Fix rematch process
[vchess.git] / client / src / views / Game.vue
1 <template lang="pug">
2 main
3 input#modalInfo.modal(type="checkbox")
4 div#infoDiv(
5 role="dialog"
6 data-checkbox="modalInfo"
7 )
8 .card.text-center
9 label.modal-close(for="modalInfo")
10 p(v-html="infoMessage")
11 input#modalChat.modal(
12 type="checkbox"
13 @click="resetChatColor()"
14 )
15 div#chatWrap(
16 role="dialog"
17 data-checkbox="modalChat"
18 )
19 .card
20 label.modal-close(for="modalChat")
21 #participants
22 span {{ st.tr["Participant(s):"] }}
23 span(
24 v-for="p in Object.values(people)"
25 v-if="p.focus && !!p.name"
26 )
27 | {{ p.name }}
28 span.anonymous(
29 v-if="Object.values(people).some(p => p.focus && !p.name)"
30 )
31 | + @nonymous
32 Chat(
33 ref="chatcomp"
34 :players="game.players"
35 :pastChats="game.chats"
36 :newChat="newChat"
37 @mychat="processChat"
38 @chatcleared="clearChat"
39 )
40 input#modalConfirm.modal(type="checkbox")
41 div#confirmDiv(role="dialog")
42 .card
43 .diagram(
44 v-if="!!vr && ['all','byrow'].includes(vr.showMoves)"
45 v-html="curDiag"
46 )
47 p.text-center(v-else)
48 span {{ st.tr["Move played:"] + " " }}
49 span.bold {{ moveNotation }}
50 br
51 span {{ st.tr["Are you sure?"] }}
52 .button-group#buttonsConfirm
53 // onClick for acceptBtn: set dynamically
54 button.acceptBtn
55 span {{ st.tr["Validate"] }}
56 button.refuseBtn(@click="cancelMove()")
57 span {{ st.tr["Cancel"] }}
58 .row
59 #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
60 span.variant-cadence {{ game.cadence }}
61 span.variant-name {{ game.vname }}
62 span#nextGame(
63 v-if="nextIds.length > 0"
64 @click="showNextGame()"
65 )
66 | {{ st.tr["Next_g"] }}
67 button#chatBtn.tooltip(
68 onClick="window.doClick('modalChat')"
69 aria-label="Chat"
70 )
71 img(src="/images/icons/chat.svg")
72 #actions(v-if="game.score=='*'")
73 button.tooltip(
74 @click="clickDraw()"
75 :class="{['draw-' + drawOffer]: true}"
76 :aria-label="st.tr['Draw']"
77 )
78 img(src="/images/icons/draw.svg")
79 button.tooltip(
80 v-if="!!game.mycolor"
81 @click="abortGame()"
82 :aria-label="st.tr['Abort']"
83 )
84 img(src="/images/icons/abort.svg")
85 button.tooltip(
86 v-if="!!game.mycolor"
87 @click="resign()"
88 :aria-label="st.tr['Resign']"
89 )
90 img(src="/images/icons/resign.svg")
91 button.tooltip(
92 v-else-if="!!game.mycolor"
93 @click="clickRematch()"
94 :class="{['rematch-' + rematchOffer]: true}"
95 :aria-label="st.tr['Rematch']"
96 )
97 img(src="/images/icons/rematch.svg")
98 #playersInfo
99 p
100 span.name(:class="{connected: isConnected(0)}")
101 | {{ game.players[0].name || "@nonymous" }}
102 span.time(
103 v-if="game.score=='*'"
104 :class="{yourturn: !!vr && vr.turn == 'w'}"
105 )
106 span.time-left {{ virtualClocks[0][0] }}
107 span.time-separator(v-if="!!virtualClocks[0][1]") :
108 span.time-right(v-if="!!virtualClocks[0][1]")
109 | {{ virtualClocks[0][1] }}
110 span.split-names -
111 span.name(:class="{connected: isConnected(1)}")
112 | {{ game.players[1].name || "@nonymous" }}
113 span.time(
114 v-if="game.score=='*'"
115 :class="{yourturn: !!vr && vr.turn == 'b'}"
116 )
117 span.time-left {{ virtualClocks[1][0] }}
118 span.time-separator(v-if="!!virtualClocks[1][1]") :
119 span.time-right(v-if="!!virtualClocks[1][1]")
120 | {{ virtualClocks[1][1] }}
121 BaseGame(
122 ref="basegame"
123 :game="game"
124 @newmove="processMove"
125 )
126 </template>
127
128 <script>
129 import BaseGame from "@/components/BaseGame.vue";
130 import Chat from "@/components/Chat.vue";
131 import { store } from "@/store";
132 import { GameStorage } from "@/utils/gameStorage";
133 import { ppt } from "@/utils/datetime";
134 import { ajax } from "@/utils/ajax";
135 import { extractTime } from "@/utils/timeControl";
136 import { getRandString } from "@/utils/alea";
137 import { getScoreMessage } from "@/utils/scoring";
138 import { getFullNotation } from "@/utils/notation";
139 import { getDiagram } from "@/utils/printDiagram";
140 import { processModalClick } from "@/utils/modalClick";
141 import { playMove, getFilteredMove } from "@/utils/playUndo";
142 import { ArrayFun } from "@/utils/array";
143 import params from "@/parameters";
144 export default {
145 name: "my-game",
146 components: {
147 BaseGame,
148 Chat
149 },
150 data: function() {
151 return {
152 st: store.state,
153 gameRef: {
154 // rid = remote (socket) ID
155 id: "",
156 rid: ""
157 },
158 nextIds: [],
159 game: {}, //passed to BaseGame
160 // virtualClocks will be initialized from true game.clocks
161 virtualClocks: [],
162 vr: null, //"variant rules" object initialized from FEN
163 drawOffer: "",
164 infoMessage: "",
165 rematchOffer: "",
166 lastateAsked: false,
167 people: {}, //players + observers
168 onMygames: [], //opponents (or me) on "MyGames" page
169 lastate: undefined, //used if opponent send lastate before game is ready
170 repeat: {}, //detect position repetition
171 curDiag: "", //for corr moves confirmation
172 newChat: "",
173 conn: null,
174 roomInitialized: false,
175 // If newmove has wrong index: ask fullgame again:
176 askGameTime: 0,
177 gameIsLoading: false,
178 // If asklastate got no reply, ask again:
179 gotLastate: false,
180 gotMoveIdx: -1, //last move index received
181 // If newmove got no pingback, send again:
182 opponentGotMove: false,
183 connexionString: "",
184 // Incomplete info games: show move played
185 moveNotation: "",
186 // Intervals from setInterval():
187 askLastate: null,
188 retrySendmove: null,
189 clockUpdate: null,
190 // Related to (killing of) self multi-connects:
191 newConnect: {},
192 killed: {}
193 };
194 },
195 watch: {
196 $route: function(to, from) {
197 if (from.params["id"] != to.params["id"]) {
198 // Change everything:
199 this.cleanBeforeDestroy();
200 let boardDiv = document.querySelector(".game");
201 if (!!boardDiv)
202 // In case of incomplete information variant:
