Fix passing games
[vchess.git] / client / src / views / Game.vue
1 <template lang="pug">
2 main
3 input#modalChat.modal(type="checkbox" @click="resetChatColor")
4 div#chatWrap(role="dialog" data-checkbox="modalChat" aria-labelledby="inputChat")
5 #chat.card
6 label.modal-close(for="modalChat")
7 #participants
8 span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }}
9 span(v-for="p in Object.values(people)" v-if="!!p.name")
10 | {{ p.name }}
11 span.anonymous(v-if="Object.values(people).some(p => !p.name)")
12 | + @nonymous
13 Chat(:players="game.players" :pastChats="game.chats"
14 :newChat="newChat" @mychat="processChat")
15 .row
16 #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
17 span.variant-info {{ game.vname }}
18 button#chatBtn(onClick="doClick('modalChat')") Chat
19 #actions(v-if="game.score=='*'")
20 button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}")
21 | {{ st.tr["Draw"] }}
22 button(v-if="!!game.mycolor" @click="abortGame") {{ st.tr["Abort"] }}
23 button(v-if="!!game.mycolor" @click="resign") {{ st.tr["Resign"] }}
24 #playersInfo
25 p
26 span.name(:class="{connected: isConnected(0)}")
27 | {{ game.players[0].name || "@nonymous" }}
28 span.time(v-if="game.score=='*'") {{ virtualClocks[0] }}
29 span.split-names -
30 span.name(:class="{connected: isConnected(1)}")
31 | {{ game.players[1].name || "@nonymous" }}
32 span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
33 BaseGame(:game="game" :vr="vr" ref="basegame"
34 @newmove="processMove" @gameover="gameOver")
35 </template>
36
37 <script>
38 import BaseGame from "@/components/BaseGame.vue";
39 import Chat from "@/components/Chat.vue";
40 import { store } from "@/store";
41 import { GameStorage } from "@/utils/gameStorage";
42 import { ppt } from "@/utils/datetime";
43 import { extractTime } from "@/utils/timeControl";
44 import { ArrayFun } from "@/utils/array";
45 import { processModalClick } from "@/utils/modalClick";
46 import { getScoreMessage } from "@/utils/scoring";
47
48 export default {
49 name: 'my-game',
50 components: {
51 BaseGame,
52 Chat,
53 },
54 // gameRef: to find the game in (potentially remote) storage
55 data: function() {
56 return {
57 st: store.state,
58 gameRef: { //given in URL (rid = remote ID)
59 id: "",
60 rid: ""
61 },
62 game: { //passed to BaseGame
63 players:[{name:""},{name:""}],
64 rendered: false,
65 },
66 virtualClocks: [0, 0], //initialized with true game.clocks
67 vr: null, //"variant rules" object initialized from FEN
68 drawOffer: "",
69 people: {}, //players + observers
70 lastate: undefined, //used if opponent send lastate before game is ready
71 repeat: {}, //detect position repetition
72 newChat: "",
73 };
74 },
75 watch: {
76 "$route": function(to, from) {
77 this.gameRef.id = to.params["id"];
78 this.gameRef.rid = to.query["rid"];
79 this.loadGame();
80 },
81 "game.clocks": function(newState) {
82 if (this.game.moves.length < 2 || this.game.score != "*")
83 {
84 // 1st move not completed yet, or game over: freeze time
85 this.virtualClocks = newState.map(s => ppt(s));
86 return;
87 }
88 const currentTurn = this.vr.turn;
89 const colorIdx = ["w","b"].indexOf(currentTurn);
90 let countdown = newState[colorIdx] -
91 (Date.now() - this.game.initime[colorIdx])/1000;
92 this.virtualClocks = [0,1].map(i => {
93 const removeTime = i == colorIdx
94 ? (Date.now() - this.game.initime[colorIdx])/1000
95 : 0;
96 return ppt(newState[i] - removeTime);
97 });
98 let clockUpdate = setInterval(() => {
99 if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
100 {
101 clearInterval(clockUpdate);
102 if (countdown < 0)
103 this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", this.st.tr["Time"]);
104 }
105 else
106 this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
107 }, 1000);
108 },
109 },
110 // NOTE: some redundant code with Hall.vue (related to people array)
111 created: function() {
112 // Always add myself to players' list
113 const my = this.st.user;
114 this.$set(this.people, my.sid, {id:my.id, name:my.name});
115 this.gameRef.id = this.$route.params["id"];
116 this.gameRef.rid = this.$route.query["rid"]; //may be undefined
