Parameters adjustments + cosmetics
[vchess.git] / client / src / views / Game.vue
index 9271f48..b10be75 100644 (file)
         button(@click="abortGame") {{ st.tr["Game is too boring"] }}
     BaseGame(:game="game" :vr="vr" ref="basegame"
       @newmove="processMove" @gameover="gameOver")
-    // TODO: show players names + clocks state
+    div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
     div 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.mode=='corr'")
-      textarea(v-show="score=='*' && vr.turn==game.mycolor" v-model="corrMsg")
-      div(v-show="cursor>=0") {{ moves[cursor].message }}
+    textarea(v-if="game.score=='*'" v-model="corrMsg")
 </template>
 
+<!--
+// TODO: movelist dans basegame et chat ici
+// ==> après, implémenter/vérifier les passages de challenges + parties en cours
+// observer,
+// + problèmes, habiller et publier. (+ corr...)
+// when send to chat (or a move), reach only this group (send gid along)
+-->
+
 <script>
 import BaseGame from "@/components/BaseGame.vue";
 //import Chat from "@/components/Chat.vue";
@@ -29,6 +35,8 @@ import BaseGame from "@/components/BaseGame.vue";
 import { store } from "@/store";
 import { GameStorage } from "@/utils/gameStorage";
 import { ppt } from "@/utils/datetime";
+import { extractTime } from "@/utils/timeControl";
+import { ArrayFun } from "@/utils/array";
 
 export default {
   name: 'my-game',
@@ -43,213 +51,219 @@ export default {
         id: "",
         rid: ""
       },
-      game: { }, //passed to BaseGame
+      game: {players:[{name:""},{name:""}]}, //passed to BaseGame
+      corrMsg: "", //to send offline messages in corr games
       virtualClocks: [0, 0], //initialized with true game.clocks
       vr: null, //"variant rules" object initialized from FEN
-      drawOfferSent: false, //did I just ask for draw? (TODO: use for button style)
-      people: [ ], //potential observers (TODO)
+      drawOffer: "", //TODO: use for button style
+      people: [], //players + observers
     };
   },
   watch: {
-    '$route' (to, from) {
-      if (!!to.params["id"])
-      {
-        this.gameRef.id = to.params["id"];
-        this.gameRef.rid = to.query["rid"];
-        this.loadGame();
-      }
+    "$route": function(to, from) {
+      this.gameRef.id = to.params["id"];
+      this.gameRef.rid = to.query["rid"];
+      this.loadGame();
     },
     "game.clocks": function(newState) {
-      this.virtualClocks = newState.map(s => ppt(s));
+      if (this.game.moves.length < 2)
+      {
+        // 1st move not completed yet: freeze time
+        this.virtualClocks = newState.map(s => ppt(s));
+        return;
+      }
       const currentTurn = this.vr.turn;
-      const colorIdx = ["w","b","g","r"].indexOf(currentTurn);
+      const colorIdx = ["w","b"].indexOf(currentTurn);
       let countdown = newState[colorIdx] -
         (Date.now() - this.game.initime[colorIdx])/1000;
-      const myTurn = (currentTurn == this.game.mycolor);
-
-console.log(this.vr.turn + " " + currentTurn + " " + this.vr.getFen());
-
+      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(() => {
-
-
-
-
-console.log(countdown);
-        console.log(this.vr.turn +" " + currentTurn + " " + this.vr.getFen());
-
-// TODO: incoherent state because vr is altered in BaseGame to replay game
-        // ==> should use a temporary vr ?
-
-
-
-        if (countdown <= 0 || this.vr.turn != currentTurn)
+        if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
         {
           clearInterval(clockUpdate);
-          if (countdown <= 0 && myTurn)
+          if (countdown < 0)
           {
             this.$refs["basegame"].endGame(
-              this.game.mycolor=="w" ? "0-1" : "1-0", "Time");
-            this.game.players.forEach(p => {
-              if (p.sid != this.st.user.sid)
-              {
-                this.st.conn.send(JSON.stringify({
-                  code: "timeover",
-                  target: p.sid,
-                }));
-              }
-            });
+              this.vr.turn=="w" ? "0-1" : "1-0", "Time");
           }
         }
-        // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
-        this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
+        else
+        {
+          // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
+          this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
+        }
       }, 1000);
     },
   },
+  // TODO: redundant code with Hall.vue (related to people array)
   created: function() {
+    // Always add myself to players' list
+    const my = this.st.user;
+    this.people.push({sid:my.sid, id:my.id, name:my.name});
     if (!!this.$route.params["id"])
     {
       this.gameRef.id = this.$route.params["id"];
       this.gameRef.rid = this.$route.query["rid"];
       this.loadGame();
     }
-    // TODO: how to know who is observing ? Send message to everyone with game ID ?
