Started code review + some fixes (unfinished)
[vchess.git] / client / src / views / Game.vue
index 5199154..a0e264e 100644 (file)
@@ -1,17 +1,37 @@
 <template lang="pug">
-.row
-  .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
-    BaseGame(:game="game" :vr="vr" ref="basegame"
-      @newmove="processMove" @gameover="gameOver")
-    div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
-    div(v-if="game.score=='*'") Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
-    .button-group(v-if="game.mode!='analyze' && game.score=='*'")
-      button(@click="offerDraw") Draw
-      button(@click="abortGame") Abort
-      button(@click="resign") Resign
-    div(v-if="game.type=='corr'") {{ game.corrMsg }}
-    textarea(v-if="game.score=='*'" v-model="corrMsg")
-    Chat(:players="game.players")
+main
+  input#modalChat.modal(type="checkbox" @click="resetChatColor()")
+  div#chatWrap(role="dialog" data-checkbox="modalChat")
+    #chat.card
+      label.modal-close(for="modalChat")
+      #participants
+        span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }} 
+        span(v-for="p in Object.values(people)" v-if="!!p.name")
+          | {{ p.name }} 
+        span.anonymous(v-if="Object.values(people).some(p => !p.name)")
+          | + @nonymous
+      Chat(:players="game.players" :pastChats="game.chats"
+        :newChat="newChat" @mychat="processChat")
+  .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-name {{ game.vname }}
+      button#chatBtn(onClick="doClick('modalChat')") Chat
+      #actions(v-if="game.score=='*'")
+        button(@click="clickDraw()" :class="{['draw-' + drawOffer]: true}")
+          | {{ st.tr["Draw"] }}
+        button(v-if="!!game.mycolor" @click="abortGame()") {{ st.tr["Abort"] }}
+        button(v-if="!!game.mycolor" @click="resign()") {{ st.tr["Resign"] }}
+      #playersInfo
+        p
+          span.name(:class="{connected: isConnected(0)}")
+            | {{ game.players[0].name || "@nonymous" }}
+          span.time(v-if="game.score=='*'") {{ virtualClocks[0] }}
+          span.split-names -
+          span.name(:class="{connected: isConnected(1)}")
+            | {{ game.players[1].name || "@nonymous" }}
+          span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
+  BaseGame(:game="game" :vr="vr" @newmove="processMove" @gameover="gameOver")
 </template>
 
 <script>
@@ -21,500 +41,753 @@ import { store } from "@/store";
 import { GameStorage } from "@/utils/gameStorage";
 import { ppt } from "@/utils/datetime";
 import { extractTime } from "@/utils/timeControl";
-import { ArrayFun } from "@/utils/array";
-
+import { getRandString } from "@/utils/alea";
+import { processModalClick } from "@/utils/modalClick";
+import { getScoreMessage } from "@/utils/scoring";
+import params from "@/parameters";
 export default {
-  name: 'my-game',
+  name: "my-game",
   components: {
     BaseGame,
-    Chat,
+    Chat
   },
   // gameRef: to find the game in (potentially remote) storage
   data: function() {
     return {
       st: store.state,
-      gameRef: { //given in URL (rid = remote ID)
+      gameRef: {
+        //given in URL (rid = remote ID)
         id: "",
         rid: ""
       },
-      game: {players:[{name:""},{name:""}]}, //passed to BaseGame
-      corrMsg: "", //to send offline messages in corr games
+      game: {
+        //passed to BaseGame
+        players: [{ name: "" }, { name: "" }],
+        chats: [],
+        rendered: false
+      },
       virtualClocks: [0, 0], //initialized with true game.clocks
       vr: null, //"variant rules" object initialized from FEN
-      drawOffer: "", //TODO: use for button style
-      people: [], //players + observers
+      drawOffer: "",
+      people: {}, //players + observers
       lastate: undefined, //used if opponent send lastate before game is ready
+      repeat: {}, //detect position repetition
+      newChat: "",
+      conn: null,
+      connexionString: "",
+      // Related to (killing of) self multi-connects:
+      newConnect: {},
+      killed: {}
