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v0.49.12

Bugfixes

  • [96b26bb9] lobby: block creation of matches with invalid player counts (#1060)
  • [453f530c] types: Use correct socket.io options typing
  • [3692199, 1e57a9c] Update dependencies: socket.io and koa-body

v0.49.11

Bugfixes

v0.49.10

Bugfixes

  • [6756419a] Include testing/package.json in npm files

v0.49.9

Features

  • [636ce8f6] Add testing utility for mocking the randomness API

Bugfixes

  • [99639c41] lobby: only poll matches when match list is displayed (#1044)

v0.49.8

Features

  • [bd34bc39] debug: Add collapse on load & hide toggle button options (PR #1040, Issue #1039)

Bugfixes

  • [ee230c14] types: Always allow player ID array as active players argument (Issue #1041)

v0.49.7

Bugfixes

  • [39e1f187] Bump rfc6902 dependency to address prototype pollution vulnerability

v0.49.6

Bugfixes

v0.49.5

Bugfixes

  • [279a822f] flow: Pass correct ctx to onMove hooks

v0.49.4

Features

  • [94472c0a] react-native: handle multiplayer loading state in client (#1026)

Bugfixes

v0.49.3

Bugfixes

  • [220823bb] Update gameover metadata when undefined (#1023)
  • [df6b7c40] include chatMessages property in React client types (#1022)

v0.49.2

Features

Bugfixes

v0.49.1

Features

  • [7b151798] Expose getFilterPlayerView from internal package

Bugfixes

  • [20817aa3] transport: More accurately type TransportOpts

v0.49.0

Features

  • [604d12e6] lobby: use first available playerID when joining a match (#1013)
  • [510a082a] transport: Consolidate transport interface (#1002)
  • [d30d5776] Expose createMatch utility

Bugfixes

  • [ca94f3a5] lobby: Prevent error accessing fetch response twice (#1005)

v0.48.0

Features

  • [4165d45d] Deprecate moveLimit in favour of minMoves/maxMoves (#985)

    Migration:

    • Replace turn.moveLimit with both turn.minMoves and turn.maxMoves.
    • Replace moveLimit in setStage and setActivePlayers with maxMoves.

v0.47.10

Bugfixes

  • [ad78eded] ai: Run AI iterations using setImmediate for improved performance (#999)
  • [feb08a12] lobby: Clean up & update refresh polling interval properly (#996)

v0.47.9

Bugfixes

  • [a240bbee] client: Fix React Native support
  • [8b871ab5] server: Support custom Lobby API middleware (#992)

v0.47.8

Bugfixes

  • [06bc7479] debug: Improve AI panel accessibility
  • [d2b611d7] debug: Stop panel intercepting clicks in transparent parts

v0.47.7

Features

  • [98c860ec] debug: Support toggling debug panel visibility without a keyboard (#991)

Bugfixes

  • [f18c63a1] types: playerID in playerView can be string or null (#990)

v0.47.6

Bugfixes

  • [62f97e54] Allow plugins to use events in fnWrap

v0.47.5

Bugfixes

  • [fa30fcca] types: Expect Game.setup method to return G (#987)

v0.47.4

Bugfixes

  • [d54af1f4] events: Don’t use const enum for better backwards compatibility

v0.47.3

  • Dependency changes only

v0.47.2

Features

  • [8267e36c] events: Add stack traces to events plugin errors

v0.47.1

Features

  • [f97a08d8] Improve events errors & expose method types to plugin fnWrap (#980)
  • [95be8b90] events: Accurately type events API arguments

v0.47.0

Features

  • [b6a4fed] Adds pub-sub support for horizontally scaling bgio server (#978)

Bugfixes

  • [241701f] master: Don’t crash on missing chatMessage (#977)

v0.46.2

Features

  • [064b7507] Support setting next phase with a function (#972)

Bugfixes

  • [bff1d294] flow: Run turn.endIf after setActivePlayers event

v0.46.1

Bugfixes

  • [f0bc8b9] flow: Run turn.endIf hook after updating stages

v0.46.0

Features

  • [91cf25e] Events Plugin: Don’t leak stage events across turns & allow self-ending turns/phases (#957)
  • [afee0b7, 1e435c2, 1078b13] Allow plugins to declare an action invalid (#963, #970)
  • [262d867] Server: Decouple player view calculation from Master (#966)

Bugfixes

Other

v0.45.2

Bugfixes

  • [9753c0e] fix: Don’t leak STRIP_TRANSIENTS action (#961)

v0.45.1

Breaking Changes

Please see notes for v0.45.0. This release extends CORS security restrictions to the Lobby API (0.45.0 only applied the origins config to the socket.io server).

