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	<updated>2026-10-14T18:26:11Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Game_meta-information:_gameinfos.jsonc&amp;diff=5823</id>
		<title>Game meta-information: gameinfos.jsonc</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Game_meta-information:_gameinfos.jsonc&amp;diff=5823"/>
		<updated>2020-10-04T15:27:37Z</updated>

		<summary type="html">&lt;p&gt;Kutaghz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
From this file, you can edit the various meta-information of your game.&lt;br /&gt;
&lt;br /&gt;
Once you modified the file, don&#039;t forget to click on &amp;quot;Reload game informations&amp;quot; from the Control Panel in order in can be taken into account.&lt;br /&gt;
&lt;br /&gt;
Most information provided in this file are self-explainable. Some information, though:&lt;br /&gt;
&lt;br /&gt;
* You are not allowed to set the &amp;quot;&#039;&#039;&#039;is_beta&#039;&#039;&#039;&amp;quot; to 0 before the game has been released on BGA and stabilized.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;fast/medium/slow_additional_time&#039;&#039;&#039;&amp;quot;: please set high values here: after the game has been released, we will lower these value to match the real game duration.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&#039;&#039;&#039;players&#039;&#039;&#039;&amp;quot;:&lt;br /&gt;
** during the first step of development of a game, you&#039;d better allow the &amp;quot;1 player&amp;quot; configuration: much easy to start/stop a game this way.&lt;br /&gt;
** if you change the minimum number of players from for example 1 to 2, make sure the new tables you create are not restricted from 1 to 1 player otherwise when you create a new table and this account setting is used, there will be a conflict with the new minimum number of players allowed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;suggest_player_number&#039;&#039;&#039; / &#039;&#039;&#039;not_recommend_player_number&#039;&#039;&#039;: don&#039;t specify anything here if there is no configuration that is REALLY better/worst than another one. You can check player&#039;s poll on BoardGameGeek game page if you have any doubt.&lt;br /&gt;
&lt;br /&gt;
== Losers not ranked between themselves ==&lt;br /&gt;
&lt;br /&gt;
By default, all player are ranked, but in some games, the rules says that there is only one winner and that all the other players are losers and not ranked between themselves. You can set this option to true so that for your game, there is only one winner and losers, without a full ranking of all players.&lt;br /&gt;
&lt;br /&gt;
The score in this case should be 1 for the winner and 0 for the losers.&lt;br /&gt;
&lt;br /&gt;
 // If in the game, all losers are equal (no score to rank them or explicit in the rules that losers are not ranked between them), set this to true &lt;br /&gt;
 // The game end result will display &amp;quot;Winner&amp;quot; for the 1st player and &amp;quot;Loser&amp;quot; for all other players&lt;br /&gt;
 &#039;losers_not_ranked&#039; =&amp;gt; false,&lt;br /&gt;
&lt;br /&gt;
== Disable player rotation in case of rematch ==&lt;br /&gt;
&lt;br /&gt;
By default, in case of a rematch players are rotated so that the first player changes. If for your game it&#039;s better to always have a random player order you can change this option.&lt;br /&gt;
&lt;br /&gt;
 // When doing a rematch, the player order is swapped using a &amp;quot;rotation&amp;quot; so the starting player is not the same&lt;br /&gt;
 // If you want to disable this, set this to false&lt;br /&gt;
 &#039;disable_player_order_swap_on_rematch&#039; =&amp;gt; false,&lt;br /&gt;
&lt;br /&gt;
== Custom &amp;quot;buy this game&amp;quot; button ==&lt;br /&gt;
&lt;br /&gt;
By default, the &amp;quot;buy this game&amp;quot; button is a link to an Amazon search with the name of the game.&lt;br /&gt;
&lt;br /&gt;
You can replace it by a different URL / game button label with :&lt;br /&gt;
&lt;br /&gt;