117 // Define socket .onmessage() and .onclose() events:
118 this.st.conn.onmessage = this.socketMessageListener;
119 const socketCloseListener = () => {
120 store.socketCloseListener(); //reinitialize connexion (in store.js)
121 this.st.conn.addEventListener('message', this.socketMessageListener);
122 this.st.conn.addEventListener('close', socketCloseListener);
123 };
124 this.st.conn.onclose = socketCloseListener;
125 // Socket init required before loading remote game:
126 const socketInit = (callback) => {
127 if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
128 callback();
129 else //socket not ready yet (initial loading)
130 this.st.conn.onopen = callback;
131 };
132 if (!this.gameRef.rid) //game stored locally or on server
133 this.loadGame(null, () => socketInit(this.roomInit));
134 else //game stored remotely: need socket to retrieve it
135 {
136 // NOTE: the callback "roomInit" will be lost, so we don't provide it.
137 // --> It will be given when receiving "fullgame" socket event.
138 // A more general approach would be to store it somewhere.
139 socketInit(this.loadGame);
140 }
141 },
142 mounted: function() {
143 document.getElementById("chatWrap").addEventListener(
144 "click", processModalClick);
145 },
146 methods: {
147 // O.1] Ask server for room composition:
148 roomInit: function() {
149 // Notify the room only now that I connected, because
150 // messages might be lost otherwise (if game loading is slow)
151 this.st.conn.send(JSON.stringify({code:"connect"}));
152 this.st.conn.send(JSON.stringify({code:"pollclients"}));
153 },
154 isConnected: function(index) {
155 const name = this.game.players[index].name;
156 if (this.st.user.name == name)
157 return true;
158 return Object.values(this.people).some(p => p.name == name);
159 },
160 socketMessageListener: function(msg) {
161 const data = JSON.parse(msg.data);
162 switch (data.code)
163 {
164 case "duplicate":
165 alert(this.st.tr["Warning: multi-tabs not supported"]);
166 break;
167 // 0.2] Receive clients list (just socket IDs)
168 case "pollclients":
169 {
170 data.sockIds.forEach(sid => {
171 if (!!this.people[sid])
172 return;
173 this.$set(this.people, sid, {id:0, name:""});
174 // Ask only identity
175 this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
176 });
177 break;
178 }
179 case "askidentity":
180 {
181 // Request for identification: reply if I'm not anonymous
182 if (this.st.user.id > 0)
183 {
184 this.st.conn.send(JSON.stringify({code:"identity",
185 user: {
186 // NOTE: decompose to avoid revealing email
187 name: this.st.user.name,
188 sid: this.st.user.sid,
189 id: this.st.user.id,
190 },
191 target:data.from}));
192 }
193 break;
194 }
195 case "identity":
196 {
197 this.$set(this.people, data.user.sid,
198 {id: data.user.id, name: data.user.name});
199 // Ask potentially missed last state, if opponent and I play
200 if (!!this.game.mycolor
201 && this.game.type == "live" && this.game.score == "*"
202 && this.game.players.some(p => p.sid == data.user.sid))
203 {
204 this.st.conn.send(JSON.stringify({code:"asklastate", target:data.user.sid}));
205 }
206 break;
207 }
208 case "asklastate":
209 {
210 // Sending last state if I played a move or score != "*"
211 if ((this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
212 || this.game.score != "*")
213 {
214 // Send our "last state" informations to opponent
215 const L = this.game.moves.length;
216 const myIdx = ["w","b"].indexOf(this.game.mycolor);
217 this.st.conn.send(JSON.stringify({
218 code: "lastate",
219 target: data.from,
220 state:
221 {
222 // NOTE: lastMove (when defined) includes addTime
223 lastMove: (L>0 ? this.game.moves[L-1] : undefined),
224 // Since we played a move (or abort or resign),
225 // only drawOffer=="sent" is possible
226 drawSent: this.drawOffer == "sent",
227 score: this.game.score,
228 movesCount: L,
229 initime: this.game.initime[1-myIdx], //relevant only if I played
230 }
231 }));
232 }
233 break;
234 }
235 case "askgame":
236 // Send current (live) game if I play in (not an observer),
237 // and not asked by opponent (!)
