Improve style, implement 'next' for corr games. TODO: rematch logic
[vchess.git] / client / src / views / Game.vue
index 758759d..5c4630b 100644 (file)
@@ -14,10 +14,10 @@ main
         span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }} 
         span(
           v-for="p in Object.values(people)"
-          v-if="!!p.name"
+          v-if="p.name"
         )
           | {{ p.name }} 
-        span.anonymous(v-if="Object.values(people).some(p => !p.name)")
+        span.anonymous(v-if="Object.values(people).some(p => !p.name && p.id === 0)")
           | + @nonymous
       Chat(
         :players="game.players"
@@ -30,32 +30,62 @@ main
     #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 }}
-      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-if="!!game.mycolor"
+        @click="rematch()"
+        :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=='*'") {{ 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] }}
   BaseGame(
     ref="basegame"
     :game="game"
@@ -77,6 +107,7 @@ import { processModalClick } from "@/utils/modalClick";
 import { getFullNotation } from "@/utils/notation";
 import { playMove, getFilteredMove } from "@/utils/playUndo";
 import { getScoreMessage } from "@/utils/scoring";
+import { ArrayFun } from "@/utils/array";
 import params from "@/parameters";
 export default {
   name: "my-game",
@@ -89,24 +120,35 @@ export default {
     return {
       st: store.state,
       gameRef: {
-        //given in URL (rid = remote ID)
+        // rid = remote (socket) ID
         id: "",
         rid: ""
       },
       game: {
-        //passed to BaseGame
+        // Passed to BaseGame
         players: [{ name: "" }, { name: "" }],
         chats: [],
         rendered: false
       },
-      virtualClocks: [0, 0], //initialized with true game.clocks
+      nextIds: [],
+      virtualClocks: [[0,0], [0,0]], //initialized with true game.clocks
       vr: null, //"variant rules" object initialized from FEN
       drawOffer: "",
       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: "",
       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: "",
       // Related to (killing of) self multi-connects:
       newConnect: {},
@@ -126,7 +168,11 @@ export default {
     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.$route.query["rid"]; //may be undefined
+    // rid = remote ID to find an observed live game,
+    // next = next corr games IDs to navigate faster
+    // (Both might be undefined)
+    this.gameRef.rid = this.$route.query["rid"];
+    this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
     // Initialize connection
     this.connexionString =
       params.socketUrl +
@@ -144,25 +190,20 @@ export default {
       if (!!this.conn && this.conn.readyState == 1)
         // 1 == OPEN state
         callback();
-      else {
+      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 = () => {
-          return callback();
-        };
-      }
+        this.conn.onopen = () => callback();
     };
     if (!this.gameRef.rid)
       // Game stored locally or on server
       this.loadGame(null, () => socketInit(this.roomInit));
-    else {
+    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);
-    }
   },
   mounted: function() {
     document
@@ -174,15 +215,19 @@ export default {
   },
   methods: {
     roomInit: function() {
-      // 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");
+      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) {
+      if (!!this.conn)
         this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
-      }
     },
     isConnected: function(index) {
       const player = this.game.players[index];
@@ -191,8 +236,15 @@ export default {
         return true;
       // Try to find a match in people:
       return (
-        Object.keys(this.people).some(sid => sid == player.sid) ||
-        Object.values(this.people).some(p => p.id == player.uid)
+        (
+          player.sid &&
+          Object.keys(this.people).some(sid => sid == player.sid)
+        )
+        ||
+        (
+          player.uid &&
+          Object.values(this.people).some(p => p.id == player.uid)
+        )
       );
     },
     resetChatColor: function() {
@@ -208,37 +260,70 @@ export default {
     clearChat: function() {
       // Nothing more to do if game is live (chats not recorded)
       if (this.game.type == "corr") {
-        if (this.game.mycolor)
+        if (!!this.game.mycolor)
           ajax("/chats", "DELETE", {gid: this.game.id});
-        // TODO: this.game.chats = [] could be enough here?