-    // and then just listen to (dis)connect events
-    // server always send "connect on " + URL ; then add to observers if game...
-    // detect multiple tabs connected (when connect ask server if my SID is already in use)
-// router when access a game page tell to server I joined + game ID (no need rid)
-// and ask server for current joined (= observers)
-// when send to chat (or a move), reach only this group (send gid along)
-    // --> doivent être enregistrés comme observers au niveau du serveur...
-    // non: poll users + events startObserving / stopObserving
-    // (à faire au niveau du routeur ?)
-
-    // TODO: also handle "draw accepted" (use opponents array?)
-    // --> must give this info also when sending lastState...
-    // and, if all players agree then OK draw (end game ...etc)
-    const socketMessageListener = msg => {
+    // 0.1] Ask server for room composition:
+    const funcPollClients = () => {
+      this.st.conn.send(JSON.stringify({code:"pollclients"}));
+    };
+    if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
+      funcPollClients();
+    else //socket not ready yet (initial loading)
+      this.st.conn.onopen = funcPollClients;
+    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;
+  },
+  methods: {
+    getOppSid: function() {
+      if (!!this.game.oppsid)
+        return this.game.oppsid;
+      const opponent = this.people.find(p => p.id == this.game.oppid);
+      return (!!opponent ? opponent.sid : null);
+    },
+    socketMessageListener: function(msg) {
       const data = JSON.parse(msg.data);
-      let L = undefined;
       switch (data.code)
       {
-        case "newmove":
-          // NOTE: next call will trigger processMove()
-          this.$refs["basegame"].play(data.move,
-            "receive", this.game.vname!="Dark" ? "animate" : null);
-          break;
-        case "pong": //received if we sent a ping (game still alive on our side)
-          if (this.gameRef.id != data.gameId)
-            break; //games IDs don't match: the game is definitely over...
-          this.oppConnected = true;
-          // Send our "last state" informations to opponent(s)
-          L = this.vr.moves.length;
-          Object.keys(this.opponents).forEach(oid => {
-            this.st.conn.send(JSON.stringify({
-              code: "lastate",
-              oppid: oid,
-              gameId: this.gameRef.id,
-              lastMove: (L>0?this.vr.moves[L-1]:undefined),
-              movesCount: L,
-            }));
+        // 0.2] Receive clients list (just socket IDs)
+        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}));
           });
           break;
-        // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
-        // TODO: need to send along clock state (my current time) with my last move
-        case "lastate": //got opponent infos about last move
-          L = this.vr.moves.length;
-          if (this.gameRef.id != data.gameId)
-            break; //games IDs don't match: nothing we can do...
-          // OK, opponent still in game (which might be over)
-          if (this.score != "*")
+        }
+        case "askidentity":
+        {
+          // Request for identification: reply if I'm not anonymous
+          if (this.st.user.id > 0)
           {
-            // We finished the game (any result possible)
-            this.st.conn.send(JSON.stringify({
-              code: "lastate",
-              oppid: data.oppid,
-              gameId: this.gameRef.id,
-              score: this.score,
-            }));
+            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}));
           }
-          else if (!!data.score) //opponent finished the game
-            this.endGame(data.score);
-          else if (data.movesCount < L)
+          break;
+        }
+        case "identity":
+        {
+          let player = this.people.find(p => p.sid == data.user.sid);
+          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)
           {
-            // We must tell last move to opponent
+            // Send our "last state" informations to opponent
+            const L = this.game.moves.length;
             this.st.conn.send(JSON.stringify({
               code: "lastate",
-              oppid: this.opponent.id,
-              gameId: this.gameRef.id,
-              lastMove: this.vr.moves[L-1],
-              movesCount: L,
+              target: player.sid,
+              state:
+              {
+                lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+                score: this.game.score,
+                movesCount: L,
+                drawOffer: this.drawOffer,
+                clocks: this.game.clocks,
+              }
             }));
           }
-          else if (data.movesCount > L) //just got last move from him
-            this.play(data.lastMove, "animate"); //TODO: wrong call (3 args)
           break;
+        }
+        case "newmove":
+          // NOTE: this call to play() will trigger processMove()
+          this.$refs["basegame"].play(data.move,
+            "receive", this.game.vname!="Dark" ? "animate" : null);
+          break;
+        case "lastate": //got opponent infos about last move
+        {
+          const L = this.game.moves.length;
+          if (data.movesCount > L)
+          {
+            // Just got last move from him
+            this.$refs["basegame"].play(data.lastMove,
+              "receive", this.game.vname!="Dark" ? "animate" : null);
+            if (data.score != "*" && this.game.score == "*")
+            {
+              // Opponent resigned or aborted game, or accepted draw offer
+              // (this is not a stalemate or checkmate)
+              this.$refs["basegame"].endGame(data.score, "Opponent action");
+            }
+            this.game.clocks = data.clocks; //TODO: check this?