     };
   },
   watch: {
-    "$route": function(to, from) {
+    $route: function(to) {
       this.gameRef.id = to.params["id"];
       this.gameRef.rid = to.query["rid"];
       this.loadGame();
-    },
-    "game.clocks": function(newState) {
-      if (this.game.moves.length < 2 || this.game.score != "*")
-      {
-        // 1st move not completed yet, or game over: freeze time
-        this.virtualClocks = newState.map(s => ppt(s));
-        return;
-      }
-      const currentTurn = this.vr.turn;
-      const colorIdx = ["w","b"].indexOf(currentTurn);
-      let countdown = newState[colorIdx] -
-        (Date.now() - this.game.initime[colorIdx])/1000;
-      this.virtualClocks = [0,1].map(i => {
-        const removeTime = i == colorIdx
-          ? (Date.now() - this.game.initime[colorIdx])/1000
-          : 0;
-        return ppt(newState[i] - removeTime);
-      });
-      let clockUpdate = setInterval(() => {
-        if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
-        {
-          clearInterval(clockUpdate);
-          if (countdown < 0)
-            this.setScore(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
-        }
-        else
-        {
-          // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
-          this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
-        }
-      }, 1000);
-    },
+    }
   },
-  // TODO: redundant code with Hall.vue (related to people array)
+  // NOTE: some redundant code with Hall.vue (mostly related to people array)
   created: function() {
     // Always add myself to players' list
     const my = this.st.user;
-    this.people.push({sid:my.sid, id:my.id, name:my.name});
+    this.$set(this.people, my.sid, { id: my.id, name: my.name });
     this.gameRef.id = this.$route.params["id"];
     this.gameRef.rid = this.$route.query["rid"]; //may be undefined
-    // Define socket .onmessage() and .onclose() events:
-    this.st.conn.onmessage = this.socketMessageListener;
-    const socketCloseListener = () => {
-      store.socketCloseListener(); //reinitialize connexion (in store.js)
-      this.st.conn.addEventListener('message', this.socketMessageListener);
-      this.st.conn.addEventListener('close', socketCloseListener);
-    };
-    this.st.conn.onclose = socketCloseListener;
+    // Initialize connection
+    this.connexionString =
+      params.socketUrl +
+      "/?sid=" +
+      this.st.user.sid +
+      "&tmpId=" +
+      getRandString() +
+      "&page=" +
+      encodeURIComponent(this.$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.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
+    const socketInit = callback => {
+      if (!!this.conn && this.conn.readyState == 1)
+        //1 == OPEN state
         callback();
-      else //socket not ready yet (initial loading)
-        this.st.conn.onopen = callback;
+      //socket not ready yet (initial loading)
+      else {
+        // NOTE: it's important to call callback without arguments,
+        // otherwise first arg is Websocket object and loadGame fails.
+        this.conn.onopen = () => {
+          return callback();
+        };
+      }
     };
-    if (!this.gameRef.rid) //game stored locally or on server
+    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
-    {
+    //game stored remotely: need socket to retrieve it
+    else {
       // 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
+      .getElementById("chatWrap")
+      .addEventListener("click", processModalClick);
+  },
+  beforeDestroy: function() {
+    this.send("disconnect");
+  },
   methods: {
-    // O.1] Ask server for room composition:
     roomInit: function() {
-      this.st.conn.send(JSON.stringify({code:"pollclients"}));
+      // 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");
+    },
+    send: function(code, obj) {
+      if (this.conn) {
+        this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
+      }
+    },
+    isConnected: function(index) {
+      const player = this.game.players[index];
+      // Is it me ?
