Fix rematch process
[vchess.git] / client / src / views / Game.vue
index 214f819..024847c 100644 (file)
@@ -1,5 +1,13 @@
 <template lang="pug">
 main
+  input#modalInfo.modal(type="checkbox")
+  div#infoDiv(
+    role="dialog"
+    data-checkbox="modalInfo"
+  )
+    .card.text-center
+      label.modal-close(for="modalInfo")
+      p(v-html="infoMessage")
   input#modalChat.modal(
     type="checkbox"
     @click="resetChatColor()"
@@ -8,24 +16,45 @@ main
     role="dialog"
     data-checkbox="modalChat"
   )
-    #chat.card
+    .card
       label.modal-close(for="modalChat")
       #participants
-        span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }} 
+        span {{ st.tr["Participant(s):"] }} 
         span(
           v-for="p in Object.values(people)"
-          v-if="p.name"
+          v-if="p.focus && !!p.name"
         )
           | {{ p.name }} 
-        span.anonymous(v-if="Object.values(people).some(p => !p.name && p.id === 0)")
+        span.anonymous(
+          v-if="Object.values(people).some(p => p.focus && !p.name)"
+        )
           | + @nonymous
       Chat(
+        ref="chatcomp"
         :players="game.players"
         :pastChats="game.chats"
         :newChat="newChat"
         @mychat="processChat"
         @chatcleared="clearChat"
       )
+  input#modalConfirm.modal(type="checkbox")
+  div#confirmDiv(role="dialog")
+    .card
+      .diagram(
+        v-if="!!vr && ['all','byrow'].includes(vr.showMoves)"
+        v-html="curDiag"
+      )
+      p.text-center(v-else)
+        span {{ st.tr["Move played:"] + " " }}
+        span.bold {{ moveNotation }}
+        br
+        span {{ st.tr["Are you sure?"] }}
+      .button-group#buttonsConfirm
+        // onClick for acceptBtn: set dynamically
+        button.acceptBtn
+          span {{ st.tr["Validate"] }}
+        button.refuseBtn(@click="cancelMove()")
+          span {{ st.tr["Cancel"] }}
   .row
     #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
       span.variant-cadence {{ game.cadence }}
@@ -61,7 +90,8 @@ main
           img(src="/images/icons/resign.svg")
       button.tooltip(
         v-else-if="!!game.mycolor"
-        @click="rematch()"
+        @click="clickRematch()"
+        :class="{['rematch-' + rematchOffer]: true}"
         :aria-label="st.tr['Rematch']"
       )
         img(src="/images/icons/rematch.svg")
@@ -75,7 +105,8 @@ main
           )
             span.time-left {{ virtualClocks[0][0] }}
             span.time-separator(v-if="!!virtualClocks[0][1]") :
-            span.time-right(v-if="!!virtualClocks[0][1]") {{ virtualClocks[0][1] }}
+            span.time-right(v-if="!!virtualClocks[0][1]")
+              | {{ virtualClocks[0][1] }}
           span.split-names -
           span.name(:class="{connected: isConnected(1)}")
             | {{ game.players[1].name || "@nonymous" }}
@@ -85,12 +116,12 @@ main
           )
             span.time-left {{ virtualClocks[1][0] }}
             span.time-separator(v-if="!!virtualClocks[1][1]") :
-            span.time-right(v-if="!!virtualClocks[1][1]") {{ virtualClocks[1][1] }}
+            span.time-right(v-if="!!virtualClocks[1][1]")
+              | {{ virtualClocks[1][1] }}
   BaseGame(
     ref="basegame"
     :game="game"
     @newmove="processMove"
-    @gameover="gameOver"
   )
 </template>
 
@@ -103,10 +134,11 @@ import { ppt } from "@/utils/datetime";
 import { ajax } from "@/utils/ajax";
 import { extractTime } from "@/utils/timeControl";
 import { getRandString } from "@/utils/alea";
-import { processModalClick } from "@/utils/modalClick";
+import { getScoreMessage } from "@/utils/scoring";
 import { getFullNotation } from "@/utils/notation";
+import { getDiagram } from "@/utils/printDiagram";
+import { processModalClick } from "@/utils/modalClick";
 import { playMove, getFilteredMove } from "@/utils/playUndo";
-import { getScoreMessage } from "@/utils/scoring";
 import { ArrayFun } from "@/utils/array";
 import params from "@/parameters";
 export default {
@@ -115,7 +147,6 @@ export default {
     BaseGame,
     Chat
   },
-  // gameRef: to find the game in (potentially remote) storage
   data: function() {
     return {
       st: store.state,
@@ -124,20 +155,20 @@ export default {
         id: "",
         rid: ""
       },
-      game: {
-        // Passed to BaseGame
-        players: [{ name: "" }, { name: "" }],
-        chats: [],
-        rendered: false
-      },
       nextIds: [],
-      virtualClocks: [[0,0], [0,0]], //initialized with true game.clocks
+      game: {}, //passed to BaseGame
+      // virtualClocks will be initialized from true game.clocks
+      virtualClocks: [],
       vr: null, //"variant rules" object initialized from FEN
       drawOffer: "",
+      infoMessage: "",
+      rematchOffer: "",
+      lastateAsked: false,
       people: {}, //players + observers
       onMygames: [], //opponents (or me) on "MyGames" page
       lastate: undefined, //used if opponent send lastate before game is ready
       repeat: {}, //detect position repetition
+      curDiag: "", //for corr moves confirmation
       newChat: "",
       conn: null,
       roomInitialized: false,
@@ -150,70 +181,152 @@ export default {
       // If newmove got no pingback, send again:
       opponentGotMove: false,
       connexionString: "",
+      // Incomplete info games: show move played
+      moveNotation: "",
+      // Intervals from setInterval():
+      askLastate: null,
+      retrySendmove: null,
+      clockUpdate: null,
       // Related to (killing of) self multi-connects:
       newConnect: {},
       killed: {}
     };
   },
   watch: {
-    $route: function(to) {
-      this.gameRef.id = to.params["id"];
