Chris Swithinbank
Chris Swithinbank
These tests might be a good place to start: https://github.com/boardgameio/boardgame.io/blob/7254749886d7b6c1415a5dc2abeccf03260833cf/src/core/flow.test.ts#L1521-L1731
![bgio-hooks-order](https://user-images.githubusercontent.com/357379/137633133-09560909-aeb5-4aa0-b468-ba3cccbb7087.png)
I can see the use case, but am a little hesitant about the two approaches you describe as the game definition is designed to be run on both client and...
That’s a very specific pattern that would likely only work for a few use cases — we should support all kinds of arbitrary setup data (not just an ID) —...
Hi Grzegorz, it’ll be a little while before we get 0.40.0 ready as there are some pretty major changes still required. And yes, this relies on the REST API and...
A few extra thoughts: - We should probably extend this to other values that are not strictly part of `ctx` — I can think of `playerID` for now — for...
@DerrickAfrifa Hmm, sounds like it might be a bug! When `setPhase` or `endPhase` is called, we first end the turn of the current player. There should be a check so...
It’s been a little slow the last month or two due to work pressures, but a fix should be possible and there might be some time coming up. PRs are...
To continue the thread from Gitter. Couple of options/considerations: ## Move syntax ### Moves could throw an error Code examples ```js // define custom error class class InvalidMoveError extends Error...
Is it OK if I close this as a duplicate too if I understand correctly that the intended use case is effectively to implement some kind of illegal moves API?...