238 if (this.game.type == "live"
239 && this.game.players.some(p => p.sid == this.st.user.sid)
240 && this.game.players.every(p => p.sid != data.from))
241 {
242 const myGame =
243 {
244 // Minimal game informations:
245 id: this.game.id,
246 players: this.game.players,
247 vid: this.game.vid,
248 timeControl: this.game.timeControl,
249 score: this.game.score,
250 };
251 this.st.conn.send(JSON.stringify({code:"game",
252 game:myGame, target:data.from}));
253 }
254 break;
255 case "newmove":
256 if (!!data.move.cancelDrawOffer) //opponent refuses draw
257 this.drawOffer = "";
258 this.$set(this.game, "moveToPlay", data.move);
259 break;
260 case "newchat":
261 this.newChat = data.chat;
262 if (!document.getElementById("modalChat").checked)
263 document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
264 break;
265 case "lastate": //got opponent infos about last move
266 {
267 this.lastate = data.state;
268 if (this.game.rendered) //game is rendered (Board component)
269 this.processLastate();
270 //else: will be processed when game is ready
271 break;
272 }
273 case "resign":
274 this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
275 break;
276 case "abort":
277 this.gameOver("?", "Abort");
278 break;
279 case "draw":
280 this.gameOver("1/2", data.message);
281 break;
282 case "drawoffer":
283 // NOTE: observers don't know who offered draw
284 this.drawOffer = "received";
285 break;
286 case "askfullgame":
287 this.st.conn.send(JSON.stringify({code:"fullgame",
288 game:this.game, target:data.from}));
289 break;
290 case "fullgame":
291 // Callback "roomInit" to poll clients only after game is loaded
292 this.loadGame(data.game, this.roomInit);
293 break;
294 case "connect":
295 {
296 this.$set(this.people, data.from, {name:"", id:0});
297 this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
298 break;
299 }
300 case "disconnect":
301 this.$delete(this.people, data.from);
302 break;
303 }
304 },
305 // lastate was received, but maybe game wasn't ready yet:
306 processLastate: function() {
307 const data = this.lastate;
308 this.lastate = undefined; //security...
309 const L = this.game.moves.length;
310 if (data.movesCount > L)
311 {
312 // Just got last move from him
313 const myIdx = ["w","b"].indexOf(this.game.mycolor);
314 if (!!data.drawSent)
315 this.drawOffer = "received";
316 this.$set(this.game, "moveToPlay", Object.assign({}, data.lastMove, {initime: data.initime}));
317 }
318 if (data.score != "*")
319 {
320 this.drawOffer = "";
321 if (this.game.score == "*")
322 this.gameOver(data.score);
323 }
324 },
325 clickDraw: function() {
326 if (!this.game.mycolor)
327 return; //I'm just spectator
328 if (["received","threerep"].includes(this.drawOffer))
329 {
330 if (!confirm(this.st.tr["Accept draw?"]))
331 return;
332 const message = (this.drawOffer == "received"
333 ? "Mutual agreement"
334 : "Three repetitions");
335 Object.keys(this.people).forEach(sid => {
336 if (sid != this.st.user.sid)
337 {
338 this.st.conn.send(JSON.stringify({code:"draw",
339 message:message, target:sid}));
340 }
341 });
342 this.gameOver("1/2", message);
343 }
344 else if (this.drawOffer == "") //no effect if drawOffer == "sent"
345 {
346 if (this.game.mycolor != this.vr.turn)
347 return alert(this.st.tr["Draw offer only in your turn"]);
348 if (!confirm(this.st.tr["Offer draw?"]))