Features

  • [8b950a0] server: Use origins option to configure Lobby API CORS (#955)

Bugfixes

  • [2b1d013] server: Update to latest @types/cors to provide better origins configuration defaults

v0.45.0

Breaking Changes

Previously boardgame.io servers allowed CORS requests from all origins by default. After updating socket.io in 0.45.0, an origins option must now be provided when creating the server to enable cross-origin requests:

const { Server } = require('boardgame.io/server');

Server({
  origins: ['https://www.mygame.com'],
  // ...
});

See the Server reference page for more details.

Features

  • [dffcb18] chore(deps): Upgrade socket.io packages (#946)

v0.44.4

Features

  • [2eca252] Improve error handling (work in progress) (PR #940, Issue #723)
  • [cceb0f2] package: Add funding field

Bugfixes

  • [49c2c12] reducer: Don’t crash when undoing stage events (#942)

v0.44.3

Bugfixes

v0.44.2

Bugfixes

  • [b832b07] Make custom plugins available in event hooks (#932)

v0.44.1

Bugfixes

  • [1d20e7e] client: Correct signature type for sendChatMessage
  • [a7c8776] debug panel: Handle all possible argument types in the log pane

v0.44.0

Features

  • [abc516b] Add an option to use JSON patches for state updates (#920)
  • [0bab885] Support spying on logs after framework is loaded (#918)
  • [a57fe19] Export additional game API types (#927)

Bugfixes

  • [e94d476] Improve TypeScript typings for the player plugin and React client (#922)

v0.43.3

Features

  • [01c522c] Throw error in development if non-serializable state is used in a move (#896)
  • [ccc9ada] Add details to exceptions raised in LobbyClient (#898)

Bugfixes

  • [ae790e8] dependencies: bump immer from 7.0.8 to 8.0.1 (#895)
  • [6f9bc27] dependencies: Run npm audit fix

v0.43.2

Bugfixes

  • [3d614b8] server: Improve security of socket.io transport layer (#894)
  • [dc96b26] master: Disallow onSync match creation if game requires setupData (#890)

v0.43.1

Bugfixes

  • [b14ea29] client: Always include chatMessages and sendChatMessage on client instances

v0.43.0

Features

Bugfixes

  • [e515573] Handle random plugin redacted state on multiplayer clients (#885)
  • [3b8ac79] Prevent TypeError: state.deltalog is not iterable (#888)
  • [2cc6104] Support latest Safari & Firefox when running examples

v0.42.2

Features

  • [8f8d30e] plugins: Add playerView option to plugin API (closes #671) (#857)

Bugfixes

  • [c51bc09] debug: prevent endStage event crashing debug log panel (#856)

v0.42.1

Features

  • [6c4e94f] Add option to long-form move to ignore stale stateID (closes #828) (#832)

Bugfixes

  • [5207be5] core: setStage(Stage.NULL) makes player active (closes #848) (#849)

v0.42.0

Features

Bugfixes

  • [ace1144] local: Use shared local master with bots (#838)
  • [9fcbed7] client: Correctly type state returned by client to subscribers

v0.41.1

Push another release to fix NPM weirdness.

v0.41.0

Features

  • [c8c648e] Add global manager to track client & debug panel instances (#816)
  • [af43561] Add log entries for undo/redo actions (#825)
  • [2595399] Improve undo/redo (#823)
  • [3d2131e] master: Use createMatch for implicit match creation (#821)
  • [f74f953] Improve match term consistency (#806)

Bugfixes

  • [f5d3a97] debug: Improve debug panel accessibility (#827)
  • [0040a5d] reducer: Restore plugin state on undo/redo
  • [4f2ffc4] debug: Include plugin data in log rewind gamestate override
  • [197a9bb] reducer: Fix stateID increment & build deltalog on server only (#817)
  • [600caa8] debug: Use local reducer in Log rewind
  • [3c2aadd] client: Don’t run playerView locally on multiplayer clients (#819)
  • [abd9695] fix: Simplify local transport typing
  • [9a2a609] fix: improve socketio.ts typings (#811)
  • [0f8882a] core: Fix EndPhase deltalog (#812)
  • [4bd283c] fix: FlatFile.listGames filter (#802)
  • [0062e55] client: Improve client types (#801)

v0.40.0

Breaking Changes

See PR #709 on GitHub for a full list and migration guide.

Features

Bugfixes

  • [2586022] debug: Keep debug panel above other page elements (#780)
  • [f32dc76] api: Expose gameover metadata in lobby endpoints (#666)
  • [fa865da] fixes build in rushjs monorepo context (#550)

v0.39.16

Bugfixes

  • [84e93b4] build: Exclude svelte from Rollup’s external module list (#767)
  • [72ed591] fix: Tidy up type provision (#764)

v0.39.15

Bugfixes

  • [271aecd] fix: Fix client types & move BoardProps to React package (#752)

v0.39.14

Features

  • [c115087] game: add disableUndo flag to game config (#742)

Bugfixes

  • [a6698e6] debug: Fix save & restore in Debug panel (#746)

v0.39.13

Features

  • [2b1bd19] ai: Convert to Typescript (#734)
  • [872b58b] client: Make argument optional in Local transport (#731)