-      this.gameRef.rid = to.query["rid"];
-      this.loadGame();
+    $route: function(to, from) {
+      if (from.params["id"] != to.params["id"]) {
+        // Change everything:
+        this.cleanBeforeDestroy();
+        let boardDiv = document.querySelector(".game");
+        if (!!boardDiv)
+          // In case of incomplete information variant:
+          boardDiv.style.visibility = "hidden";
+        this.atCreation();
+      } else {
+        // Same game ID
+        this.gameRef.id = to.params["id"];
+        this.gameRef.rid = to.query["rid"];
+        this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
+        this.loadGame();
+      }
     }
   },
   // NOTE: some redundant code with Hall.vue (mostly related to people array)
   created: function() {
-    // Always add myself to players' list
-    const my = this.st.user;
-    this.$set(this.people, my.sid, { id: my.id, name: my.name });
-    this.gameRef.id = this.$route.params["id"];
-    // rid = remote ID to find an observed live game,
-    // next = next corr games IDs to navigate faster
-    // (Both might be undefined)
-    this.gameRef.rid = this.$route.query["rid"];
-    this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
-    // Initialize connection
-    this.connexionString =
-      params.socketUrl +
-      "/?sid=" +
-      this.st.user.sid +
-      "&tmpId=" +
-      getRandString() +
-      "&page=" +
-      encodeURIComponent(this.$route.path);
-    this.conn = new WebSocket(this.connexionString);
-    this.conn.onmessage = this.socketMessageListener;
-    this.conn.onclose = this.socketCloseListener;
-    // Socket init required before loading remote game:
-    const socketInit = callback => {
-      if (!!this.conn && this.conn.readyState == 1)
-        // 1 == OPEN state
-        callback();
-      else
-        // Socket not ready yet (initial loading)
-        // NOTE: it's important to call callback without arguments,
-        // otherwise first arg is Websocket object and loadGame fails.
-        this.conn.onopen = () => callback();
-    };
-    if (!this.gameRef.rid)
-      // Game stored locally or on server
-      this.loadGame(null, () => socketInit(this.roomInit));
-    else
-      // Game stored remotely: need socket to retrieve it
-      // NOTE: the callback "roomInit" will be lost, so we don't provide it.
-      // --> It will be given when receiving "fullgame" socket event.
-      socketInit(this.loadGame);
+    this.atCreation();
   },
   mounted: function() {
+    document.addEventListener('visibilitychange', this.visibilityChange);
     document
       .getElementById("chatWrap")
       .addEventListener("click", processModalClick);
+    if ("ontouchstart" in window) {
+      // Disable tooltips on smartphones:
+      document.getElementsByClassName("tooltip").forEach(elt => {
+        elt.classList.remove("tooltip");
+      });
+    }
   },
   beforeDestroy: function() {
-    this.send("disconnect");
+    document.removeEventListener('visibilitychange', this.visibilityChange);
+    this.cleanBeforeDestroy();
   },
   methods: {
+    visibilityChange: function() {
+      // TODO: Use document.hidden? https://webplatform.news/issues/2019-03-27
+      this.send(
+        document.visibilityState == "visible"
+          ? "getfocus"
+          : "losefocus"
+      );
+    },
+    atCreation: function() {
+      // 0] (Re)Set variables
+      this.gameRef.id = this.$route.params["id"];
+      // rid = remote ID to find an observed live game,
+      // next = next corr games IDs to navigate faster
+      // (Both might be undefined)
+      this.gameRef.rid = this.$route.query["rid"];
+      this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
+      // Always add myself to players' list
+      const my = this.st.user;
+      this.$set(
+        this.people,
+        my.sid,
+        {
+          id: my.id,
+          name: my.name,
+          focus: true
+        }
+      );
+      this.game = {
+        players: [{ name: "" }, { name: "" }],
+        chats: [],
+        rendered: false
+      };
+      let chatComp = this.$refs["chatcomp"];
+      if (!!chatComp) chatComp.chats = [];
+      this.virtualClocks = [[0,0], [0,0]];
+      this.vr = null;
+      this.drawOffer = "";
+      this.lastateAsked = false;
+      this.rematchOffer = "";
+      this.onMygames = [];
+      this.lastate = undefined;
+      this.newChat = "";
+      this.roomInitialized = false;
+      this.askGameTime = 0;
+      this.gameIsLoading = false;
+      this.gotLastate = false;
+      this.gotMoveIdx = -1;
+      this.opponentGotMove = false;
+      this.askLastate = null;
+      this.retrySendmove = null;
+      this.clockUpdate = null;
+      this.newConnect = {};
+      this.killed = {};
+      // 1] Initialize connection
+      this.connexionString =
+        params.socketUrl +
+        "/?sid=" +
+        this.st.user.sid +
+        "&tmpId=" +
+        getRandString() +
+        "&page=" +
+        // Discard potential "/?next=[...]" for page indication:
+        encodeURIComponent(this.$route.path.match(/\/game\/[a-zA-Z0-9]+/)[0]);
+      this.conn = new WebSocket(this.connexionString);
+      this.conn.onmessage = this.socketMessageListener;
+      this.conn.onclose = this.socketCloseListener;
+      // Socket init required before loading remote game:
+      const socketInit = callback => {
+        if (!!this.conn && this.conn.readyState == 1)
+          // 1 == OPEN state
+          callback();
+        else
+          // Socket not ready yet (initial loading)
+          // NOTE: it's important to call callback without arguments,
+          // otherwise first arg is Websocket object and loadGame fails.