+            this.drawOffer = data.drawOffer; //does opponent offer draw?
+          }
+          break;
+        }
         case "resign":
           this.$refs["basegame"].endGame(
             this.game.mycolor=="w" ? "1-0" : "0-1", "Resign");
           break;
-        case "timeover":
-          this.$refs["basegame"].endGame(
-            this.game.mycolor=="w" ? "1-0" : "0-1", "Time");
-          break;
         case "abort":
           this.$refs["basegame"].endGame("?", "Abort: " + data.msg);
           break;
-        // TODO: drawaccepted (click draw button before sending move ==> draw offer in move)
-          // ==> on "newmove", check "drawOffer" field
-        // TODO: also use (dis)connect info to count online players?
-        case "gameconnect":
-        case "gamedisconnect":
-          if (this.mode=="human")
-          {
-            const online = (data.code == "connect");
-            // If this is an opponent ?
-            if (!!this.opponents[data.id])
-              this.opponents[data.id].online = online;
-            else
-            {
-              // Or an observer ?
-              if (!online)
-                delete this.people[data.id];
-              else
-                this.people[data.id] = data.name;
-            }
-          }
+        case "draw":
+          this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+          break;
+        case "drawoffer":
+          this.drawOffer = "received";
+          break;
+        case "askfullgame":
+          // TODO: just give game; observers are listed here anyway:
+          // ==> mark request SID as someone to send moves to
+          // NOT to all people array: our opponent can send moves too!
+          break;
+        case "fullgame":
+          // and when receiving answer just call loadGame(received_game)
+          this.loadGame(data.game);
+          break;
+        // TODO: drawaccepted (click draw button before sending move
+        // ==> draw offer in move)
+        // ==> on "newmove", check "drawOffer" field
+        case "connect":
+        {
+          this.people.push({name:"", id:0, sid:data.sid});
+          this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
+          break;
+        }
+        case "disconnect":
+          ArrayFun.remove(this.people, p => p.sid == data.sid);
           break;
       }
-    };
-    const socketCloseListener = () => {
-      this.st.conn.addEventListener('message', socketMessageListener);
-      this.st.conn.addEventListener('close', socketCloseListener);
-    };
-    this.st.conn.onmessage = socketMessageListener;
-    this.st.conn.onclose = socketCloseListener;
-  },
-  // dans variant.js (plutôt room.js) conn gère aussi les challenges
-  // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
-  methods: {
+    },
     offerDraw: function() {
-      if (!confirm("Offer draw?"))
-        return;
-      // Stay in "draw offer sent" state until next move is played
-      this.drawOfferSent = true;
-      if (this.subMode == "corr")
+      // TODO: also for corr games
+      if (this.drawOffer == "received")
       {
-        // TODO: set drawOffer on in game (how ?)
+        if (!confirm("Accept draw?"))
+          return;
+        const oppsid = this.getOppSid();
+        if (!!oppsid)
+          this.st.conn.send(JSON.stringify({code:"draw", target:oppsid}));
+        this.$refs["basegame"].endGame("1/2", "Mutual agreement");
       }
-      else //live game
+      else if (this.drawOffer == "sent")
+        this.drawOffer = "";
+      else
       {
-        this.opponents.forEach(o => {
-          if (!!o.online)
-          {
-            try {
-              this.st.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
-            } catch (INVALID_STATE_ERR) {
-              return;
-            }
-          }
-        });
+        if (!confirm("Offer draw?"))