         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.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.$router.push(
+        "/game/" + nextGid + "/?next=" + JSON.stringify(this.nextIds));
+    },
+    rematch: function() {
+      alert("Unimplemented yet (soon :) )");
+      // TODO: same logic as for draw, but re-click remove rematch offer (toggle)
+    },
+    askGameAgain: function() {
+      this.gameIsLoading = true;
+      const doAskGame = () => {
+        if (!this.gameRef.rid)
+          // This is my game: just reload.
+          this.loadGame();
+        else {
+          // Just ask fullgame again (once!), this is much simpler.
+          // If this fails, the user could just reload page :/
+          let self = this;
+          (function askIfPeerConnected() {
+            if (!!self.people[self.gameRef.rid])
+              self.send("askfullgame", { target: self.gameRef.rid });
+            else setTimeout(askIfPeerConnected, 1000);
+          })();
+        }
+      };
+      // Delay of at least 2s between two game requests
+      const now = Date.now();
+      const delay = Math.max(2000 - (now - this.askGameTime), 0);
+      this.askGameTime = now;
+      setTimeout(doAskGame, delay);
+    },
     socketMessageListener: function(msg) {
       if (!this.conn) return;
       const data = JSON.parse(msg.data);
       switch (data.code) {
         case "pollclients":
           data.sockIds.forEach(sid => {
-            this.$set(this.people, sid, { id: 0, name: "" });
-            if (sid != this.st.user.sid) {
+            if (sid != this.st.user.sid)
               this.send("askidentity", { target: 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 == sid)
-              ) {
-                this.send("asklastate", { target: sid });
-              }
-            }
           });
           break;
         case "connect":
-          if (!this.people[data.from])
-            this.$set(this.people, data.from, { name: "", id: 0 });
-          if (!this.people[data.from].name) {
+          if (!this.people[data.from]) {
             this.newConnect[data.from] = true; //for self multi-connects tests
             this.send("askidentity", { target: data.from });
           }
@@ -246,17 +331,29 @@ export default {
         case "disconnect":
           this.$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.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 "mdisconnect":
+          ArrayFun.remove(this.onMygames, sid => sid == data.from);
+          break;
         case "killed":
           // I logged in elsewhere:
-          // TODO: this fails. See https://github.com/websockets/ws/issues/489
-          //this.conn.removeEventListener("message", this.socketMessageListener);
-          //this.conn.removeEventListener("close", this.socketCloseListener);
-          //this.conn.close();
           this.conn = null;
           alert(this.st.tr["New connexion detected: tab now offline"]);
           break;
         case "askidentity": {
-          // Request for identification (TODO: anonymous shouldn't need to reply)
+          // Request for identification
           const me = {
             // Decompose to avoid revealing email
             name: this.st.user.name,
@@ -268,28 +365,42 @@ export default {
         }
         case "identity": {
           const user = data.data;
-          if (user.name) {
-            // If I multi-connect, kill current connexion if no mark (I'm older)
+          this.$set(this.people, user.sid, { name: user.name, id: user.id });
+          // If I multi-connect, kill current connexion if no mark (I'm older)
+          if (this.newConnect[user.sid]) {
             if (
-              this.newConnect[user.sid] &&
               user.id > 0 &&
               user.id == this.st.user.id &&
-              user.sid != this.st.user.sid
+              user.sid != this.st.user.sid &&
+              !this.killed[this.st.user.sid]
             ) {
-              if (!this.killed[this.st.user.sid]) {
                 this.send("killme", { sid: this.st.user.sid });
                 this.killed[this.st.user.sid] = true;
-              }
             }
-            if (user.sid != this.st.user.sid) {
-              //I already know my identity...
-              this.$set(this.people, user.sid, {
-                id: user.id,
-                name: user.name
-              });
+            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();
+                  },
+                  1000
+                );
+              })();
             }
           }
-          delete this.newConnect[user.sid];
           break;
         }
         case "askgame":
@@ -311,18 +422,27 @@ export default {
           }
           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","initime","score","drawOffer"
+              ].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
-          let game = data.data;
-          // Move format isn't the same in storage and in browser,
-          // because of the 'addTime' field.