+      if (this.st.user.sid == player.sid || this.st.user.id == player.uid)
+        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)
+      );
     },
     socketMessageListener: function(msg) {
+      if (!this.conn) return;
       const data = JSON.parse(msg.data);
-      switch (data.code)
-      {
-        case "duplicate":
-          alert("Warning: duplicate 'offline' connection");
-          break;
-        // 0.2] Receive clients list (just socket IDs)
+      switch (data.code) {
         case "pollclients":
-        {
           data.sockIds.forEach(sid => {
-            this.people.push({sid:sid, id:0, name:""});
-            // Ask only identity
-            this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+            this.$set(this.people, sid, { id: 0, name: "" });
+            if (sid != this.st.user.sid) {
+              this.send("askidentity", { target: sid });
+              // Ask potentially missed last state, if opponent and I play
+              if (
+                !!this.game.mycolor &&
+                this.game.type == "live" &&
+                this.game.score == "*" &&
+                this.game.players.some(p => p.sid == sid)
+              ) {
+                this.send("asklastate", { target: sid });
+              }
+            }
           });
           break;
-        }
-        case "askidentity":
-        {
-          // Request for identification: reply if I'm not anonymous
-          if (this.st.user.id > 0)
-          {
-            this.st.conn.send(JSON.stringify(
-              // people[0] instead of st.user to avoid sending email
-              {code:"identity", user:this.people[0], target:data.from}));
+        case "connect":
+          if (!this.people[data.from])
+            this.$set(this.people, data.from, { name: "", id: 0 });
+          if (!this.people[data.from].name) {
+            this.newConnect[data.from] = true; //for self multi-connects tests
+            this.send("askidentity", { target: data.from });
           }
           break;
+        case "disconnect":
+          this.$delete(this.people, data.from);
+          break;
+        case "killed":
+          // I logged in elsewhere:
+          alert(this.st.tr["New connexion detected: tab now offline"]);
+          // 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;
+          break;
+        case "askidentity": {
+          // Request for identification (TODO: anonymous shouldn't need to reply)
+          const me = {
+            // Decompose to avoid revealing email
+            name: this.st.user.name,
+            sid: this.st.user.sid,
+            id: this.st.user.id
+          };
+          this.send("identity", { data: me, target: data.from });
+          break;
         }
-        case "identity":
-        {
-          let player = this.people.find(p => p.sid == data.user.sid);
-          // NOTE: sometimes player.id fails because player is undefined...
-          // Probably because the event was meant for Hall?
-          if (!player)
-            return;
-          player.id = data.user.id;
-          player.name = data.user.name;
-          // Sending last state only for live games: corr games are complete
-          if (this.game.type == "live" && this.game.oppsid == player.sid)
-          {
-            // Send our "last state" informations to opponent
-            const L = this.game.moves.length;
-            let lastMove = (L>0 ? this.game.moves[L-1] : undefined);
-            if (!!lastMove && this.drawOffer == "sent")
-              lastMove.draw = true;
-            this.st.conn.send(JSON.stringify({
-              code: "lastate",
-              target: player.sid,
-              state:
-              {
-                lastMove: lastMove,
-                score: this.game.score,
-                movesCount: L,
-                clocks: this.game.clocks,
+        case "identity": {
+          const user = data.data;
+          if (user.name) {
+            //otherwise anonymous
+            // If I multi-connect, kill current connexion if no mark (I'm older)
+            if (
+              this.newConnect[user.sid] &&
+              user.id > 0 &&
+              user.id == this.st.user.id &&
+              user.sid != 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];
           break;
         }
         case "askgame":
-          // Send current (live) game
-          const myGame =
-          {
-            // Minimal game informations:
-            id: this.game.id,
-            players: this.game.players.map(p => { return {name:p.name}; }),
-            vid: this.game.vid,
-            timeControl: this.game.timeControl,
-          };
-          this.st.conn.send(JSON.stringify({code:"game",
-            game:myGame, target:data.from}));
+          // Send current (live) game if not asked by any of the players
+          if (
+            this.game.type == "live" &&
+            this.game.players.every(p => p.sid != data.from[0])
+          ) {
+            const myGame = {
+              id: this.game.id,
+              fen: this.game.fen,
+              players: this.game.players,
+              vid: this.game.vid,
+              cadence: this.game.cadence,
+              score: this.game.score,
+              rid: this.st.user.sid //useful in Hall if I'm an observer
+            };
+            this.send("game", { data: myGame, target: data.from });
+          }
+          break;
+        case "askfullgame":
+          this.send("fullgame", { data: this.game, target: data.from });
           break;
-        case "newmove":
-          this.corrMsg = data.move.message; //may be empty
