Thanks. Works with Edge. Problem was indeed with firefox. However with my first game I also had the problem were I was told that I abandoned the game.
I also see many errors like these after each move:
raplaceKeywords - Error replacing keyword. Q . TypeError: Cannot read property 'Q' of null
raplaceKeywords - Error replacing keyword. R . TypeError: Cannot read property 'R' of null
raplaceKeywords - Error replacing keyword. B . TypeError: Cannot read property 'B' of null
raplaceKeywords - Error replacing keyword. N . TypeError: Cannot read property 'N' of null
raplaceKeywords - Error replacing keyword. P . TypeError: Cannot read property 'P' of null
Doesn't seem to cause any direct issues but looks like something goes wrong.
Thanks. Works with Edge. Problem was indeed with firefox. However with my first game I also had the problem were I was told that I abandoned the game.
I also see many errors like these after each move:
raplaceKeywords - Error replacing keyword. Q . TypeError: Cannot read property 'Q' of null
raplaceKeywords - Error replacing keyword. R . TypeError: Cannot read property 'R' of null
raplaceKeywords - Error replacing keyword. B . TypeError: Cannot read property 'B' of null
raplaceKeywords - Error replacing keyword. N . TypeError: Cannot read property 'N' of null
raplaceKeywords - Error replacing keyword. P . TypeError: Cannot read property 'P' of null
Doesn't seem to cause any direct issues but looks like something goes wrong.
@everest3 welcome to the beta test.
I am glad the issue was resolved by changing browser.
The errors you see are related to the translation and the text to speech module.
Maybe the first time you visited the configuration page something went wrong, I don't have an idea how that happened, but I assume it had something to do with the version of Firefox you used.
To fix go to the configuration page and "Keywords" text area paste this:
{
"K": "King",
"Q": "Queen",
"R": "Rook",
"B": "Bishop",
"N": "Knight",
"P": "Pawn",
"x": "Takes",
"+": "Check",
"#": "Checkmate",
"(=)": "Game ends in draw",
"O-O-O": "Castles queenside",
"O-O": "Castles kingside",
"white": "White",
"black": "Black",
"wins by": "wins by",
"timeout": "timeout",
"resignation": "resignation",
"illegal": "illegal",
"move": "move"
}
@everest3 welcome to the beta test.
I am glad the issue was resolved by changing browser.
The errors you see are related to the translation and the text to speech module.
Maybe the first time you visited the configuration page something went wrong, I don't have an idea how that happened, but I assume it had something to do with the version of Firefox you used.
To fix go to the configuration page and "Keywords" text area paste this:
{
"K": "King",
"Q": "Queen",
"R": "Rook",
"B": "Bishop",
"N": "Knight",
"P": "Pawn",
"x": "Takes",
"+": "Check",
"#": "Checkmate",
"(=)": "Game ends in draw",
"O-O-O": "Castles queenside",
"O-O": "Castles kingside",
"white": "White",
"black": "Black",
"wins by": "wins by",
"timeout": "timeout",
"resignation": "resignation",
"illegal": "illegal",
"move": "move"
}
Wow. Now it works perfectly. Even with the text to speach. That's really fun.
Once a move was not recognized. But refreshing the dgt/play-window solved it. The "illegal move" feedback from the text to speech was helpful here.
A little bit more flexibility with the supported time controls would be nice.
Is there a chance for an implementation where the time will be transfered to a dgt 3000 clock that is connected to the dgt-board ?
Wow. Now it works perfectly. Even with the text to speach. That's really fun.
Once a move was not recognized. But refreshing the dgt/play-window solved it. The "illegal move" feedback from the text to speech was helpful here.
A little bit more flexibility with the supported time controls would be nice.
Is there a chance for an implementation where the time will be transfered to a dgt 3000 clock that is connected to the dgt-board ?
Today I have an issue:
- Title Username Rating Timer Last Move gameId: f150Pv9v}
White @ geonomica 1409 00:12:19 ? rapid 15'+10''
Black @ EdForceOne 1428 00:11:16 f6e4 Status: timeout
Unknown status received: timeout
connectToGameStream - Game f150Pv9v Stream ended.
After every move the green dot went offline, but making a move on the board showed me again online.
Game ended draw, although my last move was correct displayed on lichess and oponents time was running down.
https://lichess.org/f150Pv9vnD0h
Today I have an issue:
- Title Username Rating Timer Last Move gameId: f150Pv9v}
White @ geonomica 1409 00:12:19 ? rapid 15'+10''
Black @ EdForceOne 1428 00:11:16 f6e4 Status: timeout
Unknown status received: timeout
connectToGameStream - Game f150Pv9v Stream ended.
After every move the green dot went offline, but making a move on the board showed me again online.
Game ended draw, although my last move was correct displayed on lichess and oponents time was running down.
https://lichess.org/f150Pv9vnD0h
Another abandoned game. Happened seconds after my last move.
I had the console in verbose mode. But there were no errors.
I will wait with further tests until this is improved.
Another abandoned game. Happened seconds after my last move.
I had the console in verbose mode. But there were no errors.
I will wait with further tests until this is improved.
Hello all, thanks for helping with the Beta test.
I am happy to see so many helping hands.
It seems the issue with the abandoned games persist, I also experienced it a few moments ago during another game. So @EdForceOne I suggest testing with casual (unrated) games while this gets fixed.
I know the main developers looked into it and coded a fix on Monday but I need to check if that fix went live today. If that is the case I will re-open the issue.