Bugfixes

  • [0088cb5] fix: Re-sync client on reconnect, fixes #713 (#727)

v0.39.12

Features

  • [0ca1cef] lobby: use previous game config as defaults in playAgain (#719)
  • [60b32e5] Add support for socket.io-adapter implementations (#706)
  • [eb236df] db: FlatFile per-file request queues enhancement (#705)

Bugfixes

  • [ef97441] debug: Save all state to localStorage, not just G and ctx (#716)
  • [4d45ff1] client: Fix restore in debug controls (#712)
  • [d728425] core: Fix undo/redo if the move changed the stage (#701)
  • [3a622f1] Use Promise chaining to enforce read/write queue (#699)

v0.39.11

Features

  • [cfeaf67] plugins: Let moves return INVALID_MOVE after mutating G (#688)
  • [b2d6b06] server: Lobby API improvements (#675)
  • [dc668ec] server: Expose SocketIO transport & convert to TS (#658)

Bugfixes

  • [1483a08] fix UX issues in move debugger (#640)
  • [814621b] Make package.json scripts work on Windows (#657)

v0.39.10

Features

  • [cf96955] Add option to exclude games from public listing (#653)
  • [2e5b902] core: Support moves that don’t contribute to numMoves (#646)
  • [e4fc7bd] master: Update metadata with gameover value on game end (#645)
  • [05eacb8] Enable adding additional metadata to players in Lobby (#642)

Bugfixes

  • [d2f668b] Fix plugins in hooks triggered by moves (#656)
  • [334f8d6] [Documentation] Remove references to removed MongoDB adapter (#659)
  • [a4c4c7c] Test warning is logged when using deprecated /rename API endpoint. (#655)
  • [6aff09c] Add playAgain endpoint to Lobby documentation (#652)
  • [9f4acfe] Add link to Azure Storage database connector (#651)
  • [78113aa] Add mosaic to notable_projects.md (#649)
  • [c51b277] expose log as a prop in the React client (#641)

v0.39.9

Bugfixes

  • [b4bd8b7] package: update npm files field for new server bundle (#639)
  • [0552efb] add src/ to NPM

v0.39.8

Bugfixes

  • [3569408] Add option to run server over HTTPS (#631)
  • [c56d9b9] Adding playerID to Ctx (#627)
  • [882a25d] export only the client in the browser-minified package
  • [3d1c07c] server: Proxy server module with package.json (#622)
  • [bd44678] Fix passing params to db adapter (#621)

v0.39.7

Bugfixes

v0.39.6

Features

  • [c5211c2] Typescript enhancements (#612)

Bugfixes

  • [eb1e060] make plugins available in turn order functions
  • [0688f4d] Include credentials in undo/redo actions (#595)
  • [f34f46b] core: Don’t error if turn.order.next returns undefined (#614)

v0.39.5

Features

  • [78729eb] core: More Typescript conversion (#597)
  • [3a41cf7] plugins: Make player plugin a factory function (#604)

Bugfixes

  • [1877268] plugins: More Typescript & pass playerID to Enhance (#598)
  • [5696dc4] server: Correctly wait for server.listen event (#589)

v0.39.4

Features

  • [167690c] add plugin types to ctx interface (#579)
  • [618618e] db: Make listGames options optional (#585)
  • [f3c62a3] db: Make log handling explicit in StorageAPI.setState (#581)
  • [c7dad76] add the ability for plugins to define their own actions

Bugfixes

  • [9a21fee] Remove namespacing in gameIDs on client side (#583)

v0.39.3

Features

  • [c507cf0] Typescript improvements (#578)

v0.39.1

Bugfixes

  • [ca3cc0f] avoid document reference error in some versions of Node

v0.39.0

Features

  • [ca52b01] export some types in the NPM
  • [6a091de] retrieve initial state using a separate code path
  • [62f58d2] add createGame to StorageAPI
  • [21c3ef4] make listGames take an opts argument
  • [bff685d] rename remove to wipe
  • [d4de9e2] move log out of game state
  • [045a8f5] rename list to listGames
  • [7b70cab] remove MongoDB
  • [0fb67fe] remove Firebase
  • [c96e228] separate metadata and state in storage API

Bugfixes

v0.38.1

Features

  • [0d59c2c] move Events code into plugin
  • [4b1c135] move Random code into plugin

Bugfixes

v0.38.0

Breaking Changes

The Plugin API is revamped. This also includes changing the way PluginPlayer works. Please take a look at the documentation. Feel free to comment on the public Gitter channel if you have use-cases that are not covered by the rewrite or need help migrating.