+          this.conn.onopen = () => callback();
+      };
+      if (!this.gameRef.rid)
+        // Game stored locally or on server
+        this.loadGame(null, () => socketInit(this.roomInit));
+      else
+        // Game stored remotely: need socket to retrieve it
+        // NOTE: the callback "roomInit" will be lost, so we don't provide it.
+        // --> It will be given when receiving "fullgame" socket event.
+        socketInit(this.loadGame);
+    },
+    cleanBeforeDestroy: function() {
+      if (!!this.askLastate)
+        clearInterval(this.askLastate);
+      if (!!this.retrySendmove)
+        clearInterval(this.retrySendmove);
+      if (!!this.clockUpdate)
+        clearInterval(this.clockUpdate);
+      this.send("disconnect");
+    },
     roomInit: function() {
       if (!this.roomInitialized) {
         // Notify the room only now that I connected, because
@@ -231,26 +344,37 @@ export default {
     },
     isConnected: function(index) {
       const player = this.game.players[index];
-      // Is it me ?
-      if (
-        (this.st.user.sid == player.sid || this.st.user.id == player.uid) &&
-        (!this.st.user.name || this.st.user.name == player.name)
-      ) {
-        return true;
-      }
+      // Is it me ? In this case no need to bother with focus
+      if (this.st.user.sid == player.sid || this.st.user.id == player.uid)
+        // Still have to check for name (because of potential multi-accounts
+        // on same browser, although this should be rare...)
+        return (!this.st.user.name || this.st.user.name == player.name);
       // Try to find a match in people:
       return (
         (
-          player.sid &&
-          Object.keys(this.people).some(sid => sid == player.sid)
+          !!player.sid &&
+          Object.keys(this.people).some(sid =>
+            sid == player.sid && this.people[sid].focus)
         )
         ||
         (
           player.uid &&
-          Object.values(this.people).some(p => p.id == player.uid)
+          Object.values(this.people).some(p =>
+            p.id == player.uid && p.focus)
         )
       );
     },
+    getOppsid: function() {
+      let oppsid = this.game.oppsid;
+      if (!oppsid) {
+        oppsid = Object.keys(this.people).find(
+          sid => this.people[sid].id == this.game.oppid
+        );
+      }
+      // oppsid is useful only if opponent is online:
+      if (!!oppsid && !!this.people[oppsid]) return oppsid;
+      return null;
+    },
     resetChatColor: function() {
       // TODO: this is called twice, once on opening an once on closing
       document.getElementById("chatBtn").classList.remove("somethingnew");
@@ -259,16 +383,24 @@ export default {
       this.send("newchat", { data: chat });
       // NOTE: anonymous chats in corr games are not stored on server (TODO?)
       if (this.game.type == "corr" && this.st.user.id > 0)
-        GameStorage.update(this.gameRef.id, { chat: chat });
+        this.updateCorrGame({ chat: chat });
     },
     clearChat: function() {
       // Nothing more to do if game is live (chats not recorded)
       if (this.game.type == "corr") {
-        if (!!this.game.mycolor)
-          ajax("/chats", "DELETE", {gid: this.game.id});
+        if (!!this.game.mycolor) {
+          ajax(
+            "/chats",
+            "DELETE",
+            { data: { gid: this.game.id } }
+          );
+        }
         this.$set(this.game, "chats", []);
       }
     },
+    getGameType: function(game) {
+      return game.cadence.indexOf("d") >= 0 ? "corr" : "live";
+    },
     // Notify turn after a new move (to opponent and me on MyGames page)
     notifyTurn: function(sid) {
       const player = this.people[sid];
@@ -289,26 +421,18 @@ export default {
       this.$router.push(
         "/game/" + nextGid + "/?next=" + JSON.stringify(this.nextIds));
     },
-    rematch: function() {
-      alert("Unimplemented yet (soon :) )");
-      // TODO: same logic as for draw, but re-click remove rematch offer (toggle)
-    },
     askGameAgain: function() {
       this.gameIsLoading = true;
+      const currentUrl = document.location.href;
       const doAskGame = () => {
+        if (document.location.href != currentUrl) return; //page change
         if (!this.gameRef.rid)
           // This is my game: just reload.
           this.loadGame();
-        else {
+        else
           // Just ask fullgame again (once!), this is much simpler.