203 boardDiv.style.visibility = "hidden";
204 this.atCreation();
205 } else {
206 // Same game ID
207 this.gameRef.id = to.params["id"];
208 this.gameRef.rid = to.query["rid"];
209 this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
210 this.loadGame();
211 }
212 }
213 },
214 // NOTE: some redundant code with Hall.vue (mostly related to people array)
215 created: function() {
216 this.atCreation();
217 },
218 mounted: function() {
219 document.addEventListener('visibilitychange', this.visibilityChange);
220 document
221 .getElementById("chatWrap")
222 .addEventListener("click", processModalClick);
223 if ("ontouchstart" in window) {
224 // Disable tooltips on smartphones:
225 document.getElementsByClassName("tooltip").forEach(elt => {
226 elt.classList.remove("tooltip");
227 });
228 }
229 },
230 beforeDestroy: function() {
231 document.removeEventListener('visibilitychange', this.visibilityChange);
232 this.cleanBeforeDestroy();
233 },
234 methods: {
235 visibilityChange: function() {
236 // TODO: Use document.hidden? https://webplatform.news/issues/2019-03-27
237 this.send(
238 document.visibilityState == "visible"
239 ? "getfocus"
240 : "losefocus"
241 );
242 },
243 atCreation: function() {
244 // 0] (Re)Set variables
245 this.gameRef.id = this.$route.params["id"];
246 // rid = remote ID to find an observed live game,
247 // next = next corr games IDs to navigate faster
248 // (Both might be undefined)
249 this.gameRef.rid = this.$route.query["rid"];
250 this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
251 // Always add myself to players' list
252 const my = this.st.user;
253 this.$set(
254 this.people,
255 my.sid,
256 {
257 id: my.id,
258 name: my.name,
259 focus: true
260 }
261 );
262 this.game = {
263 players: [{ name: "" }, { name: "" }],
264 chats: [],
265 rendered: false
266 };
267 let chatComp = this.$refs["chatcomp"];
268 if (!!chatComp) chatComp.chats = [];
269 this.virtualClocks = [[0,0], [0,0]];
270 this.vr = null;
271 this.drawOffer = "";
272 this.lastateAsked = false;
273 this.rematchOffer = "";
274 this.onMygames = [];
275 this.lastate = undefined;
276 this.newChat = "";
277 this.roomInitialized = false;
278 this.askGameTime = 0;
279 this.gameIsLoading = false;
280 this.gotLastate = false;
281 this.gotMoveIdx = -1;
282 this.opponentGotMove = false;
283 this.askLastate = null;
284 this.retrySendmove = null;
285 this.clockUpdate = null;
286 this.newConnect = {};
287 this.killed = {};
288 // 1] Initialize connection
289 this.connexionString =
290 params.socketUrl +
291 "/?sid=" +
292 this.st.user.sid +
293 "&tmpId=" +
294 getRandString() +
295 "&page=" +
296 // Discard potential "/?next=[...]" for page indication:
297 encodeURIComponent(this.$route.path.match(/\/game\/[a-zA-Z0-9]+/)[0]);
298 this.conn = new WebSocket(this.connexionString);
299 this.conn.onmessage = this.socketMessageListener;
300 this.conn.onclose = this.socketCloseListener;
301 // Socket init required before loading remote game:
302 const socketInit = callback => {
303 if (!!this.conn && this.conn.readyState == 1)
304 // 1 == OPEN state
305 callback();
306 else
307 // Socket not ready yet (initial loading)
308 // NOTE: it's important to call callback without arguments,
309 // otherwise first arg is Websocket object and loadGame fails.
310 this.conn.onopen = () => callback();
311 };
312 if (!this.gameRef.rid)
313 // Game stored locally or on server
314 this.loadGame(null, () => socketInit(this.roomInit));
315 else
316 // Game stored remotely: need socket to retrieve it
317 // NOTE: the callback "roomInit" will be lost, so we don't provide it.
318 // --> It will be given when receiving "fullgame" socket event.
319 socketInit(this.loadGame);
320 },
321 cleanBeforeDestroy: function() {
322 if (!!this.askLastate)
323 clearInterval(this.askLastate);
324 if (!!this.retrySendmove)
325 clearInterval(this.retrySendmove);
326 if (!!this.clockUpdate)
327 clearInterval(this.clockUpdate);
328 this.send("disconnect");
329 },
330 roomInit: function() {
331 if (!this.roomInitialized) {
332 // Notify the room only now that I connected, because
333 // messages might be lost otherwise (if game loading is slow)
334 this.send("connect");
335 this.send("pollclients");
336 // We may ask fullgame several times if some moves are lost,
337 // but room should be init only once:
338 this.roomInitialized = true;
339 }
340 },
341 send: function(code, obj) {
342 if (!!this.conn)
343 this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
344 },
345 isConnected: function(index) {
346 const player = this.game.players[index];
347 // Is it me ? In this case no need to bother with focus
348 if (this.st.user.sid == player.sid || this.st.user.id == player.uid)
349 // Still have to check for name (because of potential multi-accounts
350 // on same browser, although this should be rare...)
351 return (!this.st.user.name || this.st.user.name == player.name);
352 // Try to find a match in people:
353 return (
354 (
355 !!player.sid &&
356 Object.keys(this.people).some(sid =>
357 sid == player.sid && this.people[sid].focus)
358 )
359 ||
360 (
361 player.uid &&
362 Object.values(this.people).some(p =>
363 p.id == player.uid && p.focus)
364 )
365 );
366 },
367 getOppsid: function() {
368 let oppsid = this.game.oppsid;
369 if (!oppsid) {
370 oppsid = Object.keys(this.people).find(
371 sid => this.people[sid].id == this.game.oppid
372 );
373 }
374 // oppsid is useful only if opponent is online:
375 if (!!oppsid && !!this.people[oppsid]) return oppsid;
376 return null;
377 },
378 resetChatColor: function() {
379 // TODO: this is called twice, once on opening an once on closing
380 document.getElementById("chatBtn").classList.remove("somethingnew");
381 },
382 processChat: function(chat) {
383 this.send("newchat", { data: chat });
384 // NOTE: anonymous chats in corr games are not stored on server (TODO?)
