Experimental game upload added
[vchess.git] / client / src / views / Game.vue
index bbbb676..5145e58 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")
+      a(
+        :href="'#/game/' + rematchId"
+        onClick="document.getElementById('modalInfo').checked=false"
+      )
+        | {{ st.tr["Rematch in progress"] }}
   input#modalChat.modal(
     type="checkbox"
-    @click="resetChatColor()"
+    @click="toggleChat()"
   )
   div#chatWrap(
     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="participateInChat(p)"
         )
           | {{ p.name }} 
-        span.anonymous(v-if="Object.values(people).some(p => !p.name && p.id === 0)")
-          | + @nonymous
+        span.anonymous(v-if="someAnonymousPresent()") + @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 }}
+      span.variant-cadence(v-if="game.type!='import'") {{ game.cadence }}
       span.variant-name {{ game.vname }}
-      button#chatBtn(onClick="window.doClick('modalChat')") Chat
+      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(
+        button.tooltip(
           @click="clickDraw()"
           :class="{['draw-' + drawOffer]: true}"
+          :aria-label="st.tr['Draw']"
         )
-          | {{ st.tr["Draw"] }}
-        button(
+          img(src="/images/icons/draw.svg")
+        button.tooltip(
           v-if="!!game.mycolor"
           @click="abortGame()"
+          :aria-label="st.tr['Abort']"
         )
-          | {{ st.tr["Abort"] }}
-        button(
+          img(src="/images/icons/abort.svg")
+        button.tooltip(
           v-if="!!game.mycolor"
           @click="resign()"
+          :aria-label="st.tr['Resign']"
         )
-          | {{ st.tr["Resign"] }}
+          img(src="/images/icons/resign.svg")
+      button.tooltip(
+        v-else
+        @click="clickRematch()"
+        :class="{['rematch-' + rematchOffer]: true}"
+        :aria-label="st.tr['Rematch']"
+      )
+        img(src="/images/icons/rematch.svg")
       #playersInfo
-        p
+        p(v-if="isLargeScreen()")
           span.name(:class="{connected: isConnected(0)}")
             | {{ game.players[0].name || "@nonymous" }}
-          span.time(v-if="game.score=='*'") {{ virtualClocks[0] }}
+          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=='*'") {{ virtualClocks[1] }}
+          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] }}
+        p(v-else)
+          span.name(:class="{connected: isConnected(0)}")
+            | {{ game.players[0].name || "@nonymous" }}
+          span.split-names -
+          span.name(:class="{connected: isConnected(1)}")
+            | {{ game.players[1].name || "@nonymous" }}
+          br
+          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.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"
-    @gameover="gameOver"
   )
 </template>
 
@@ -69,14 +153,17 @@ import BaseGame from "@/components/BaseGame.vue";
 import Chat from "@/components/Chat.vue";
 import { store } from "@/store";
 import { GameStorage } from "@/utils/gameStorage";
+import { ImportgameStorage } from "@/utils/importgameStorage";
 import { ppt } from "@/utils/datetime";
+import { notify } from "@/utils/notifications";
 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 {
@@ -85,32 +172,29 @@ export default {
     BaseGame,
     Chat
   },
-  // gameRef: to find the game in (potentially remote) storage
   data: function() {
     return {
       st: store.state,
-      gameRef: {
-        // rid = remote (socket) ID
-        id: "",
-        rid: ""
-      },
-      game: {
-        // Passed to BaseGame
-        players: [{ name: "" }, { name: "" }],
-        chats: [],
-        rendered: false
-      },
-      virtualClocks: [0, 0], //initialized with true game.clocks
+      // gameRef can point to a corr game, local game or remote live game
+      gameRef: "",
+      nextIds: [],
+      game: {}, //passed to BaseGame
+      focus: !document.hidden, //will not always work... TODO
+      // virtualClocks will be initialized from true game.clocks
+      virtualClocks: [],
       vr: null, //"variant rules" object initialized from FEN
       drawOffer: "",
+      rematchId: "",
+      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
-      newChat: "",
+      curDiag: "", //for corr moves confirmation
       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,
@@ -118,66 +202,193 @@ export default {
       // If newmove got no pingback, send again:
       opponentGotMove: false,
       connexionString: "",
+      socketCloseListener: 0,
+      // 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: {}
+      newConnect: {}
     };
   },
   watch: {
-    $route: function(to) {
-      this.gameRef.id = to.params["id"];
-      this.gameRef.rid = to.query["rid"];
-      this.loadGame();
+    $route: function(to, from) {
+      if (to.path.length < 6 || to.path.substr(0, 6) != "/game/")
+        // Page change
+        this.cleanBeforeDestroy();
+      else if (from.params["id"] != to.params["id"]) {
+        // Change everything:
+        this.cleanBeforeDestroy();
+        let boardDiv = document.querySelector(".game");
+        if (!!boardDiv)
+          // In case of incomplete information variant:
+          boardDiv.style.visibility = "hidden";
+        this.atCreation();
+      } else
+        // Same game ID
+        this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
     }
   },
   // 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"];
