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