Fix rematch process
[vchess.git] / client / src / views / Game.vue
index 7b14055..024847c 100644 (file)
 <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()"
+  )
+  div#chatWrap(
+    role="dialog"
+    data-checkbox="modalChat"
+  )
+    .card
+      label.modal-close(for="modalChat")
+      #participants
+        span {{ st.tr["Participant(s):"] }} 
+        span(
+          v-for="p in Object.values(people)"
+          v-if="p.focus && !!p.name"
+        )
+          | {{ p.name }} 
+        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
-    #chat.col-sm-12.col-md-4.col-md-offset-4
-      Chat(:players="game.players" @newchat="processChat")
-  .row
-    .col-sm-12
-      #actions(v-if="game.mode!='analyze' && game.score=='*'")
-        button(@click="offerDraw") Draw
-        button(@click="abortGame") Abort
-        button(@click="resign") Resign
-      div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
-      div(v-if="game.score=='*'") Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
-  BaseGame(:game="game" :vr="vr" ref="basegame"
-    @newmove="processMove" @gameover="gameOver")
+    #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
+      span.variant-cadence {{ game.cadence }}
+      span.variant-name {{ game.vname }}
+      span#nextGame(
+        v-if="nextIds.length > 0"
+        @click="showNextGame()"
+      )
+        | {{ st.tr["Next_g"] }}
+      button#chatBtn.tooltip(
+        onClick="window.doClick('modalChat')"
+        aria-label="Chat"
+      )
+        img(src="/images/icons/chat.svg")
+      #actions(v-if="game.score=='*'")
+        button.tooltip(
+          @click="clickDraw()"
+          :class="{['draw-' + drawOffer]: true}"
+          :aria-label="st.tr['Draw']"
+        )
+          img(src="/images/icons/draw.svg")
+        button.tooltip(
+          v-if="!!game.mycolor"
+          @click="abortGame()"
+          :aria-label="st.tr['Abort']"
+        )
+          img(src="/images/icons/abort.svg")
+        button.tooltip(
+          v-if="!!game.mycolor"
+          @click="resign()"
+          :aria-label="st.tr['Resign']"
+        )
+          img(src="/images/icons/resign.svg")
+      button.tooltip(
+        v-else-if="!!game.mycolor"
+        @click="clickRematch()"
+        :class="{['rematch-' + rematchOffer]: true}"
+        :aria-label="st.tr['Rematch']"
+      )
+        img(src="/images/icons/rematch.svg")
+      #playersInfo
+        p
+          span.name(:class="{connected: isConnected(0)}")
+            | {{ game.players[0].name || "@nonymous" }}
+          span.time(
+            v-if="game.score=='*'"
+            :class="{yourturn: !!vr && vr.turn == 'w'}"
+          )
+            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.split-names -
+          span.name(:class="{connected: isConnected(1)}")
+            | {{ game.players[1].name || "@nonymous" }}
+          span.time(
+            v-if="game.score=='*'"
+            :class="{yourturn: !!vr && vr.turn == 'b'}"
+          )
+            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] }}
+  BaseGame(
+    ref="basegame"
+    :game="game"
+    @newmove="processMove"
+  )
 </template>
 
 <script>
@@ -21,295 +131,794 @@ import Chat from "@/components/Chat.vue";
 import { store } from "@/store";
 import { GameStorage } from "@/utils/gameStorage";
 import { ppt } from "@/utils/datetime";
+import { ajax } from "@/utils/ajax";
 import { extractTime } from "@/utils/timeControl";
+import { getRandString } from "@/utils/alea";
+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 { ArrayFun } from "@/utils/array";
-
+import params from "@/parameters";
 export default {
-  name: 'my-game',
+  name: "my-game",
   components: {
     BaseGame,
-    Chat,
+    Chat
   },
-  // gameRef: to find the game in (potentially remote) storage
   data: function() {
     return {
       st: store.state,
-      gameRef: { //given in URL (rid = remote ID)
+      gameRef: {
+        // rid = remote (socket) ID
         id: "",
         rid: ""
       },
-      game: {players:[{name:""},{name:""}]}, //passed to BaseGame
-      virtualClocks: [0, 0], //initialized with true game.clocks
+      nextIds: [],
+      game: {}, //passed to BaseGame
+      // virtualClocks will be initialized from true game.clocks
+      virtualClocks: [],
       vr: null, //"variant rules" object initialized from FEN
-      drawOffer: "", //TODO: use for button style
-      people: [], //players + observers
+      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,
+      // If newmove has wrong index: ask fullgame again:
+      askGameTime: 0,
+      gameIsLoading: false,
+      // If asklastate got no reply, ask again:
+      gotLastate: false,
+      gotMoveIdx: -1, //last move index received
+      // 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, from) {
-      this.gameRef.id = to.params["id"];
-      this.gameRef.rid = to.query["rid"];
-      this.loadGame();
-    },
-    "game.clocks": function(newState) {
-      if (this.game.moves.length < 2 || this.game.score != "*")
-      {
-        // 1st move not completed yet, or game over: freeze time
-        this.virtualClocks = newState.map(s => ppt(s));
-        return;
+    $route: function(to, from) {
+      if (from.params["id"] != to.params["id"]) {
+        // Change everything:
+        this.cleanBeforeDestroy();
+        let boardDiv = document.querySelector(".game");
+        if (!!boardDiv)
+          // In case of incomplete information variant:
+          boardDiv.style.visibility = "hidden";
+        this.atCreation();
+      } else {
+        // Same game ID
+        this.gameRef.id = to.params["id"];
+        this.gameRef.rid = to.query["rid"];
+        this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
+        this.loadGame();
       }
-      const currentTurn = this.vr.turn;
-      const colorIdx = ["w","b"].indexOf(currentTurn);
-      let countdown = newState[colorIdx] -
-        (Date.now() - this.game.initime[colorIdx])/1000;
-      this.virtualClocks = [0,1].map(i => {
-        const removeTime = i == colorIdx
-          ? (Date.now() - this.game.initime[colorIdx])/1000
-          : 0;
-        return ppt(newState[i] - removeTime);
-      });
-      let clockUpdate = setInterval(() => {
-        if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