-    this.gameRef.rid = this.$route.query["rid"]; //may be undefined
-    // Initialize connection
-    this.connexionString =
-      params.socketUrl +
-      "/?sid=" +
-      this.st.user.sid +
-      "&tmpId=" +
-      getRandString() +
-      "&page=" +
-      encodeURIComponent(this.$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
-      .getElementById("chatWrap")
+    document.getElementById("chatWrap")
+      .addEventListener("click", (e) => {
+        processModalClick(e, () => {
+          this.toggleChat("close")
+        });
+      });
+    document.getElementById("infoDiv")
       .addEventListener("click", processModalClick);
+    if ("ontouchstart" in window) {
+      // Disable tooltips on smartphones:
+      document.querySelectorAll("#aboveBoard .tooltip").forEach(elt => {
+        elt.classList.remove("tooltip");
+      });
+    }
   },
   beforeDestroy: function() {
-    this.send("disconnect");
+    this.cleanBeforeDestroy();
   },
   methods: {
+    cleanBeforeDestroy: function() {
+      clearInterval(this.socketCloseListener);
+      document.removeEventListener('visibilitychange', this.visibilityChange);
+      window.removeEventListener('focus', this.onFocus);
+      window.removeEventListener('blur', this.onBlur);
+      if (!!this.askLastate) clearInterval(this.askLastate);
+      if (!!this.retrySendmove) clearInterval(this.retrySendmove);
+      if (!!this.clockUpdate) clearInterval(this.clockUpdate);
+      this.conn.removeEventListener("message", this.socketMessageListener);
+      this.send("disconnect");
+      this.conn = null;
+    },
+    visibilityChange: function() {
+      // TODO: Use document.hidden? https://webplatform.news/issues/2019-03-27
+      this.focus = (document.visibilityState == "visible");
+      if (!this.focus && !!this.rematchOffer) {
+        this.rematchOffer = "";
+        this.send("rematchoffer", { data: false });
+        // Do not remove rematch offer from (local) storage
+      }
+      this.send(this.focus ? "getfocus" : "losefocus");
+    },
+    onFocus: function() {
+      this.focus = true;
+      this.send("getfocus");
+    },
+    onBlur: function() {
+      this.focus = false;
+      if (!!this.rematchOffer) {
+        this.rematchOffer = "";
+        this.send("rematchoffer", { data: false });
+      }
+      this.send("losefocus");
+    },
+    isLargeScreen: function() {
+      return window.innerWidth >= 500;
+    },
+    participateInChat: function(p) {
+      return Object.keys(p.tmpIds).some(x => p.tmpIds[x].focus) && !!p.name;
+    },
+    someAnonymousPresent: function() {
+      return (
+        Object.values(this.people).some(p =>
+          !p.name && Object.keys(p.tmpIds).some(x => p.tmpIds[x].focus)
+        )
+      );
+    },
+    atCreation: function() {
+      document.addEventListener('visibilitychange', this.visibilityChange);
+      window.addEventListener('focus', this.onFocus);
+      window.addEventListener('blur', this.onBlur);
+      // 0] (Re)Set variables
+      this.gameRef = this.$route.params["id"];
+      // next = next corr games IDs to navigate faster (if applicable)
+      this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
+      // Always add myself to players' list
+      const my = this.st.user;
+      const tmpId = getRandString();
+      this.$set(
+        this.people,
+        my.sid,
+        {
+          id: my.id,
+          name: my.name,
+          tmpIds: {
+            tmpId: { focus: true }
+          }
+        }
+      );
+      this.game = {
+        players: [{ name: "" }, { name: "" }],
+        chats: [],
+        rendered: false
+      };
+      let chatComp = this.$refs["chatcomp"];
+      if (!!chatComp) chatComp.chats = [];
+      this.virtualClocks = [[0,0], [0,0]];
+      this.vr = null;
+      this.drawOffer = "";
+      this.lastateAsked = false;
+      this.rematchOffer = "";
+      this.lastate = undefined;
+      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 = {};
+      // 1] Initialize connection
+      this.connexionString =
+        params.socketUrl +
+        "/?sid=" + this.st.user.sid +
+        "&id=" + this.st.user.id +
+        "&tmpId=" + tmpId +
+        "&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.addEventListener("message", this.socketMessageListener);
+      this.socketCloseListener = setInterval(
+        () => {
+          if (this.conn.readyState == 3) {
+            this.conn.removeEventListener(
+              "message", this.socketMessageListener);
+            this.conn = new WebSocket(this.connexionString);
+            this.conn.addEventListener("message", this.socketMessageListener);
+          }
+        },
+        1000
+      );
+      // Socket init required before loading remote game:
+      const socketInit = callback => {
+        if (this.conn.readyState == 1)
+          // 1 == OPEN state
+          callback();
+        else
+          // Socket not ready yet (initial loading)
+          // NOTE: first arg is Websocket object, unused here:
+          this.conn.onopen = () => callback();
+      };
+      this.fetchGame((game) => {
+        if (!!game)
+          this.loadVariantThenGame(game, () => socketInit(this.roomInit));
+        else
+          // Live game stored remotely: need socket to retrieve it
+          // NOTE: the callback "roomInit" will be lost, so it's not provided.
+          // --> It will be given when receiving "fullgame" socket event.