 &#039;custom_buy_button&#039; =&amp;gt; array(&lt;br /&gt;
    &#039;url&#039; =&amp;gt; &#039;http://yoururl.com&#039;,&lt;br /&gt;
    &#039;label&#039; =&amp;gt; &#039;Name of the website&#039;&lt;br /&gt;
 ),&lt;br /&gt;
&lt;br /&gt;
Note : button label will be &amp;quot;Buy on &amp;lt;Name of the website&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Tags ==&lt;br /&gt;
&lt;br /&gt;
Any number of &#039;&#039;&#039;Tags&#039;&#039;&#039; can be attribute to your game. Tags are useful to place your game in the correct place and to give a good quick overview of what the game is about to players.&lt;br /&gt;
&lt;br /&gt;
Main game category (you MUST specify one tag AND ONLY ONE from this category):&lt;br /&gt;
* 1: Abstract game&lt;br /&gt;
* 2: Casual games&lt;br /&gt;
* 3: For regular players&lt;br /&gt;
* 4: For core gamers&lt;br /&gt;
&lt;br /&gt;
Other tags (you can specify any numbers of tags):&lt;br /&gt;
* 10: Short game (&amp;lt;10 minutes)&lt;br /&gt;
* 11: Medium length game (10 minutes to 30 minutes)&lt;br /&gt;
* 12: Long game (&amp;gt;30mn)&lt;br /&gt;
* 20: Awarded game (Win a prestigious award) (the game must have been at the &#039;&#039;&#039;first&#039;&#039;&#039; place of one the [http://boardgamegeek.com/wiki/page/Gaming_Industry_Awards# following major awards list]).&lt;br /&gt;
* 22: Prototype (This game has not been published yet)&lt;br /&gt;
* 23: Classic (This game is a classic from Public Domain)&lt;br /&gt;
* 30: 2 players (2p game / best with 2 players)&lt;br /&gt;
* 100: Fantasy theme&lt;br /&gt;
* 101: Science Fiction them&lt;br /&gt;
* 102: Historical theme&lt;br /&gt;
* 103: Adventure&lt;br /&gt;
* 104: Exploration&lt;br /&gt;
* 105: Conquest&lt;br /&gt;
* 106: Building&lt;br /&gt;
* 200: Card game (Cards plays a central role in this game)&lt;br /&gt;
* 201: Dice&lt;br /&gt;
* 202: Solo game&lt;br /&gt;
* 203: Worker placement&lt;br /&gt;
* 204: Hand management&lt;br /&gt;
* 205: Bluff&lt;br /&gt;
* 206: Tile placement&lt;br /&gt;
* 207: Combinations&lt;br /&gt;
* 208: Majority&lt;br /&gt;
* 209: Race&lt;br /&gt;
* 210: Collection&lt;br /&gt;
* 211: Cooperative game&lt;br /&gt;
&lt;br /&gt;
== Game Presentation ==&lt;br /&gt;
&lt;br /&gt;
Short game presentation text that will appear on the game description page, structured as an array of paragraphs.&lt;br /&gt;
&lt;br /&gt;
Each paragraph must be wrapped with totranslate() for translation and should not contain html (plain text without formatting). A good length for this text is between 100 and 150 words (about 6 to 9 lines on a standard display)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &#039;presentation&#039; =&amp;gt; array(&lt;br /&gt;
    totranslate(&amp;quot;This wonderful game is about geometric shapes!&amp;quot;),&lt;br /&gt;
    totranslate(&amp;quot;It was awarded best triangle game of the year in 2005 and nominated for the Spiel des Jahres.&amp;quot;),&lt;br /&gt;
    ...&lt;br /&gt;
 ),&lt;br /&gt;
&lt;br /&gt;
== Tie breaker description ==&lt;br /&gt;
Describe tie breaker score calculation (player_score_aux in player table).&lt;br /&gt;
&lt;br /&gt;
Important: This is used in the javascript too, which is automatically generated. Using newlines in here will cause errors in the javascript, which will cause the game to not load.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &#039;tie_breaker_description&#039; =&amp;gt; totranslate(&#039;Number of remaining cards in hand&amp;quot;),&lt;/div&gt;</summary>
		<author><name>Kutaghz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Troubleshooting&amp;diff=5822</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Troubleshooting&amp;diff=5822"/>
		<updated>2020-10-04T15:24:19Z</updated>

		<summary type="html">&lt;p&gt;Kutaghz: Add pointer about dojo.publish and malformed generated files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
Describing common errors which is hard to understand and debug &lt;br /&gt;
&lt;br /&gt;
== Game does not start at all ==&lt;br /&gt;
