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