-        {
-          clearInterval(clockUpdate);
-          if (countdown < 0)
-            this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
-        }
-        else
-        {
-          // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
-          this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
-        }
-      }, 1000);
-    },
+    }
   },
-  // TODO: redundant code with Hall.vue (related to people array)
+  // NOTE: some redundant code with Hall.vue (mostly related to people array)
   created: function() {
-    // Always add myself to players' list
-    const my = this.st.user;
-    this.people.push({sid:my.sid, id:my.id, name:my.name});
-    this.gameRef.id = this.$route.params["id"];
-    this.gameRef.rid = this.$route.query["rid"]; //may be undefined
-    // Define socket .onmessage() and .onclose() events:
-    this.st.conn.onmessage = this.socketMessageListener;
-    const socketCloseListener = () => {
-      store.socketCloseListener(); //reinitialize connexion (in store.js)
-      this.st.conn.addEventListener('message', this.socketMessageListener);
-      this.st.conn.addEventListener('close', socketCloseListener);
-    };
-    this.st.conn.onclose = socketCloseListener;
-    // Socket init required before loading remote game:
-    const socketInit = (callback) => {
-      if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
-        callback();
-      else //socket not ready yet (initial loading)
-        this.st.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.
-      // A more general approach would be to store it somewhere.
-      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() {
+    document.removeEventListener('visibilitychange', this.visibilityChange);
+    this.cleanBeforeDestroy();
+  },
   methods: {
-    // O.1] Ask server for room composition:
+    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() {
-      this.st.conn.send(JSON.stringify({code:"pollclients"}));
+      if (!this.roomInitialized) {
+        // Notify the room only now that I connected, because
+        // messages might be lost otherwise (if game loading is slow)
+        this.send("connect");
+        this.send("pollclients");
+        // We may ask fullgame several times if some moves are lost,
+        // but room should be init only once:
+        this.roomInitialized = true;
+      }
+    },
+    send: function(code, obj) {
+      if (!!this.conn)
+        this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
+    },
+    isConnected: function(index) {
+      const player = this.game.players[index];
+      // 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 && this.people[sid].focus)
+        )
+        ||
+        (
+          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");
+    },
+    processChat: function(chat) {
+      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)
+        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",
+            { 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];
+      const colorIdx = this.game.players.findIndex(
+        p => p.sid == sid || p.uid == player.id);
+      const color = ["w","b"][colorIdx];
+      const movesCount = this.game.moves.length;
+      const yourTurn =
+        (color == "w" && movesCount % 2 == 0) ||
+        (color == "b" && movesCount % 2 == 1);
+      this.send("turnchange", { target: sid, yourTurn: yourTurn });
+    },
+    showNextGame: function() {
+      // Did I play in current game? If not, add it to nextIds list
+      if (this.game.score == "*" && this.vr.turn == this.game.mycolor)
+        this.nextIds.unshift(this.game.id);
+      const nextGid = this.nextIds.pop();
+      this.$router.push(
+        "/game/" + nextGid + "/?next=" + JSON.stringify(this.nextIds));
+    },
+    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
+          // Just ask fullgame again (once!), this is much simpler.
+          // If this fails, the user could just reload page :/
+          this.send("askfullgame", { target: this.gameRef.rid });
+      };
+      // Delay of at least 2s between two game requests
+      const now = Date.now();
+      const delay = Math.max(2000 - (now - this.askGameTime), 0);
+      this.askGameTime = now;
+      setTimeout(doAskGame, delay);
     },
     socketMessageListener: function(msg) {
+      if (!this.conn) return;
       const data = JSON.parse(msg.data);
-      switch (data.code)
-      {
-        case "duplicate":
-          alert("Warning: duplicate 'offline' connection");
-          break;
-        // 0.2] Receive clients list (just socket IDs)
+      switch (data.code) {
         case "pollclients":
-        {
           data.sockIds.forEach(sid => {
-            this.people.push({sid:sid, id:0, name:""});
-            // Ask only identity
-            this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+            if (sid != this.st.user.sid) {
+              this.people[sid] = { focus: true };
+              this.send("askidentity", { target: sid });
+            }
           });
           break;
-        }
-        case "askidentity":
-        {
-          // Request for identification: reply if I'm not anonymous
-          if (this.st.user.id > 0)
+        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 });
+          }
+          break;
+        case "disconnect":
+          this.$delete(this.people, data.from);
+          break;
+        case "mconnect": {
+          // TODO: from MyGames page : send mconnect message with the list of gid (live and corr)
+          // Either me (another tab) or opponent
+          const sid = data.from;
+          if (!this.onMygames.some(s => s == sid))
           {
-            this.st.conn.send(JSON.stringify(
-              // people[0] instead of st.user to avoid sending email
-              {code:"identity", user:this.people[0], target:data.from}));
+            this.onMygames.push(sid);
+            this.notifyTurn(sid); //TODO: this may require server ID (so, notify after receiving identity)
           }
           break;
+          if (!this.people[sid])
+            this.send("askidentity", { target: sid });
         }
-        case "identity":
-        {
-          let player = this.people.find(p => p.sid == data.user.sid);
-          // NOTE: sometimes player.id fails because player is undefined...