&lt;br /&gt;
=== Undefined offset: 0 in table/table.game.php on line 830 ===&lt;br /&gt;
&lt;br /&gt;
Check if you&#039;re calling self::getActivePlayerName () during setupNewGame()&lt;br /&gt;
&lt;br /&gt;
Check if you&#039;re NOT calling self::activeNextPlayer() at the end of your game setup. You must always have at least one active player.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Wrong formatted data from BGA gameserver 1 (method: createGame): ... ===&lt;br /&gt;
&lt;br /&gt;
This is generic message usually followed by exact position in your source code, and usually its syntax error in one of yours php script&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Propagating error from GS 1 (method: createGame): Fatal error during yourgame setup: Not logged ===&lt;br /&gt;
&lt;br /&gt;
Calling self::getCurrentPlayerId () or using $g_user from &#039;args&#039; state function, see also below&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Propagating error from GS 1 (method: createGame): Fatal error during yourgame setup: Unknow player statistic: ===&lt;br /&gt;
&lt;br /&gt;
Calling self::incStat() with second parameter which is an empty string&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error:  Propagating error from GS 1 (method: createGame): Fatal error during yourgame setup: Error while processing SQL request: INSERT INTO stats ... ===&lt;br /&gt;
&lt;br /&gt;
Fatal error during yourgame setup: Error while processing SQL request: INSERT INTO stats (stats_type, stats_player_id, stats_value) VALUES (&#039;10&#039;,&#039;2300663&#039;,&#039;0&#039;),(&#039;10&#039;,&#039;2300662&#039;,&#039;0&#039;)&lt;br /&gt;
Duplicate entry &#039;10-2300663&#039; for key &#039;stats_table_id&#039;&lt;br /&gt;
&lt;br /&gt;
Why? In the stats.inc.php you declared two keys with the same integer &amp;quot;id&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Fatal error during creation of database ebd_quoridor_389 Not logged ===&lt;br /&gt;
&lt;br /&gt;
Check that you didn&#039;t use $g_user or getCurrentPlayerId() in setupNewGame() function or in an &#039;args&#039; function of your state.&lt;br /&gt;
&lt;br /&gt;
As these functions are not consequences of a user action, there is no current player defined.&lt;br /&gt;
&lt;br /&gt;
As a general rule, you should use getActivePlayerId() and not getCurrentPlayerId(). See the [http://www.slideshare.net/boardgamearena/bga-studio-focus-on-bga-game-state-machine presentation on the game state machine] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Warning: Invalid argument supplied for foreach() in table.game.php ===&lt;br /&gt;
&lt;br /&gt;
   Warning: Invalid argument supplied for foreach() in /var/tournoi/release/tournoi-151226-1240-gs/www/game/module/table/table.game.php on line 129 &lt;br /&gt;
   Fatal error: Cannot unset string offsets in /var/tournoi/release/tournoi-151226-1240-gs/www/game/module/table/table.game.php on line 143&lt;br /&gt;
&lt;br /&gt;
That appears when your arg* function that suppose to return array of state arguments returns a scalar (a non-array) value&lt;br /&gt;
&lt;br /&gt;
=== The server reported an error ===&lt;br /&gt;
&lt;br /&gt;
During table creation: &amp;quot;The server reported an error&amp;quot; error shown and nothing else.&lt;br /&gt;
&lt;br /&gt;
If you cannot even create a table - there is syntax error in gameinfos.php, check it, reload it from management panel.&lt;br /&gt;
If still no luck copy clean version from template https://github.com/elaskavaia/bga-sharedcode/blob/master/gameinfos.inc.php&lt;br /&gt;
&lt;br /&gt;
== Game starts but I can&#039;t make a move ==&lt;br /&gt;
&lt;br /&gt;
=== When I do a move, I got &amp;quot;Move recorded, waiting for update ...&amp;quot; forever ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Move recorded&amp;quot; means that your ajaxcall request has been sent to the server and returned normally.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Waiting for update&amp;quot; means that your client interface is waiting for some notifications from the server that correspond to the move we just did.&lt;br /&gt;