Features

  • [d84e6af] add onEnd hook for Game
  • [94b69cb] Plugin API cleanup (#560)

Bugfixes

  • [aede3b6] check that document exists before mounting debug panel
  • [ec7f0ad] master: Remove credentials from action payloads after use (#556)
  • [a080ce3] fix: #552 (#553)
  • [79ebcc3] remove graceful-fs patch
  • [9370366] remove some unused Svelte props

v0.37.2

Bugfixes

  • [8c120d2] trigger bot if it needs to play at game start
  • [aed5cd1] don't run bot once game is over
  • [7c65046] fix redacted move example

v0.37.1

Bugfixes

  • [66021f7] fix bug causing AI section to not activate
  • [fd34df9] plugins: Fix PluginPlayer setup (#543)

v0.37.0

Breaking Changes

The ai section has been moved from the Client to the game config:

const game = {
  moves: { ... },
  ...
  ai: { ... }
}

Features

  • [0eff1c6] make the lobby assign bots to remaining players when there is only one human player
  • [ef8df65] add ability for Local multiplayer mode to run bots

v0.36.0

Features

  • [b974260] Improve Lobby API: room instances (#542)
  • [afdb79e] refactor: Harmonise Master’s auth signature with authenticateCredentials (#539)
  • [61a45ee] rename optimistic to client and document it
  • [4d33faa] server: Lobby server improvements (#532)
  • [08404e2] change MCTS visualization to table format

Bugfixes

  • [2d931e9] server: Use namespaced ID to delete persisted game data (#531)
  • [9ce176c] client: Scope global CSS selectors in Debug panel (#527)
  • [ef4f24d] Fix events in hooks triggered by a move (#525)
  • [a2c64f8] increment turn before calling turn.onBegin

v0.35.1

Bugfixes

v0.35.0

Features

  • [e7d47ee] export Debug Panel in boardgame.io/debug
  • [cae05fd] Replace player with currentPlayer option in setActivePlayers (#523)
  • [2a7435a] rename step to play
  • [05572ca] add progress bar to AI panel
  • [ad08b8a] Increment current player at start of phase in TurnOrder.DEFAULT (#521)
  • [3cd5667] speed up bot async mode by running 25 iterations per chunk
  • [f19f1de] add async mode to MCTS bot
  • [7d22a47] make bot play functions async
  • [4efddb4] lobby auto refresh + leave game ready to play (#510)
  • [a8b7028] add sliders to adjust iterations and playoutDepth of MCTS bot
  • [1687ff8] Add pass event (#492)
  • [5fb3c4c] allow switching between MCTS and Random bots in AI panel
  • [9d74966] allow setting bot options from Debug Panel
  • [bbfa304] add AI tab

Bugfixes

  • [ba9dca8] add server.js to files section
  • [457b29d] call notifySubscribers in update{Player,Game}ID
  • [b4edd55] Add server to proxy-dirs and clean scripts to fix #518 (#519)
  • [6c0a9b7] allow switching playerID from Debug Panel

v0.34.0

The main feature in this release is that the Debug Panel is now baked into the Vanilla JS client. This means that non-React users will have access to it as well!

It is guarded by process.env.NODE_ENV !== 'production', which means that most bundlers will strip it out in a production build.

The other big change is that the NPM package now contains both CJS and ES builds for every subpackage. This should have no user visible impact, but might break some non-standard bundler configurations.

Features

  • [e9351dc] log a message when INVALID_MOVE is returned
  • [2f86d92] rename mount/unmount to start/stop
  • [1ad87d0] remove INFO log in production, but not ERROR logs
  • [83810ea] guard Debug Panel with process.env.NODE_ENV
  • [156cf07] generate CJS and ES version of main package
  • [881278a] Migrate Debug Panel + Log + MCTS Visualizer to Svelte (#498)
  • [49f5a52] allow multiple client subscriptions

Bugfixes

  • [3206548] don't invoke callback on subscribe in multiplayer mode unless client is already connected
  • [9596fa4] only notify the latest subscriber during client.subscribe
  • [5a13f00] fix bug in the way the transport notifies client subscribers of connection changes
  • [c77ba53] handle multiple subscriptions correctly
  • [b045de3] use Parcel instead of Webpack in examples

v0.33.2

Features

  • [18d9be5] Allowing support for both numbers and functions for MCTS bot iterations and playoutDepth (#475)
  • [901c746] feat: Apply value argument last in setActivePlayers (#489)

Bugfixes

  • [bed18ce] reintroduce InitializeGame in boardgame.io/core

v0.33.1

Features

  • [6eb4ebd] rewrite one of the snippets in Svelte
  • [86e65fe] fix: Move player to “next” stage on endStage (#484)

v0.33.0

Huge release with a more streamlined API and the much awaited feature: Stages!

Check out this migration guide.