-          // Probably because the event was meant for Hall?
-          if (!player)
-            return;
-          player.id = data.user.id;
-          player.name = data.user.name;
-          // Sending last state only for live games: corr games are complete
-          if (this.game.type == "live" && this.game.oppsid == player.sid)
-          {
-            // Send our "last state" informations to opponent
-            const L = this.game.moves.length;
-            let lastMove = (L>0 ? this.game.moves[L-1] : undefined);
-            if (!!lastMove && this.drawOffer == "sent")
-              lastMove.draw = true;
-            this.st.conn.send(JSON.stringify({
-              code: "lastate",
-              target: player.sid,
-              state:
-              {
-                lastMove: lastMove,
-                score: this.game.score,
-                movesCount: L,
-                clocks: this.game.clocks,
-              }
-            }));
+        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.$forceUpdate(); //TODO: shouldn't be required
           }
           break;
         }
-        case "askgame":
-          // Send current (live) game
-          const myGame =
-          {
-            // Minimal game informations:
-            id: this.game.id,
-            players: this.game.players.map(p => { return {name:p.name}; }),
-            vid: this.game.vid,
-            timeControl: this.game.timeControl,
+        case "losefocus": {
+          let player = this.people[data.from];
+          if (!!player) {
+            player.focus = false;
+            this.$forceUpdate(); //TODO: shouldn't be required
+          }
+          break;
+        }
+        case "killed":
+          // I logged in elsewhere:
+          this.conn = null;
+          alert(this.st.tr["New connexion detected: tab now offline"]);
+          break;
+        case "askidentity": {
+          // Request for identification
+          const me = {
+            // Decompose to avoid revealing email
+            name: this.st.user.name,
+            sid: this.st.user.sid,
+            id: this.st.user.id
           };
-          this.st.conn.send(JSON.stringify({code:"game",
-            game:myGame, target:data.from}));
+          this.send("identity", { data: me, target: data.from });
+          break;
+        }
+        case "identity": {
+          const user = data.data;
+          let player = this.people[user.sid];
+          // player.focus is already set
+          player.name = user.name;
+          player.id = user.id;
+          this.$forceUpdate(); //TODO: shouldn't be required
+          // If I multi-connect, kill current connexion if no mark (I'm older)
+          if (this.newConnect[user.sid]) {
+            if (
+              user.id > 0 &&
+              user.id == this.st.user.id &&
+              user.sid != this.st.user.sid &&
+              !this.killed[this.st.user.sid]
+            ) {
+                this.send("killme", { sid: this.st.user.sid });
+                this.killed[this.st.user.sid] = true;
+            }
+            delete this.newConnect[user.sid];
+          }
+          if (!this.killed[this.st.user.sid]) {
+            // Ask potentially missed last state, if opponent and I play
+            if (
+              !!this.game.mycolor &&
+              this.game.type == "live" &&
+              this.game.score == "*" &&
+              this.game.players.some(p => p.sid == user.sid)
+            ) {
+              this.send("asklastate", { target: user.sid });
+              let counter = 1;
+              this.askLastate = setInterval(
+                () => {
+                  // Ask at most 3 times:
+                  // if no reply after that there should be a network issue.
+                  if (
+                    counter < 3 &&
+                    !this.gotLastate &&
+                    !!this.people[user.sid]
+                  ) {
+                    this.send("asklastate", { target: user.sid });
+                    counter++;
+                  } else {
+                    clearInterval(this.askLastate);
+                  }
+                },
+                1500
+              );
+            }
+          }
           break;
-        case "newmove":
-          this.$set(this.game, "moveToPlay", data.move); //TODO: Vue3...