349 return;
350 this.drawOffer = "sent";
351 Object.keys(this.people).forEach(sid => {
352 if (sid != this.st.user.sid)
353 this.st.conn.send(JSON.stringify({code:"drawoffer", target:sid}));
354 });
355 GameStorage.update(this.gameRef.id, {drawOffer: this.game.mycolor});
356 }
357 },
358 abortGame: function() {
359 if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
360 return;
361 this.gameOver("?", "Abort");
362 Object.keys(this.people).forEach(sid => {
363 if (sid != this.st.user.sid)
364 {
365 this.st.conn.send(JSON.stringify({
366 code: "abort",
367 target: sid,
368 }));
369 }
370 });
371 },
372 resign: function(e) {
373 if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
374 return;
375 Object.keys(this.people).forEach(sid => {
376 if (sid != this.st.user.sid)
377 {
378 this.st.conn.send(JSON.stringify({code:"resign",
379 side:this.game.mycolor, target:sid}));
380 }
381 });
382 this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
383 },
384 // 3 cases for loading a game:
385 // - from indexedDB (running or completed live game I play)
386 // - from server (one correspondance game I play[ed] or not)
387 // - from remote peer (one live game I don't play, finished or not)
388 loadGame: function(game, callback) {
389 const afterRetrieval = async (game) => {
390 const vModule = await import("@/variants/" + game.vname + ".js");
391 window.V = vModule.VariantRules;
392 this.vr = new V(game.fen);
393 const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
394 const tc = extractTime(game.timeControl);
395 if (gtype == "corr")
396 {
397 if (game.players[0].color == "b")
398 {
399 // Adopt the same convention for live and corr games: [0] = white
400 [ game.players[0], game.players[1] ] =
401 [ game.players[1], game.players[0] ];
402 }
403 // corr game: needs to compute the clocks + initime
404 // NOTE: clocks in seconds, initime in milliseconds
405 game.clocks = [tc.mainTime, tc.mainTime];
406 game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
407 if (game.score == "*") //otherwise no need to bother with time
408 {
409 game.initime = [0, 0];
410 const L = game.moves.length;
411 if (L >= 3)
412 {
413 let addTime = [0, 0];
414 for (let i=2; i<L; i++)
415 {
416 addTime[i%2] += tc.increment -
417 (game.moves[i].played - game.moves[i-1].played) / 1000;
418 }
419 for (let i=0; i<=1; i++)
420 game.clocks[i] += addTime[i];
421 }
422 if (L >= 1)
423 game.initime[L%2] = game.moves[L-1].played;
424 }
425 // Now that we used idx and played, re-format moves as for live games
426 game.moves = game.moves.map( (m) => {
427 const s = m.squares;
428 return {
429 appear: s.appear,
430 vanish: s.vanish,
431 start: s.start,
432 end: s.end,
433 };
434 });
435 // Also sort chat messages (if any)
436 game.chats.sort( (c1,c2) => { return c2.added - c1.added; });
437 }
438 const myIdx = game.players.findIndex(p => {
439 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
440 });
441 if (gtype == "live" && game.clocks[0] < 0) //game unstarted
442 {
443 game.clocks = [tc.mainTime, tc.mainTime];
444 if (game.score == "*")
445 {
446 game.initime[0] = Date.now();
447 if (myIdx >= 0)
448 {
449 // I play in this live game; corr games don't have clocks+initime
450 GameStorage.update(game.id,
451 {
452 clocks: game.clocks,
453 initime: game.initime,
454 });
455 }
456 }
457 }
458 if (!!game.drawOffer)
459 {
460 if (game.drawOffer == "t") //three repetitions
461 this.drawOffer = "threerep";
462 else
463 {
464 if (myIdx < 0)
465 this.drawOffer = "received"; //by any of the players
466 else
467 {
468 // I play in this game:
469 if ((game.drawOffer == "w" && myIdx==0) || (game.drawOffer=="b" && myIdx==1))
470 this.drawOffer = "sent";
471 else //all other cases
472 this.drawOffer = "received";
473 }
474 }
475 }
476 if (!!game.scoreMsg)
477 game.scoreMsg = this.st.tr[game.scoreMsg]; //stored in english
478 this.game = Object.assign({},
479 game,
480 // NOTE: assign mycolor here, since BaseGame could also be VS computer
481 {
482 type: gtype,
483 increment: tc.increment,
484 mycolor: [undefined,"w","b"][myIdx+1],
485 // opponent sid not strictly required (or available), but easier
486 // at least oppsid or oppid is available anyway:
487 oppsid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
488 oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
489 }
490 );
491 this.$nextTick(() => {
492 this.game.rendered = true;
493 // Did lastate arrive before game was rendered?