385 if (this.game.type == "corr" && this.st.user.id > 0)
386 this.updateCorrGame({ chat: chat });
387 },
388 clearChat: function() {
389 // Nothing more to do if game is live (chats not recorded)
390 if (this.game.type == "corr") {
391 if (!!this.game.mycolor) {
392 ajax(
393 "/chats",
394 "DELETE",
395 { data: { gid: this.game.id } }
396 );
397 }
398 this.$set(this.game, "chats", []);
399 }
400 },
401 getGameType: function(game) {
402 return game.cadence.indexOf("d") >= 0 ? "corr" : "live";
403 },
404 // Notify turn after a new move (to opponent and me on MyGames page)
405 notifyTurn: function(sid) {
406 const player = this.people[sid];
407 const colorIdx = this.game.players.findIndex(
408 p => p.sid == sid || p.uid == player.id);
409 const color = ["w","b"][colorIdx];
410 const movesCount = this.game.moves.length;
411 const yourTurn =
412 (color == "w" && movesCount % 2 == 0) ||
413 (color == "b" && movesCount % 2 == 1);
414 this.send("turnchange", { target: sid, yourTurn: yourTurn });
415 },
416 showNextGame: function() {
417 // Did I play in current game? If not, add it to nextIds list
418 if (this.game.score == "*" && this.vr.turn == this.game.mycolor)
419 this.nextIds.unshift(this.game.id);
420 const nextGid = this.nextIds.pop();
421 this.$router.push(
422 "/game/" + nextGid + "/?next=" + JSON.stringify(this.nextIds));
423 },
424 askGameAgain: function() {
425 this.gameIsLoading = true;
426 const currentUrl = document.location.href;
427 const doAskGame = () => {
428 if (document.location.href != currentUrl) return; //page change
429 if (!this.gameRef.rid)
430 // This is my game: just reload.
431 this.loadGame();
432 else
433 // Just ask fullgame again (once!), this is much simpler.
434 // If this fails, the user could just reload page :/
435 this.send("askfullgame", { target: this.gameRef.rid });
436 };
437 // Delay of at least 2s between two game requests
438 const now = Date.now();
439 const delay = Math.max(2000 - (now - this.askGameTime), 0);
440 this.askGameTime = now;
441 setTimeout(doAskGame, delay);
442 },
443 socketMessageListener: function(msg) {
444 if (!this.conn) return;
445 const data = JSON.parse(msg.data);
446 switch (data.code) {
447 case "pollclients":
448 data.sockIds.forEach(sid => {
449 if (sid != this.st.user.sid) {
450 this.people[sid] = { focus: true };
451 this.send("askidentity", { target: sid });
452 }
453 });
454 break;
455 case "connect":
456 if (!this.people[data.from]) {
457 this.people[data.from] = { focus: true };
458 this.newConnect[data.from] = true; //for self multi-connects tests
459 this.send("askidentity", { target: data.from });
460 }
461 break;
462 case "disconnect":
463 this.$delete(this.people, data.from);
464 break;
465 case "mconnect": {
466 // TODO: from MyGames page : send mconnect message with the list of gid (live and corr)
467 // Either me (another tab) or opponent
468 const sid = data.from;
469 if (!this.onMygames.some(s => s == sid))
470 {
471 this.onMygames.push(sid);
472 this.notifyTurn(sid); //TODO: this may require server ID (so, notify after receiving identity)
473 }
474 break;
475 if (!this.people[sid])
476 this.send("askidentity", { target: sid });
477 }
478 case "mdisconnect":
479 ArrayFun.remove(this.onMygames, sid => sid == data.from);
480 break;
481 case "getfocus": {
482 let player = this.people[data.from];
483 if (!!player) {
484 player.focus = true;
485 this.$forceUpdate(); //TODO: shouldn't be required
486 }
487 break;
488 }
489 case "losefocus": {
490 let player = this.people[data.from];
491 if (!!player) {
492 player.focus = false;
493 this.$forceUpdate(); //TODO: shouldn't be required
494 }
495 break;
496 }
497 case "killed":
498 // I logged in elsewhere:
499 this.conn = null;
500 alert(this.st.tr["New connexion detected: tab now offline"]);
501 break;
502 case "askidentity": {
503 // Request for identification
504 const me = {
505 // Decompose to avoid revealing email
506 name: this.st.user.name,
507 sid: this.st.user.sid,
508 id: this.st.user.id
509 };
510 this.send("identity", { data: me, target: data.from });
511 break;
512 }
513 case "identity": {
514 const user = data.data;
515 let player = this.people[user.sid];
516 // player.focus is already set
517 player.name = user.name;
518 player.id = user.id;
519 this.$forceUpdate(); //TODO: shouldn't be required
520 // If I multi-connect, kill current connexion if no mark (I'm older)
521 if (this.newConnect[user.sid]) {
522 if (
523 user.id > 0 &&
524 user.id == this.st.user.id &&
525 user.sid != this.st.user.sid &&
526 !this.killed[this.st.user.sid]
527 ) {
528 this.send("killme", { sid: this.st.user.sid });
529 this.killed[this.st.user.sid] = true;
530 }
531 delete this.newConnect[user.sid];
532 }
533 if (!this.killed[this.st.user.sid]) {
534 // Ask potentially missed last state, if opponent and I play
535 if (
536 !!this.game.mycolor &&
537 this.game.type == "live" &&
538 this.game.score == "*" &&
539 this.game.players.some(p => p.sid == user.sid)
540 ) {
541 this.send("asklastate", { target: user.sid });
542 let counter = 1;
543 this.askLastate = setInterval(
544 () => {
545 // Ask at most 3 times:
546 // if no reply after that there should be a network issue.