+        }
+        case "askgame":
+          // Send current (live) game if not asked by any of the players
+          if (
+            this.game.type == "live" &&
+            this.game.players.every(p => p.sid != data.from[0])
+          ) {
+            const myGame = {
+              id: this.game.id,
+              fen: this.game.fen,
+              players: this.game.players,
+              vid: this.game.vid,
+              cadence: this.game.cadence,
+              score: this.game.score,
+              rid: this.st.user.sid //useful in Hall if I'm an observer
+            };
+            this.send("game", { data: myGame, target: data.from });
+          }
           break;
-        case "lastate": //got opponent infos about last move
-        {
-          this.lastate = data;
-          if (!!this.game.type) //game is loaded
-            this.processLastate();
-          //else: will be processed when game is ready
+        case "askfullgame":
+          const gameToSend = Object.keys(this.game)
+            .filter(k =>
+              [
+                "id","fen","players","vid","cadence","fenStart","vname",
+                "moves","clocks","initime","score","drawOffer","rematchOffer"
+              ].includes(k))
+            .reduce(
+              (obj, k) => {
+                obj[k] = this.game[k];
+                return obj;
+              },
+              {}
+            );
+          this.send("fullgame", { data: gameToSend, target: data.from });
+          break;
+        case "fullgame":
+          // Callback "roomInit" to poll clients only after game is loaded
+          this.loadGame(data.data, this.roomInit);
+          break;
+        case "asklastate":
+          // Sending informative last state if I played a move or score != "*"
+          // 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
+          this.gotLastate = true;
+          if (!data.data.nothing) {
+            this.lastate = data.data;
+            if (this.game.rendered)
+              // Game is rendered (Board component)
+              this.processLastate();
+            // Else: will be processed when game is ready
+          }
+          break;
+        }
+        case "newmove": {
+          const movePlus = data.data;
+          const movesCount = this.game.moves.length;
+          if (movePlus.index > movesCount) {
+            // This can only happen if I'm an observer and missed a move.
+            if (this.gotMoveIdx < movePlus.index)
+              this.gotMoveIdx = movePlus.index;
+            if (!this.gameIsLoading) this.askGameAgain();
+          }
+          else {
+            if (
+              movePlus.index < movesCount ||
+              this.gotMoveIdx >= movePlus.index
+            ) {
+              // Opponent re-send but we already have the move:
+              // (maybe he didn't receive our pingback...)
+              this.send("gotmove", {data: movePlus.index, target: data.from});
+            } else {
+              this.gotMoveIdx = movePlus.index;
+              const receiveMyMove = (movePlus.color == this.game.mycolor);
+              if (!receiveMyMove && !!this.game.mycolor)
+                // Notify opponent that I got the move:
+                this.send("gotmove", {data: movePlus.index, target: data.from});
+              if (movePlus.cancelDrawOffer) {
+                // Opponent refuses draw
+                this.drawOffer = "";
+                // NOTE for corr games: drawOffer reset by player in turn
+                if (
+                  this.game.type == "live" &&
+                  !!this.game.mycolor &&
+                  !receiveMyMove
+                ) {
+                  GameStorage.update(this.gameRef.id, { drawOffer: "" });
+                }
+              }
+              this.$refs["basegame"].play(movePlus.move, "received", null, true);
+              this.processMove(
+                movePlus.move,
+                {
+                  clock: movePlus.clock,
+                  receiveMyMove: receiveMyMove
+                }
+              );
+            }
+          }
+          break;
+        }
+        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":
-          this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
+          const score = data.side == "b" ? "1-0" : "0-1";
+          const side = data.side == "w" ? "White" : "Black";
+          this.gameOver(score, side + " surrender");
           break;
         case "abort":
-          this.gameOver("?", "Abort");
+          this.gameOver("?", "Stop");
           break;
         case "draw":
-          this.gameOver("1/2", "Mutual agreement");
+          this.gameOver("1/2", data.data);
           break;
         case "drawoffer":
-          this.drawOffer = "received"; //TODO: observers don't know who offered draw
-          break;
-        case "askfullgame":
-          this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from}));
+          // NOTE: observers don't know who offered draw
+          this.drawOffer = "received";
           break;
-        case "fullgame":
-          // Callback "roomInit" to poll clients only after game is loaded
-          this.loadGame(data.game, this.roomInit);
+        case "rematchoffer":
+          // NOTE: observers don't know who offered rematch
+          this.rematchOffer = data.data ? "received" : "";
           break;
-        case "connect":
-        {
-          this.people.push({name:"", id:0, sid:data.from});
-          this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
+        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 "disconnect":
-          ArrayFun.remove(this.people, p => p.sid == data.from);
+        case "newchat":
+          this.newChat = data.data;
+          if (!document.getElementById("modalChat").checked)
+            document.getElementById("chatBtn").classList.add("somethingnew");
           break;
       }
     },
+    socketCloseListener: function() {
+      this.conn = new WebSocket(this.connexionString);
+      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;
       this.lastate = undefined; //security...
       const L = this.game.moves.length;
-      if (data.movesCount > L)
-      {
+      if (data.movesCount > L) {
         // Just got last move from him
-        this.$set(this.game, "moveToPlay", data.lastMove);
-        if (data.score != "*" && this.game.score == "*")
-        {
-          // Opponent resigned or aborted game, or accepted draw offer
-          // (this is not a stalemate or checkmate)
-          this.gameOver(data.score, "Opponent action");
-        }
-        this.game.clocks = data.clocks; //TODO: check this?
-        if (!!data.lastMove.draw)
-          this.drawOffer = "received";
-      }
-    },
-    offerDraw: function() {
-      if (this.drawOffer == "received")
-      {
-        if (!confirm("Accept draw?"))