494 if (!!this.lastate)
495 this.processLastate();
496 });
497 this.repeat = {}; //reset: scan past moves' FEN:
498 let repIdx = 0;
499 // NOTE: vr_tmp to obtain FEN strings is redundant with BaseGame
500 let vr_tmp = new V(game.fenStart);
501 game.moves.forEach(m => {
502 vr_tmp.play(m);
503 const fenObj = V.ParseFen( vr_tmp.getFen() );
504 repIdx = fenObj.position + "_" + fenObj.turn;
505 if (!!fenObj.flags)
506 repIdx += "_" + fenObj.flags;
507 this.repeat[repIdx] = (!!this.repeat[repIdx]
508 ? this.repeat[repIdx]+1
509 : 1);
510 });
511 if (this.repeat[repIdx] >= 3)
512 this.drawOffer = "threerep";
513 callback();
514 };
515 if (!!game)
516 return afterRetrieval(game);
517 if (!!this.gameRef.rid)
518 {
519 // Remote live game: forgetting about callback func... (TODO: design)
520 this.st.conn.send(JSON.stringify(
521 {code:"askfullgame", target:this.gameRef.rid}));
522 }
523 else
524 {
525 // Local or corr game
526 GameStorage.get(this.gameRef.id, afterRetrieval);
527 }
528 },
529 // Post-process a move (which was just played)
530 processMove: function(move) {
531 // Update storage (corr or live) if I play in the game
532 const colorIdx = ["w","b"].indexOf(move.color);
533 const nextIdx = ["w","b"].indexOf(this.vr.turn);
534 // https://stackoverflow.com/a/38750895
535 if (!!this.game.mycolor)
536 {
537 const allowed_fields = ["appear", "vanish", "start", "end"];
538 // NOTE: 'var' to see this variable outside this block
539 var filtered_move = Object.keys(move)
540 .filter(key => allowed_fields.includes(key))
541 .reduce((obj, key) => {
542 obj[key] = move[key];
543 return obj;
544 }, {});
545 }
546 // Send move ("newmove" event) to people in the room (if our turn)
547 let addTime = 0;
548 if (move.color == this.game.mycolor)
549 {
550 if (this.drawOffer == "received") //I refuse draw
551 this.drawOffer = "";
552 if (this.game.moves.length >= 2) //after first move
553 {
554 const elapsed = Date.now() - this.game.initime[colorIdx];
555 // elapsed time is measured in milliseconds
556 addTime = this.game.increment - elapsed/1000;
557 }
558 let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
559 Object.keys(this.people).forEach(sid => {
560 if (sid != this.st.user.sid)
561 {
562 this.st.conn.send(JSON.stringify({
563 code: "newmove",
564 target: sid,
565 move: sendMove,
566 cancelDrawOffer: this.drawOffer=="",
567 }));
568 }
569 });
570 // (Add)Time indication: useful in case of lastate infos requested
571 move.addTime = addTime;
572 }
573 else
574 addTime = move.addTime; //supposed transmitted
575 // Update current game object:
576 this.game.moves.push(move);
577 this.game.fen = move.fen;
578 this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
579 // move.initime is set only when I receive a "lastate" move from opponent
580 this.game.initime[nextIdx] = move.initime || Date.now();
581 // If repetition detected, consider that a draw offer was received:
582 const fenObj = V.ParseFen(move.fen);
583 let repIdx = fenObj.position + "_" + fenObj.turn;
584 if (!!fenObj.flags)
585 repIdx += "_" + fenObj.flags;
586 this.repeat[repIdx] = (!!this.repeat[repIdx]
587 ? this.repeat[repIdx]+1
588 : 1);
589 if (this.repeat[repIdx] >= 3)