+          return;
+        const oppsid = this.getOppSid();
+        if (!!oppsid)
+          this.st.conn.send(JSON.stringify({code:"drawoffer", target:oppsid}));
       }
     },
     // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
@@ -259,43 +273,40 @@ console.log(countdown);
       // if accept: send message "draw"
     },
     abortGame: function(event) {
+      let modalBox = document.getElementById("modalAbort");
       if (!event)
       {
         // First call show options:
-        let modalBox = document.getElementById("modalAbort");
         modalBox.checked = true;
       }
       else
       {
-        console.log(event);
-        return;
-        //const message = event.
+        modalBox.checked = false; //decision made: box disappear
+        const message = event.target.innerText;
         // Next line will trigger a "gameover" event, bubbling up till here
-        this.$refs["basegame"].endGame("?", "Abort: " + event.msg); //TODO
-        this.game.players.forEach(p => {
-          if (!!p.sid && p.sid != this.st.user.sid)
-          {
-            this.st.conn.send(JSON.stringify({
-              code: "abort",
-              msg: message,
-              target: p.sid,
-            }));
-          }
-        });
+        this.$refs["basegame"].endGame("?", "Abort: " + message);
+        const oppsid = this.getOppSid();
+        if (!!oppsid)
+        {
+          this.st.conn.send(JSON.stringify({
+            code: "abort",
+            msg: message,
+            target: oppsid,
+          }));
+        }
       }
     },
     resign: function(e) {
       if (!confirm("Resign the game?"))
         return;
-      this.game.players.forEach(p => {
-        if (!!p.sid && p.sid != this.st.user.sid)
-        {
-          this.st.conn.send(JSON.stringify({
-            code: "resign",
-            target: p.sid,
-          }));
-        }
-      });
+      const oppsid = this.getOppSid();
+      if (!!oppsid)
+      {
+        this.st.conn.send(JSON.stringify({
+          code: "resign",
+          target: oppsid,
+        }));
+      }
       // Next line will trigger a "gameover" event, bubbling up till here
       this.$refs["basegame"].endGame(
         this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
@@ -309,49 +320,98 @@ console.log(countdown);
         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")
+          {
+            // Adopt the same convention for live and corr games: [0] = white
+            [ game.players[0], game.players[1] ] =
+              [ game.players[1], game.players[0] ];
+          }
+          // corr game: needs to compute the clocks + initime
+          game.clocks = [tc.mainTime, tc.mainTime];
+          game.initime = [0, 0];
+          const L = game.moves.length;
+          game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
+          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);
+            }
+            for (let i=0; i<=1; i++)
+              game.clocks[i] += addTime[i];
+          }
+          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 s = m.squares;
+            return {
+              appear: s.appear,
+              vanish: s.vanish,
+              start: s.start,
+              end: s.end,
+              message: m.message,
+            };
+          });
+        }
+        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
+        {
+          game.clocks = [tc.mainTime, tc.mainTime];
+          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,
+            });
+          }
+        }
         this.game = Object.assign({},
           game,
-          // NOTE: assign mycolor here, since BaseGame could also bs VS computer
-          {mycolor: [undefined,"w","b"][1 + game.players.findIndex(
-            p => p.sid == this.st.user.sid)]},
+          // NOTE: assign mycolor here, since BaseGame could also be VS computer
+          {
+            type: gtype,
+            increment: tc.increment,
+            mycolor: [undefined,"w","b"][myIdx+1],
+            // 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),
+          }
         );
       };
       if (!!game)
         return afterRetrival(game);
       if (!!this.gameRef.rid)
       {
-        // TODO: just send a game request message to the remote player,
-        // and when receiving answer just call loadGame(received_game)
-        // + remote peer should have registered us as an observer
+        // Remote live game
+        this.st.conn.send(JSON.stringify(
+          {code:"askfullgame", target:this.gameRef.rid}));
         // (send moves updates + resign/abort/draw actions)
-        return;
       }
       else
       {
-        GameStorage.get(this.gameRef.id, async (game) => {
-          afterRetrieval(game);
-        });
+        // Local or corr game
+        GameStorage.get(this.gameRef.id, afterRetrieval);
       }
-//    // Poll all players except me (if I'm playing) to know online status.