547 if (
548 counter < 3 &&
549 !this.gotLastate &&
550 !!this.people[user.sid]
551 ) {
552 this.send("asklastate", { target: user.sid });
553 counter++;
554 } else {
555 clearInterval(this.askLastate);
556 }
557 },
558 1500
559 );
560 }
561 }
562 break;
563 }
564 case "askgame":
565 // Send current (live) game if not asked by any of the players
566 if (
567 this.game.type == "live" &&
568 this.game.players.every(p => p.sid != data.from[0])
569 ) {
570 const myGame = {
571 id: this.game.id,
572 fen: this.game.fen,
573 players: this.game.players,
574 vid: this.game.vid,
575 cadence: this.game.cadence,
576 score: this.game.score,
577 rid: this.st.user.sid //useful in Hall if I'm an observer
578 };
579 this.send("game", { data: myGame, target: data.from });
580 }
581 break;
582 case "askfullgame":
583 const gameToSend = Object.keys(this.game)
584 .filter(k =>
585 [
586 "id","fen","players","vid","cadence","fenStart","vname",
587 "moves","clocks","initime","score","drawOffer","rematchOffer"
588 ].includes(k))
589 .reduce(
590 (obj, k) => {
591 obj[k] = this.game[k];
592 return obj;
593 },
594 {}
595 );
596 this.send("fullgame", { data: gameToSend, target: data.from });
597 break;
598 case "fullgame":
599 // Callback "roomInit" to poll clients only after game is loaded
600 this.loadGame(data.data, this.roomInit);
601 break;
602 case "asklastate":
603 // Sending informative last state if I played a move or score != "*"
604 // If the game or moves aren't loaded yet, delay the sending:
605 if (!this.game || !this.game.moves) this.lastateAsked = true;
606 else this.sendLastate(data.from);
607 break;
608 case "lastate": {
609 // Got opponent infos about last move
610 this.gotLastate = true;
611 if (!data.data.nothing) {
612 this.lastate = data.data;
613 if (this.game.rendered)
614 // Game is rendered (Board component)
615 this.processLastate();
616 // Else: will be processed when game is ready
617 }
618 break;
619 }
620 case "newmove": {
621 const movePlus = data.data;
622 const movesCount = this.game.moves.length;
623 if (movePlus.index > movesCount) {
624 // This can only happen if I'm an observer and missed a move.
625 if (this.gotMoveIdx < movePlus.index)
626 this.gotMoveIdx = movePlus.index;
627 if (!this.gameIsLoading) this.askGameAgain();
628 }
629 else {
630 if (
631 movePlus.index < movesCount ||
632 this.gotMoveIdx >= movePlus.index
633 ) {
634 // Opponent re-send but we already have the move:
635 // (maybe he didn't receive our pingback...)
636 this.send("gotmove", {data: movePlus.index, target: data.from});
637 } else {
638 this.gotMoveIdx = movePlus.index;
639 const receiveMyMove = (movePlus.color == this.game.mycolor);
640 if (!receiveMyMove && !!this.game.mycolor)
641 // Notify opponent that I got the move:
642 this.send("gotmove", {data: movePlus.index, target: data.from});
643 if (movePlus.cancelDrawOffer) {
644 // Opponent refuses draw
645 this.drawOffer = "";
646 // NOTE for corr games: drawOffer reset by player in turn
647 if (
648 this.game.type == "live" &&
649 !!this.game.mycolor &&
650 !receiveMyMove
651 ) {
652 GameStorage.update(this.gameRef.id, { drawOffer: "" });
653 }
654 }
655 this.$refs["basegame"].play(movePlus.move, "received", null, true);
656 this.processMove(
657 movePlus.move,
658 {
659 clock: movePlus.clock,
660 receiveMyMove: receiveMyMove
661 }
662 );
663 }
664 }
665 break;
666 }
667 case "gotmove": {
668 this.opponentGotMove = true;
669 // Now his clock starts running:
670 const oppIdx = ['w','b'].indexOf(this.vr.turn);
671 this.game.initime[oppIdx] = Date.now();
672 this.re_setClocks();
673 break;
674 }
675 case "resign":
676 const score = data.side == "b" ? "1-0" : "0-1";
677 const side = data.side == "w" ? "White" : "Black";
678 this.gameOver(score, side + " surrender");
679 break;
680 case "abort":
681 this.gameOver("?", "Stop");
682 break;
683 case "draw":
684 this.gameOver("1/2", data.data);
685 break;
686 case "drawoffer":
687 // NOTE: observers don't know who offered draw
688 this.drawOffer = "received";
689 break;
690 case "rematchoffer":
691 // NOTE: observers don't know who offered rematch
692 this.rematchOffer = data.data ? "received" : "";
693 break;
694 case "newgame": {
695 // A game started, redirect if I'm playing in
696 const gameInfo = data.data;
697 const gameType = this.getGameType(gameInfo);
698 if (
699 gameType == "live" &&
700 gameInfo.players.some(p => p.sid == this.st.user.sid)
701 ) {
702 this.addAndGotoLiveGame(gameInfo);
703 } else if (
704 gameType == "corr" &&
705 gameInfo.players.some(p => p.uid == this.st.user.id)
706 ) {
707 this.$router.push("/game/" + gameInfo.id);
708 } else {
709 let urlRid = "";
710 if (gameInfo.cadence.indexOf('d') === -1) {
711 urlRid = "/?rid=";
712 // Select sid of any of the online players:
713 let onlineSid = [];
714 gameInfo.players.forEach(p => {
715 if (!!this.people[p.sid]) onlineSid.push(p.sid);
716 });
717 urlRid += onlineSid[Math.floor(Math.random() * onlineSid.length)];
718 }
719 this.infoMessage =
720 this.st.tr["Rematch in progress:"] +
721 " <a href='#/game/" +
722 gameInfo.id + urlRid +
723 "'>" +
724 "#/game/" +
725 gameInfo.id + urlRid +
726 "</a>";
727 document.getElementById("modalInfo").checked = true;
728 }
729 break;
730 }
731 case "newchat":
732 this.newChat = data.data;
733 if (!document.getElementById("modalChat").checked)
734 document.getElementById("chatBtn").classList.add("somethingnew");
735 break;
736 }
737 },
738 socketCloseListener: function() {
739 this.conn = new WebSocket(this.connexionString);
740 this.conn.addEventListener("message", this.socketMessageListener);
741 this.conn.addEventListener("close", this.socketCloseListener);
742 },
743 updateCorrGame: function(obj, callback) {
744 ajax(
745 "/games",
746 "PUT",
747 {
748 data: {
749 gid: this.gameRef.id,
750 newObj: obj
751 },
752 success: () => {
753 if (!!callback) callback();
754 }
755 }
756 );
757 },
758 sendLastate: function(target) {
759 if (
760 (this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) ||
761 this.game.score != "*" ||
762 this.drawOffer == "sent" ||
763 this.rematchOffer == "sent"
764 ) {
765 // Send our "last state" informations to opponent
766 const L = this.game.moves.length;
767 const myIdx = ["w", "b"].indexOf(this.game.mycolor);
768 const myLastate = {
769 lastMove: L > 0 ? this.game.moves[L - 1] : undefined,
770 clock: this.game.clocks[myIdx],
771 // Since we played a move (or abort or resign),
772 // only drawOffer=="sent" is possible
773 drawSent: this.drawOffer == "sent",
774 rematchSent: this.rematchOffer == "sent",
775 score: this.game.score,
776 score: this.game.scoreMsg,
777 movesCount: L,
778 initime: this.game.initime[1 - myIdx] //relevant only if I played
779 };
780 this.send("lastate", { data: myLastate, target: target });
781 } else {
782 this.send("lastate", { data: {nothing: true}, target: target });
783 }
784 },
785 // lastate was received, but maybe game wasn't ready yet:
786 processLastate: function() {
787 const data = this.lastate;
788 this.lastate = undefined; //security...
