stub game connection via socket room
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parent
857e9e0fd5
commit
1d8cabf5ee
6 changed files with 89 additions and 39 deletions
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@ -23,6 +23,11 @@ const launch = (nsp, dispatch) => {
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dispatch({ type: 'ROOMS', message: 'NEW_USER', body: data })
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dispatch({ type: 'ROOMS', message: 'NEW_USER', body: data })
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})
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})
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socket.on('game_connected', (data) => {
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console.log(data)
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console.log('game_connected received')
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})
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return socket;
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return socket;
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}
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}
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@ -10,12 +10,9 @@ import Development from '../../components/Display/Development/Development';
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const Game = (props) => {
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const Game = (props) => {
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const { state, dispatch } = props;
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const { state, dispatch } = props;
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const gameId = parseInt(useParams().id) || 0;
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const gameId = parseInt(useParams().id) || 0;
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const [ socket, setSocket ] = useState(false)
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const fetchGameAPI = async () => {
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const fetchGameAPI = async () => {
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console.log(gameId)
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const response = await gamesServices.getGameService(gameId);
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const response = await gamesServices.getGameService(gameId);
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console.log(response)
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if (response) {
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if (response) {
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const action = {
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const action = {
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type: 'GAMES',
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type: 'GAMES',
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@ -32,36 +29,20 @@ const Game = (props) => {
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// ! [start] gameSocket
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// ! [start] gameSocket
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const roomSocketConnect = (roomSocket) => {
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const roomSocketConnect = () => {
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roomSocket.on('connect', socket => {
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const game = state.active.game;
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roomSocket.emit('joined game', gameId)
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const user = state.user;
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roomSocket.on('success', () => setSocket(true))
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const action = {
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});
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type: 'SOCKET',
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roomSocket.on('connect_error', err => {
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message: 'CONNECT_GAME',
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setSocket(false)
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body: { game, user, dispatch }
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console.log(err);
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}
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});
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return dispatch(action);
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roomSocket.on('error', err => {
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setSocket(false)
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console.log(err);
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});
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}
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}
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useEffect(() => {
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useEffect(() => {
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if (!state.active) return;
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roomSocketConnect();
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const roomSocket = socketIOClient(`${config.socketAddress}/${state.active.game.room}`)
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}, [state.active] )
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roomSocketConnect(roomSocket);
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}, [state.active])
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useEffect(() => {
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const data = {
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user: state.user,
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game: state.joinGame
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};
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console.log('emitting request')
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console.log(data)
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// socket.emit('join_game_request', data)
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}, [state.joinGame])
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// ! [end]
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// ! [end]
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@ -74,7 +55,7 @@ const Game = (props) => {
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<span
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<span
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className="Game__socket-flag"
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className="Game__socket-flag"
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>{socket ? '✓' : ' ⃠'}</span>
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>{state.socket ? '✓' : ' ⃠'}</span>
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<Development />
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<Development />
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@ -8,7 +8,7 @@ const state = initState();
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test('renders Game without crashing', () => {
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test('renders Game without crashing', () => {
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const { getByTestId } = render(
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const { getByTestId } = render(
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<Router>
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<Router>
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<Game state={state} />
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<Game state={state} dispatch={()=>{}}/>
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</Router>
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</Router>
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);
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);
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const GameDiv = getByTestId('Game');
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const GameDiv = getByTestId('Game');
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@ -5,22 +5,44 @@ const socket = require('../../io');
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export const initState = (): state => {
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export const initState = (): state => {
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return {
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return {
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user: { username: '', email: '', id: 0 },
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active: {
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game: {
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id: 0, room: 0,
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mainTime: '', timePeriod: 0, periodLength: 0, overtime: '', overtimePeriod: 0, overtimeLength: 0,
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application: '', applicationVersion: '', open: false, description: null,