+          socketInit(() => { this.send("askfullgame"); });
+      });
+    },
     roomInit: function() {
       if (!this.roomInitialized) {
         // Notify the room only now that I connected, because
@@ -190,97 +401,199 @@ export default {
       }
     },
     send: function(code, obj) {
-      if (!!this.conn)
+      if (!!this.conn && this.conn.readyState == 1)
         this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
     },
     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)
-        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.id)
+        // 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 => {
+            return (
+              sid == player.sid &&
+              Object.values(this.people[sid].tmpIds).some(v => v.focus)
+            );
+          })
         )
         ||
         (
-          player.uid &&
-          Object.values(this.people).some(p => p.id == player.uid)
+          !!player.id &&
+          Object.values(this.people).some(p => {
+            return (
+              p.id == player.id &&
+              Object.values(p.tmpIds).some(v => v.focus)
+            );
+          })
         )
       );
     },
-    resetChatColor: function() {
-      // TODO: this is called twice, once on opening an once on closing
-      document.getElementById("chatBtn").classList.remove("somethingnew");
+    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;
+    },
+    // NOTE: action if provided is always a closing action
+    toggleChat: function(action) {
+      if (!action && document.getElementById("modalChat").checked)
+        // Entering chat
+        document.getElementById("inputChat").focus();
+      else {
+        document.getElementById("chatBtn").classList.remove("somethingnew");
+        if (!!this.game.mycolor) {
+          // Update "chatRead" variable either on server or locally
+          if (this.game.type == "corr")
+            this.updateCorrGame({ chatRead: this.game.mycolor });
+          else if (this.game.type == "live")
+            GameStorage.update(this.gameRef, { chatRead: true });
+        }
+      }
     },
     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)
-        GameStorage.update(this.gameRef.id, { chat: chat });
+      if (!!this.game.mycolor) {
+        if (this.game.type == "corr")
+          this.updateCorrGame({ chat: chat });
+        else {
+          // Live game
+          chat.added = Date.now();
+          GameStorage.update(this.gameRef, { 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) {
+        if (this.game.type == "corr") {
+          ajax(
+            "/chats",
+            "DELETE",
+            { data: { gid: this.game.id } }
+          );
+        } else {
+          // Live game
+          GameStorage.update(this.gameRef, { delchat: true });
+        }
         this.$set(this.game, "chats", []);
       }
     },
-    // 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.id == 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 });
+    getGameType: function(game) {
+      if (!!game.id.match(/^i/)) return "import";
+      return game.cadence.indexOf("d") >= 0 ? "corr" : "live";
+    },
+    // Notify something after a new move (to opponent and me on MyGames page)
+    notifyMyGames: function(thing, data) {
+      this.send(
+        "notify" + thing,
+        {
+          data: data,
+          targets: this.game.players.map(p => {
+            return { sid: p.sid, id: p.id };
+          })
+        }
+      );
+    },
+    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.$router.push(
+        "/game/" + nextGid + "/?next=" + JSON.stringify(this.nextIds));
+    },
+    askGameAgain: function() {
+      this.gameIsLoading = true;
+      const currentUrl = document.location.href;
+      const doAskGame = () => {
+        if (document.location.href != currentUrl) return; //page change
+        this.fetchGame((game) => {
+          if (!!game)
+            // This is my game: just reload.
+            this.loadGame(game);
+          else
+            // Just ask fullgame again (once!), this is much simpler.
+            // If this fails, the user could just reload page :/
+            this.send("askfullgame");
+        });
+      };
+      // Delay of at least 2s between two game requests
+      const now = Date.now();
+      const delay = Math.max(2000 - (now - this.askGameTime), 0);
+      this.askGameTime = now;
+      setTimeout(doAskGame, delay);
     },
     socketMessageListener: function(msg) {
       if (!this.conn) return;
       const data = JSON.parse(msg.data);
       switch (data.code) {
         case "pollclients":
-          data.sockIds.forEach(sid => {
-            if (sid != this.st.user.sid)
+          // TODO: shuffling and random filtering on server,
+          // if the room is really crowded.
