stripSecret` then blanks EVERY player's
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+ * `availableMoves`. Adopting that state left the acting player looking at a fully
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+ * rendered board with nothing clickable after a page refresh, recovering only by
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+ * re-entering the game. `fetchState` asks a route that knows who is asking.
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+ */
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+ export function shouldAdoptLogState(state?: GameState | null): boolean {
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+ // Written without optional chaining on purpose: webpack 4's parser rejects `?.` in
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+ // this module under the unit-test pipeline.
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+ return !!state && state.newTurn === false;
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+ }
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+
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  /**
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  * Compare a move echoed in a log entry with a buffered one. The engine may annotate
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  * the logged copy (`usedPlantDiscount`, `fromSupply`), so only the identity fields