789 const L = this.game.moves.length;
790 if (data.movesCount > L) {
791 // Just got last move from him
792 this.$refs["basegame"].play(data.lastMove, "received", null, true);
793 this.processMove(data.lastMove, { clock: data.clock });
794 }
795 if (data.drawSent) this.drawOffer = "received";
796 if (data.rematchSent) this.rematchOffer = "received";
797 if (data.score != "*") {
798 this.drawOffer = "";
799 if (this.game.score == "*")
800 this.gameOver(data.score, data.scoreMsg);
801 }
802 },
803 clickDraw: function() {
804 if (!this.game.mycolor) return; //I'm just spectator
805 if (["received", "threerep"].includes(this.drawOffer)) {
806 if (!confirm(this.st.tr["Accept draw?"])) return;
807 const message =
808 this.drawOffer == "received"
809 ? "Mutual agreement"
810 : "Three repetitions";
811 this.send("draw", { data: message });
812 this.gameOver("1/2", message);
813 } else if (this.drawOffer == "") {
814 // No effect if drawOffer == "sent"
815 if (this.game.mycolor != this.vr.turn) {
816 alert(this.st.tr["Draw offer only in your turn"]);
817 return;
818 }
819 if (!confirm(this.st.tr["Offer draw?"])) return;
820 this.drawOffer = "sent";
821 this.send("drawoffer");
822 if (this.game.type == "live") {
823 GameStorage.update(
824 this.gameRef.id,
825 { drawOffer: this.game.mycolor }
826 );
827 } else this.updateCorrGame({ drawOffer: this.game.mycolor });
828 }
829 },
830 addAndGotoLiveGame: function(gameInfo, callback) {
831 const game = Object.assign(
832 {},
833 gameInfo,
834 {
835 // (other) Game infos: constant
836 fenStart: gameInfo.fen,
837 vname: this.game.vname,
838 created: Date.now(),
839 // Game state (including FEN): will be updated
840 moves: [],
841 clocks: [-1, -1], //-1 = unstarted
842 initime: [0, 0], //initialized later
843 score: "*"
844 }
845 );
846 GameStorage.add(game, (err) => {
847 // No error expected.
848 if (!err) {
849 if (this.st.settings.sound)
850 new Audio("/sounds/newgame.flac").play().catch(() => {});
851 callback();
852 this.$router.push("/game/" + gameInfo.id);
853 }
854 });
855 },
856 clickRematch: function() {
857 if (!this.game.mycolor) return; //I'm just spectator
858 if (this.rematchOffer == "received") {
859 // Start a new game!
860 let gameInfo = {
861 id: getRandString(), //ignored if corr
862 fen: V.GenRandInitFen(this.game.randomness),
863 players: this.game.players.reverse(),
864 vid: this.game.vid,
865 cadence: this.game.cadence
866 };
867 const notifyNewGame = () => {
868 let oppsid = this.getOppsid(); //may be null
869 this.send("rnewgame", { data: gameInfo, oppsid: oppsid });
870 };
871 if (this.game.type == "live")
872 this.addAndGotoLiveGame(gameInfo, notifyNewGame);
873 else {
874 // corr game
875 ajax(
876 "/games",
877 "POST",
878 {
879 // cid is useful to delete the challenge:
880 data: { gameInfo: gameInfo },
881 success: (response) => {
882 gameInfo.id = response.gameId;
883 notifyNewGame();
884 this.$router.push("/game/" + response.gameId);
885 }
886 }
887 );
888 }
889 } else if (this.rematchOffer == "") {
890 this.rematchOffer = "sent";
891 this.send("rematchoffer", { data: true });
892 if (this.game.type == "live") {
893 GameStorage.update(
894 this.gameRef.id,
895 { rematchOffer: this.game.mycolor }
896 );
897 } else this.updateCorrGame({ rematchOffer: this.game.mycolor });
898 } else if (this.rematchOffer == "sent") {
899 // Toggle rematch offer (on --> off)
900 this.rematchOffer = "";
901 this.send("rematchoffer", { data: false });
902 if (this.game.type == "live") {
903 GameStorage.update(
904 this.gameRef.id,
905 { rematchOffer: '' }
906 );
907 } else this.updateCorrGame({ rematchOffer: 'n' });
908 }
909 },
910 abortGame: function() {
911 if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return;
912 this.gameOver("?", "Stop");
913 this.send("abort");
914 },
915 resign: function() {
916 if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
917 return;
918 this.send("resign", { data: this.game.mycolor });
919 const score = this.game.mycolor == "w" ? "0-1" : "1-0";
920 const side = this.game.mycolor == "w" ? "White" : "Black";
921 this.gameOver(score, side + " surrender");
922 },
923 // 3 cases for loading a game:
924 // - from indexedDB (running or completed live game I play)
925 // - from server (one correspondance game I play[ed] or not)
926 // - from remote peer (one live game I don't play, finished or not)
927 loadGame: function(game, callback) {
928 const afterRetrieval = async (game) => {
929 const vModule = await import("@/variants/" + game.vname + ".js");
930 window.V = vModule.VariantRules;
931 this.vr = new V(game.fen);
932 const gtype = this.getGameType(game);
933 const tc = extractTime(game.cadence);
934 const myIdx = game.players.findIndex(p => {
935 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
936 });
937 const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers
938 if (!game.chats) game.chats = []; //live games don't have chat history
939 if (gtype == "corr") {
940 if (game.players[0].color == "b") {
941 // Adopt the same convention for live and corr games: [0] = white
942 [game.players[0], game.players[1]] = [
943 game.players[1],
944 game.players[0]
945 ];
946 }
947 // NOTE: clocks in seconds, initime in milliseconds
948 game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
949 game.clocks = [tc.mainTime, tc.mainTime];
950 const L = game.moves.length;
951 if (game.score == "*") {
952 // Set clocks + initime
953 game.initime = [0, 0];
954 if (L >= 1) {
955 const gameLastupdate = game.moves[L-1].played;
956 game.initime[L % 2] = gameLastupdate;
957 if (L >= 2) {
958 game.clocks[L % 2] =
959 tc.mainTime - (Date.now() - gameLastupdate) / 1000;
960 }
961 }
962 }
963 // Sort chat messages from newest to oldest
964 game.chats.sort((c1, c2) => {
965 return c2.added - c1.added;
966 });
967 if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) {
968 // Did a chat message arrive after my last move?