-          this.game.moveToPlay = data.move;
+        case "fullgame":
+          // Callback "roomInit" to poll clients only after game is loaded
+          this.loadGame(data.data, this.roomInit);
+          break;
+        case "asklastate":
+          // Sending 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 = {
+              // NOTE: lastMove (when defined) includes addTime
+              lastMove: L > 0 ? this.game.moves[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 });
+          }
           break;
         case "lastate": //got opponent infos about last move
-        {
-          this.lastate = data;
-          if (!!this.game.type) //game is loaded
+          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: "" });
+          }
+          this.$set(this.game, "moveToPlay", move);
+          break;
         }
         case "resign":
-          this.setScore(data.side=="b" ? "1-0" : "0-1", "Resign");
+          this.gameOver(data.side == "b" ? "1-0" : "0-1", "Resign");
           break;
         case "abort":
-          this.setScore("?", "Abort");
+          this.gameOver("?", "Abort");
           break;
         case "draw":
-          this.setScore("1/2", "Mutual agreement");
+          this.gameOver("1/2", data.data);
           break;
         case "drawoffer":
-          this.drawOffer = "received"; //TODO: observers don't know who offered draw
-          break;
-        case "askfullgame":
-          this.st.conn.send(JSON.stringify({code:"fullgame", game:this.game, target:data.from}));
-          break;
-        case "fullgame":
-          // Callback "roomInit" to poll clients only after game is loaded
-          this.loadGame(data.game, this.roomInit);
-          break;
-        case "connect":
-        {
-          this.people.push({name:"", id:0, sid:data.from});
-          this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
+          // NOTE: observers don't know who offered draw
+          this.drawOffer = "received";
           break;
-        }
-        case "disconnect":
-          ArrayFun.remove(this.people, p => p.sid == data.from);
+        case "newchat":
+          this.newChat = data.data;
+          if (!document.getElementById("modalChat").checked)
+            document.getElementById("chatBtn").classList.add("somethingnew");
           break;
       }
     },
+    socketCloseListener: function() {
+      this.conn = new WebSocket(this.connexionString);
+      this.conn.addEventListener("message", this.socketMessageListener);
+      this.conn.addEventListener("close", this.socketCloseListener);
+    },
     // lastate was received, but maybe game wasn't ready yet:
     processLastate: function() {
       const data = this.lastate;
       this.lastate = undefined; //security...
       const L = this.game.moves.length;
-      if (data.movesCount > L)
-      {
+      if (data.movesCount > L) {
         // Just got last move from him
-        this.game.moveToPlay = data.lastMove;
-        if (data.score != "*" && this.game.score == "*")
-        {
-          // Opponent resigned or aborted game, or accepted draw offer
-          // (this is not a stalemate or checkmate)
-          this.setScore(data.score, "Opponent action");
-        }
-        this.game.clocks = data.clocks; //TODO: check this?
-        if (!!data.lastMove.draw)
-          this.drawOffer = "received";
-      }
-    },
-    setScore: function(score, message) {
-      this.game.scoreMsg = message;
-      this.game.score = score;
-    },
-    offerDraw: function() {
-      if (this.drawOffer == "received")
-      {
-        if (!confirm("Accept draw?"))
-          return;
-        this.people.forEach(p => {
-          if (p.sid != this.st.user.sid)
-            this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
-        });
-        this.setScore("1/2", "Mutual agreement");
+        this.$set(
+          this.game,
+          "moveToPlay",
+          Object.assign({ initime: data.initime }, data.lastMove)
+        );
       }
-      else if (this.drawOffer == "sent")
-      {
+      if (data.drawSent) this.drawOffer = "received";
+      if (data.score != "*") {
         this.drawOffer = "";
-        if (this.game.type == "corr")
-          GameStorage.update(this.gameRef.id, {drawOffer: false});
+        if (this.game.score == "*") this.gameOver(data.score);
       }
-      else
-      {
-        if (!confirm("Offer draw?"))
+    },
+    clickDraw: function() {
+      if (!this.game.mycolor) return; //I'm just spectator
+      if (["received", "threerep"].includes(this.drawOffer)) {
+        if (!confirm(this.st.tr["Accept draw?"])) return;
+        const message =
+          this.drawOffer == "received"
+            ? "Mutual agreement"
+            : "Three repetitions";
+        this.send("draw", { data: message });
+        this.gameOver("1/2", message);
+      } else if (this.drawOffer == "") {
+        //no effect if drawOffer == "sent"
+        if (this.game.mycolor != this.vr.turn) {
+          alert(this.st.tr["Draw offer only in your turn"]);
           return;
+        }
+        if (!confirm(this.st.tr["Offer draw?"])) return;
         this.drawOffer = "sent";
-        this.people.forEach(p => {
-          if (p.sid != this.st.user.sid)
-            this.st.conn.send(JSON.stringify({code:"drawoffer", target:p.sid}));
-        });
-        if (this.game.type == "corr")
-          GameStorage.update(this.gameRef.id, {drawOffer: true});
+        this.send("drawoffer");
+        GameStorage.update(this.gameRef.id, { drawOffer: this.game.mycolor });
       }
     },
     abortGame: function() {
-      if (!confirm(this.st.tr["Terminate game?"]))