-          game.moves = game.moves.map(m => { return m.move || m; });
-          this.loadGame(game, this.roomInit);
+          this.loadGame(data.data, this.roomInit);
           break;
         case "asklastate":
-          // Sending last state if I played a move or score != "*"
+          // 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 != "*" ||
@@ -332,8 +452,8 @@ export default {
             const L = this.game.moves.length;
             const myIdx = ["w", "b"].indexOf(this.game.mycolor);
             const myLastate = {
-              // NOTE: lastMove (when defined) includes addTime
               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",
@@ -342,29 +462,71 @@ export default {
               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 });
           }
           break;
-        case "lastate": //got opponent infos about last move
-          this.lastate = data.data;
-          if (this.game.rendered)
-            // Game is rendered (Board component)
-            this.processLastate();
-          // Else: will be processed when game is ready
+        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 move = data.data;
-          if (move.cancelDrawOffer) {
-            // Opponent refuses draw
-            this.drawOffer = "";
-            // NOTE for corr games: drawOffer reset by player in turn
-            if (this.game.type == "live" && !!this.game.mycolor)
-              GameStorage.update(this.gameRef.id, { drawOffer: "" });
+          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.$refs["basegame"].play(movePlus.move, "received", null, true);
+              this.processMove(
+                movePlus.move,
+                {
+                  addTime: movePlus.addTime,
+                  receiveMyMove: receiveMyMove
+                }
+              );
+            }
           }
-          this.$refs["basegame"].play(
-            move.move,
-            "received",
-            null,
-            {addTime: move.addTime});
+          break;
+        }
+        case "gotmove": {
+          this.opponentGotMove = true;
           break;
         }
         case "resign":
@@ -402,10 +564,11 @@ export default {
       if (data.movesCount > L) {
         // Just got last move from him
         this.$refs["basegame"].play(
-          data.lastMove.move,
+          data.lastMove,
           "received",
           null,
-          {addTime: data.lastMove.addTime, initime: data.initime});
+          {addTime: data.addTime, initime: data.initime}
+        );
       }
       if (data.drawSent) this.drawOffer = "received";
       if (data.score != "*") {
@@ -474,16 +637,18 @@ export default {
           }
           // 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];
           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] = Date.now() - gameLastupdate;
+              if (L >= 2) {
+                game.clocks[L % 2] =
+                  tc.mainTime - (Date.now() - gameLastupdate) / 1000;
+              }
             }
           }
           // Sort chat messages from newest to oldest
@@ -524,7 +689,7 @@ export default {
             }
           }
         }
-        if (game.drawOffer) {
+        if (!!game.drawOffer) {
           if (game.drawOffer == "t")
             // Three repetitions
             this.drawOffer = "threerep";
@@ -564,19 +729,29 @@ export default {
             // 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,
-            movesCount: game.moves.length
+            addTimes: [], //used for live games
           },
           game,
         );
+        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();
         this.re_setClocks();
         this.$nextTick(() => {
           this.game.rendered = true;
           // Did lastate arrive before game was rendered?
           if (this.lastate) this.processLastate();
         });
-        if (callback) callback();
+        if (this.gameIsLoading) {
+          this.gameIsLoading = false;
+          if (this.gotMoveIdx >= game.moves.length)
+            // Some moves arrived meanwhile...