969 let dtLastMove = 0;
970 if (L == 1 && myIdx == 0)
971 dtLastMove = game.moves[0].played;
972 else if (L >= 2) {
973 if (L % 2 == 0) {
974 // It's now white turn
975 dtLastMove = game.moves[L-1-(1-myIdx)].played;
976 } else {
977 // Black turn:
978 dtLastMove = game.moves[L-1-myIdx].played;
979 }
980 }
981 if (dtLastMove < game.chats[0].added)
982 document.getElementById("chatBtn").classList.add("somethingnew");
983 }
984 // Now that we used idx and played, re-format moves as for live games
985 game.moves = game.moves.map(m => m.squares);
986 }
987 if (gtype == "live" && game.clocks[0] < 0) {
988 // Game is unstarted
989 game.clocks = [tc.mainTime, tc.mainTime];
990 if (game.score == "*") {
991 game.initime[0] = Date.now();
992 if (myIdx >= 0) {
993 // I play in this live game; corr games don't have clocks+initime
994 GameStorage.update(game.id, {
995 clocks: game.clocks,
996 initime: game.initime
997 });
998 }
999 }
1000 }
1001 // TODO: merge next 2 "if" conditions
1002 if (!!game.drawOffer) {
1003 if (game.drawOffer == "t")
1004 // Three repetitions
1005 this.drawOffer = "threerep";
1006 else {
1007 // Draw offered by any of the players:
1008 if (myIdx < 0) this.drawOffer = "received";
1009 else {
1010 // I play in this game:
1011 if (
1012 (game.drawOffer == "w" && myIdx == 0) ||
1013 (game.drawOffer == "b" && myIdx == 1)
1014 )
1015 this.drawOffer = "sent";
1016 else this.drawOffer = "received";
1017 }
1018 }
1019 }
1020 if (!!game.rematchOffer) {
1021 if (myIdx < 0) this.rematchOffer = "received";
1022 else {
1023 // I play in this game:
1024 if (
1025 (game.rematchOffer == "w" && myIdx == 0) ||
1026 (game.rematchOffer == "b" && myIdx == 1)
1027 )
1028 this.rematchOffer = "sent";
1029 else this.rematchOffer = "received";
1030 }
1031 }
1032 this.repeat = {}; //reset: scan past moves' FEN:
1033 let repIdx = 0;
1034 let vr_tmp = new V(game.fenStart);
1035 let curTurn = "n";
1036 game.moves.forEach(m => {
1037 playMove(m, vr_tmp);
1038 const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
1039 this.repeat[fenIdx] = this.repeat[fenIdx]
1040 ? this.repeat[fenIdx] + 1
1041 : 1;
1042 });
1043 if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
1044 this.game = Object.assign(
1045 // NOTE: assign mycolor here, since BaseGame could also be VS computer
1046 {
1047 type: gtype,
1048 increment: tc.increment,
1049 mycolor: mycolor,
1050 // opponent sid not strictly required (or available), but easier
1051 // at least oppsid or oppid is available anyway:
1052 oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
1053 oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid
1054 },
1055 game,
1056 );
1057 if (this.gameIsLoading)
1058 // Re-load game because we missed some moves:
1059 // artificially reset BaseGame (required if moves arrived in wrong order)
1060 this.$refs["basegame"].re_setVariables();
1061 else {
1062 // Initial loading:
1063 this.gotMoveIdx = game.moves.length - 1;
1064 // If we arrive here after 'nextGame' action, the board might be hidden
1065 let boardDiv = document.querySelector(".game");
1066 if (!!boardDiv && boardDiv.style.visibility == "hidden")
1067 boardDiv.style.visibility = "visible";
1068 }
1069 this.re_setClocks();
1070 this.$nextTick(() => {
1071 this.game.rendered = true;
1072 // Did lastate arrive before game was rendered?
1073 if (this.lastate) this.processLastate();
1074 });
1075 if (this.lastateAsked) {
1076 this.lastateAsked = false;
1077 this.sendLastate(game.oppsid);
1078 }
1079 if (this.gameIsLoading) {
1080 this.gameIsLoading = false;
1081 if (this.gotMoveIdx >= game.moves.length)
1082 // Some moves arrived meanwhile...
1083 this.askGameAgain();
1084 }
1085 if (!!callback) callback();
1086 };
1087 if (!!game) {
1088 afterRetrieval(game);
1089 return;
1090 }
1091 if (this.gameRef.rid) {
1092 // Remote live game: forgetting about callback func... (TODO: design)
1093 this.send("askfullgame", { target: this.gameRef.rid });
1094 } else {
1095 // Local or corr game on server.