Features

  • [6762219] refactor: Change moveLimit syntax in setActivePlayers (#481)
  • [64971ee] Disallow game names with spaces (#474)
  • [d43d239] short form syntax for literal value in setActivePlayers
  • [462f452] allow all players to call events
  • [2409729] enable all events by default
  • [1261475] remove UI toolkit
  • [b2f5160] feat: Add endStage and setStage events (#458)
  • [ca61bf6] feat: Support move limits in setActivePlayers (#452)
  • [ec15ad2] TurnOrder.RESET
  • [d251f4a] set phase to null instead of empty string
  • [9c6f55d] set currentPlayer to null instead of empty string
  • [da2f0ea] add stages
  • [d5e2b55] start turn at 1
  • [35a34a0] nest turns inside phases
  • [cff284b] convert startingPhase into boolean option
  • [b9ce7f1] move event disablers inside separate section in config
  • [61eb8d8] rename movesPerTurn to moveLimit
  • [3a97a16] make optimistic an option in long-form move syntax
  • [10ef457] retire Game(). call it internally instead.
  • [3d46a4a] rename endGameIf to endIf
  • [33ac684] retire flow section
  • [d75fe44] move undoableMoves into boolean inside long form move syntax
  • [8924e84] move redactedMoves into a boolean option in the long form move syntax
  • [4b202ee] long form move syntax
  • [f00e736] rename some hooks
  • [19ca21f] move onTurnBegin/onTurnEnd/endTurnIf/movesPerTurn into turn object
  • [53b7ac7] convert turnOrder into a turn object
  • [fa58e5b] retire allowedMoves
  • [7a411c9] introduce namespaced moves that are defined within phases
  • [a0d5f36] Surface game metadata and player nicknames in client / react props (#436)
  • [221b0d5] add benchmark

Bugfixes

  • [fd70ed5] No payload is not an authentic player (#430)

v0.32.1

Features

  • [9cff03e] Create play again endpoint (#428)

Bugfixes

  • [0a75e4b] fix: Fix join/leave a room when playerID is 0 (#425)

v0.32.0

Features

  • [2b98fb6] change custom client transport to a constructor (#417)
  • [89faece] Rename playerCredentials to credentials for /leave endpoint, update src/lobby/connection.js accordingly (#416)
  • [25c2263] Fix #345; restrict undo/redo to currentPlayer (#408)
  • [6de7b64] Add /rename endpoint for lobby (#414)

v0.31.7

Features

  • [febb1c0] Check if required parameters are passed to API (#407)

Bugfixes

  • [a6145a5] upgrade koa and koa-body

v0.31.6

Bugfixes

  • [5ad5c3f] Remove some secrets from client in multiplayer game (#400)
  • [3e50dca] Get specific instance of a room by its ID (#405)
  • [4964e3f] Creating lobby API config and making the UUID customizable (#396)
  • [efece0c] Auto-add trailing slash to server only if needed (#403)
  • [f289379] Rename gameInstances to rooms (#402)
  • [1d5586c] export FlatFile in server.js
  • [eda9728] update undo to reflect current ctx (#393)
  • [e46f195] add turn and phase to log entries

v0.31.5

Features

  • [3982150] synchronous mode for game master
  • [8732d9f] Add adminClient option for Firebase storage (#386)

Bugfixes

  • [8ed812e] handle default number of players bigger than 2 for 1st game of the list (#392)
  • [ec7dde5] Don't leak undefined ctx properties from turnOrder.actionPlayers (#382)

v0.31.4

Features

  • [3bde0ca] Adding step props to the Board (#376)
  • [4c3056c] Making step accept a Promise from bot.play() (#375)

Bugfixes

  • [c24e0cd] upgrade Expo and fix React Native example
  • [c1ee6f3] python bot: fix #379 (#380)

v0.31.3

Features

  • [94b1d65] Add flatfile database with node-persist (#372)
  • [f6e70fd] Add custom renderer parameter to lobby + clean up code (#353)

v0.31.2

Features

  • [01a7e79] 3D Grid and Token (#352)
  • [1f33d43] Serve API and Game Server on same port with option to split (#343)

Bugfixes

  • [87d1e5b] Changed default Firebase return value to undefined (#361)
  • [d7d6b44] Fix lobby example (#351)
  • [a285fbf] Allow https urls to be passed to lobby (#350)

v0.31.1

Bugfixes

  • [4a796dc] remove three from minified rollup bundle

v0.31.0

Features

  • [a32d3d5] Generic lobby (#294)
  • [fb19e9b] move examples into a create-react-app package (#335)
  • [1f71bbd] Upgrade Babel 7 (#332)

Bugfixes

  • [3334d38] fix race condition in game instantiation inside onSync
  • [f544511] Allow result of onPhaseBegin to influence turn order (#341)
  • [e1c1f6b] fail integration test if any subcommand fails

v0.30.0

Features

  • [6cf81e8] create initial game state outside reducer
  • [8d08381] add a loading component for multiplayer clients

