From 8cfcd419ef7aadf0be68d71b20e3227a97516775 Mon Sep 17 00:00:00 2001 From: Tissevert Date: Wed, 15 Jan 2020 18:06:53 +0100 Subject: [PATCH] Store all of game message, to get the log, why drop it and have to generate a fake message ? --- js/GUI/Screen/Game.js | 6 +++--- js/Games.js | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/js/GUI/Screen/Game.js b/js/GUI/Screen/Game.js index 0e6fb2f..84442a6 100644 --- a/js/GUI/Screen/Game.js +++ b/js/GUI/Screen/Game.js @@ -26,10 +26,10 @@ function init(gameID) { Async.run( Async.bind( getSavedState(gameID), - function(state) { + function(o) { return Async.sequence( startSession(), - setGame({tag: "Game", state: state, logs: []}) + setGame(o) ); } ) @@ -48,7 +48,7 @@ function fail(errorCode) { } function getSavedState(gameID) { - var gameState = Save.get('games.state.Game#' + gameID); + var gameState = Save.get('games.message.Game#' + gameID); return gameState != undefined ? Async.wrap(gameState) : fail('gameNotFound'); } diff --git a/js/Games.js b/js/Games.js index 45f9290..b072c49 100644 --- a/js/Games.js +++ b/js/Games.js @@ -33,7 +33,7 @@ function initMessageHandlers() { Messaging.addEventListener(["Game"], function(o) { var gameID = o.state.public.gameState.gameID; var entry = makeEntry(o.state); - Save.set("games.state." + gameID, o.state); + Save.set("games.message." + gameID, o); Save.set("games.entry." + gameID, entry); entries.insert(gameID, entry); });