1096 // NOTE: afterRetrieval() is never called if game not found
1097 const gid = this.gameRef.id;
1098 if (Number.isInteger(gid) || !isNaN(parseInt(gid))) {
1099 // corr games identifiers are integers
1100 ajax(
1101 "/games",
1102 "GET",
1103 {
1104 data: { gid: gid },
1105 success: (res) => {
1106 let g = res.game;
1107 g.moves.forEach(m => {
1108 m.squares = JSON.parse(m.squares);
1109 });
1110 afterRetrieval(g);
1111 }
1112 }
1113 );
1114 }
1115 else
1116 // Local game
1117 GameStorage.get(this.gameRef.id, afterRetrieval);
1118 }
1119 },
1120 re_setClocks: function() {
1121 if (this.game.moves.length < 2 || this.game.score != "*") {
1122 // 1st move not completed yet, or game over: freeze time
1123 this.virtualClocks = this.game.clocks.map(s => ppt(s).split(':'));
1124 return;
1125 }
1126 const currentTurn = this.vr.turn;
1127 const currentMovesCount = this.game.moves.length;
1128 const colorIdx = ["w", "b"].indexOf(currentTurn);
1129 let countdown =
1130 this.game.clocks[colorIdx] -
1131 (Date.now() - this.game.initime[colorIdx]) / 1000;
1132 this.virtualClocks = [0, 1].map(i => {
1133 const removeTime =
1134 i == colorIdx ? (Date.now() - this.game.initime[colorIdx]) / 1000 : 0;
1135 return ppt(this.game.clocks[i] - removeTime).split(':');
1136 });
1137 this.clockUpdate = setInterval(
1138 () => {
1139 if (
1140 countdown < 0 ||
1141 this.game.moves.length > currentMovesCount ||
1142 this.game.score != "*"
1143 ) {
1144 clearInterval(this.clockUpdate);
1145 if (countdown < 0)
1146 this.gameOver(
1147 currentTurn == "w" ? "0-1" : "1-0",
1148 "Time"
1149 );
1150 } else
1151 this.$set(
1152 this.virtualClocks,
1153 colorIdx,
1154 ppt(Math.max(0, --countdown)).split(':')
1155 );
1156 },
1157 1000
1158 );
1159 },
1160 // Update variables and storage after a move:
1161 processMove: function(move, data) {
1162 if (!data) data = {};
1163 const moveCol = this.vr.turn;
1164 const doProcessMove = () => {
1165 const colorIdx = ["w", "b"].indexOf(moveCol);
1166 const nextIdx = 1 - colorIdx;
1167 const origMovescount = this.game.moves.length;
1168 let addTime = 0; //for live games
1169 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1170 if (this.drawOffer == "received")
1171 // I refuse draw
1172 this.drawOffer = "";
1173 if (this.game.type == "live" && origMovescount >= 2) {
1174 const elapsed = Date.now() - this.game.initime[colorIdx];
1175 // elapsed time is measured in milliseconds
1176 addTime = this.game.increment - elapsed / 1000;
1177 }
1178 }
1179 // Update current game object:
1180 playMove(move, this.vr);
1181 // The move is played: stop clock
1182 clearInterval(this.clockUpdate);
1183 if (!data.score) {
1184 // Received move, score has not been computed in BaseGame (!!noemit)
1185 const score = this.vr.getCurrentScore();
1186 if (score != "*") this.gameOver(score);
1187 }
1188 // TODO: notifyTurn: "changeturn" message
1189 this.game.moves.push(move);
1190 this.game.fen = this.vr.getFen();
1191 if (this.game.type == "live") {
1192 if (!!data.clock) this.game.clocks[colorIdx] = data.clock;
1193 else this.game.clocks[colorIdx] += addTime;
1194 }
1195 // In corr games, just reset clock to mainTime:
1196 else {
1197 this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
1198 }
1199 // NOTE: opponent's initime is reset after "gotmove" is received
1200 if (
1201 !this.game.mycolor ||
1202 moveCol != this.game.mycolor ||
1203 !!data.receiveMyMove
1204 ) {
1205 this.game.initime[nextIdx] = Date.now();
1206 }
1207 // If repetition detected, consider that a draw offer was received:
1208 const fenObj = this.vr.getFenForRepeat();
1209 this.repeat[fenObj] =
1210 !!this.repeat[fenObj]
1211 ? this.repeat[fenObj] + 1
1212 : 1;
1213 if (this.repeat[fenObj] >= 3) this.drawOffer = "threerep";
1214 else if (this.drawOffer == "threerep") this.drawOffer = "";
1215 if (!!this.game.mycolor && !data.receiveMyMove) {
1216 // NOTE: 'var' to see that variable outside this block
1217 var filtered_move = getFilteredMove(move);
1218 }
1219 // Since corr games are stored at only one location, update should be
1220 // done only by one player for each move:
1221 if (
1222 !!this.game.mycolor &&
1223 !data.receiveMyMove &&
1224 (this.game.type == "live" || moveCol == this.game.mycolor)
1225 ) {
1226 let drawCode = "";
1227 switch (this.drawOffer) {
1228 case "threerep":
1229 drawCode = "t";
1230 break;
1231 case "sent":
1232 drawCode = this.game.mycolor;
1233 break;
1234 case "received":
1235 drawCode = V.GetOppCol(this.game.mycolor);
1236 break;
1237 }
1238 if (this.game.type == "corr") {
1239 // corr: only move, fen and score
1240 this.updateCorrGame({
1241 fen: this.game.fen,
1242 move: {
1243 squares: filtered_move,
1244 played: Date.now(),
1245 idx: origMovescount
1246 },
1247 // Code "n" for "None" to force reset (otherwise it's ignored)
1248 drawOffer: drawCode || "n"
1249 });
1250 }
1251 else {
1252 const updateStorage = () => {
1253 GameStorage.update(this.gameRef.id, {
1254 fen: this.game.fen,
1255 move: filtered_move,
1256 moveIdx: origMovescount,
1257 clocks: this.game.clocks,
1258 initime: this.game.initime,
1259 drawOffer: drawCode
1260 });
1261 };
1262 // The active tab can update storage immediately
1263 if (!document.hidden) updateStorage();
1264 // Small random delay otherwise
1265 else setTimeout(updateStorage, 500 + 1000 * Math.random());
1266 }
1267 }
1268 // Send move ("newmove" event) to people in the room (if our turn)
1269 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
1270 let sendMove = {
1271 move: filtered_move,
1272 index: origMovescount,
1273 // color is required to check if this is my move (if several tabs opened)
1274 color: moveCol,
1275 cancelDrawOffer: this.drawOffer == ""
1276 };
1277 if (this.game.type == "live")
1278 sendMove["clock"] = this.game.clocks[colorIdx];
1279 this.opponentGotMove = false;
1280 this.send("newmove", {data: sendMove});
1281 // If the opponent doesn't reply gotmove soon enough, re-send move:
1282 // Do this at most 2 times, because mpore would mean network issues,
1283 // opponent would then be expected to disconnect/reconnect.