Bugfixes

  • [d20d26c] make master write to proper namepspaced keys

v0.29.5

Features

  • [7188222] add plugin.onPhaseBegin

v0.29.4

Features

  • [c1b4a03] add playerSetup option to PluginPlayer

v0.29.3

Features

  • [da1eac6] rename plugin api functions
  • [659007a] pass game object to plugins

v0.29.2

Bugfixes

v0.29.1

Features

  • [ff749e3] add addTo / removeFrom to plugin API
  • [9df8145] split plugin.setup into setupG and setupCtx
  • [d2d44f9] rename plugin.wrapper to plugin.fnWrap
  • [ca5da32] Passing arbitrary data to game setup (#315)

v0.29.0

Features

v0.28.1

Features

  • [10de6f8] Turn order active player changes (#320)
  • [58cbd1e] Redact Log Events (#268)
  • [ed165a8] Add a server sync status field (#307)

Bugfixes

  • [b8ec845] package refactor
  • [2b5920f] Add Immer to other events (#327)
  • [873e1f5] server: fix name of property 'credentials' in server API handler for 'leave' (#326)

v0.28.0

We now support an alternative style for moves that allows modifying G directly. The old style is still supported.

Features

Breaking Changes

undefined is no longer used to indicate invalid moves. Use the new INVALID_MOVE constant to accomplish this.

import { INVALID_MOVE } from 'boardgame.io/core';

const TicTacToe = Game({
  moves: {
    clickCell: (G, ctx, id) => {
      if (G.cells[id] !== null) {
        return INVALID_MOVE;
      }
      G.cells[id] = ctx.currentPlayer;
    },
  },
});

v0.27.1

Features

  • [2d02558] add TurnOrder.CUSTOM and TurnOrder.CUSTOM_FROM

Bugfixes

  • [8699350] Prohibit second log event during Update (#303)

v0.27.0

This is a pretty exciting release with lots of goodies but with some breaking changes, so make sure to read the section at the end with tips on migration. The main theme in this release is the reworking of Phases and Turn Orders to support more complex game types and other common patterns like the ability to quickly pop into a phase and back.

Features

  • [b7abc57] more turn orders
  • [5fb663a] allow calling setActionPlayers via TurnOrder objects
  • [53473ef] change semantics of enabling/disabling events
  • [992416a] change format of args to endPhase and endTurn
  • [0568857] change phases syntax

Bugfixes

  • [96def53] add MONGO_DATABASE env variable (#290)

Breaking Changes

  1. The syntax for phases has changed:
// old
phases: [
{ name: 'A', ...opts },
{ name: 'B', ...opts },
]

// new
phases: {
'A': { ...opts },
'B': { ...opts },
}
  1. There is no implicit ordering of phases. You can specify an explicit order via next (optional). Note that this allows you to create more complex graphs of phases compared to the previous linear approach.
phases: {
'A': { next: 'B' },
'B': { next: 'A' },
}

Take a look at phases.md to see how endPhase determines which phase to move to.

  1. A phase called default is always created. This is the phase that the game begins in. This is also the phase that the game reverts to in case it detects an infinite loop of endPhase events caused by a cycle.

You can have the game start in a phase different from default using startingPhase:

flow: {
startingPhase: 'A',
phases: {
A: {},
B: {},
}
}
  1. The format of the argument to endPhase or the return value of endPhaseIf is now an object of type { next: 'phase name' }
// old
endPhase('new phase')
endPhaseIf: () => 'new phase'

// new
endPhase({ next: 'new phase' })
endPhaseIf: () => ({ next: 'new phase' })
  1. The format of the argument to endTurn or the return value of endTurnIf is now an object of type { next: playerID }
// old
endTurn(playerID)
endTurnIf: () => playerID

// new
endTurn({ next: playerID })
endTurnIf: () => ({ next: playerID })
  1. The semantics of enabling / disabling events has changed a bit: see https://boardgame.io/#/events for more details.

  2. TurnOrder objects now support setActionPlayers args. Instead of returning actionPlayers in first / next, add an actionPlayers section instead.

// old
{
first: (G, ctx) => {
playOrderPos: 0,
actionPlayers: [...ctx.playOrder],
}

next: (G, ctx) => {
playOrderPos: ctx.playOrderPos + 1,
actionPlayers: [...ctx.playOrder],
},
}

// new
{
first: (G, ctx) => 0,
next: (G, ctx) => ctx.playOrderPos + 1,
actionPlayers: { all: true },
}

v0.26.3

Features

Bugfixes

  • [58e135b] fix bug that was causing ctx.events to be undefined
  • [ea3754b] player needs to be in actionPlayers in order to call events

v0.26.2

Features

  • [a352d1e] decouple once and allOthers

v0.26.1

Bugfixes

  • [aa5f2cf] added the useNewUrlParser option to the Mongo connect() (#285)

v0.26.0

Features

  • [e8f165a] server: add new API endpoints 'list' and 'leave' (#276)
  • [8ff4745] drag-n-drop for cards and decks
  • [a558092] return state as first argument to client.subscribe callback
  • [965f9b7] Allow to set payload onto a log event (#267)
  • [2efdbc1] utils for working with hexagonal boards (#271)
  • [137dd7c] allow overriding client-side transport
  • [63311ac] local game master
  • [0b7a0a0] add allOthers option to setActionPlayers (#269)

Bugfixes

  • [d1a1a8a] shouldEndPhase can see the results of onTurnEnd
  • [b4874a6] call the client subscribe callback after LogMiddleware has run
  • [9b9d735] reset deltalog properly

v0.25.5

Features

  • [4ed6b94] add server startup message
  • [1688639] decouple transport layer from server logic

v0.25.4

Bugfixes

  • Fixed babelHelpers error in npm.

v0.25.3

Broken, do not use (complains about babelHelpers missing).