-        return;
-      this.setScore("?", "Abort");
-      this.people.forEach(p => {
-        if (p.sid != this.st.user.sid)
-        {
-          this.st.conn.send(JSON.stringify({
-            code: "abort",
-            target: p.sid,
-          }));
-        }
-      });
+      if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return;
+      this.gameOver("?", "Abort");
+      this.send("abort");
     },
-    resign: function(e) {
-      if (!confirm("Resign the game?"))
+    resign: function() {
+      if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
         return;
-      this.people.forEach(p => {
-        if (p.sid != this.st.user.sid)
-        {
-          this.st.conn.send(JSON.stringify({code:"resign",
-            side:this.game.mycolor, target:p.sid}));
-        }
-      });
-      this.setScore(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
+      this.send("resign", { data: this.game.mycolor });
+      this.gameOver(this.game.mycolor == "w" ? "0-1" : "1-0", "Resign");
     },
     // 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 afterRetrieval = async game => {
         const vModule = await import("@/variants/" + game.vname + ".js");
         window.V = vModule.VariantRules;
         this.vr = new V(game.fen);
-        const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
-        const tc = extractTime(game.timeControl);
-        if (gtype == "corr")
-        {
-          if (game.players[0].color == "b")
-          {
+        const gtype = 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] ];
+            [game.players[0], game.players[1]] = [
+              game.players[1],
+              game.players[0]
+            ];
           }
           // corr game: needs to compute the clocks + initime
           // NOTE: clocks in seconds, initime in milliseconds
           game.clocks = [tc.mainTime, tc.mainTime];
-          game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
-          if (game.score == "*") //otherwise no need to bother with time
-          {
+          game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
+          if (game.score == "*") {
+            //otherwise no need to bother with time
             game.initime = [0, 0];
             const L = game.moves.length;
-            if (L >= 3)
-            {
+            if (L >= 3) {
               let addTime = [0, 0];
-              for (let i=2; i<L; i++)
-              {
-                addTime[i%2] += tc.increment -
-                  (game.moves[i].played - game.moves[i-1].played) / 1000;
+              for (let i = 2; i < L; i++) {
+                addTime[i % 2] +=
+                  tc.increment -
+                  (game.moves[i].played - game.moves[i - 1].played) / 1000;
               }
-              for (let i=0; i<=1; i++)
-                game.clocks[i] += addTime[i];
+              for (let i = 0; i <= 1; i++) game.clocks[i] += addTime[i];
             }
-            if (L >= 1)
-              game.initime[L%2] = game.moves[L-1].played;
-            if (game.drawOffer)
-              this.drawOffer = "received";
+            if (L >= 1) game.initime[L % 2] = game.moves[L - 1].played;
           }
-          // Now that we used idx and played, re-format moves as for live games
-          game.moves = game.moves.map( (m) => {
+          const reformattedMoves = game.moves.map(m => {
             const s = m.squares;
             return {
               appear: s.appear,
               vanish: s.vanish,
               start: s.start,
-              end: s.end,
-              message: m.message,
+              end: s.end
             };
           });
+          // Sort chat messages from newest to oldest
+          game.chats.sort((c1, c2) => {
+            return c2.added - c1.added;
+          });
+          if (myIdx >= 0 && game.chats.length > 0) {
+            // TODO: group multi-moves into an array, to deduce color from index
+            // and not need this (also repeated in BaseGame::re_setVariables())
+            let vr_tmp = new V(game.fenStart); //vr is already at end of game
+            for (let i = 0; i < reformattedMoves.length; i++) {
+              game.moves[i].color = vr_tmp.turn;
+              vr_tmp.play(reformattedMoves[i]);
+            }
+            // Blue background on chat button if last chat message arrived after my last move.
