Uniformize presentation for corr move validation
[vchess.git] / client / src / views / Game.vue
index 086becb..ce42f21 100644 (file)
@@ -20,6 +20,7 @@ main
         span.anonymous(v-if="Object.values(people).some(p => !p.name && p.id === 0)")
           | + @nonymous
       Chat(
+        ref="chatcomp"
         :players="game.players"
         :pastChats="game.chats"
         :newChat="newChat"
@@ -29,7 +30,15 @@ main
   input#modalConfirm.modal(type="checkbox")
   div#confirmDiv(role="dialog")
     .card
-      .diagram(v-html="curDiag")
+      .diagram(
+        v-if="!!vr && ['all','byrow'].includes(vr.showMoves)"
+        v-html="curDiag"
+      )
+      p.text-center(v-else)
+        span {{ st.tr["Move played:"] + " " }}
+        span.bold {{ moveNotation }}
+        br
+        span {{ st.tr["Are you sure?"] }}
       .button-group#buttonsConfirm
         // onClick for acceptBtn: set dynamically
         button.acceptBtn
@@ -85,7 +94,8 @@ main
           )
             span.time-left {{ virtualClocks[0][0] }}
             span.time-separator(v-if="!!virtualClocks[0][1]") :
-            span.time-right(v-if="!!virtualClocks[0][1]") {{ virtualClocks[0][1] }}
+            span.time-right(v-if="!!virtualClocks[0][1]")
+              | {{ virtualClocks[0][1] }}
           span.split-names -
           span.name(:class="{connected: isConnected(1)}")
             | {{ game.players[1].name || "@nonymous" }}
@@ -95,12 +105,12 @@ main
           )
             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] }}
+            span.time-right(v-if="!!virtualClocks[1][1]")
+              | {{ virtualClocks[1][1] }}
   BaseGame(
     ref="basegame"
     :game="game"
     @newmove="processMove"
-    @gameover="gameOver"
   )
 </template>
 
@@ -113,10 +123,11 @@ import { ppt } from "@/utils/datetime";
 import { ajax } from "@/utils/ajax";
 import { extractTime } from "@/utils/timeControl";
 import { getRandString } from "@/utils/alea";
+import { getScoreMessage } from "@/utils/scoring";
+import { getFullNotation } from "@/utils/notation";
 import { getDiagram } from "@/utils/printDiagram";
 import { processModalClick } from "@/utils/modalClick";
 import { playMove, getFilteredMove } from "@/utils/playUndo";
-import { getScoreMessage } from "@/utils/scoring";
 import { ArrayFun } from "@/utils/array";
 import params from "@/parameters";
 export default {
@@ -125,7 +136,6 @@ export default {
     BaseGame,
     Chat
   },
-  // gameRef: to find the game in (potentially remote) storage
   data: function() {
     return {
       st: store.state,
@@ -134,14 +144,10 @@ export default {
         id: "",
         rid: ""
       },
-      game: {
-        // Passed to BaseGame
-        players: [{ name: "" }, { name: "" }],
-        chats: [],
-        rendered: false
-      },
       nextIds: [],
-      virtualClocks: [[0,0], [0,0]], //initialized with true game.clocks
+      game: {}, //passed to BaseGame
+      // virtualClocks will be initialized from true game.clocks
+      virtualClocks: [],
       vr: null, //"variant rules" object initialized from FEN
       drawOffer: "",
       people: {}, //players + observers
@@ -161,61 +167,39 @@ export default {
       // If newmove got no pingback, send again:
       opponentGotMove: false,
       connexionString: "",
+      // Incomplete info games: show move played
+      moveNotation: "",
+      // Intervals from setInterval():
+      askLastate: null,
+      retrySendmove: null,
+      clockUpdate: null,
       // Related to (killing of) self multi-connects:
       newConnect: {},
       killed: {}
     };
   },
   watch: {
-    $route: function(to) {
-      this.gameRef.id = to.params["id"];
-      this.gameRef.rid = to.query["rid"];
-      this.loadGame();
+    $route: function(to, from) {
+      if (from.params["id"] != to.params["id"]) {
+        // Change everything:
+        this.cleanBeforeDestroy();
+        let boardDiv = document.querySelector(".game");
+        if (!!boardDiv)
+          // In case of incomplete information variant:
+          boardDiv.style.visibility = "hidden";
+        this.atCreation();
+      } else {
+        // Same game ID
+        this.gameRef.id = to.params["id"];
+        this.gameRef.rid = to.query["rid"];
+        this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
+        this.loadGame();
+      }
     }
   },
   // NOTE: some redundant code with Hall.vue (mostly related to people array)
   created: function() {
-    // Always add myself to players' list
-    const my = this.st.user;
-    this.$set(this.people, my.sid, { id: my.id, name: my.name });
-    this.gameRef.id = this.$route.params["id"];
-    // 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 +
-      "/?sid=" +
-      this.st.user.sid +
-      "&tmpId=" +
-      getRandString() +
-      "&page=" +
-      // Discard potential "/?next=[...]" for page indication:
-      encodeURIComponent(this.$route.path.match(/\/game\/[a-zA-Z0-9]+/)[0]);
-    this.conn = new WebSocket(this.connexionString);
-    this.conn.onmessage = this.socketMessageListener;
-    this.conn.onclose = this.socketCloseListener;
-    // Socket init required before loading remote game:
-    const socketInit = callback => {
-      if (!!this.conn && this.conn.readyState == 1)
-        // 1 == OPEN state
-        callback();
-      else
-        // Socket not ready yet (initial loading)
-        // NOTE: it's important to call callback without arguments,
-        // otherwise first arg is Websocket object and loadGame fails.