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event: null, round: null, name: null,
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winType: null, capturesBlack: null, capturesWhite: null, score: null,
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boardSize: 0, komi: 0.0, handicap: 0,
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playerBlack: '', playerBlackRank: '', playerWhite: '', playerWhiteRank: '',
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},
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record: []
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},
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connect: { location: '', type: '' },
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currentRoom: {
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description: '', id: 0, language: '', name: ''
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},
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errors: {},
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errors: {},
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currentRoom: { description: '', id: 0, language: '', name: '' },
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messages: [ {
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admin: false, content: '', username: ''
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} ],
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games: [ {
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games: [ {
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boardSize: 0, handicap: 0, id: 0, komi: 0.0, open: false,
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boardSize: 0, handicap: 0, id: 0, komi: 0.0, open: false,
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playerBlack: '', playerBlackRank: '', playerWhite: '',
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playerBlack: '', playerBlackRank: '', playerWhite: '',
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playerWhiteRank: '', winType: null
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playerWhiteRank: '', winType: null
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} ],
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} ],
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joinGame: {},
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joinGame: {},
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messages: [ {
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admin: false, content: '', username: ''
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} ],
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socket: {
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socket: {
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connected: false,
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connected: false,
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nsp: ''
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nsp: ''
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},
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},
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connect: { location: '', type: '' }
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user: { username: '', email: '', id: 0 }
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};
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};
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}
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}
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@ -30,7 +30,30 @@ export const socketReducer = (state: state, action: action):state => {
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return {...state, socket}
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return {...state, socket}
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}
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}
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case 'CONNECT_GAME': {
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return connectGame(state, action);
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}
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default:
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default:
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return state;
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return state;
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}
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}
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}
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}
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function connectGame (state, action) {
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const { user, game, dispatch } = action.body;
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const priorSocket = state.socket;
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let updatedState;
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if ( !priorSocket.nsp || priorSocket.nsp !== `/${game.room}` ) {
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const connectRoomAction = {
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type: 'SOCKET',
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message: 'CONNECT_ROOM',
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body: { user, room: game.room, dispatch}
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}
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updatedState = stateReducer(state, connectRoomAction);
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}
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if (!updatedState) updatedState = {...state};
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const socket = updatedState.socket;
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socket.emit('connect_game', {user, game});
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return {...updatedState};
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}
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@ -14,6 +14,25 @@ const getGameService = async (gameIndex) => {
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)
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)
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.then(res => res.text())
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.then(res => res.text())
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.then(text => JSON.parse(text))
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.then(text => JSON.parse(text))
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.then(obj => {
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// Reformat from SQL coluumn name convention to JS
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delete Object.assign(obj.game, {applicationVersion: obj.game.application_version }).application_version;
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delete Object.assign(obj.game, {boardSize: obj.game.board_size }).board_size;
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delete Object.assign(obj.game, {playerBlack: obj.game.player_black }).player_black;
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delete Object.assign(obj.game, {playerBlackRank: obj.game.player_black_rank }).player_black_rank;
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delete Object.assign(obj.game, {playerWhite: obj.game.player_white }).player_white;
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delete Object.assign(obj.game, {playerWhiteRank: obj.game.player_white_rank }).player_white_rank;
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delete Object.assign(obj.game, {capturesWhite: obj.game.captures_white }).captures_white;
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delete Object.assign(obj.game, {capturesBlack: obj.game.captures_black }).captures_black;
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delete Object.assign(obj.game, {mainTime: obj.game.main_time }).main_time;
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delete Object.assign(obj.game, {timePeriod: obj.game.time_period }).time_period;
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delete Object.assign(obj.game, {periodLength: obj.game.period_length }).period_length;
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delete Object.assign(obj.game, {overtimePeriod: obj.game.overtime_period }).overtime_period;
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delete Object.assign(obj.game, {overtimeLength: obj.game.overtime_length }).overtime_length;
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delete Object.assign(obj.game, {winType: obj.game.win_type }).win_type;
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return obj;
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})
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.catch(err => err);
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.catch(err => err);
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return response;
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return response;
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