+          Object.keys(data.sockIds).forEach(sid => {
+            if (sid != this.st.user.sid) {
               this.send("askidentity", { target: sid });
+              this.people[sid] = { tmpIds: data.sockIds[sid] };
+            } else {
+              // Complete my tmpIds:
+              Object.assign(this.people[sid].tmpIds, data.sockIds[sid]);
+            }
           });
           break;
         case "connect":
-          if (!this.people[data.from]) {
-            this.newConnect[data.from] = true; //for self multi-connects tests
-            this.send("askidentity", { target: data.from });
+          if (!this.people[data.from[0]]) {
+            // focus depends on the tmpId (e.g. tab)
+            this.$set(
+              this.people,
+              data.from[0],
+              {
+                tmpIds: {
+                  [data.from[1]]: { focus: true }
+                }
+              }
+            );
+            // For self multi-connects tests:
+            this.newConnect[data.from[0]] = true;
+            this.send("askidentity", { target: data.from[0] });
+          } else {
+            this.people[data.from[0]].tmpIds[data.from[1]] = { focus: true };
+            this.$forceUpdate(); //TODO: shouldn't be required
           }
           break;
         case "disconnect":
-          this.$delete(this.people, data.from);
+          if (!this.people[data.from[0]]) return;
+          delete this.people[data.from[0]].tmpIds[data.from[1]];
+          if (Object.keys(this.people[data.from[0]].tmpIds).length == 0)
+            this.$delete(this.people, data.from[0]);
+          else this.$forceUpdate(); //TODO: shouldn't be required
           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.onMygames.push(sid);
-            this.notifyTurn(sid); //TODO: this may require server ID (so, notify after receiving identity)
+        case "getfocus": {
+          let player = this.people[data.from[0]];
+          if (!!player) {
+            player.tmpIds[data.from[1]].focus = true;
+            this.$forceUpdate(); //TODO: shouldn't be required
           }
           break;
-          if (!this.people[sid])
-            this.send("askidentity", { target: sid });
         }
-        case "mdisconnect":
-          ArrayFun.remove(this.onMygames, sid => sid == data.from);
-          break;
-        case "killed":
-          // I logged in elsewhere:
-          this.conn = null;
-          alert(this.st.tr["New connexion detected: tab now offline"]);
+        case "losefocus": {
+          let player = this.people[data.from[0]];
+          if (!!player) {
+            player.tmpIds[data.from[1]].focus = false;
+            this.$forceUpdate(); //TODO: shouldn't be required
+          }
           break;
+        }
         case "askidentity": {
           // Request for identification
           const me = {
@@ -294,104 +607,113 @@ export default {
         }
         case "identity": {
           const user = data.data;
-          this.$set(this.people, user.sid, { name: user.name, id: user.id });
+          let player = this.people[user.sid];
+          // player.tmpIds is already set
+          player.name = user.name;
+          player.id = user.id;
+          this.$forceUpdate(); //TODO: shouldn't be required
           // If I multi-connect, kill current connexion if no mark (I'm older)
           if (this.newConnect[user.sid]) {
+            delete 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]
+              user.sid != this.st.user.sid
             ) {
-                this.send("killme", { sid: this.st.user.sid });
-                this.killed[this.st.user.sid] = true;
+              this.cleanBeforeDestroy();
+              alert(this.st.tr["New connexion detected: tab now offline"]);
+              break;
             }
-            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)
-            ) {
-              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();
-                  },
-                  750
-                );
-              })();
-            }
+          // Ask potentially missed last state, if opponent and I play
+          if (
+            !this.gotLastate &&
+            !!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 "askgame":
-          // Send current (live) game if not asked by any of the players
+          // Send current (live or import) game,
+          // if not asked by any of the players
           if (
-            this.game.type == "live" &&
+            this.game.type != "corr" &&
             this.game.players.every(p => p.sid != data.from[0])
           ) {
             const myGame = {
               id: this.game.id,
+              // FEN is current position, unused for now
               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
+              score: this.game.score
             };
             this.send("game", { data: myGame, target: data.from });
           }
           break;
         case "askfullgame":
-          this.send("fullgame", { data: this.game, target: data.from });
+          const gameToSend = Object.keys(this.game)
+            .filter(k =>
+              [
+                "id","fen","players","vid","cadence","fenStart","vname",
+                "moves","clocks","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);
+          if (!!data.data.empty) {
+            alert(this.st.tr["The game should be in another tab"]);
+            this.$router.go(-1);
+          }
+          else
+            // Callback "roomInit" to poll clients only after game is loaded
+            this.loadVariantThenGame(data.data, this.roomInit);
           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:
+          // TODO: socket init after game load, so the game is supposedly ready
+          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
-          }
+          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": {
@@ -399,23 +721,11 @@ export default {
           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.gameIsLoading) {
-              this.gameIsLoading = true;
-              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 :/
-                let self = this;
-                (function askIfPeerConnected() {
-                  if (!!self.people[self.gameRef.rid])
-                    self.send("askfullgame", { target: self.gameRef.rid });
-                  else setTimeout(askIfPeerConnected, 1000);
-                })();
-              }
-            }
-          } else {
+            if (this.gotMoveIdx < movePlus.index)
+              this.gotMoveIdx = movePlus.index;
+            if (!this.gameIsLoading) this.askGameAgain();
+          }
+          else {
             if (
               movePlus.index < movesCount ||
               this.gotMoveIdx >= movePlus.index
@@ -426,9 +736,25 @@ export default {
             } else {
               this.gotMoveIdx = movePlus.index;
               const receiveMyMove = (movePlus.color == this.game.mycolor);
-              if (!receiveMyMove && !!this.game.mycolor)
+              const moveColIdx = ["w", "b"].indexOf(movePlus.color);
+              if (!receiveMyMove && !!this.game.mycolor) {
                 // Notify opponent that I got the move:
-                this.send("gotmove", {data: movePlus.index, target: data.from});
+                this.send(
+                  "gotmove",
+                  { data: movePlus.index, target: data.from }
+                );
+                // And myself if I'm elsewhere:
+                if (!this.focus) {
+                  notify(
+                    "New move",
+                    {
+                      body:
+                        (this.game.players[moveColIdx].name || "@nonymous") +
+                        " just played."