-        this.conn.onopen = () => callback();
-    };
-    if (!this.gameRef.rid)
-      // Game stored locally or on server
-      this.loadGame(null, () => socketInit(this.roomInit));
-    else
-      // Game stored remotely: need socket to retrieve it
-      // NOTE: the callback "roomInit" will be lost, so we don't provide it.
-      // --> It will be given when receiving "fullgame" socket event.
-      socketInit(this.loadGame);
+    this.atCreation();
   },
   mounted: function() {
     document
@@ -229,9 +213,86 @@ export default {
     }
   },
   beforeDestroy: function() {
-    this.send("disconnect");
+    this.cleanBeforeDestroy();
   },
   methods: {
+    atCreation: function() {
+      // 0] (Re)Set variables
+      this.gameRef.id = this.$route.params["id"];
+      // rid = remote ID to find an observed live game,
+      // next = next corr games IDs to navigate faster
+      // (Both might be undefined)
+      this.gameRef.rid = this.$route.query["rid"];
+      this.nextIds = JSON.parse(this.$route.query["next"] || "[]");
+      // Always add myself to players' list
+      const my = this.st.user;
+      this.$set(this.people, my.sid, { id: my.id, name: my.name });
+      this.game = {
+        players: [{ name: "" }, { name: "" }],
+        chats: [],
+        rendered: false
+      };
+      let chatComp = this.$refs["chatcomp"];
+      if (!!chatComp) chatComp.chats = [];
+      this.virtualClocks = [[0,0], [0,0]];
+      this.vr = null;
+      this.drawOffer = "";
+      this.onMygames = [];
+      this.lastate = undefined;
+      this.newChat = "";
+      this.roomInitialized = false;
+      this.askGameTime = 0;
+      this.gameIsLoading = false;
+      this.gotLastate = false;
+      this.gotMoveIdx = -1;
+      this.opponentGotMove = false;
+      this.askLastate = null;
+      this.retrySendmove = null;
+      this.clockUpdate = null;
+      this.newConnect = {};
+      this.killed = {};
+      // 1] Initialize connection
+      this.connexionString =
+        params.socketUrl +
+        "/?sid=" +
+        this.st.user.sid +
+        "&tmpId=" +
+        getRandString() +
+        "&page=" +
+        // Discard potential "/?next=[...]" for page indication:
+        encodeURIComponent(this.$route.path.match(/\/game\/[a-zA-Z0-9]+/)[0]);
+      this.conn = new WebSocket(this.connexionString);
+      this.conn.onmessage = this.socketMessageListener;
+      this.conn.onclose = this.socketCloseListener;
+      // Socket init required before loading remote game:
+      const socketInit = callback => {
+        if (!!this.conn && this.conn.readyState == 1)
+          // 1 == OPEN state
+          callback();
+        else
+          // Socket not ready yet (initial loading)
+          // NOTE: it's important to call callback without arguments,
+          // otherwise first arg is Websocket object and loadGame fails.
+          this.conn.onopen = () => callback();
+      };
+      if (!this.gameRef.rid)
+        // Game stored locally or on server
+        this.loadGame(null, () => socketInit(this.roomInit));
+      else
+        // Game stored remotely: need socket to retrieve it
+        // NOTE: the callback "roomInit" will be lost, so we don't provide it.
+        // --> It will be given when receiving "fullgame" socket event.
+        socketInit(this.loadGame);
+    },
+    cleanBeforeDestroy: function() {
+      if (!!this.askLastate)
+        clearInterval(this.askLastate);
+      if (!!this.retrySendmove)
+        clearInterval(this.retrySendmove);
+      if (!!this.clockUpdate)
+        clearInterval(this.clockUpdate);
+      this.send("disconnect");
+    },
     roomInit: function() {
       if (!this.roomInitialized) {
         // Notify the room only now that I connected, because
@@ -275,13 +336,18 @@ export default {
       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 });
+        this.updateCorrGame({ chat: chat });
     },
     clearChat: function() {
       // Nothing more to do if game is live (chats not recorded)
       if (this.game.type == "corr") {
-        if (!!this.game.mycolor)
-          ajax("/chats", "DELETE", {gid: this.game.id});
+        if (!!this.game.mycolor) {
+          ajax(
+            "/chats",
+            "DELETE",
+            { data: { gid: this.game.id } }
+          );
+        }
         this.$set(this.game, "chats", []);
       }
     },
@@ -311,20 +377,16 @@ export default {
     },
     askGameAgain: function() {
       this.gameIsLoading = true;
+      const currentUrl = document.location.href;
       const doAskGame = () => {
+        if (document.location.href != currentUrl) return; //page change
         if (!this.gameRef.rid)
           // This is my game: just reload.