           // If this fails, the user could just reload page :/
-          let self = this;
-          (function askIfPeerConnected() {
-            if (!!self.people[self.gameRef.rid])
-              self.send("askfullgame", { target: self.gameRef.rid });
-            else setTimeout(askIfPeerConnected, 1000);
-          })();
-        }
+          this.send("askfullgame", { target: this.gameRef.rid });
       };
       // Delay of at least 2s between two game requests
       const now = Date.now();
@@ -322,12 +446,15 @@ export default {
       switch (data.code) {
         case "pollclients":
           data.sockIds.forEach(sid => {
-            if (sid != this.st.user.sid)
+            if (sid != this.st.user.sid) {
+              this.people[sid] = { focus: true };
               this.send("askidentity", { target: sid });
+            }
           });
           break;
         case "connect":
           if (!this.people[data.from]) {
+            this.people[data.from] = { focus: true };
             this.newConnect[data.from] = true; //for self multi-connects tests
             this.send("askidentity", { target: data.from });
           }
@@ -351,6 +478,22 @@ export default {
         case "mdisconnect":
           ArrayFun.remove(this.onMygames, sid => sid == data.from);
           break;
+        case "getfocus": {
+          let player = this.people[data.from];
+          if (!!player) {
+            player.focus = true;
+            this.$forceUpdate(); //TODO: shouldn't be required
+          }
+          break;
+        }
+        case "losefocus": {
+          let player = this.people[data.from];
+          if (!!player) {
+            player.focus = false;
+            this.$forceUpdate(); //TODO: shouldn't be required
+          }
+          break;
+        }
         case "killed":
           // I logged in elsewhere:
           this.conn = null;
@@ -369,7 +512,11 @@ export default {
         }
         case "identity": {
           const user = data.data;
-          this.$set(this.people, user.sid, { name: user.name, id: user.id });
+          let player = this.people[user.sid];
+          // player.focus is already set
+          player.name = user.name;
+          player.id = user.id;
+          this.$forceUpdate(); //TODO: shouldn't be required
           // If I multi-connect, kill current connexion if no mark (I'm older)
           if (this.newConnect[user.sid]) {
             if (
@@ -391,18 +538,25 @@ export default {
               this.game.score == "*" &&
               this.game.players.some(p => p.sid == user.sid)
             ) {
-              let self = this;
-              (function askLastate() {
-                self.send("asklastate", { target: user.sid });
-                setTimeout(
-                  () => {
-                    // Ask until we got a reply (or opponent disconnect):
-                    if (!self.gotLastate && !!self.people[user.sid])
-                      askLastate();
-                  },
-                  1000
-                );
-              })();
+              this.send("asklastate", { target: user.sid });
+              let counter = 1;
+              this.askLastate = setInterval(
+                () => {
+                  // Ask at most 3 times:
+                  // if no reply after that there should be a network issue.
+                  if (
+                    counter < 3 &&
+                    !this.gotLastate &&
+                    !!this.people[user.sid]
+                  ) {
+                    this.send("asklastate", { target: user.sid });
+                    counter++;
+                  } else {
+                    clearInterval(this.askLastate);
+                  }
+                },
+                1500
+              );
             }
           }
           break;
@@ -430,7 +584,7 @@ export default {
             .filter(k =>
               [
                 "id","fen","players","vid","cadence","fenStart","vname",
-                "moves","clocks","initime","score","drawOffer"
+                "moves","clocks","initime","score","drawOffer","rematchOffer"
               ].includes(k))
             .reduce(
               (obj, k) => {
@@ -447,28 +601,9 @@ export default {
           break;
         case "asklastate":
           // Sending informative last state if I played a move or score != "*"
-          if (
-            (this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) ||
-            this.game.score != "*" ||
-            this.drawOffer == "sent"
-          ) {
-            // Send our "last state" informations to opponent
-            const L = this.game.moves.length;
-            const myIdx = ["w", "b"].indexOf(this.game.mycolor);
-            const myLastate = {
-              lastMove: L > 0 ? this.game.moves[L - 1] : undefined,
-              addTime: L > 0 ? this.game.addTimes[L - 1] : undefined,
-              // Since we played a move (or abort or resign),
-              // only drawOffer=="sent" is possible
-              drawSent: this.drawOffer == "sent",
-              score: this.game.score,
-              movesCount: L,
-              initime: this.game.initime[1 - myIdx] //relevant only if I played
-            };
-            this.send("lastate", { data: myLastate, target: data.from });
-          } else {
-            this.send("lastate", { data: {nothing: true}, target: data.from });
-          }
+          // If the game or moves aren't loaded yet, delay the sending:
+          if (!this.game || !this.game.moves) this.lastateAsked = true;
+          else this.sendLastate(data.from);
           break;
         case "lastate": {
           // Got opponent infos about last move
@@ -521,7 +656,7 @@ export default {
               this.processMove(
                 movePlus.move,
                 {
-                  addTime: movePlus.addTime,
+                  clock: movePlus.clock,
                   receiveMyMove: receiveMyMove
                 }
               );
@@ -531,6 +666,10 @@ export default {
         }
         case "gotmove": {
           this.opponentGotMove = true;