590 this.drawOffer = "threerep";
591 else if (this.drawOffer == "threerep")
592 this.drawOffer = "";
593 // Since corr games are stored at only one location, update should be
594 // done only by one player for each move:
595 if (!!this.game.mycolor &&
596 (this.game.type == "live" || move.color == this.game.mycolor))
597 {
598 let drawCode = "";
599 switch (this.drawOffer)
600 {
601 case "threerep":
602 drawCode = "t";
603 break;
604 case "sent":
605 drawCode = this.game.mycolor;
606 break;
607 case "received":
608 drawCode = this.vr.turn;
609 break;
610 }
611 if (this.game.type == "corr")
612 {
613 GameStorage.update(this.gameRef.id,
614 {
615 fen: move.fen,
616 move:
617 {
618 squares: filtered_move,
619 played: Date.now(),
620 idx: this.game.moves.length - 1,
621 },
622 drawOffer: drawCode,
623 });
624 }
625 else //live
626 {
627 GameStorage.update(this.gameRef.id,
628 {
629 fen: move.fen,
630 move: filtered_move,
631 clocks: this.game.clocks,
632 initime: this.game.initime,
633 drawOffer: drawCode,
634 });
635 }
636 }
637 },
638 resetChatColor: function() {
639 // TODO: this is called twice, once on opening an once on closing
640 document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
641 },
642 processChat: function(chat) {
643 this.st.conn.send(JSON.stringify({code:"newchat", chat:chat}));
644 // NOTE: anonymous chats in corr games are not stored on server (TODO?)
645 if (this.game.type == "corr" && this.st.user.id > 0)
646 GameStorage.update(this.gameRef.id, {chat: chat});
647 },
648 gameOver: function(score, scoreMsg) {
649 this.game.score = score;
650 this.game.scoreMsg = this.st.tr[(!!scoreMsg
651 ? scoreMsg
652 : getScoreMessage(score))];
653 const myIdx = this.game.players.findIndex(p => {
654 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
655 });
656 if (myIdx >= 0) //OK, I play in this game
657 {
658 GameStorage.update(this.gameRef.id,
659 {score: score, scoreMsg: scoreMsg});
660 }
661 },
662 },
663 };
664 </script>
665
666 <style lang="sass" scoped>
667 .connected
668 background-color: lightgreen
669
670 #participants
671 margin-left: 5px
672
673 .anonymous
674 color: grey
675 font-style: italic
676
677 @media screen and (min-width: 768px)
678 #actions
679 width: 300px
680 @media screen and (max-width: 767px)
681 .game
682 width: 100%
683
684 #actions
685 display: inline-block
686 margin-top: 10px
687 button
688 display: inline-block
689 margin: 0
690
691 @media screen and (max-width: 767px)
692 #aboveBoard
693 text-align: center
694 @media screen and (min-width: 768px)
695 #aboveBoard
696 margin-left: 30%
697
698 .variant-info
699 font-weight: bold
700 padding-right: 10px
701
702 .name
703 font-size: 1.5rem
704 padding: 1px
705
706 .time
707 font-size: 2rem
708 display: inline-block
709 margin-left: 10px
710
711 .split-names
712 display: inline-block
713 margin: 0 15px
714
715 #chat
716 padding-top: 20px
717 max-width: 600px
718 border: none;
719
720 #chatBtn
721 margin: 0 10px 0 0
722
723 .draw-sent, .draw-sent:hover
724 background-color: lightyellow
725
726 .draw-received, .draw-received:hover
727 background-color: lightgreen
728
729 .draw-threerep, .draw-threerep:hover
730 background-color: #e4d1fc
731 </style>