Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
prepare_game(&self.su().ds, TABLE)?;
let mut alice = self.connect_player(&self.alice)?;
let mut bob = self.connect_player(&self.bob)?;
- self.su_mut().mgmt_conn.fakerng_load(&[&"1"])?;
+ self.su_mut().mgmt_conn.fakerng_load(&[&"1",&"0"])?;
let mut a_pieces = alice.pieces::<PIA>()?;
let mut b_pieces = alice.pieces::<PIB>()?;
update,
logents);
+ if let Some(occid) = gpc.occult.passive_occid() {
+ // xxx if piece is occulted, definitely repermute its occultation
+ // so that we don't leak which piece is which over repeated
+ // adjustment clicks
+ to_permute.mark_dirty(occid);
+ };
+
let update=
recalculate_occultation_piece(
gs,
piece,
vanilla,
).map_err(|e| OnlineError::from(e))?;
- // xxx if piece is occulted, definitely repermute its occultation
- // so that we don't leak which piece is which over repeated
- // adjustment clicks
update
}
impl PieceOccult {
pub fn is_active(&self) -> bool { self.active.is_some() }
+ pub fn passive_occid(&self) -> Option<OccId> { Some(self.passive?.occid) }
}
impl Default for OccultationKind {