+                    }
+                  );
+                }
+              }
               if (movePlus.cancelDrawOffer) {
                 // Opponent refuses draw
                 this.drawOffer = "";
@@ -438,17 +764,15 @@ export default {
                   !!this.game.mycolor &&
                   !receiveMyMove
                 ) {
-                  GameStorage.update(this.gameRef.id, { drawOffer: "" });
+                  GameStorage.update(this.gameRef, { drawOffer: "" });
                 }
               }
               this.$refs["basegame"].play(
+                movePlus.move, "received", null, true);
+              this.game.clocks[moveColIdx] = movePlus.clock;
+              this.processMove(
                 movePlus.move,
-                "received",
-                null,
-                {
-                  addTime: movePlus.addTime,
-                  receiveMyMove: receiveMyMove
-                }
+                { receiveMyMove: receiveMyMove }
               );
             }
           }
@@ -456,11 +780,17 @@ export default {
         }
         case "gotmove": {
           this.opponentGotMove = true;
+          // Now his clock starts running on my side:
+          const oppIdx = ['w','b'].indexOf(this.vr.turn);
+          // NOTE: next line to avoid multi-resetClocks when several tabs
+          // on same game, resulting in a faster countdown.
+          if (!!this.clockUpdate) clearInterval(this.clockUpdate);
+          this.re_setClocks();
           break;
         }
         case "resign":
-          const score = data.side == "b" ? "1-0" : "0-1";
-          const side = data.side == "w" ? "White" : "Black";
+          const score = (data.data == "b" ? "1-0" : "0-1");
+          const side = (data.data == "w" ? "White" : "Black");
           this.gameOver(score, side + " surrender");
           break;
         case "abort":
@@ -472,41 +802,117 @@ export default {
         case "drawoffer":
           // NOTE: observers don't know who offered draw
           this.drawOffer = "received";
+          if (!!this.game.mycolor && this.game.type == "live") {
+            GameStorage.update(
+              this.gameRef,
+              { drawOffer: V.GetOppCol(this.game.mycolor) }
+            );
+          }
           break;
-        case "newchat":
-          this.newChat = data.data;
+        case "rematchoffer":
+          // NOTE: observers don't know who offered rematch
+          this.rematchOffer = data.data ? "received" : "";
+          if (!!this.game.mycolor && this.game.type == "live") {
+            GameStorage.update(
+              this.gameRef,
+              { rematchOffer: V.GetOppCol(this.game.mycolor) }
+            );
+          }
+          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.id == this.st.user.id)
+          ) {
+            this.$router.push("/game/" + gameInfo.id);
+          } else {
+            this.rematchId = gameInfo.id;
+            document.getElementById("modalInfo").checked = true;
+          }
+          break;
+        }
+        case "newchat": {
+          let chat = data.data;
+          this.$refs["chatcomp"].newChat(chat);
+          if (this.game.type == "live") {
+            chat.added = Date.now();
+            if (!!this.game.mycolor)
+              GameStorage.update(this.gameRef, { chat: chat });
+          }
           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,
+            newObj: obj
+          },
+          success: () => {
+            if (!!callback) callback();
+          }
+        }
+      );
+    },
+    sendLastate: function(target) {
+      // 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.vr.turn != this.game.mycolor)
+            ? 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 != "*" ? this.game.score : undefined,
+        scoreMsg: this.game.score != "*" ? this.game.scoreMsg : undefined,
+        movesCount: L
+      };
+      this.send("lastate", { data: myLastate, 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;
+      const oppIdx = 1 - ["w", "b"].indexOf(this.game.mycolor);
+      this.game.clocks[oppIdx] = data.clock;
       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);
+      } else {
+        if (!!this.clockUpdate) clearInterval(this.clockUpdate);
+        this.re_setClocks();
       }
       if (data.drawSent) this.drawOffer = "received";
-      if (data.score != "*") {
+      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() {
-      if (!this.game.mycolor) return; //I'm just spectator
+      if (!this.game.mycolor || this.game.type == "import") return;
       if (["received", "threerep"].includes(this.drawOffer)) {
         if (!confirm(this.st.tr["Accept draw?"])) return;
         const message =
@@ -517,18 +923,108 @@ export default {
         this.gameOver("1/2", message);
       } else if (this.drawOffer == "") {
         // No effect if drawOffer == "sent"
-        if (!!this.game.mycolor != this.vr.turn) {
+        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.send("drawoffer");
-        GameStorage.update(this.gameRef.id, { drawOffer: this.game.mycolor });
+        if (this.game.type == "live") {
+          GameStorage.update(
+            this.gameRef,
+            { 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
+          score: "*"
+        }
+      );
+      GameStorage.add(game, (err) => {
+        // No error expected.
+        if (!err) {
+          if (this.st.settings.sound)
+            new Audio("/sounds/newgame.flac").play().catch(() => {});
+          if (!!callback) callback();
+          this.$router.push("/game/" + gameInfo.id);
+        }
+      });
+    },
+    clickRematch: function() {
+      if (!this.game.mycolor || this.game.type == "import") return;
+      if (this.rematchOffer == "received") {
+        // Start a new game!