+            this.askGameAgain();
+        }
+        if (!!callback) callback();
       };
-      if (game) {
+      if (!!game) {
         afterRetrieval(game);
         return;
       }
@@ -590,9 +765,9 @@ export default {
       }
     },
     re_setClocks: function() {
-      if (this.game.movesCount < 2 || this.game.score != "*") {
+      if (this.game.moves.length < 2 || this.game.score != "*") {
         // 1st move not completed yet, or game over: freeze time
-        this.virtualClocks = this.game.clocks.map(s => ppt(s));
+        this.virtualClocks = this.game.clocks.map(s => ppt(s).split(':'));
         return;
       }
       const currentTurn = this.vr.turn;
@@ -604,7 +779,7 @@ export default {
       this.virtualClocks = [0, 1].map(i => {
         const removeTime =
           i == colorIdx ? (Date.now() - this.game.initime[colorIdx]) / 1000 : 0;
-        return ppt(this.game.clocks[i] - removeTime);
+        return ppt(this.game.clocks[i] - removeTime).split(':');
       });
       let clockUpdate = setInterval(() => {
         if (
@@ -622,67 +797,60 @@ export default {
           this.$set(
             this.virtualClocks,
             colorIdx,
-            ppt(Math.max(0, --countdown))
+            ppt(Math.max(0, --countdown)).split(':')
           );
       }, 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 (!data) data = {};
       const moveCol = this.vr.turn;
       const doProcessMove = () => {
         const colorIdx = ["w", "b"].indexOf(moveCol);
         const nextIdx = 1 - colorIdx;
-        if (this.game.mycolor) {
-          // NOTE: 'var' to see that variable outside this block
-          var filtered_move = getFilteredMove(move);
-        }
-        // Send move ("newmove" event) to people in the room (if our turn)
-        let addTime = (data && this.game.type == "live") ? data.addTime : 0;
-        if (moveCol == this.game.mycolor) {
+        const origMovescount = this.game.moves.length;
+        let addTime =
+          this.game.type == "live"
+            ? (data.addTime || 0)
+            : undefined;
+        if (moveCol == this.game.mycolor && !data.receiveMyMove) {
           if (this.drawOffer == "received")
             // I refuse draw
             this.drawOffer = "";
-          // 'addTime' is irrelevant for corr games:
-          if (this.game.type == "live" && this.game.movesCount >= 2) {
+          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;
           }
-          const sendMove = {
-            move: filtered_move,
-            addTime: addTime, //undefined for corr games
-            cancelDrawOffer: this.drawOffer == "",
-            // Players' SID required for /mygames page
-            // TODO: precompute and add this field to game object?
-            players: this.game.players.map(p => p.sid)
-          };
-          this.send("newmove", { data: sendMove });
         }
-        // Update current game object (no need for moves stack):
+        // Update current game object:
         playMove(move, this.vr);
-        this.game.movesCount++;
+// TODO: notifyTurn: "changeturn" message
+        this.game.moves.push(move);
         // (add)Time indication: useful in case of lastate infos requested
-        this.game.moves.push(this.game.type == "live"
-          ? {move:move, addTime:addTime}
-          : move);
+        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 && data.initime) ? data.initime : Date.now();
+        this.game.initime[nextIdx] = data.initime || Date.now();
         this.re_setClocks();
         // If repetition detected, consider that a draw offer was received:
-        const fenObj = V.ParseFen(this.game.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 = "threerep";
+        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 = "";
         // 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 (
-          this.game.mycolor &&
+          !!this.game.mycolor &&
+          !data.receiveMyMove &&
           (this.game.type == "live" || moveCol == this.game.mycolor)
         ) {
           let drawCode = "";
@@ -703,26 +871,71 @@ export default {
               move: {
                 squares: filtered_move,
                 played: Date.now(),
-                idx: this.game.moves.length - 1
+                idx: origMovescount
               },
               // Code "n" for "None" to force reset (otherwise it's ignored)
               drawOffer: drawCode || "n"
             });
           }
           else {
-            // Live game:
-            GameStorage.update(this.gameRef.id, {
-              fen: this.game.fen,
-              move: filtered_move,
-              clocks: this.game.clocks,
-              initime: this.game.initime,
-              drawOffer: drawCode
-            });
+            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());
           }
         }
+        // Send move ("newmove" event) to people in the room (if our turn)
+        if (moveCol == this.game.mycolor && !data.receiveMyMove) {
+          const sendMove = {
+            move: filtered_move,
+            index: origMovescount,
+            // color is required to check if this is my move (if several tabs opened)
+            color: moveCol,
+            addTime: addTime, //undefined for corr games
+            cancelDrawOffer: this.drawOffer == ""
+          };
+          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});
+            },
+            1000
+          );
+        }
       };
-      if (this.game.type == "corr" && moveCol == this.game.mycolor) {
+      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:"] +
@@ -785,9 +998,16 @@ 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: 24px
+    display: flex
+    @media screen and (max-width: 767px)
+      height: 18px
 
 @media screen and (max-width: 767px)
   #aboveBoard
@@ -803,14 +1023,35 @@ 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
@@ -821,9 +1062,6 @@ export default {
   max-width: 767px
   border: none;
 
-#chatBtn
-  margin: 0 10px 0 0
-
 .draw-sent, .draw-sent:hover
   background-color: lightyellow