+            let dtLastMove = 0;
+            for (let midx = game.moves.length - 1; midx >= 0; midx--) {
+              if (game.moves[midx].color == mycolor) {
+                dtLastMove = game.moves[midx].played;
+                break;
+              }
+            }
+            if (dtLastMove < game.chats[0].added)
+              document.getElementById("chatBtn").classList.add("somethingnew");
+          }
+          // Now that we used idx and played, re-format moves as for live games
+          game.moves = reformattedMoves;
         }
-        const myIdx = game.players.findIndex(p => {
-          return p.sid == this.st.user.sid || p.uid == this.st.user.id;
-        });
-        if (gtype == "live" && game.clocks[0] < 0) //game unstarted
-        {
+        if (gtype == "live" && game.clocks[0] < 0) {
+          //game unstarted
           game.clocks = [tc.mainTime, tc.mainTime];
-          if (game.score == "*")
-          {
+          if (game.score == "*") {
             game.initime[0] = Date.now();
-            if (myIdx >= 0)
-            {
+            if (myIdx >= 0) {
               // I play in this live game; corr games don't have clocks+initime
-              GameStorage.update(game.id,
-              {
+              GameStorage.update(game.id, {
                 clocks: game.clocks,
-                initime: game.initime,
+                initime: game.initime
               });
             }
           }
         }
-        this.game = Object.assign({},
+        if (game.drawOffer) {
+          if (game.drawOffer == "t")
+            //three repetitions
+            this.drawOffer = "threerep";
+          else {
+            if (myIdx < 0) this.drawOffer = "received";
+            //by any of the players
+            else {
+              // I play in this game:
+              if (
+                (game.drawOffer == "w" && myIdx == 0) ||
+                (game.drawOffer == "b" && myIdx == 1)
+              )
+                this.drawOffer = "sent";
+              //all other cases
+              else this.drawOffer = "received";
+            }
+          }
+        }
+        if (game.scoreMsg) game.scoreMsg = this.st.tr[game.scoreMsg]; //stored in english
+        this.game = Object.assign(
+          {},
           game,
           // NOTE: assign mycolor here, since BaseGame could also be VS computer
           {
             type: gtype,
             increment: tc.increment,
-            mycolor: [undefined,"w","b"][myIdx+1],
+            mycolor: mycolor,
             // opponent sid not strictly required (or available), but easier
             // at least oppsid or oppid is available anyway:
-            oppsid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
-            oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
+            oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
+            oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid
           }
         );
-        if (!!this.lastate) //lastate arrived before game was loaded:
-          this.processLastate();
-        callback();
+        this.re_setClocks();
+        this.$nextTick(() => {
+          this.game.rendered = true;
+          // Did lastate arrive before game was rendered?
+          if (this.lastate) this.processLastate();
+        });
+        this.repeat = {}; //reset: scan past moves' FEN:
+        let repIdx = 0;
+        // NOTE: vr_tmp to obtain FEN strings is redundant with BaseGame
+        let vr_tmp = new V(game.fenStart);
+        game.moves.forEach(m => {
+          vr_tmp.play(m);
+          const fenObj = V.ParseFen(vr_tmp.getFen());
+          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";
+        if (callback) callback();
       };
-      if (!!game)
-        return afterRetrieval(game);
-      if (!!this.gameRef.rid)
-      {
-        // Remote live game: forgetting about callback func... (TODO: design)
-        this.st.conn.send(JSON.stringify(
-          {code:"askfullgame", target:this.gameRef.rid}));
+      if (game) {
+        afterRetrieval(game);
+        return;
       }
-      else
-      {
+      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
         GameStorage.get(this.gameRef.id, afterRetrieval);
       }
     },
-    // Post-process a move (which was just played)
+    re_setClocks: function() {
+      if (this.game.moves.length < 2 || this.game.score != "*") {
+        // 1st move not completed yet, or game over: freeze time
+        this.virtualClocks = this.game.clocks.map(s => ppt(s));
+        return;
+      }
+      const currentTurn = this.vr.turn;
+      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.vr.turn != currentTurn ||
+          this.game.score != "*"
+        ) {
+          clearInterval(clockUpdate);
+          if (countdown < 0)
+            this.gameOver(
+              this.vr.turn == "w" ? "0-1" : "1-0",
+              this.st.tr["Time"]
+            );
+        } else
+          this.$set(
+            this.virtualClocks,
+            colorIdx,
+            ppt(Math.max(0, --countdown))
+          );
+      }, 1000);
+    },
+    // Post-process a move (which was just played in BaseGame)
     processMove: function(move) {
-      if (!this.game.mycolor)
-        return; //I'm just an observer
-      // Update storage (corr or live)
-      const colorIdx = ["w","b"].indexOf(move.color);
+      if (this.game.type == "corr" && move.color == this.game.mycolor) {
+        if (
+          !confirm(
+            this.st.tr["Move played:"] +
+              " " +
+              move.notation +
+              "\n" +
+              this.st.tr["Are you sure?"]