-          return;
-        this.people.forEach(p => {
-          if (p.sid != this.st.user.sid)
-            this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
-        });
-        this.gameOver("1/2", "Mutual agreement");
+        this.$refs["basegame"].play(data.lastMove, "received", null, true);
+        this.processMove(data.lastMove, { clock: data.clock });
       }
-      else if (this.drawOffer == "sent")
-      {
+      if (data.drawSent) this.drawOffer = "received";
+      if (data.rematchSent) this.rematchOffer = "received";
+      if (data.score != "*") {
         this.drawOffer = "";
-        if (this.game.type == "corr")
-          GameStorage.update(this.gameRef.id, {drawOffer: false});
+        if (this.game.score == "*")
+          this.gameOver(data.score, data.scoreMsg);
       }
-      else
-      {
-        if (!confirm("Offer draw?"))
+    },
+    clickDraw: function() {
+      if (!this.game.mycolor) return; //I'm just spectator
+      if (["received", "threerep"].includes(this.drawOffer)) {
+        if (!confirm(this.st.tr["Accept draw?"])) return;
+        const message =
+          this.drawOffer == "received"
+            ? "Mutual agreement"
+            : "Three repetitions";
+        this.send("draw", { data: message });
+        this.gameOver("1/2", message);
+      } else if (this.drawOffer == "") {
+        // No effect if drawOffer == "sent"
+        if (this.game.mycolor != this.vr.turn) {
+          alert(this.st.tr["Draw offer only in your turn"]);
           return;
+        }
+        if (!confirm(this.st.tr["Offer draw?"])) return;
         this.drawOffer = "sent";
-        this.people.forEach(p => {
-          if (p.sid != this.st.user.sid)
-            this.st.conn.send(JSON.stringify({code:"drawoffer", target:p.sid}));
-        });
-        if (this.game.type == "corr")
-          GameStorage.update(this.gameRef.id, {drawOffer: true});
+        this.send("drawoffer");
+        if (this.game.type == "live") {
+          GameStorage.update(
+            this.gameRef.id,
+            { drawOffer: this.game.mycolor }
+          );
+        } else this.updateCorrGame({ drawOffer: this.game.mycolor });
       }
     },
-    abortGame: function() {
-      if (!confirm(this.st.tr["Terminate game?"]))
-        return;
-      this.gameOver("?", "Abort");
-      this.people.forEach(p => {
-        if (p.sid != this.st.user.sid)
+    addAndGotoLiveGame: function(gameInfo, callback) {
+      const game = Object.assign(
+        {},
+        gameInfo,
         {
-          this.st.conn.send(JSON.stringify({
-            code: "abort",
-            target: p.sid,
-          }));
+          // (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.$router.push("/game/" + gameInfo.id);
         }
       });
     },
-    resign: function(e) {
-      if (!confirm("Resign the game?"))
-        return;
-      this.people.forEach(p => {
-        if (p.sid != this.st.user.sid)
-        {
-          this.st.conn.send(JSON.stringify({code:"resign",
-            side:this.game.mycolor, target:p.sid}));
+    clickRematch: function() {
+      if (!this.game.mycolor) return; //I'm just spectator
+      if (this.rematchOffer == "received") {
+        // Start a new game!
+        let gameInfo = {
+          id: getRandString(), //ignored if corr
+          fen: V.GenRandInitFen(this.game.randomness),
+          players: this.game.players.reverse(),
+          vid: this.game.vid,
+          cadence: this.game.cadence
+        };
+        const notifyNewGame = () => {
+          let oppsid = this.getOppsid(); //may be null
+          this.send("rnewgame", { data: gameInfo, oppsid: oppsid });
+        };
+        if (this.game.type == "live")
+          this.addAndGotoLiveGame(gameInfo, notifyNewGame);
+        else {
+          // corr game
+          ajax(
+            "/games",
+            "POST",
+            {
+              // cid is useful to delete the challenge:
+              data: { gameInfo: gameInfo },
+              success: (response) => {
+                gameInfo.id = response.gameId;
+                notifyNewGame();
+                this.$router.push("/game/" + response.gameId);
+              }
+            }
+          );
         }
-      });
-      this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
+      } 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() {
+      if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return;
+      this.gameOver("?", "Stop");
+      this.send("abort");
+    },
+    resign: function() {
+      if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
+        return;
+      this.send("resign", { data: this.game.mycolor });
+      const score = this.game.mycolor == "w" ? "0-1" : "1-0";
+      const side = this.game.mycolor == "w" ? "White" : "Black";
+      this.gameOver(score, side + " surrender");
     },
     // 3 cases for loading a game:
     //  - from indexedDB (running or completed live game I play)
@@ -320,214 +929,495 @@ export default {
         const vModule = await import("@/variants/" + game.vname + ".js");
         window.V = vModule.VariantRules;
         this.vr = new V(game.fen);
-        const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
-        const tc = extractTime(game.timeControl);
-        if (gtype == "corr")
-        {
-          if (game.players[0].color == "b")
-          {
+        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;
+        });
+        const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers
+        if (!game.chats) game.chats = []; //live games don't have chat history
+        if (gtype == "corr") {
+          if (game.players[0].color == "b") {
             // Adopt the same convention for live and corr games: [0] = white
-            [ game.players[0], game.players[1] ] =
-              [ game.players[1], game.players[0] ];
+            [game.players[0], game.players[1]] = [
+              game.players[1],
+              game.players[0]
+            ];
           }
-          // corr game: needs to compute the clocks + initime
           // NOTE: clocks in seconds, initime in milliseconds
+          game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
           game.clocks = [tc.mainTime, tc.mainTime];
-          game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
-          if (game.score == "*") //otherwise no need to bother with time
-          {
+          const L = game.moves.length;
+          if (game.score == "*") {
+            // Set clocks + initime
             game.initime = [0, 0];
-            const L = game.moves.length;
-            if (L >= 3)
-            {
-              let addTime = [0, 0];
-              for (let i=2; i<L; i++)
-              {
-                addTime[i%2] += tc.increment -
-                  (game.moves[i].played - game.moves[i-1].played) / 1000;
+            if (L >= 1) {
+              const gameLastupdate = game.moves[L-1].played;
+              game.initime[L % 2] = gameLastupdate;
+              if (L >= 2) {
+                game.clocks[L % 2] =
+                  tc.mainTime - (Date.now() - gameLastupdate) / 1000;
               }
-              for (let i=0; i<=1; i++)
-                game.clocks[i] += addTime[i];
             }
-            if (L >= 1)
-              game.initime[L%2] = game.moves[L-1].played;
-            if (game.drawOffer)
-              this.drawOffer = "received";
           }
-          // Now that we used idx and played, re-format moves as for live games
-          game.moves = game.moves.map( (m) => {
-            const s = m.squares;
-            return {
-              appear: s.appear,
-              vanish: s.vanish,
-              start: s.start,
-              end: s.end,
-            };
+          // Sort chat messages from newest to oldest
+          game.chats.sort((c1, c2) => {
+            return c2.added - c1.added;
           });
+          if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) {
+            // Did a chat message arrive after my last move?