+        let gameInfo = {
+          id: getRandString(), //ignored if corr
+          fen: V.GenRandInitFen(this.game.randomness),
+          players: this.game.players.reverse(),
+          vid: this.game.vid,
+          cadence: this.game.cadence
+        };
+        const notifyNewGame = () => {
+          const oppsid = this.getOppsid(); //may be null
+          this.send("rnewgame", { data: gameInfo, oppsid: oppsid });
+          // To main Hall if corr game:
+          if (this.game.type == "corr")
+            this.send("newgame", { data: gameInfo, page: "/" });
+          // Also to MyGames page:
+          this.notifyMyGames("newgame", gameInfo);
+        };
+        if (this.game.type == "live")
+          this.addAndGotoLiveGame(gameInfo, notifyNewGame);
+        else {
+          // corr game
+          ajax(
+            "/games",
+            "POST",
+            {
+              // cid is useful to delete the challenge:
+              data: { gameInfo: gameInfo },
+              success: (response) => {
+                gameInfo.id = response.gameId;
+                notifyNewGame();
+                this.$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,
+            { 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,
+            { rematchOffer: '' }
+          );
+        } else this.updateCorrGame({ rematchOffer: 'n' });
       }
     },
     abortGame: function() {
-      if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return;
+      if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
+        return;
       this.gameOver("?", "Stop");
       this.send("abort");
     },
@@ -536,242 +1032,307 @@ export default {
       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";
+      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)
-    //  - 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 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 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]
-            ];
-          }
-          // NOTE: clocks in seconds, initime in milliseconds
-          game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
-          const L = game.moves.length;
-          if (game.score == "*") {
-            // Set clocks + initime
-            game.clocks = [tc.mainTime, tc.mainTime];
-            game.initime = [0, 0];
-            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;
-              }
-            }
-          }
-          // 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");
+      const gtype = game.type || this.getGameType(game);
+      const tc = extractTime(game.cadence);
+      const myIdx = game.players.findIndex(p => {
+        return p.sid == this.st.user.sid || p.id == this.st.user.id;
+      });
+      // "mycolor" is undefined for observers
+      const mycolor = [undefined, "w", "b"][myIdx + 1];
+      if (gtype == "corr") {
+        if (mycolor == 'w') game.chatRead = game.chatReadWhite;
+        else if (mycolor == 'b') game.chatRead = game.chatReadBlack;
+        // NOTE: clocks in seconds
+        game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
+        game.clocks = [tc.mainTime, tc.mainTime];
+        const L = game.moves.length;
+        if (game.score == "*") {
+          // Adjust clocks
+          if (L >= 2) {
+            game.clocks[L % 2] -=
+              (Date.now() - game.moves[L-1].played) / 1000;
           }
-          // Now that we used idx and played, re-format moves as for live games
-          game.moves = game.moves.map(m => m.squares);
         }
-        if (gtype == "live" && game.clocks[0] < 0) {
-          // Game is unstarted
+        // Now that we used idx and played, re-format moves as for live games
+        game.moves = game.moves.map(m => m.squares);
+      }
+      else if (gtype == "live") {
+        if (game.clocks[0] < 0) {
+          // Game is unstarted. clock is ignored until move 2
           game.clocks = [tc.mainTime, tc.mainTime];
-          if (game.score == "*") {
-            game.initime[0] = Date.now();
-            if (myIdx >= 0) {
-              // I play in this live game; corr games don't have clocks+initime
-              GameStorage.update(game.id, {
-                clocks: game.clocks,
-                initime: game.initime
-              });
-            }
+          if (myIdx >= 0) {
+            // I play in this live game
+            GameStorage.update(game.id, {
+              clocks: game.clocks
+            });
           }
+        } else {
+          if (!!game.initime)
+            // It's my turn: clocks not updated yet
+            game.clocks[myIdx] -= (Date.now() - game.initime) / 1000;
         }
-        if (game.drawOffer) {
-          if (game.drawOffer == "t")
-            // Three repetitions
-            this.drawOffer = "threerep";
+      }
+      else
+        // gtype == "import"
+        game.clocks = [tc.mainTime, tc.mainTime];
+      // Live games before 26/03/2020 don't have chat history:
+      if (!game.chats) game.chats = []; //TODO: remove line
+      // Sort chat messages from newest to oldest
+      game.chats.sort((c1, c2) => c2.added - c1.added);
+      if (
+        myIdx >= 0 &&
+        game.chats.length > 0 &&
+        (!game.chatRead || game.chatRead < game.chats[0].added)
+      ) {
+        // A chat message arrived since my last reading:
+        document.getElementById("chatBtn").classList.add("somethingnew");
+      }
+      // 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 {
-            // 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";
-            }
+            // I play in this game:
+            if (
+              (game.drawOffer == "w" && myIdx == 0) ||
+              (game.drawOffer == "b" && myIdx == 1)
+            )
+              this.drawOffer = "sent";
+            else this.drawOffer = "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: 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,
-            addTimes: [], //used for live games
-          },
-          game,
-        );
-        if (this.gameIsLoading)
-          // Re-load game because we missed some moves:
-          // artificially reset BaseGame (required if moves arrive too quickly)
-          this.$refs["basegame"].re_setVariables();
-        this.re_setClocks();
-        this.$nextTick(() => {
-          this.game.rendered = true;
-          // Did lastate arrive before game was rendered?