+          // Now his clock starts running:
+          const oppIdx = ['w','b'].indexOf(this.vr.turn);
+          this.game.initime[oppIdx] = Date.now();
+          this.re_setClocks();
           break;
         }
         case "resign":
@@ -548,6 +687,47 @@ export default {
           // NOTE: observers don't know who offered draw
           this.drawOffer = "received";
           break;
+        case "rematchoffer":
+          // NOTE: observers don't know who offered rematch
+          this.rematchOffer = data.data ? "received" : "";
+          break;
+        case "newgame": {
+          // A game started, redirect if I'm playing in
+          const gameInfo = data.data;
+          const gameType = this.getGameType(gameInfo);
+          if (
+            gameType == "live" &&
+            gameInfo.players.some(p => p.sid == this.st.user.sid)
+          ) {
+            this.addAndGotoLiveGame(gameInfo);
+          } else if (
+            gameType == "corr" &&
+            gameInfo.players.some(p => p.uid == this.st.user.id)
+          ) {
+            this.$router.push("/game/" + gameInfo.id);
+          } else {
+            let urlRid = "";
+            if (gameInfo.cadence.indexOf('d') === -1) {
+              urlRid = "/?rid=";
+              // Select sid of any of the online players:
+              let onlineSid = [];
+              gameInfo.players.forEach(p => {
+                if (!!this.people[p.sid]) onlineSid.push(p.sid);
+              });
+              urlRid += onlineSid[Math.floor(Math.random() * onlineSid.length)];
+            }
+            this.infoMessage =
+              this.st.tr["Rematch in progress:"] +
+              " <a href='#/game/" +
+              gameInfo.id + urlRid +
+              "'>" +
+              "#/game/" +
+              gameInfo.id + urlRid +
+              "</a>";
+            document.getElementById("modalInfo").checked = true;
+          }
+          break;
+        }
         case "newchat":
           this.newChat = data.data;
           if (!document.getElementById("modalChat").checked)
@@ -560,6 +740,48 @@ export default {
       this.conn.addEventListener("message", this.socketMessageListener);
       this.conn.addEventListener("close", this.socketCloseListener);
     },
+    updateCorrGame: function(obj, callback) {
+      ajax(
+        "/games",
+        "PUT",
+        {
+          data: {
+            gid: this.gameRef.id,
+            newObj: obj
+          },
+          success: () => {
+            if (!!callback) callback();
+          }
+        }
+      );
+    },
+    sendLastate: function(target) {
+      if (
+        (this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) ||
+        this.game.score != "*" ||
+        this.drawOffer == "sent" ||
+        this.rematchOffer == "sent"
+      ) {
+        // Send our "last state" informations to opponent
+        const L = this.game.moves.length;
+        const myIdx = ["w", "b"].indexOf(this.game.mycolor);
+        const myLastate = {
+          lastMove: L > 0 ? this.game.moves[L - 1] : undefined,
+          clock: this.game.clocks[myIdx],
+          // Since we played a move (or abort or resign),
+          // only drawOffer=="sent" is possible
+          drawSent: this.drawOffer == "sent",
+          rematchSent: this.rematchOffer == "sent",
+          score: this.game.score,
+          score: this.game.scoreMsg,
+          movesCount: L,
+          initime: this.game.initime[1 - myIdx] //relevant only if I played
+        };
+        this.send("lastate", { data: myLastate, target: target });
+      } else {
+        this.send("lastate", { data: {nothing: true}, target: target });
+      }
+    },
     // lastate was received, but maybe game wasn't ready yet:
     processLastate: function() {
       const data = this.lastate;
@@ -567,17 +789,15 @@ export default {
       const L = this.game.moves.length;
       if (data.movesCount > L) {
         // Just got last move from him
-        this.$refs["basegame"].play(
-          data.lastMove,
-          "received",
-          null,
-          {addTime: data.addTime, initime: data.initime}
-        );
+        this.$refs["basegame"].play(data.lastMove, "received", null, true);
+        this.processMove(data.lastMove, { clock: data.clock });
       }
       if (data.drawSent) this.drawOffer = "received";
+      if (data.rematchSent) this.rematchOffer = "received";
       if (data.score != "*") {
         this.drawOffer = "";
-        if (this.game.score == "*") this.gameOver(data.score);
+        if (this.game.score == "*")
+          this.gameOver(data.score, data.scoreMsg);
       }
     },
     clickDraw: function() {
@@ -599,7 +819,92 @@ export default {
         if (!confirm(this.st.tr["Offer draw?"])) return;
         this.drawOffer = "sent";
         this.send("drawoffer");
-        GameStorage.update(this.gameRef.id, { drawOffer: this.game.mycolor });
+        if (this.game.type == "live") {
+          GameStorage.update(
+            this.gameRef.id,
+            { drawOffer: this.game.mycolor }
+          );
+        } else this.updateCorrGame({ drawOffer: this.game.mycolor });
+      }
+    },
+    addAndGotoLiveGame: function(gameInfo, callback) {
+      const game = Object.assign(
+        {},
+        gameInfo,
+        {
+          // (other) Game infos: constant
+          fenStart: gameInfo.fen,
+          vname: this.game.vname,
+          created: Date.now(),
+          // Game state (including FEN): will be updated
+          moves: [],
+          clocks: [-1, -1], //-1 = unstarted
+          initime: [0, 0], //initialized later
+          score: "*"
+        }
+      );
+      GameStorage.add(game, (err) => {
+        // No error expected.
+        if (!err) {
+          if (this.st.settings.sound)
+            new Audio("/sounds/newgame.flac").play().catch(() => {});
+          callback();
+          this.$router.push("/game/" + gameInfo.id);
+        }
+      });
+    },
+    clickRematch: function() {
+      if (!this.game.mycolor) return; //I'm just spectator
+      if (this.rematchOffer == "received") {
+        // Start a new game!