&lt;br /&gt;
If this message stays forever, it is probably that your PHP code does not send any notification when the move happens, which is abnormal. To fix this: add a notifyAllPlayers or a notifyPlayer call in your PHP code.&lt;br /&gt;
&lt;br /&gt;
=== When I do a move, I get &amp;quot;Sending move to server...&amp;quot; then nothing and game resets to state before the move ===&lt;br /&gt;
&lt;br /&gt;
Its possible that server code get into infinite loops or thinks too much, in which case it will timeout and will be aborted without any extra logs (and db transaction you saw in the log won&#039;t be committed). You will usually see &amp;quot;Unable to connect to server&amp;quot; message on console in this case. You have to put more logging into server&lt;br /&gt;
to trace where it hangs.&lt;br /&gt;
&lt;br /&gt;
=== Some player action is triggered randomly when I click somewhere on the game area ===&lt;br /&gt;
&lt;br /&gt;
You probably used &amp;quot;dojo.connect&amp;quot; on a null object. In this case, dojo.connect associate the event (ex: &amp;quot;onclick&amp;quot;) to the whole game area.&lt;br /&gt;
&lt;br /&gt;
Most of the time it happens in this situation, when my_object element does not exists:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   dojo.connect( $(&amp;quot;my_object&amp;quot;), &amp;quot;onclick&amp;quot;, this, function() {&lt;br /&gt;
     ...&lt;br /&gt;
   }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To determine if this is the case, place &amp;quot;alert( $(&amp;quot;my_object&amp;quot;) )&amp;quot; before the dojo.connect to check if the object exists or not.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;This is not your turn&amp;quot; error when I click on a possible move ===&lt;br /&gt;
&lt;br /&gt;
You need to change to the active player by clicking the red arrow next to their name in the player panel (right side of the page).&lt;br /&gt;
&lt;br /&gt;
[[File:Change_active_player.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Predefined server errors ==&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Unexpected final game state (XX) ===&lt;br /&gt;
&lt;br /&gt;
The action function does not transition to any state, i.e.&lt;br /&gt;
  function selectField($field) {&lt;br /&gt;
    self::checkAction ( &#039;selectField&#039; );&lt;br /&gt;
    if ($field!=0) $this-&amp;gt;gamestate-&amp;gt;nextState ( &#039;next&#039; );&lt;br /&gt;
  }&lt;br /&gt;
Here if $field is 0 there is no transition&lt;br /&gt;
&lt;br /&gt;
=== This game action is impossible right now ===&lt;br /&gt;
&lt;br /&gt;
Check the game log. Usually your state does not define the action you trying to perform in &#039;possibeactions&#039; array.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: This transition (playerTurn) is impossible at this state (42) ===&lt;br /&gt;
&lt;br /&gt;
This is pretty self explanatory. Function nextState() takes transition name not a state name, so you probably did not&lt;br /&gt;
define this transition that the given state&lt;br /&gt;
&lt;br /&gt;
== Game interface hangs during reload or on start ==&lt;br /&gt;
&lt;br /&gt;
Showing &amp;quot;Application Loading...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Javascript error: During pageload undefined no_stack_avail Script: ===&lt;br /&gt;
&lt;br /&gt;
This error usually has no useful data, but it means you called somes API that require a callback and did not define callback function, i.e&lt;br /&gt;
in dojo.connect, this.connectClass, dojo.subscribe, etc&lt;br /&gt;
   &lt;br /&gt;
      this.connectClass(&#039;field&#039;, &#039;onclick&#039;, &#039;onField&#039;); // &amp;lt;-- onField is not defined&lt;br /&gt;
&lt;br /&gt;
=== Other errors with &amp;quot;Application loading...&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