-          if (this.lastate) this.processLastate();
-        });
+      }
+      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;
+      this.vr = new V(game.fenStart);
+      let curTurn = "n";
+      game.moves.forEach(m => {
+        playMove(m, this.vr);
+        const fenIdx = this.vr.getFenForRepeat();
+        this.repeat[fenIdx] = this.repeat[fenIdx]
+          ? this.repeat[fenIdx] + 1
+          : 1;
+      });
+      // Imported games don't have current FEN
+      if (!game.fen) game.fen = this.vr.getFen();
+      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: 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].id
+        },
+        game
+      );
+      this.$refs["basegame"].re_setVariables(this.game);
+      if (!this.gameIsLoading) {
+        // Initial loading:
+        this.gotMoveIdx = game.moves.length - 1;
+        // If we arrive here after 'nextGame' action, the board might be hidden
+        let boardDiv = document.querySelector(".game");
+        if (!!boardDiv && boardDiv.style.visibility == "hidden")
+          boardDiv.style.visibility = "visible";
+      }
+      this.re_setClocks();
+      this.$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 (!!callback) callback();
-      };
-      if (!!game) {
-        afterRetrieval(game);
-        return;
+        if (this.gotMoveIdx >= game.moves.length)
+          // Some moves arrived meanwhile...
+          this.askGameAgain();
       }
-      if (this.gameRef.rid) {
-        // Remote live game: forgetting about callback func... (TODO: design)
-        this.send("askfullgame", { target: this.gameRef.rid });
-      } else {
-        // Local or corr game
-        // NOTE: afterRetrieval() is never called if game not found
-        GameStorage.get(this.gameRef.id, afterRetrieval);
+      if (!!callback) callback();
+    },
+    loadVariantThenGame: async function(game, callback) {
+      await import("@/variants/" + game.vname + ".js")
+      .then((vModule) => {
+        window.V = vModule[game.vname + "Rules"];
+        this.loadGame(game, callback);
+      });
+    },
+    // 3 cases for loading a game:
+    //  - from indexedDB (running or completed live game I play)
+    //  - from server (one correspondance game I play[ed] or not)
+    //  - from remote peer (one live game I don't play, finished or not)
+    fetchGame: function(callback) {
+      
+console.log("fecth");
+      console.log(this.gameRef);
+      console.log(this.gameRef.match(/^i/));
+
+      if (Number.isInteger(this.gameRef) || !isNaN(parseInt(this.gameRef))) {
+        // corr games identifiers are integers
+        ajax(
+          "/games",
+          "GET",
+          {
+            data: { gid: this.gameRef },
+            success: (res) => {
+              res.game.moves.forEach(m => {
+                m.squares = JSON.parse(m.squares);
+              });
+              callback(res.game);
+            }
+          }
+        );
       }
+      else if (!!this.gameRef.match(/^i/))
+        // Game import (maybe remote)
+        ImportgameStorage.get(this.gameRef, callback);
+      else
+        // Local live game (or remote)
+        GameStorage.get(this.gameRef, callback);
     },
     re_setClocks: function() {
+      this.virtualClocks = this.game.clocks.map(s => ppt(s).split(':'));
       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));
         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);
-      });
-      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 (
+            this.game.clocks[colorIdx] < 0 ||
+            this.game.moves.length > currentMovesCount ||
+            this.game.score != "*"
+          ) {
+            clearInterval(this.clockUpdate);
+            this.clockUpdate = null;
+            if (this.game.clocks[colorIdx] < 0)
+              this.gameOver(
+                currentTurn == "w" ? "0-1" : "1-0",
+                "Time"
+              );
+          } else {
+            this.$set(
+              this.virtualClocks,
+              colorIdx,
+              ppt(Math.max(0, --this.game.clocks[colorIdx])).split(':')
             );
-        } else
-          this.$set(
-            this.virtualClocks,
-            colorIdx,
-            ppt(Math.max(0, --countdown))
-          );
-      }, 1000);
+          }
+        },
+        1000
+      );
     },
-    // Post-process a (potentially partial) move (which was just played in BaseGame)
+    // Update variables and storage after a move:
     processMove: function(move, data) {
+      if (this.game.type == "import")
+        // Shouldn't receive any messages in this mode:
+        return;
       if (!data) data = {};
       const moveCol = this.vr.turn;
+      const colorIdx = ["w", "b"].indexOf(moveCol);
+      const nextIdx = 1 - colorIdx;
       const doProcessMove = () => {
-        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;
+        // The move is (about to be) played: stop clock
+        clearInterval(this.clockUpdate);
+        this.clockUpdate = null;
         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;
+            this.game.clocks[colorIdx] += this.game.increment;
+            // For a correct display in casqe of disconnected opponent:
+            this.$set(
+              this.virtualClocks,
+              colorIdx,
+              ppt(this.game.clocks[colorIdx]).split(':')
+            );
+            GameStorage.update(this.gameRef, {
+              // It's not my turn anymore:
+              initime: null
+            });
           }
         }
         // Update current game object:
         playMove(move, this.vr);
-// TODO: notifyTurn: "changeturn" message
+        if (!data.score)
+          // Received move, score is computed in BaseGame, but maybe not yet.