+        let gameInfo = {
+          id: getRandString(), //ignored if corr
+          fen: V.GenRandInitFen(this.game.randomness),
+          players: this.game.players.reverse(),
+          vid: this.game.vid,
+          cadence: this.game.cadence
+        };
+        const notifyNewGame = () => {
+          let oppsid = this.getOppsid(); //may be null
+          this.send("rnewgame", { data: gameInfo, oppsid: oppsid });
+        };
+        if (this.game.type == "live")
+          this.addAndGotoLiveGame(gameInfo, notifyNewGame);
+        else {
+          // corr game
+          ajax(
+            "/games",
+            "POST",
+            {
+              // cid is useful to delete the challenge:
+              data: { gameInfo: gameInfo },
+              success: (response) => {
+                gameInfo.id = response.gameId;
+                notifyNewGame();
+                this.$router.push("/game/" + response.gameId);
+              }
+            }
+          );
+        }
+      } else if (this.rematchOffer == "") {
+        this.rematchOffer = "sent";
+        this.send("rematchoffer", { data: true });
+        if (this.game.type == "live") {
+          GameStorage.update(
+            this.gameRef.id,
+            { rematchOffer: this.game.mycolor }
+          );
+        } else this.updateCorrGame({ rematchOffer: this.game.mycolor });
+      } else if (this.rematchOffer == "sent") {
+        // Toggle rematch offer (on --> off)
+        this.rematchOffer = "";
+        this.send("rematchoffer", { data: false });
+        if (this.game.type == "live") {
+          GameStorage.update(
+            this.gameRef.id,
+            { rematchOffer: '' }
+          );
+        } else this.updateCorrGame({ rematchOffer: 'n' });
       }
     },
     abortGame: function() {
@@ -620,11 +925,11 @@ export default {
     //  - from server (one correspondance game I play[ed] or not)
     //  - from remote peer (one live game I don't play, finished or not)
     loadGame: function(game, callback) {
-      const afterRetrieval = async game => {
+      const afterRetrieval = async (game) => {
         const vModule = await import("@/variants/" + game.vname + ".js");
         window.V = vModule.VariantRules;
         this.vr = new V(game.fen);
-        const gtype = game.cadence.indexOf("d") >= 0 ? "corr" : "live";
+        const gtype = this.getGameType(game);
         const tc = extractTime(game.cadence);
         const myIdx = game.players.findIndex(p => {
           return p.sid == this.st.user.sid || p.uid == this.st.user.id;
@@ -693,6 +998,7 @@ export default {
             }
           }
         }
+        // TODO: merge next 2 "if" conditions
         if (!!game.drawOffer) {
           if (game.drawOffer == "t")
             // Three repetitions
@@ -711,6 +1017,18 @@ export default {
             }
           }
         }
+        if (!!game.rematchOffer) {
+          if (myIdx < 0) this.rematchOffer = "received";
+          else {
+            // I play in this game:
+            if (
+              (game.rematchOffer == "w" && myIdx == 0) ||
+              (game.rematchOffer == "b" && myIdx == 1)
+            )
+              this.rematchOffer = "sent";
+            else this.rematchOffer = "received";
+          }
+        }
         this.repeat = {}; //reset: scan past moves' FEN:
         let repIdx = 0;
         let vr_tmp = new V(game.fenStart);
@@ -732,8 +1050,7 @@ export default {
             // opponent sid not strictly required (or available), but easier
             // at least oppsid or oppid is available anyway:
             oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
-            oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid,
-            addTimes: [], //used for live games
+            oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid
           },
           game,
         );
@@ -741,12 +1058,24 @@ export default {
           // Re-load game because we missed some moves:
           // artificially reset BaseGame (required if moves arrived in wrong order)
           this.$refs["basegame"].re_setVariables();
+        else {
+          // Initial loading:
+          this.gotMoveIdx = game.moves.length - 1;
+          // If we arrive here after 'nextGame' action, the board might be hidden
+          let boardDiv = document.querySelector(".game");
+          if (!!boardDiv && boardDiv.style.visibility == "hidden")
+            boardDiv.style.visibility = "visible";
+        }
         this.re_setClocks();
         this.$nextTick(() => {
           this.game.rendered = true;
           // Did lastate arrive before game was rendered?
           if (this.lastate) this.processLastate();
         });
+        if (this.lastateAsked) {
+          this.lastateAsked = false;
+          this.sendLastate(game.oppsid);
+        }
         if (this.gameIsLoading) {
           this.gameIsLoading = false;
           if (this.gotMoveIdx >= game.moves.length)
@@ -763,9 +1092,29 @@ export default {
         // Remote live game: forgetting about callback func... (TODO: design)
         this.send("askfullgame", { target: this.gameRef.rid });
       } else {
-        // Local or corr game
+        // Local or corr game on server.
         // NOTE: afterRetrieval() is never called if game not found
-        GameStorage.get(this.gameRef.id, afterRetrieval);
+        const gid = this.gameRef.id;
+        if (Number.isInteger(gid) || !isNaN(parseInt(gid))) {
+          // corr games identifiers are integers
+          ajax(
+            "/games",
+            "GET",
+            {
+              data: { gid: gid },
+              success: (res) => {
+                let g = res.game;
+                g.moves.forEach(m => {
+                  m.squares = JSON.parse(m.squares);
+                });
+                afterRetrieval(g);
+              }
+            }
+          );
+        }
+        else
+          // Local game
+          GameStorage.get(this.gameRef.id, afterRetrieval);
       }
     },
     re_setClocks: function() {
@@ -785,25 +1134,28 @@ export default {
           i == colorIdx ? (Date.now() - this.game.initime[colorIdx]) / 1000 : 0;
         return ppt(this.game.clocks[i] - removeTime).split(':');
       });
-      let clockUpdate = setInterval(() => {
-        if (
-          countdown < 0 ||
-          this.game.moves.length > currentMovesCount ||
-          this.game.score != "*"
-        ) {
-          clearInterval(clockUpdate);
-          if (countdown < 0)
-            this.gameOver(
-              currentTurn == "w" ? "0-1" : "1-0",
-              "Time"
+      this.clockUpdate = setInterval(
+        () => {
+          if (
+            countdown < 0 ||
+            this.game.moves.length > currentMovesCount ||
+            this.game.score != "*"
+          ) {
+            clearInterval(this.clockUpdate);
+            if (countdown < 0)
+              this.gameOver(
+                currentTurn == "w" ? "0-1" : "1-0",
+                "Time"