+          )
+        ) {
+          this.$set(this.game, "moveToUndo", move);
+          return;
+        }
+      }
+      const colorIdx = ["w", "b"].indexOf(move.color);
+      const nextIdx = ["w", "b"].indexOf(this.vr.turn);
       // https://stackoverflow.com/a/38750895
-      const allowed_fields = ["appear", "vanish", "start", "end"];
-      const filtered_move = Object.keys(move)
-        .filter(key => allowed_fields.includes(key))
-        .reduce((obj, key) => {
-          obj[key] = move[key];
-          return obj;
-        }, {});
+      if (this.game.mycolor) {
+        const allowed_fields = ["appear", "vanish", "start", "end"];
+        // NOTE: 'var' to see this variable outside this block
+        var filtered_move = Object.keys(move)
+          .filter(key => allowed_fields.includes(key))
+          .reduce((obj, key) => {
+            obj[key] = move[key];
+            return obj;
+          }, {});
+      }
       // Send move ("newmove" event) to people in the room (if our turn)
       let addTime = 0;
-      if (move.color == this.game.mycolor)
-      {
-        if (this.game.moves.length >= 2) //after first move
-        {
+      if (move.color == this.game.mycolor) {
+        if (this.drawOffer == "received")
+          //I refuse draw
+          this.drawOffer = "";
+        if (this.game.moves.length >= 2) {
+          //after first move
           const elapsed = Date.now() - this.game.initime[colorIdx];
           // elapsed time is measured in milliseconds
-          addTime = this.game.increment - elapsed/1000;
+          addTime = this.game.increment - elapsed / 1000;
         }
-        let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
-        if (this.game.type == "corr")
-          sendMove.message = this.corrMsg;
-        this.people.forEach(p => {
-          if (p.sid != this.st.user.sid)
-          {
-            this.st.conn.send(JSON.stringify({
-              code: "newmove",
-              target: p.sid,
-              move: sendMove,
-            }));
-          }
+        const sendMove = Object.assign({}, filtered_move, {
+          addTime: addTime,
+          cancelDrawOffer: this.drawOffer == ""
         });
-      }
-      else
-        addTime = move.addTime; //supposed transmitted
-      const nextIdx = ["w","b"].indexOf(this.vr.turn);
+        this.send("newmove", { data: sendMove });
+        // (Add)Time indication: useful in case of lastate infos requested
+        move.addTime = addTime;
+      } else addTime = move.addTime; //supposed transmitted
+      // Update current game object:
+      this.game.moves.push(move);
+      this.game.fen = move.fen;
+      this.game.clocks[colorIdx] += addTime;
+      // move.initime is set only when I receive a "lastate" move from opponent
+      this.game.initime[nextIdx] = move.initime || Date.now();
+      this.re_setClocks();
+      // If repetition detected, consider that a draw offer was received:
+      const fenObj = V.ParseFen(move.fen);
+      let repIdx = fenObj.position + "_" + fenObj.turn;
+      if (fenObj.flags) repIdx += "_" + fenObj.flags;
+      this.repeat[repIdx] = this.repeat[repIdx] ? this.repeat[repIdx] + 1 : 1;
+      if (this.repeat[repIdx] >= 3) this.drawOffer = "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.type == "live" || move.color == this.game.mycolor)
-      {
-        if (this.game.type == "corr")
-        {
-          GameStorage.update(this.gameRef.id,
-          {
+      if (
+        !!this.game.mycolor &&
+        (this.game.type == "live" || move.color == this.game.mycolor)
+      ) {
+        let drawCode = "";
+        switch (this.drawOffer) {
+          case "threerep":
+            drawCode = "t";
+            break;
+          case "sent":
+            drawCode = this.game.mycolor;
+            break;
+          case "received":
+            drawCode = this.vr.turn;
+            break;
+        }
+        if (this.game.type == "corr") {
+          GameStorage.update(this.gameRef.id, {
             fen: move.fen,
-            message: this.corrMsg,
-            move:
-            {
+            move: {
               squares: filtered_move,
-              played: Date.now(), //TODO: on server?