Bugfixes

  • [ebf7e73] fix bug that was preventing playerID from being overriden by the debug ui

v0.25.2

Bugfixes

  • [a42e07b] npm audit fix --only=prod
  • [cfe7296] update koa and socket.io

v0.25.1

Bugfixes

  • [09b523e] require mongo and firebase only if used

v0.25.0

Features

  • [fe8a9d0] Added ability to specify server protocol (#247)
  • [43dcaac] write turn / phase stats in ctx.stats
  • [bd8208a] fabricate playerID in singleplayer mode
  • [b4e3e09] { all: true } option for setActionPlayers
  • [5d3a34d] { once: true } option for setActionPlayers
  • [75a274c] rename changeActionPlayers to setActionPlayers
  • [4ec3a61] end phase when a turn order runs out
  • [cb6111b] retire the string constant 'any'
  • [36fc47f] basic support for objective-based AI
  • [d1f0a3e] improved rendering of turns and phases in the log
  • [0bc31d6] better MCTS visualization
  • [14a5ad7] update redux to 4.0.0

Bugfixes

  • [84f07c6] Do not fabricate playerID for playerView
  • [c4a11a7] ignore events from all but currentPlayer
  • [6a8b657] move mongodb and firebase deps to devDependencies
  • [239f8dd] Use parse/stringify from flatted lib to support circular structures (fixes #222) (#240)
  • [edd1df0] Differentiate automatic game events in the log
  • [570f40e] don't render AI metadata if visualize is not specified
  • [a8431c7] set default RNG seed once per game, not game type
  • [5090429] API: check secret before handling the request (#231)
  • [1a24791] attach events API early so that it can be used on the first onTurnBegin
  • [acb9d8c] enable events API in initial onTurnBegin/onPhaseBegin

Breaking Changes

  • changeActionPlayers is now setActionPlayers. It also supports more advanced options.
  • Returning undefined from a TurnOrder results in the phase ending, not setting currentPlayer to any.
  • Only the currentPlayer can call events (endTurn, endPhase etc.).

v0.24.0

Features

  • [b28ee74] ability to change playerID from Debug UI
  • [fe1230e] Firebase integration (#223)

v0.23.3

Bugfixes

  • [6194986] remove async/await from client code

v0.23.2

Bugfixes

  • [7a61f09] make Random API present in first onTurnBegin and onPhaseBegin

Features

v0.23.1

Bugfixes

  • [f26328c] add ai.js to rollup config

v0.23.0

Features

Bugfixes

  • [7a80f66] make changeActionPlayers an opt-in event
  • [40cd4b8] Add config update on phase change Fixes #211 (#212)

v0.22.1

Bugfixes

  • [bb39ca7] fix bug that was causing isActive to return false
  • [81ed088] ensure endTurn is called only once after a move
  • [ca9f6ca] disable move if playerID is null

v0.22.0

Features

  • [5362955] React Native Client (#128)
  • [b329df2] Pass through props (#173)

v0.21.5

Bugfixes

  • [55715c9] Fix undefined ctx in onPhaseBegin

v0.21.4

Features

  • [387d413] Debug UI CSS improvements
  • [2105f46] call endTurnIf inside endPhase
  • [9b0324c] allow setting the next player via endTurn
  • [f76f97e] correct isMultiplayer

Bugfixes

  • [278b369] Fix bug that was ending phase incorrectly (#176)

v0.21.3

Features

  • [dc31a66] expose allowedMoves in ctx
  • [da4711a] make allowedMoves both global and phase-specific
  • [9324c58] Allowed moves as function (#164)

Bugfixes

  • [5e49448] convert multiplayer move whitelist to blacklist

v0.21.2

Bugfixes

  • [27705d5] pass Events API correctly inside events.update

v0.21.1

Bugfixes

  • [87e77c1] correctly detach APIs from ctx in startTurn

v0.21.0

Features

  • [2ee244e] Reset Game (#155)
  • [9cd3fdf] allow to modify actionPlayers via Events (#157)
  • [767362f] endGame event
  • [78634ee] Events API
  • [a240e45] undoableMoves implementation (#149)
  • [c12e911] Process only known moves (#151)
  • [7fcdbfe] Custom turn order (#130)
  • [748f36f] UI: add mouse hover action props to grid, hex, and token (#153)
  • [f664237] Add notion of actionPlayers (#145)

v0.20.2

Features

  • [43ba0ff] allow optional redux enhancer (#139)
  • [dd6c110] Run endPhase event (analogue to endTurn) when game ends (#144)

Bugfixes

  • [8969433] Fix bug that was causing Random code to return the same numbers.

