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openfoxwq_client

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A multiplatform unofficial client for Fox go server (foxwq) written in Flutter.

The web version is currently hosted at https://openfoxwq.com.

Native builds for Mac available at openfoxwq_dist repository.

Screenshots

alt text alt text

Development

I use the beta channel for Flutter. There are two environment variables which can be helpful during development:

  • MOCK_UI: a boolean flag to control whether the application is launched in mock UI mode. In this mode, the application doesn't connect to the backend but instead uses mock data to display relevant parts of the UI which can be modified and hot-reloaded for fast development. It can be used from the terminal
    $ flutter run --dart-define=MOCK_UI=true
    or setup in your code editor (e.g. VSCode).
  • PROXY_URL: overrides the URL of the proxy. By default it uses the production backend endpoint. Currently the proxy is not open-source, though.

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openfoxwq_client's Issues

Any plans for supporting the score estimator?

The official client has a quite accurate in-game score estimator. I feel it's quite a handicap to play without it when your opponent has access. Any plans on implementing it in this client? I have no idea if the estimation is done client or server side in the official client though.

Where do we go for support with the new minifox app?

I appreciate this project is being discontinued, and there is now going to be a minifox app, but that one is not open source and therefore I don't think there is a repository/place to report bugs or issues.

The popup in the openfox client says that people using openfox should be happy to use minifox, but after I launch minifox this is all I see, and quite frankly, it doesn't really make me very happy, as the interface looks broken and it's all very blurry:

image

Is this just an early alpha version?
Can we keep the openfox client running for a bit longer please until the minifox client is sorted out?

I am happy to take over the project if need be.

Libarary

import 'package:flutter_gen/gen_l10n/app_localizations.dart'; not Support

Feature request: Download SGF

After I finish a game, I want to download the SGF file so I can review the game with AI.

In the desktop Fox client, this can be done by going to "Game records", opening the most recent game, and clicking on "Save".

This workflow could be optimized a bit if a "download SGF" button was shown in the UI as soon as a game is finished - if this is feasible.

Bug? Opponent timed out, but the game froze at 00:00

Steps:

  1. Begin playing a game. Main time: 20 min; Byo-yomi: 3x 1 min.
  2. Opponent quits and leaves the game open as their time is counting down
  3. Main time runs out, opponent goes into the first byo-yomi. The opponent's timer shows "3x 0:59", "3x 0:58"...
  4. The first byo-yomi ends. The opponent's timer shows "3x 0:00" and stays there.
  5. Even after all remaining byo-yomis should be done, the UI remains frozen at 3x 0:00. Nothing changes. The game does not appear to end.
  6. The official Fox client shows that the game ended with "B+ Forf" so I guess the game did end on Fox's end. (EDIT: If I understand this correctly, it shows I lost. Maybe I got disconnected?)

Expected result:

  1. After the first byo-yomi, the second byo-yomi should begin and the timer should display "2x 1:00" or "2x 0:59"
  2. After an opponent runs out of main time and byo-yomis, the game should end.

Screenshots:

image

Untitled4

Additional notes:

Before playing this game, I had trouble logging in. It kept saying the client got disconnected from the server. Could this be related to why it got stuck on byo-yomi?

UX: login action button position

I always hit "register" here. Usually the main action is on the bottom right - but here it is register:

image

See e.g. other UI's like this:
image

Users are kinda trained to click the button bottom right without really thinking.
Switching th positions could already help a lot.

Time issue after oppenent refuses score

Hi,

In my game using this client the opponent asked to score and then declined the result. After that, the system was showing as if the opponent was using his time. However, when the time eventually ran out, the server declared that I had lost the game on time. Hence, it seems like the client is not showing the time correctly after there is an attempt to score the game.

The game ran using the 20min + 3x1min pre-set on 19x19. Curiously, the number of byoyomi times left was showing on my side, while the actual time running out was showing on the opponent side. Hence, when the game was over, the opponent time was showing as 3 x 0, while my time was showing as 1 x 1min.

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