Each player starts with GAME_CLOCK_MS (5 minutes). A move deducts the turn's time from the mover; a move that arrives after the time has run out is not played and the opponent wins on time. Every ending stops the clock, and clients get the clock and the server time with each game message.
1.6 KiB
1.6 KiB
Game clock: tasks
Work through the tasks in order; each ends with its tests passing and a commit. Tick a task when it is committed.
- 1. Core types and helpers:
GameClock,CLOCK_LOW_TIME_MS, the new optional fields onGame,GameEndMessage,MoveRecordandFinishedGameSummary;getClockTimes,ClockSync,getClockAtMove,formatClockwith unit tests; English timeout texts. - 2. Clock in the game lifecycle:
GameClock.ts,GAME_CLOCK_MS,clockandmoveRemainingMsonBackendGame, start, charging moves, refusing late moves, stopping the clock on every ending,clockandserverTimein client messages; unit tests. - 3. Scheduled service:
endGamesOutOfTime,GameClockSchedulerwired inindex.ts; removecheckTimeouts, the 10-second timer,offlineSince,TURN_TIMEOUT_MSandINACTIVE_TIMEOUT_MS; unit tests. - 4. Restore and saving: snapshot version 2 and restore of versions 1 and 2,
remainingMsandclockInitialMsin game records, migration002_clockand the repository; unit and integration tests. - 5. Web app, live game:
useGameClock,GameClockView, clocks inGamePageon desktop and mobile layouts; remove the offline countdown. - 6. Web app, replay: clocks in
ReplayViewfromgetClockAtMove. - 7. Mobile app: clocks in
GameScreen; type check and bundle. - 8. End to end and docs: Chrome tests from
design.md; README,AGENTS.mdandTODO.md(release the mobile update before or with the backend; the out of scope items); markgame-historyR3.3 and R3.4 as replaced.