+            let dtLastMove = 0;
+            if (L == 1 && myIdx == 0)
+              dtLastMove = game.moves[0].played;
+            else if (L >= 2) {
+              if (L % 2 == 0) {
+                // It's now white turn
+                dtLastMove = game.moves[L-1-(1-myIdx)].played;
+              } else {
+                // Black turn:
+                dtLastMove = game.moves[L-1-myIdx].played;
+              }
+            }
+            if (dtLastMove < game.chats[0].added)
+              document.getElementById("chatBtn").classList.add("somethingnew");
+          }
+          // Now that we used idx and played, re-format moves as for live games
+          game.moves = game.moves.map(m => m.squares);
         }
-        const myIdx = game.players.findIndex(p => {
-          return p.sid == this.st.user.sid || p.uid == this.st.user.id;
-        });
-        if (gtype == "live" && game.clocks[0] < 0) //game unstarted
-        {
+        if (gtype == "live" && game.clocks[0] < 0) {
+          // Game is unstarted
           game.clocks = [tc.mainTime, tc.mainTime];
-          if (game.score == "*")
-          {
+          if (game.score == "*") {
             game.initime[0] = Date.now();
-            if (myIdx >= 0)
-            {
+            if (myIdx >= 0) {
               // I play in this live game; corr games don't have clocks+initime
-              GameStorage.update(game.id,
-              {
+              GameStorage.update(game.id, {
                 clocks: game.clocks,
-                initime: game.initime,
+                initime: game.initime
               });
             }
           }
         }
-        this.game = Object.assign({},
-          game,
+        // TODO: merge next 2 "if" conditions
+        if (!!game.drawOffer) {
+          if (game.drawOffer == "t")
+            // Three repetitions
+            this.drawOffer = "threerep";
+          else {
+            // Draw offered by any of the players:
+            if (myIdx < 0) this.drawOffer = "received";
+            else {
+              // I play in this game:
+              if (
+                (game.drawOffer == "w" && myIdx == 0) ||
+                (game.drawOffer == "b" && myIdx == 1)
+              )
+                this.drawOffer = "sent";
+              else this.drawOffer = "received";
+            }
+          }
+        }
+        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);
+        let curTurn = "n";
+        game.moves.forEach(m => {
+          playMove(m, vr_tmp);
+          const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
+          this.repeat[fenIdx] = this.repeat[fenIdx]
+            ? this.repeat[fenIdx] + 1
+            : 1;
+        });
+        if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
+        this.game = Object.assign(
           // NOTE: assign mycolor here, since BaseGame could also be VS computer
           {
             type: gtype,
             increment: tc.increment,
-            mycolor: [undefined,"w","b"][myIdx+1],
+            mycolor: mycolor,
             // 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),
-          }
+            oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
+            oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid
+          },
+          game,
         );
-        this.repeat = {}; //reset
-        if (!!this.lastate) //lastate arrived before game was loaded:
-          this.processLastate();
-        callback();
+        if (this.gameIsLoading)
+          // 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)
+            // Some moves arrived meanwhile...
+            this.askGameAgain();
+        }
+        if (!!callback) callback();
       };
-      if (!!game)
-        return afterRetrieval(game);
-      if (!!this.gameRef.rid)
-      {
+      if (!!game) {
+        afterRetrieval(game);
+        return;
+      }
+      if (this.gameRef.rid) {
         // Remote live game: forgetting about callback func... (TODO: design)
-        this.st.conn.send(JSON.stringify(
-          {code:"askfullgame", target:this.gameRef.rid}));
+        this.send("askfullgame", { target: this.gameRef.rid });
+      } else {
+        // Local or corr game on server.