+              );
+          } else
+            this.$set(
+              this.virtualClocks,
+              colorIdx,
+              ppt(Math.max(0, --countdown)).split(':')
             );
-        } else
-          this.$set(
-            this.virtualClocks,
-            colorIdx,
-            ppt(Math.max(0, --countdown)).split(':')
-          );
-      }, 1000);
+        },
+        1000
+      );
     },
     // Update variables and storage after a move:
     processMove: function(move, data) {
@@ -813,10 +1165,7 @@ export default {
         const colorIdx = ["w", "b"].indexOf(moveCol);
         const nextIdx = 1 - colorIdx;
         const origMovescount = this.game.moves.length;
-        let addTime =
-          this.game.type == "live"
-            ? (data.addTime || 0)
-            : undefined;
+        let addTime = 0; //for live games
         if (moveCol == this.game.mycolor && !data.receiveMyMove) {
           if (this.drawOffer == "received")
             // I refuse draw
@@ -829,29 +1178,46 @@ export default {
         }
         // Update current game object:
         playMove(move, this.vr);
+        // The move is played: stop clock
+        clearInterval(this.clockUpdate);
+        if (!data.score) {
+          // Received move, score has not been computed in BaseGame (!!noemit)
+          const score = this.vr.getCurrentScore();
+          if (score != "*") this.gameOver(score);
+        }
 // TODO: notifyTurn: "changeturn" message
         this.game.moves.push(move);
-        // (add)Time indication: useful in case of lastate infos requested
-        if (this.game.type == "live")
-          this.game.addTimes.push(addTime);
         this.game.fen = this.vr.getFen();
-        if (this.game.type == "live") this.game.clocks[colorIdx] += addTime;
+        if (this.game.type == "live") {
+          if (!!data.clock) this.game.clocks[colorIdx] = data.clock;
+          else this.game.clocks[colorIdx] += addTime;
+        }
         // In corr games, just reset clock to mainTime:
-        else this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
-        // data.initime is set only when I receive a "lastate" move from opponent
-        this.game.initime[nextIdx] = data.initime || Date.now();
-        this.re_setClocks();
+        else {
+          this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
+        }
+        // NOTE: opponent's initime is reset after "gotmove" is received
+        if (
+          !this.game.mycolor ||
+          moveCol != this.game.mycolor ||
+          !!data.receiveMyMove
+        ) {
+          this.game.initime[nextIdx] = Date.now();
+        }
         // If repetition detected, consider that a draw offer was received:
         const fenObj = this.vr.getFenForRepeat();
-        this.repeat[fenObj] = this.repeat[fenObj] ? this.repeat[fenObj] + 1 : 1;
+        this.repeat[fenObj] =
+          !!this.repeat[fenObj]
+            ? this.repeat[fenObj] + 1
+            : 1;
         if (this.repeat[fenObj] >= 3) this.drawOffer = "threerep";
         else if (this.drawOffer == "threerep") this.drawOffer = "";
-        // Since corr games are stored at only one location, update should be
-        // done only by one player for each move:
         if (!!this.game.mycolor && !data.receiveMyMove) {
           // NOTE: 'var' to see that variable outside this block
           var filtered_move = getFilteredMove(move);
         }
+        // Since corr games are stored at only one location, update should be
+        // done only by one player for each move:
         if (
           !!this.game.mycolor &&
           !data.receiveMyMove &&
@@ -870,7 +1236,8 @@ export default {
               break;
           }
           if (this.game.type == "corr") {
-            GameStorage.update(this.gameRef.id, {
+            // corr: only move, fen and score
+            this.updateCorrGame({
               fen: this.game.fen,
               move: {
                 squares: filtered_move,
@@ -900,85 +1267,145 @@ export default {
         }
         // Send move ("newmove" event) to people in the room (if our turn)
         if (moveCol == this.game.mycolor && !data.receiveMyMove) {
-          const sendMove = {
+          let sendMove = {
             move: filtered_move,
             index: origMovescount,
             // color is required to check if this is my move (if several tabs opened)
             color: moveCol,
-            addTime: addTime, //undefined for corr games
             cancelDrawOffer: this.drawOffer == ""
           };
+          if (this.game.type == "live")
+            sendMove["clock"] = this.game.clocks[colorIdx];
           this.opponentGotMove = false;
           this.send("newmove", {data: sendMove});
           // If the opponent doesn't reply gotmove soon enough, re-send move:
-          let retrySendmove = setInterval(
+          // Do this at most 2 times, because mpore would mean network issues,
+          // opponent would then be expected to disconnect/reconnect.
+          let counter = 1;
+          const currentUrl = document.location.href;
+          this.retrySendmove = setInterval(
             () => {
-              if (this.opponentGotMove) {
-                clearInterval(retrySendmove);
+              if (
+                counter >= 3 ||
+                this.opponentGotMove ||
+                document.location.href != currentUrl //page change
+              ) {
+                clearInterval(this.retrySendmove);
                 return;
               }
-              let oppsid = this.game.players[nextIdx].sid;
-              if (!oppsid) {
-                oppsid = Object.keys(this.people).find(
-                  sid => this.people[sid].id == this.game.players[nextIdx].uid
-                );
-              }
-              if (!oppsid || !this.people[oppsid])
+              const oppsid = this.getOppsid();
+              if (!oppsid)
                 // Opponent is disconnected: he'll ask last state
-                clearInterval(retrySendmove);
-              else this.send("newmove", {data: sendMove, target: oppsid});
+                clearInterval(this.retrySendmove);
+              else {
+                this.send("newmove", { data: sendMove, target: oppsid });
+                counter++;
+              }
             },
-            1000
+            1500
           );
         }
+        else
+          // Not my move or I'm an observer: just start other player's clock
+          this.re_setClocks();
       };
       if (
         this.game.type == "corr" &&
         moveCol == this.game.mycolor &&
         !data.receiveMyMove
       ) {
-        setTimeout(() => {
-          // TODO: remplacer cette confirm box par qqch de plus discret
-          // (et de même pour challenge accepté / refusé)
-          if (
-            !confirm(
-              this.st.tr["Move played:"] +
-                " " +
-                getFullNotation(move) +
-                "\n" +
-                this.st.tr["Are you sure?"]