-              idx: this.game.moves.length,
+              played: Date.now(),
+              idx: this.game.moves.length - 1
             },
+            drawOffer: drawCode || "n" //"n" for "None" to force reset (otherwise it's ignored)
           });
-        }
-        else //live
-        {
-          GameStorage.update(this.gameRef.id,
-          {
+        } //live
+        else {
+          GameStorage.update(this.gameRef.id, {
             fen: move.fen,
             move: filtered_move,
-            clocks: this.game.clocks.map((t,i) => i==colorIdx
-              ? this.game.clocks[i] + addTime
-              : this.game.clocks[i]),
-            initime: this.game.initime.map((t,i) => i==nextIdx
-              ? Date.now()
-              : this.game.initime[i]),
+            clocks: this.game.clocks,
+            initime: this.game.initime,
+            drawOffer: drawCode
           });
         }
       }
-      // Also update current game object:
-      this.game.moves.push(move);
-      this.game.fen = move.fen;
-      //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
-      this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
-      this.game.initime[nextIdx] = Date.now();
     },
-    gameOver: function(score) {
-      this.game.mode = "analyze";
+    resetChatColor: function() {
+      // TODO: this is called twice, once on opening an once on closing
+      document.getElementById("chatBtn").classList.remove("somethingnew");
+    },
+    processChat: function(chat) {
+      this.send("newchat", { data: chat });
+      // NOTE: anonymous chats in corr games are not stored on server (TODO?)
+      if (this.game.type == "corr" && this.st.user.id > 0)
+        GameStorage.update(this.gameRef.id, { chat: chat });
+    },
+    gameOver: function(score, scoreMsg) {
       this.game.score = score;
+      this.game.scoreMsg = this.st.tr[
+        scoreMsg ? scoreMsg : getScoreMessage(score)
+      ];
       const myIdx = this.game.players.findIndex(p => {
         return p.sid == this.st.user.sid || p.uid == this.st.user.id;
       });
-      if (myIdx >= 0) //OK, I play in this game
-        GameStorage.update(this.gameRef.id, { score: score });
-    },
-  },
+      if (myIdx >= 0) {
+        //OK, I play in this game
+        GameStorage.update(this.gameRef.id, {
+          score: score,
+          scoreMsg: scoreMsg
+        });
+        // Notify the score to main Hall. TODO: only one player (currently double send)
+        this.send("result", { gid: this.game.id, score: score });
+      }
+    }
+  }
 };
 </script>
 
-<style lang="sass">
-// TODO
+<style lang="sass" scoped>
+.connected
+  background-color: lightgreen
+
+#participants
+  margin-left: 5px
+
+.anonymous
+  color: grey
+  font-style: italic
+
+#playersInfo > p
+  margin: 0
+
+@media screen and (min-width: 768px)
+  #actions
+    width: 300px
+@media screen and (max-width: 767px)
+  .game
+    width: 100%
+
+#actions
+  display: inline-block
+  margin: 0
+  button
+    display: inline-block
+    margin: 0
+
+@media screen and (max-width: 767px)
+  #aboveBoard
+    text-align: center
+@media screen and (min-width: 768px)
+  #aboveBoard
+    margin-left: 30%
+
+.variant-cadence
+  padding-right: 10px
+
+.variant-name
+  font-weight: bold
+  padding-right: 10px
+
+.name
+  font-size: 1.5rem
+  padding: 1px
+
+.time
+  font-size: 2rem
+  display: inline-block
+  margin-left: 10px
+
+.split-names
+  display: inline-block
+  margin: 0 15px
+
+#chat
+  padding-top: 20px
+  max-width: 767px
+  border: none;
+
+#chatBtn
+  margin: 0 10px 0 0
+
+.draw-sent, .draw-sent:hover
+  background-color: lightyellow
+
+.draw-received, .draw-received:hover
+  background-color: lightgreen
+
+.draw-threerep, .draw-threerep:hover
+  background-color: #e4d1fc
+
+.somethingnew
+  background-color: #c5fefe
 </style>