+        // NOTE: afterRetrieval() is never called if game not found
+        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);
       }
-      else
-      {
-        // Local or corr game
-        GameStorage.get(this.gameRef.id, afterRetrieval);
+    },
+    re_setClocks: function() {
+      if (this.game.moves.length < 2 || this.game.score != "*") {
+        // 1st move not completed yet, or game over: freeze time
+        this.virtualClocks = this.game.clocks.map(s => ppt(s).split(':'));
+        return;
       }
+      const currentTurn = this.vr.turn;
+      const currentMovesCount = this.game.moves.length;
+      const colorIdx = ["w", "b"].indexOf(currentTurn);
+      let countdown =
+        this.game.clocks[colorIdx] -
+        (Date.now() - this.game.initime[colorIdx]) / 1000;
+      this.virtualClocks = [0, 1].map(i => {
+        const removeTime =
+          i == colorIdx ? (Date.now() - this.game.initime[colorIdx]) / 1000 : 0;
+        return ppt(this.game.clocks[i] - removeTime).split(':');
+      });
+      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(':')
+            );
+        },
+        1000
+      );
     },
-    // Post-process a move (which was just played)
-    processMove: function(move) {
-      if (!this.game.mycolor)
-        return; //I'm just an observer
-      // Update storage (corr or live)
-      const colorIdx = ["w","b"].indexOf(move.color);
-      // https://stackoverflow.com/a/38750895
-      const allowed_fields = ["appear", "vanish", "start", "end"];
-      const filtered_move = Object.keys(move)
-        .filter(key => allowed_fields.includes(key))
-        .reduce((obj, key) => {
-          obj[key] = move[key];
-          return obj;
-        }, {});
-      // Send move ("newmove" event) to people in the room (if our turn)
-      let addTime = 0;
-      if (move.color == this.game.mycolor)
-      {
-        if (this.game.moves.length >= 2) //after first move
-        {
-          const elapsed = Date.now() - this.game.initime[colorIdx];
-          // elapsed time is measured in milliseconds
-          addTime = this.game.increment - elapsed/1000;
+    // Update variables and storage after a move:
+    processMove: function(move, data) {
+      if (!data) data = {};
+      const moveCol = this.vr.turn;
+      const doProcessMove = () => {
+        const colorIdx = ["w", "b"].indexOf(moveCol);
+        const nextIdx = 1 - colorIdx;
+        const origMovescount = this.game.moves.length;
+        let addTime = 0; //for live games
+        if (moveCol == this.game.mycolor && !data.receiveMyMove) {
+          if (this.drawOffer == "received")
+            // I refuse draw
+            this.drawOffer = "";
+          if (this.game.type == "live" && origMovescount >= 2) {
+            const elapsed = Date.now() - this.game.initime[colorIdx];
+            // elapsed time is measured in milliseconds
+            addTime = this.game.increment - elapsed / 1000;
+          }
         }
-        let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
-        this.people.forEach(p => {
-          if (p.sid != this.st.user.sid)
-          {
-            this.st.conn.send(JSON.stringify({
-              code: "newmove",
-              target: p.sid,
-              move: sendMove,
-            }));
+        // 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);
+        this.game.fen = this.vr.getFen();
+        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;
+        }
+        // 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;
+        if (this.repeat[fenObj] >= 3) this.drawOffer = "threerep";
+        else if (this.drawOffer == "threerep") this.drawOffer = "";
+        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 &&
+          (this.game.type == "live" || moveCol == this.game.mycolor)
+        ) {
+          let drawCode = "";
+          switch (this.drawOffer) {
+            case "threerep":
+              drawCode = "t";
+              break;
+            case "sent":
+              drawCode = this.game.mycolor;
+              break;
+            case "received":
+              drawCode = V.GetOppCol(this.game.mycolor);
+              break;
+          }
+          if (this.game.type == "corr") {
+            // corr: only move, fen and score
+            this.updateCorrGame({
+              fen: this.game.fen,
+              move: {
+                squares: filtered_move,
+                played: Date.now(),
+                idx: origMovescount
+              },
+              // Code "n" for "None" to force reset (otherwise it's ignored)
+              drawOffer: drawCode || "n"
+            });
+          }
+          else {
+            const updateStorage = () => {
+              GameStorage.update(this.gameRef.id, {
+                fen: this.game.fen,
+                move: filtered_move,
+                moveIdx: origMovescount,
+                clocks: this.game.clocks,
+                initime: this.game.initime,
+                drawOffer: drawCode
+              });
+            };
+            // The active tab can update storage immediately
+            if (!document.hidden) updateStorage();
+            // Small random delay otherwise
+            else setTimeout(updateStorage, 500 + 1000 * Math.random());
           }
-        });
-      }
-      else
-        addTime = move.addTime; //supposed transmitted
-      const nextIdx = ["w","b"].indexOf(this.vr.turn);
-      // Since corr games are stored at only one location, update should be
-      // done only by one player for each move:
-      if (this.game.type == "live" || move.color == this.game.mycolor)
-      {
-        if (this.game.type == "corr")
-        {
-          GameStorage.update(this.gameRef.id,
-          {
-            fen: move.fen,
-            move:
-            {
-              squares: filtered_move,
-              played: Date.now(), //TODO: on server?