Breaking Changes

  • The Random API is different. There is no longer a Random package that you need to import. The API is attached to the ctx parameter that is passed to the moves. Take a look at http://boardgame.io/#/random for more details.

v0.20.1

Bugfixes

v0.20.0

Features

v0.19.0

Features

  • MongoDB connector
    • [eaa372f] add Mongo to package
    • [63c3cdf] mongo race condition checks
    • [65cefdf] allow setting Mongo location using MONGO_URI
    • [557b66c] add run() to Server
    • [2a85b40] replace lru-native with lru-cache
    • [003fe46] MongoDB connector

Breaking Changes

  • boardgame.io/server no longer has a default export, but returns Server and Mongo.
// v0.19
const Server = require('boardgame.io/server').Server;
// v0.18
const Server = require('boardgame.io/server');

v0.18.1

Bugfixes

[0c894bd] add react.js to rollup config

v0.18.0

Features

  • [4b90e84] decouple client from React

This adds a new package boardgame.io/react. Migrate all your calls from:

import { Client } from 'boardgame.io/client'

to:

import { Client } from 'boardgame.io/react'

boardgame.io/client exposes a raw JS client that isn't tied to any particular UI framework.

  • Random API:

    • [ebe7758] allow to throw multiple dice (#120)
    • [8c88b70] Simplify Random API (#119)
    • [45599e5] Server-side array shuffling. (#116)
    • [d296b36] Random API (#103)
  • [f510b69] onTurnBegin (#109)

Bugfixes

  • [6a010c8] Debug UI: fixes related to errors in arguments (#123)

v0.17.2

Features

  • [0572210] Exposing Client connection status to board. (#97)
  • [c2ea197] make db interface async (#86)
  • [9e507ce] exclude dependencies from package

Bugfixes

  • [a768f1f] remove entries from clientInfo and roomInfo on disconnect

v0.17.1

Features

  • [f23c5dd] Card and Deck (#74)
  • [a21c1dd] prevent endTurn when movesPerTurn have not been made

Bugfixes

  • [11e215e] fix bug that was using the wrong playerID when calculating playerView

v0.17.0

Features

  • [0758c7e] cascade endPhase
  • [cc7d44f] retire triggers and introduce onMove instead
  • [17e88ce] convert events whitelist to boolean options
  • [e315b9e] add ui to NPM package
  • [5b34c5d] remove pass event and make it a standard move
  • [f3da742] make playerID available in ctx
  • [cb09d9a] make turnOrder a globally configurable option

v0.16.8

Features

  • [a482469] ability to specify socket server

Bugfixes

  • [2ab3dfc] end turn automatically when game ends

v0.16.7

Bugfixes

  • [c65580d] Fix bug introduced in af3a7b5.

v0.16.6

Bugfixes

  • [af3a7b5] Only process move reducers (on the client) and nothing else when in multiplayer mode.

Buggy fix (fixed in 0.16.7).

Features

  • [2721ad4] Allow overriding db implementation in Server.

v0.16.5

Features

  • PlayerView.STRIP_SECRETS

v0.16.4

Bugfixes

  • endPhaseIf is called after each move (in addition to at the end of a turn).
  • gameID is namespaced on the server so that there are no clashes across game types.

Breaking Changes

  • props.game is now props.events (to avoid confusing it with the game object).
// OLD
onClick() {
this.props.game.endTurn();
}

// NEW
onClick() {
this.props.events.endTurn();
}

v0.16.3

Features

  • Multiple game types per server!

Breaking Changes

  • Server now accepts an array games, and no longer takes game and numPlayers.
const app = Server({
games: [ TicTacToe, Chess ]
};

v0.16.2

Bugfixes

  • [a61ceca]: Log turn ends correctly (even when triggered automatically by endTurnIf)

Features

  • [9ce42b2]: Change color in GameLog based on the player that made the move.

v0.16.1

Bugfixes

  • [23d9726]: Fix bug that was causing log to be erased after flow.processMove.

Features

v0.16.0

Features

Breaking Changes

  • boardgame.io/game is now boardgame.io/core, and does not have a default export.
  • boardgame.io/client no longer has a default export.
// v0.16
import { Game } from 'boardgame.io/core'
import { Client } from 'boardgame.io/client'
// v0.15
import Game from 'boardgame.io/game'
import Client from 'boardgame.io/client'
  • victory is now endGameIf, and goes inside a flow section.
  • The semantics of endGameIf are subtly different. The game ends if the function returns anything at all.
  • ctx.winner is now ctx.gameover, and contains the return value of endGameIf.
  • props.endTurn is now props.game.endTurn.