-//    // --> Send ping to server (answer pong if players[s] are connected)
-//    if (this.gameInfo.players.some(p => p.sid == this.st.user.sid))
-//    {
-//      this.game.players.forEach(p => {
-//        if (p.sid != this.st.user.sid)
-//          this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid}));
-//      });
-//    }
     },
-    // TODO: refactor this old "oppConnected" logic
-//    oppConnected: function(uid) {
-//      return this.opponents.some(o => o.id == uid && o.online);
-//    },
     // Post-process a move (which was just played)
     processMove: function(move) {
       if (!this.game.mycolor)
         return; //I'm just an observer
       // Update storage (corr or live)
-      const colorIdx = ["w","b","g","r"].indexOf(move.color);
+      const colorIdx = ["w","b"].indexOf(move.color);
       // https://stackoverflow.com/a/38750895
       const allowed_fields = ["appear", "vanish", "start", "end"];
       const filtered_move = Object.keys(move)
@@ -361,48 +421,89 @@ console.log(countdown);
           return obj;
         }, {});
       // Send move ("newmove" event) to opponent(s) (if ours)
-      let addTime = undefined;
+      let addTime = 0;
       if (move.color == this.game.mycolor)
       {
-        const elapsed = Date.now() - this.game.initime[colorIdx];
-        // elapsed time is measured in milliseconds
-        addTime = this.game.increment - elapsed/1000;
-        this.game.players.forEach(p => {
-          if (p.sid != this.st.user.sid)
-          {
-            this.st.conn.send(JSON.stringify({
-              code: "newmove",
-              target: p.sid,
-              move: Object.assign({}, filtered_move, {addTime: addTime}),
-            }));
-          }
-        });
+        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;
+        }
+        let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
+        if (this.game.type == "corr")
+          sendMove.message = this.corrMsg;
+        const oppsid = this.getOppSid();
+        if (!!oppsid)
+        {
+          this.st.conn.send(JSON.stringify({
+            code: "newmove",
+            target: oppsid,
+            move: sendMove,
+          }));
+        }
+        if (this.game.type == "corr" && this.corrMsg != "")
+        {
+          // Add message to last move in BaseGame:
+          // TODO: not very good style...
+          this.$refs["basegame"].setCurrentMessage(this.corrMsg);
+        }
       }
       else
         addTime = move.addTime; //supposed transmitted
-      const nextIdx = ["w","b","g","r"].indexOf(this.vr.turn);
-      GameStorage.update(this.gameRef.id,
+      const nextIdx = ["w","b"].indexOf(this.vr.turn);
+      // Since corr games are stored at only one location, update should be
+      // done only by one player for each move:
+      if (this.game.type == "live" || move.color == this.game.mycolor)
       {
-        colorIdx: colorIdx,
-        nextIdx: nextIdx,
-        move: filtered_move,
-        fen: move.fen,
-        addTime: addTime,
-      });
+        if (this.game.type == "corr")
+        {
+          GameStorage.update(this.gameRef.id,
+          {
+            fen: move.fen,
+            move:
+            {
+              squares: filtered_move,
+              message: this.corrMsg,
+              played: Date.now(), //TODO: on server?
+              idx: this.game.moves.length,
+            },
+          });
+        }
+        else //live
+        {
+          GameStorage.update(this.gameRef.id,
+          {
+            fen: move.fen,
+            move: filtered_move,
+            clocks: this.game.clocks.map((t,i) => i==colorIdx
+              ? this.game.clocks[i] + addTime
+              : this.game.clocks[i]),
+            initime: this.game.initime.map((t,i) => i==nextIdx
+              ? Date.now()
+              : this.game.initime[i]),
+          });
+        }
+      }
       // Also update current game object:
       this.game.moves.push(move);
       this.game.fen = move.fen;
-      this.game.clocks[colorIdx] += (!!addTime ? addTime : 0);
+      //TODO: just this.game.clocks[colorIdx] += addTime;
+      this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
       this.game.initime[nextIdx] = Date.now();
+      // Finally reset curMoveMessage if needed
+      if (this.game.type == "corr" && move.color == this.game.mycolor)
+        this.corrMsg = "";
     },
-    // TODO: this update function should also work for corr games
     gameOver: function(score) {
       this.game.mode = "analyze";
-      GameStorage.update(this.gameRef.id,
-      {
-        score: score,
-      });
+      this.game.score = score;
+      GameStorage.update(this.gameRef.id, { score: score });
     },
   },
 };
 </script>
+
+<style lang="sass">
+// TODO
+</style>