-              idx: this.game.moves.length,
-            },
-          });
         }
-        else //live
-        {
-          GameStorage.update(this.gameRef.id,
-          {
-            fen: move.fen,
+        // Send move ("newmove" event) to people in the room (if our turn)
+        if (moveCol == this.game.mycolor && !data.receiveMyMove) {
+          let sendMove = {
             move: filtered_move,
-            clocks: this.game.clocks.map((t,i) => i==colorIdx
-              ? this.game.clocks[i] + addTime
-              : this.game.clocks[i]),
-            initime: this.game.initime.map((t,i) => i==nextIdx
-              ? Date.now()
-              : this.game.initime[i]),
+            index: origMovescount,
+            // color is required to check if this is my move (if several tabs opened)
+            color: moveCol,
+            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:
+          // 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 (
+                counter >= 3 ||
+                this.opponentGotMove ||
+                document.location.href != currentUrl //page change
+              ) {
+                clearInterval(this.retrySendmove);
+                return;
+              }
+              const oppsid = this.getOppsid();
+              if (!oppsid)
+                // Opponent is disconnected: he'll ask last state
+                clearInterval(this.retrySendmove);
+              else {
+                this.send("newmove", { data: sendMove, target: oppsid });
+                counter++;
+              }
+            },
+            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
+      ) {
+        let boardDiv = document.querySelector(".game");
+        const afterSetScore = () => {
+          doProcessMove();
+          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();
       }
-      // Also update current game object:
-      this.game.moves.push(move);
-      this.game.fen = move.fen;
-      //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
-      this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
-      this.game.initime[nextIdx] = Date.now();
-      // If repetition detected, consider that a draw offer was received:
-      const fenObj = V.ParseFen(move.fen);
-      let repIdx = fenObj.position + "_" + fenObj.turn;
-      if (!!fenObj.flags)
-        repIdx += "_" + fenObj.flags;
-      this.repeat[repIdx] = (!!this.repeat[repIdx]
-        ? this.repeat[repIdx]+1
-        : 1);
-      if (this.repeat[repIdx] >= 3)
-        this.drawOffer = "received"; //TODO: will print "mutual agreement"...
     },
-    processChat: function(chat) {
-      if (this.game.type == "corr")
-        GameStorage.update(this.gameRef.id, {chat: chat});
+    cancelMove: function() {
+      let boardDiv = document.querySelector(".game");
+      if (boardDiv.style.visibility == "hidden")
+        boardDiv.style.visibility = "visible";
+      document.getElementById("modalConfirm").checked = false;
+      this.$refs["basegame"].cancelLastMove();
     },
-    gameOver: function(score, scoreMsg) {
-      this.game.mode = "analyze";
+    // In corr games, callback to change page only after score is set:
+    gameOver: function(score, scoreMsg, callback) {
       this.game.score = score;
+      if (!scoreMsg) scoreMsg = getScoreMessage(score);
       this.game.scoreMsg = scoreMsg;
+      this.$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, { score: score });
-    },
-  },
+      if (myIdx >= 0) {
+        // OK, I play in this game
+        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">
+<style lang="sass" scoped>
+#infoDiv > .card
+  padding: 15px 0
+  max-width: 430px
+
 .connected
-  background-color: green
-.disconnected
-  background-color: red
+  background-color: lightgreen
+
+#participants
+  margin-left: 5px
+
+.anonymous
+  color: grey
+  font-style: italic
+
+#playersInfo > p
+  margin: 0
 
 @media screen and (min-width: 768px)
   #actions
@@ -537,18 +1427,106 @@ export default {
     width: 100%
 
 #actions
-  margin-top: 10px
-  margin-left: auto
-  margin-right: auto
-  button
-    display: inline-block
-    width: 33%
-    margin: 0
-#chat
-  margin-top: 5px
-  margin-bottom: 5px
-  >.card
-    max-width: 100%
-    margin: 0;
-  border: none;
+  display: inline-block
+  margin: 0
+
+button
+  display: inline-block
+  margin: 0
+  display: inline-flex
+  img
+    height: 24px
+    display: flex
+    @media screen and (max-width: 767px)
+      height: 18px
+
+@media screen and (max-width: 767px)
+  #aboveBoard
+    text-align: center
+@media screen and (min-width: 768px)
+  #aboveBoard
+    margin-left: 30%
+
+.variant-cadence
+  padding-right: 10px
+
+.variant-name
+  font-weight: bold
+  padding-right: 10px
+
+span#nextGame
+  background-color: #edda99
+  cursor: pointer
+  display: inline-block
+  margin-right: 10px
+
+span.name
+  font-size: 1.5rem
+  padding: 0 3px
+
+span.time
+  font-size: 2rem
+  display: inline-block
+  .time-left
+    margin-left: 10px
+  .time-right
+    margin-left: 5px
+  .time-separator
+    margin-left: 5px
+    position: relative
+    top: -1px
+
+span.yourturn
+  color: #831B1B
+  .time-separator
+    animation: blink-animation 2s steps(3, start) infinite
+@keyframes blink-animation
+  to
+    visibility: hidden
+
+.split-names
+  display: inline-block
+  margin: 0 15px
+
+#chatWrap > .card
+  padding-top: 20px
+  max-width: 767px
+  border: none
+
+#confirmDiv > .card
+  max-width: 767px
+  max-height: 100%
+
+.draw-sent, .draw-sent:hover
+  background-color: lightyellow
+
+.draw-received, .draw-received:hover
+  background-color: lightgreen
+
+.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>