You probably have a syntax error in your Javascript code, and the interface refuses to load.&lt;br /&gt;
&lt;br /&gt;
To find this error, check if there is an error message in the Javascript console (F12).&lt;br /&gt;
&lt;br /&gt;
If there is really nothing on the log, it&#039;s probably that the system was unable to load your Javascript because of an syntax error that affect the structure of the Javascript file, typically a missing &amp;quot;}&amp;quot; or a missing &amp;quot;,&amp;quot; after a method definition.&lt;br /&gt;
&lt;br /&gt;
If you have &amp;quot;Uncaught ReferenceError: bgagame is not defined&amp;quot; you have major syntax error in your js file, you should see some other clues in the log where the errors is.&lt;br /&gt;
&lt;br /&gt;
If you have &amp;quot;dojo.publish is not defined&amp;quot; or something similar, this could be caused by another error earlier. For example, a syntax error caused by a malformed generated file (such as using newlines in tiebreaker description).&lt;br /&gt;
&lt;br /&gt;
=== Unexpected Syntax Error: ===&lt;br /&gt;
&lt;br /&gt;
No further details in the log. When log is filling with some social connect errors.&lt;br /&gt;
&lt;br /&gt;
Possible Reason: Syntax error in of the php script which is loaded before the start, such as gameoptions.inc.php, gameinfos.inc.php and such.&lt;br /&gt;
&lt;br /&gt;
=== Game interface spins in a loop throwing error ===&lt;br /&gt;
&lt;br /&gt;
Errors is something like &amp;quot;Cannot read property &#039;is_ai&#039; of undefined&amp;quot;. Cannot restart the game because cannot access UI to stop.&lt;br /&gt;
Likely you get in actplayer state with player id == 0. The only way to fix it is to edit database, globals index == 2 set player id to one of your test dudes&lt;br /&gt;
(can copy from row 5 for example).&lt;br /&gt;
&lt;br /&gt;
=== Unable to find table database (1): ebd_yourgame_112222 ===&lt;br /&gt;
&lt;br /&gt;
Its either temporarily server error especially on studio it timeouts sometimes, just try reloading again.&lt;br /&gt;
Or check if you have syntax errors in your php game file or sql.&lt;br /&gt;
&lt;br /&gt;
== Type conversion / juggling errors ==&lt;br /&gt;
&lt;br /&gt;
=== On php side I get a number instead of string I expect ===&lt;br /&gt;
&lt;br /&gt;
 $num = 3;&lt;br /&gt;
 $meeple = &amp;quot;meeple_&amp;quot; + $num; // &amp;lt;-- suppose to be &amp;quot;meeple_3&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
When you switch between JS and PHP it easy to type this and not notice the +. Plus sign (+) in php does not mean string concatenation (in javascript does!),&lt;br /&gt;
in php + means integer arithmetic. So change + to . (dot)&lt;br /&gt;
&lt;br /&gt;
=== On php side my string comparison does not work ===&lt;br /&gt;
&lt;br /&gt;
   if ($color == &#039;4baae2&#039; || $color == &#039;000000&#039;) { &lt;br /&gt;
   }&lt;br /&gt;
&lt;br /&gt;
Apparently you should not be using &#039;==&#039; in php to compare strings! You should use &#039;===&#039;. The (==) operator will typecast the strings &lt;br /&gt;
to numbers then do comparison!&lt;br /&gt;
Its not very apparent because usually you can get away with it, but not when strings resemble numbers like hex &#039;colors&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Integer columns in the database are returned as strings ===&lt;br /&gt;
&lt;br /&gt;
This is normal PHP behavior. All fields are returned as string type, regardless of their actual type in the database. This also applies to global variables accessed via getGameStateValue(), since they are stored in a database table.&lt;br /&gt;
&lt;br /&gt;
You can use type-casting to convert them to the correct type after they come out of the database.&lt;br /&gt;
&lt;br /&gt;
   $myValueInt = (int)self::getGameStateValue(GLOBAL_ROUND_NUMBER);&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
   $sql = &amp;quot;SELECT my_int_column FROM my_table WHERE my_condition&amp;quot;;&lt;br /&gt;
   $myResult = self::getUniqueValueFromDB($sql); &amp;lt;-- this is a string&lt;br /&gt;