+          // ==> Compute it here, although this is redundant (TODO)
+          data.score = this.vr.getCurrentScore();
+        if (data.score != "*") this.gameOver(data.score);
         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;
-        // 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();
+        if (this.game.type == "corr") {
+          // In corr games, just reset clock to mainTime:
+          this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
+        }
         // 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);
         }
+        if (moveCol == this.game.mycolor && !data.receiveMyMove) {
+          // Notify turn on MyGames page:
+          this.notifyMyGames(
+            "turn",
+            {
+              gid: this.gameRef,
+              turn: 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" &&
+          !!this.game.mycolor &&
+          moveCol != this.game.mycolor &&
+          this.game.moves.length >= 2
+        ) {
+          // Receive a move: update initime
+          this.game.initime = Date.now();
+          GameStorage.update(this.gameRef, {
+            // It's my turn now!
+            initime: this.game.initime
+          });
+        }
         if (
           !!this.game.mycolor &&
           !data.receiveMyMove &&
@@ -790,106 +1351,193 @@ 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,
-                played: Date.now(),
                 idx: origMovescount
               },
               // Code "n" for "None" to force reset (otherwise it's ignored)
               drawOffer: drawCode || "n"
             });
           }
-          else if (!document.hidden) {
-            // Live game: consider only the active tab
-            GameStorage.update(this.gameRef.id, {
-              fen: this.game.fen,
-              move: filtered_move,
-              clocks: this.game.clocks,
-              initime: this.game.initime,
-              drawOffer: drawCode
-            });
+          else {
+            const updateStorage = () => {
+              GameStorage.update(this.gameRef, {
+                fen: this.game.fen,
+                move: filtered_move,
+                moveIdx: origMovescount,
+                clocks: this.game.clocks,
+                drawOffer: drawCode
+              });
+            };
+            // The active tab can update storage immediately
+            if (this.focus) updateStorage();
+            // Small random delay otherwise
+            else setTimeout(updateStorage, 500 + 1000 * Math.random());
           }
         }
         // 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 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];
+          // (Live) Clocks will re-start when the opponent pingback arrive
           this.opponentGotMove = false;
           this.send("newmove", {data: sendMove});
           // If the opponent doesn't reply gotmove soon enough, re-send move:
-          let retrySendmove = setInterval( () => {
-            if (this.opponentGotMove) {
-              clearInterval(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])
-              // Opponent is disconnected: he'll ask last state
-              clearInterval(retrySendmove);
-            else this.send("newmove", {data: sendMove, target: oppsid});
-          }, 750);
+          // 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
       ) {
-        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";
+            if (data.score == "*") this.re_setClocks();
+          }
+        };
+        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;
+        return p.sid == this.st.user.sid || p.id == this.st.user.id;
       });
       if (myIdx >= 0) {
         // OK, I play in this game
-        GameStorage.update(this.gameRef.id, {
+        const scoreObj = {
           score: score,
           scoreMsg: scoreMsg
-        });
-        // Notify the score to main Hall. TODO: only one player (currently double send)
+        };
+        if (this.game.type == "live") {
+          GameStorage.update(this.gameRef, scoreObj);
+          // Notify myself locally if I'm elsewhere:
+          if (!this.focus) {
+            notify(
+              "Game over",
+              { body: score + " : " + scoreMsg }
+            );
+          }
+          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 });
+        // Also to MyGames page (TODO: doubled as well...)
+        this.notifyMyGames(
+          "score",
+          {
+            gid: this.gameRef,
+            score: score
+          }
+        );
       }
+      else if (!!callback) callback();
     }
   }
 };
 </script>
 
 <style lang="sass" scoped>
+#infoDiv > .card
+  padding: 15px 0
+  max-width: 430px
+
 .connected
   background-color: lightgreen
 
@@ -913,9 +1561,16 @@ export default {
 #actions
   display: inline-block
   margin: 0
-  button
-    display: inline-block
-    margin: 0
+
+button
+  display: inline-block
+  margin: 0
+  display: inline-flex
+  img
+    height: 22px
+    display: flex
+    @media screen and (max-width: 767px)
+      height: 18px
 
 @media screen and (max-width: 767px)
   #aboveBoard
@@ -931,26 +1586,48 @@ export default {
   font-weight: bold
   padding-right: 10px
 
-.name
+span#nextGame
+  background-color: #edda99
+  cursor: pointer
+  display: inline-block
+  margin-right: 10px
+
+span.name
   font-size: 1.5rem
-  padding: 1px
+  padding: 0 3px
 
-.time
+span.time
   font-size: 2rem
   display: inline-block
-  margin-left: 10px
+  .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
 
-#chat
+#chatWrap > .card
   padding-top: 20px
   max-width: 767px
-  border: none;
+  border: none
 
-#chatBtn
-  margin: 0 10px 0 0
+#confirmDiv > .card
+  max-width: 767px
+  max-height: 100%
 
 .draw-sent, .draw-sent:hover
   background-color: lightyellow
@@ -961,6 +1638,27 @@ export default {
 .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>