-            )
-          ) {
-            this.$refs["basegame"].cancelLastMove();
-            return;
-          }
+        let boardDiv = document.querySelector(".game");
+        const afterSetScore = () => {
           doProcessMove();
-        // Let small time to finish drawing current move attempt:
-        }, 500);
+          if (this.st.settings.gotonext && this.nextIds.length > 0)
+            this.showNextGame();
+          else {
+            // The board might have been hidden:
+            if (boardDiv.style.visibility == "hidden")
+              boardDiv.style.visibility = "visible";
+          }
+        };
+        let el = document.querySelector("#buttonsConfirm > .acceptBtn");
+        // We may play several moves in a row: in case of, remove listener:
+        let elClone = el.cloneNode(true);
+        el.parentNode.replaceChild(elClone, el);
+        elClone.addEventListener(
+          "click",
+          () => {
+            document.getElementById("modalConfirm").checked = false;
+            if (!!data.score && data.score != "*")
+              // Set score first
+              this.gameOver(data.score, null, afterSetScore);
+            else afterSetScore();
+          }
+        );
+        // PlayOnBoard is enough, and more appropriate for Synchrone Chess
+        V.PlayOnBoard(this.vr.board, move);
+        const position = this.vr.getBaseFen();
+        V.UndoOnBoard(this.vr.board, move);
+        if (["all","byrow"].includes(V.ShowMoves)) {
+          this.curDiag = getDiagram({
+            position: position,
+            orientation: V.CanFlip ? this.game.mycolor : "w"
+          });
+          document.querySelector("#confirmDiv > .card").style.width =
+            boardDiv.offsetWidth + "px";
+        } else {
+          // Incomplete information: just ask confirmation
+          // Hide the board, because otherwise it could reveal infos
+          boardDiv.style.visibility = "hidden";
+          this.moveNotation = getFullNotation(move);
+        }
+        document.getElementById("modalConfirm").checked = true;
+      }
+      else {
+        // Normal situation
+        if (!!data.score && data.score != "*")
+          this.gameOver(data.score, null, doProcessMove);
+        else doProcessMove();
       }
-      else doProcessMove();
     },
-    gameOver: function(score, scoreMsg) {
+    cancelMove: function() {
+      let boardDiv = document.querySelector(".game");
+      if (boardDiv.style.visibility == "hidden")
+        boardDiv.style.visibility = "visible";
+      document.getElementById("modalConfirm").checked = false;
+      this.$refs["basegame"].cancelLastMove();
+    },
+    // In corr games, callback to change page only after score is set:
+    gameOver: function(score, scoreMsg, callback) {
       this.game.score = score;
-      this.$set(this.game, "scoreMsg", scoreMsg || getScoreMessage(score));
+      if (!scoreMsg) scoreMsg = getScoreMessage(score);
+      this.game.scoreMsg = scoreMsg;
+      this.$set(this.game, "scoreMsg", scoreMsg);
       const myIdx = this.game.players.findIndex(p => {
         return p.sid == this.st.user.sid || p.uid == this.st.user.id;
       });
       if (myIdx >= 0) {
         // OK, I play in this game
-        GameStorage.update(this.gameRef.id, {
+        const scoreObj = {
           score: score,
           scoreMsg: scoreMsg
-        });
+        };
+        if (this.game.type == "live") {
+          GameStorage.update(this.gameRef.id, scoreObj);
+          if (!!callback) callback();
+        }
+        else this.updateCorrGame(scoreObj, callback);
         // Notify the score to main Hall. TODO: only one player (currently double send)
         this.send("result", { gid: this.game.id, score: score });
       }
+      else if (!!callback) callback();
     }
   }
 };
 </script>
 
 <style lang="sass" scoped>
+#infoDiv > .card
+  padding: 15px 0
+  max-width: 430px
+
 .connected
   background-color: lightgreen
 
@@ -1061,10 +1488,14 @@ span.yourturn
   display: inline-block
   margin: 0 15px
 
-#chat
+#chatWrap > .card
   padding-top: 20px
   max-width: 767px
-  border: none;
+  border: none
+
+#confirmDiv > .card
+  max-width: 767px
+  max-height: 100%
 
 .draw-sent, .draw-sent:hover
   background-color: lightyellow
@@ -1075,6 +1506,27 @@ span.yourturn
 .draw-threerep, .draw-threerep:hover
   background-color: #e4d1fc
 
+.rematch-sent, .rematch-sent:hover
+  background-color: lightyellow
+
+.rematch-received, .rematch-received:hover
+  background-color: lightgreen
+
 .somethingnew
   background-color: #c5fefe
+
+.diagram
+  margin: 0 auto
+  width: 100%
+
+#buttonsConfirm
+  margin: 0
+  & > button > span
+    width: 100%
+    text-align: center
+
+button.acceptBtn
+  background-color: lightgreen
+button.refuseBtn
+  background-color: red
 </style>