   $myResultAsInt = (int)$myResult;&lt;br /&gt;
&lt;br /&gt;
https://stackoverflow.com/questions/5323146/mysql-integer-field-is-returned-as-string-in-php&lt;br /&gt;
&lt;br /&gt;
== Zombie mode ==&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Propagating error from GS 1 (method: zombie): Not logged ===&lt;br /&gt;
&lt;br /&gt;
You are probably calling getCurrentPlayerId() or getCurrentPlayerName() in your zombieTurn method or any of the methods it uses. Instead, use the $active_player_id provided as parameter to zombieTurn().&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Can&#039;t manage zombie player in this game state ===&lt;br /&gt;
&lt;br /&gt;
Despite what the message suggests, this error has nothing to do with your state machine. It is caused by an exception in the zombie code. It could be an undefined value sent to a database query. Check the unexpected exceptions log. It could also be the same problem as above, so look for getCurrentPlayerId() or getCurrentPlayerName() in your zombieTurn method.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: Wrong formatted data from BGA gameserver 1 (method: zombie): ===&lt;br /&gt;
&lt;br /&gt;
This is almost certainly an undefined value in PHP code. Look for a warning or error message in the game replay log on the right side of the table UI.&lt;br /&gt;
&lt;br /&gt;
=== Unexpected error: BGA gameserver 1 do not respond (method: zombie) (timeout: cluster) ===&lt;br /&gt;
&lt;br /&gt;
You are trying to end the game from a zombie method. This is not allowed. The zombie logic must continue the game as best it can. See [[Main_game_logic:_yourgamename.game.php#Zombie_mode|Zombie mode]] for more info.&lt;br /&gt;
&lt;br /&gt;
== Other errors ==&lt;br /&gt;
&lt;br /&gt;
=== Javascript does not know how to sum two numbers ===&lt;br /&gt;
&lt;br /&gt;
Be careful when you manipulate integers returned by notifications: most of the time, Javascript considers they are Strings and not Integers.&lt;br /&gt;
&lt;br /&gt;
As a result:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    var i=1;&lt;br /&gt;
    i += notif.args.increment;  // With notif.args.increment=&#039;1&#039;&lt;br /&gt;
    alert( i );                 // i=11 instead of 2 !! Javascript concatenate 2 strings !&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To solve this, you should use the &amp;quot;toint&amp;quot; function:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    var i=1;&lt;br /&gt;
    i += toint( notif.args.increment );  // With notif.args.increment=&#039;1&#039;&lt;br /&gt;
    alert( i );                 // i=2 :)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Javascript: do not use substr with negative numbers ===&lt;br /&gt;
&lt;br /&gt;
To get the last characters of a string, use &amp;quot;slice&amp;quot; instead of &amp;quot;substr&amp;quot; which has a bug on IE:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    var three_last_characters = string.substr( -3 );   // Wrong&lt;br /&gt;
    var three_last_characters = string.slice( -3 );    // Correct&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Game &amp;quot;spontaneously&amp;quot; transition to a new state without user input ===&lt;br /&gt;
&lt;br /&gt;
Make sure on php side you have no code after   $this-&amp;gt;gamestate-&amp;gt;nextState(...) code.&lt;br /&gt;
Because if you do accidentally have code that goes to another state it will cause another state transition without user interaction.&lt;br /&gt;
&lt;br /&gt;
 function selectField($field) {&lt;br /&gt;
   self::checkAction ( &#039;selectField&#039; );&lt;br /&gt;
   if ($field!=0) $this-&amp;gt;gamestate-&amp;gt;nextState ( &#039;next&#039; );&lt;br /&gt;
   $this-&amp;gt;gamestate-&amp;gt;nextState ( &#039;last&#039; ); // &amp;lt;-- here is missing else, so it will cause double state transition&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>Kutaghz</name></author>
	</entry>
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