1284 let counter = 1;
1285 const currentUrl = document.location.href;
1286 this.retrySendmove = setInterval(
1287 () => {
1288 if (
1289 counter >= 3 ||
1290 this.opponentGotMove ||
1291 document.location.href != currentUrl //page change
1292 ) {
1293 clearInterval(this.retrySendmove);
1294 return;
1295 }
1296 const oppsid = this.getOppsid();
1297 if (!oppsid)
1298 // Opponent is disconnected: he'll ask last state
1299 clearInterval(this.retrySendmove);
1300 else {
1301 this.send("newmove", { data: sendMove, target: oppsid });
1302 counter++;
1303 }
1304 },
1305 1500
1306 );
1307 }
1308 else
1309 // Not my move or I'm an observer: just start other player's clock
1310 this.re_setClocks();
1311 };
1312 if (
1313 this.game.type == "corr" &&
1314 moveCol == this.game.mycolor &&
1315 !data.receiveMyMove
1316 ) {
1317 let boardDiv = document.querySelector(".game");
1318 const afterSetScore = () => {
1319 doProcessMove();
1320 if (this.st.settings.gotonext && this.nextIds.length > 0)
1321 this.showNextGame();
1322 else {
1323 // The board might have been hidden:
1324 if (boardDiv.style.visibility == "hidden")
1325 boardDiv.style.visibility = "visible";
1326 }
1327 };
1328 let el = document.querySelector("#buttonsConfirm > .acceptBtn");
1329 // We may play several moves in a row: in case of, remove listener:
1330 let elClone = el.cloneNode(true);
1331 el.parentNode.replaceChild(elClone, el);
1332 elClone.addEventListener(
1333 "click",
1334 () => {
1335 document.getElementById("modalConfirm").checked = false;
1336 if (!!data.score && data.score != "*")
1337 // Set score first
1338 this.gameOver(data.score, null, afterSetScore);
1339 else afterSetScore();
1340 }
1341 );
1342 // PlayOnBoard is enough, and more appropriate for Synchrone Chess
1343 V.PlayOnBoard(this.vr.board, move);
1344 const position = this.vr.getBaseFen();
1345 V.UndoOnBoard(this.vr.board, move);
1346 if (["all","byrow"].includes(V.ShowMoves)) {
1347 this.curDiag = getDiagram({
1348 position: position,
1349 orientation: V.CanFlip ? this.game.mycolor : "w"
1350 });
1351 document.querySelector("#confirmDiv > .card").style.width =
1352 boardDiv.offsetWidth + "px";
1353 } else {
1354 // Incomplete information: just ask confirmation
1355 // Hide the board, because otherwise it could reveal infos
1356 boardDiv.style.visibility = "hidden";
1357 this.moveNotation = getFullNotation(move);
1358 }
1359 document.getElementById("modalConfirm").checked = true;
1360 }
1361 else {
1362 // Normal situation
1363 if (!!data.score && data.score != "*")
1364 this.gameOver(data.score, null, doProcessMove);
1365 else doProcessMove();
1366 }
1367 },
1368 cancelMove: function() {
1369 let boardDiv = document.querySelector(".game");
1370 if (boardDiv.style.visibility == "hidden")
1371 boardDiv.style.visibility = "visible";
1372 document.getElementById("modalConfirm").checked = false;
1373 this.$refs["basegame"].cancelLastMove();
1374 },
1375 // In corr games, callback to change page only after score is set:
1376 gameOver: function(score, scoreMsg, callback) {
1377 this.game.score = score;
1378 if (!scoreMsg) scoreMsg = getScoreMessage(score);
1379 this.game.scoreMsg = scoreMsg;
1380 this.$set(this.game, "scoreMsg", scoreMsg);
1381 const myIdx = this.game.players.findIndex(p => {
1382 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
1383 });
1384 if (myIdx >= 0) {
1385 // OK, I play in this game
1386 const scoreObj = {
1387 score: score,
1388 scoreMsg: scoreMsg
1389 };
1390 if (this.game.type == "live") {
1391 GameStorage.update(this.gameRef.id, scoreObj);
1392 if (!!callback) callback();
1393 }
1394 else this.updateCorrGame(scoreObj, callback);
1395 // Notify the score to main Hall. TODO: only one player (currently double send)
1396 this.send("result", { gid: this.game.id, score: score });
1397 }
1398 else if (!!callback) callback();
1399 }
1400 }
1401 };
1402 </script>
1403
1404 <style lang="sass" scoped>
1405 #infoDiv > .card
1406 padding: 15px 0
1407 max-width: 430px
1408
1409 .connected
1410 background-color: lightgreen
1411
1412 #participants
1413 margin-left: 5px
1414
1415 .anonymous
1416 color: grey
1417 font-style: italic
1418
1419 #playersInfo > p
1420 margin: 0
1421
1422 @media screen and (min-width: 768px)
1423 #actions
1424 width: 300px
1425 @media screen and (max-width: 767px)
1426 .game
1427 width: 100%
1428
1429 #actions
1430 display: inline-block
1431 margin: 0
1432
1433 button
1434 display: inline-block
1435 margin: 0
1436 display: inline-flex
1437 img
1438 height: 24px
1439 display: flex
1440 @media screen and (max-width: 767px)
1441 height: 18px
1442
1443 @media screen and (max-width: 767px)
1444 #aboveBoard
1445 text-align: center
1446 @media screen and (min-width: 768px)
1447 #aboveBoard
1448 margin-left: 30%
1449
1450 .variant-cadence
1451 padding-right: 10px
1452
1453 .variant-name
1454 font-weight: bold
1455 padding-right: 10px
1456
1457 span#nextGame
1458 background-color: #edda99
1459 cursor: pointer
1460 display: inline-block
1461 margin-right: 10px
1462
1463 span.name
1464 font-size: 1.5rem
1465 padding: 0 3px
1466
1467 span.time
1468 font-size: 2rem
1469 display: inline-block
1470 .time-left
1471 margin-left: 10px
1472 .time-right
1473 margin-left: 5px
1474 .time-separator
1475 margin-left: 5px
1476 position: relative
1477 top: -1px
1478
1479 span.yourturn
1480 color: #831B1B
1481 .time-separator
1482 animation: blink-animation 2s steps(3, start) infinite
1483 @keyframes blink-animation
1484 to
1485 visibility: hidden
1486
1487 .split-names
1488 display: inline-block
1489 margin: 0 15px
1490
1491 #chatWrap > .card
1492 padding-top: 20px
1493 max-width: 767px
1494 border: none
1495
1496 #confirmDiv > .card
1497 max-width: 767px
1498 max-height: 100%
1499
1500 .draw-sent, .draw-sent:hover
1501 background-color: lightyellow
1502
1503 .draw-received, .draw-received:hover
1504 background-color: lightgreen
1505
1506 .draw-threerep, .draw-threerep:hover
1507 background-color: #e4d1fc
1508
1509 .rematch-sent, .rematch-sent:hover
1510 background-color: lightyellow
1511
1512 .rematch-received, .rematch-received:hover
1513 background-color: lightgreen
1514
1515 .somethingnew
1516 background-color: #c5fefe
1517
1518 .diagram
1519 margin: 0 auto
1520 width: 100%
1521
1522 #buttonsConfirm
1523 margin: 0
1524 & > button > span
1525 width: 100%
1526 text-align: center
1527
1528 button.acceptBtn
1529 background-color: lightgreen
1530 button.refuseBtn
1531 background-color: red
1532 </style>