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Determine legal moves in the webclient #81
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I just played with some other passenger on a train and this one was really missing. So a solution might be brought to you soon courtesy of Deutsche Bahn. |
I think this is really two requirements. Just calculating valid moves in the client reduces network traffic a tiny bit, but the server still needs to acknowledge each action. However, moving the legal moves into the Frontend makes it possible to optimistically skip the acknowledgement with a letter change. This would save me from building the optimistic Frontend logic while already reaching into WASM - I can also use that for check warnings that Origami Man asked for. I recently showed the game to some new players and understood how that would help them. |
Since I was already optimistically showing the action as executed, it actually wasn't hard to also optimistically determine legal actions. The behavior on re-connection still isn't great, but at least all the actions are actually retained and just replayed on re-connection. |
Use the work done in #68 to determine legal moves in the frontend. This will make the "dots" where you can place the piece appear a lot faster on slow connections.
I should add some "websocket delay" rocket config so I can properly simulate a bad connection.
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