In the meantime I have solved a couple of issues with move detection, it is not perfect yet, but pretty solid at the moment and getting better and better.
@everest3 Regarding more flexible time controls is technically possible, currently this is a limit defined by Lichess.org main developers and as this gets perfected we surely can have more time controls, but it may take a while. I think it will be super stressful playing blitz and having to move your opponents pieces.
I have not forgotten about the ability to choose a game when more than one is started, the code is already there, I just need to code some interface to select the game. Maybe this weekend.
This is the game where I witnessed the "abandoned" problem two hours ago, close to midnight UTC.
GameId: VExRsM2b
Hello all, thanks for helping with the Beta test.
I am happy to see so many helping hands.
It seems the issue with the abandoned games persist, I also experienced it a few moments ago during another game. So @EdForceOne I suggest testing with casual (unrated) games while this gets fixed.
I know the main developers looked into it and coded a fix on Monday but I need to check if that fix went live today. If that is the case I will re-open the issue.
In the meantime I have solved a couple of issues with move detection, it is not perfect yet, but pretty solid at the moment and getting better and better.
@everest3 Regarding more flexible time controls is technically possible, currently this is a limit defined by Lichess.org main developers and as this gets perfected we surely can have more time controls, but it may take a while. I think it will be super stressful playing blitz and having to move your opponents pieces.
I have not forgotten about the ability to choose a game when more than one is started, the code is already there, I just need to code some interface to select the game. Maybe this weekend.
This is the game where I witnessed the "abandoned" problem two hours ago, close to midnight UTC.
GameId: VExRsM2b
Today i tested my DGT board with the new feature! I like it 👌.
I think there are some issues. but you will fix it soon ! Thank you @andrescavallin !
Today i tested my DGT board with the new feature! I like it 👌.
I think there are some issues. but you will fix it soon ! Thank you @andrescavallin !
@andrescavallin Did you find out if the fix for the abandoned games had been deployed ?
@andrescavallin Did you find out if the fix for the abandoned games had been deployed ?
Hello @everest3 and everyone. This is the status.
At this moment there is no pending development or fixes, we are ready to resume beta testing.
Here is the detail for those of you who wants to know them. But basically there are several improvements:
-
Lichess core developers (Thibault) implemented a fix to prevent the "abandoned" game problem. I have not seen this in around 5 games that I have played live, so its probably fixed for good, but I would like to hear from you and confirm that it is fine. This don't happen on my test environment, so it needs to be tested live.
-
On my side I fixed two problems with move detection. These were edge cases but still they happened to me on real games so I guess they are kind of common. They are related to moves being played too fast so the Board sends several move in one message and the second was related to the Board detecting the incorrect move while some pieces were still in the air and not back at the board, so I implemented a workaround and you won't experience any problem. I suggest that when capturing, don't take too long to put the pieces back at the board. I mean, if you are capturing a pawn with your knight, make sure that once you remove the pawn you put back the knight within 2 seconds, don't keep both pieces in your hand for more than 2 seconds or the board will assume several moves where played in which both the pawn and the knight were captured and send an series of invalid moves. When I see that several moves are detected, I suspect there is a problem and quarantine the move for 2.5 seconds while the right move is detected.
-
I had previously fixed some issues when castling queenside and also with underpromoting. I have tested this regularly and they work fine.
-
Some fixes were made to one library that is used to compare if moves are legal, and to compare moves played on the board with the ones actually played on lichess. This was made by another core developer (Niklas), and everything seems fine now.
-
I still think that some moves take a long time to get detected or reflected, specially when you are running out of time it seems eternal, but its just one second, but still feels slow during the end game. I suggest playing longer games, 15+10 seems a little bit stressful.
I will post again during the weekend confirming that I have not seen any other problem.
Hello @everest3 and everyone. This is the status.
At this moment there is no pending development or fixes, we are ready to resume beta testing.
Here is the detail for those of you who wants to know them. But basically there are several improvements:
1) Lichess core developers (Thibault) implemented a fix to prevent the "abandoned" game problem. I have not seen this in around 5 games that I have played live, so its probably fixed for good, but I would like to hear from you and confirm that it is fine. This don't happen on my test environment, so it needs to be tested live.
2) On my side I fixed two problems with move detection. These were edge cases but still they happened to me on real games so I guess they are kind of common. They are related to moves being played too fast so the Board sends several move in one message and the second was related to the Board detecting the incorrect move while some pieces were still in the air and not back at the board, so I implemented a workaround and you won't experience any problem. I suggest that when capturing, don't take too long to put the pieces back at the board. I mean, if you are capturing a pawn with your knight, make sure that once you remove the pawn you put back the knight within 2 seconds, don't keep both pieces in your hand for more than 2 seconds or the board will assume several moves where played in which both the pawn and the knight were captured and send an series of invalid moves. When I see that several moves are detected, I suspect there is a problem and quarantine the move for 2.5 seconds while the right move is detected.
3) I had previously fixed some issues when castling queenside and also with underpromoting. I have tested this regularly and they work fine.
4) Some fixes were made to one library that is used to compare if moves are legal, and to compare moves played on the board with the ones actually played on lichess. This was made by another core developer (Niklas), and everything seems fine now.
5) I still think that some moves take a long time to get detected or reflected, specially when you are running out of time it seems eternal, but its just one second, but still feels slow during the end game. I suggest playing longer games, 15+10 seems a little bit stressful.
I will post again during the weekend confirming that I have not seen any other problem.
Looks good. I played two games without any problems.
Looks good. I played two games without any problems.