           this.loadGame();
-        else {
+        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);
-          })();
-        }
+          this.send("askfullgame", { target: this.gameRef.rid });
       };
       // Delay of at least 2s between two game requests
       const now = Date.now();
@@ -407,18 +469,25 @@ export default {
               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
-                );
-              })();
+              this.send("asklastate", { target: user.sid });
+              let counter = 1;
+              this.askLastate = setInterval(
+                () => {
+                  // Ask at most 3 times:
+                  // if no reply after that there should be a network issue.
+                  if (
+                    counter < 3 &&
+                    !this.gotLastate &&
+                    !!this.people[user.sid]
+                  ) {
+                    this.send("asklastate", { target: user.sid });
+                    counter++;
+                  } else {
+                    clearInterval(this.askLastate);
+                  }
+                },
+                1500
+              );
             }
           }
           break;
@@ -473,11 +542,12 @@ export default {
             const myIdx = ["w", "b"].indexOf(this.game.mycolor);
             const myLastate = {
               lastMove: L > 0 ? this.game.moves[L - 1] : undefined,
-              addTime: L > 0 ? this.game.addTimes[L - 1] : undefined,
+              clock: this.game.clocks[myIdx],
               // Since we played a move (or abort or resign),
               // only drawOffer=="sent" is possible
               drawSent: this.drawOffer == "sent",
               score: this.game.score,
+              score: this.game.scoreMsg,
               movesCount: L,
               initime: this.game.initime[1 - myIdx] //relevant only if I played
             };
@@ -537,7 +607,7 @@ export default {
               this.processMove(
                 movePlus.move,
                 {
-                  addTime: movePlus.addTime,
+                  clock: movePlus.clock,
                   receiveMyMove: receiveMyMove
                 }
               );
@@ -547,6 +617,10 @@ export default {
         }
         case "gotmove": {
           this.opponentGotMove = true;
+          // Now his clock starts running:
+          const oppIdx = ['w','b'].indexOf(this.vr.turn);
+          this.game.initime[oppIdx] = Date.now();
+          this.re_setClocks();
           break;
         }
         case "resign":
@@ -576,6 +650,21 @@ export default {
       this.conn.addEventListener("message", this.socketMessageListener);
       this.conn.addEventListener("close", this.socketCloseListener);
     },
+    updateCorrGame: function(obj, callback) {
+      ajax(
+        "/games",
+        "PUT",
+        {
+          data: {
+            gid: this.gameRef.id,
+            newObj: obj
+          },
+          success: () => {
+            if (!!callback) callback();
+          }
+        }
+      );
+    },
     // lastate was received, but maybe game wasn't ready yet:
     processLastate: function() {
       const data = this.lastate;
@@ -583,17 +672,14 @@ export default {
       const L = this.game.moves.length;
       if (data.movesCount > L) {
         // Just got last move from him
-        this.$refs["basegame"].play(
-          data.lastMove,
-          "received",
-          null,
-          {addTime: data.addTime, initime: data.initime}
-        );
+        this.$refs["basegame"].play(data.lastMove, "received", null, true);
+        this.processMove(data.lastMove, { clock: data.clock });
       }
       if (data.drawSent) this.drawOffer = "received";
       if (data.score != "*") {
         this.drawOffer = "";
-        if (this.game.score == "*") this.gameOver(data.score);
+        if (this.game.score == "*")
+          this.gameOver(data.score, data.scoreMsg);
       }
     },
     clickDraw: function() {
@@ -615,7 +701,12 @@ export default {
         if (!confirm(this.st.tr["Offer draw?"])) return;
         this.drawOffer = "sent";
         this.send("drawoffer");
-        GameStorage.update(this.gameRef.id, { drawOffer: this.game.mycolor });
+        if (this.game.type == "live") {
+          GameStorage.update(
+            this.gameRef.id,
+            { drawOffer: this.game.mycolor }
+          );
+        } else this.updateCorrGame({ drawOffer: this.game.mycolor });
       }
     },
     abortGame: function() {
@@ -748,8 +839,7 @@ export default {
             // opponent sid not strictly required (or available), but easier
             // at least oppsid or oppid is available anyway:
             oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
-            oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid,
-            addTimes: [], //used for live games
+            oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid
           },
           game,
         );
@@ -757,6 +847,14 @@ export default {
           // Re-load game because we missed some moves:
           // artificially reset BaseGame (required if moves arrived in wrong order)
           this.$refs["basegame"].re_setVariables();
+        else {
+          // Initial loading:
+          this.gotMoveIdx = game.moves.length - 1;
+          // If we arrive here after 'nextGame' action, the board might be hidden
+          let boardDiv = document.querySelector(".game");
+          if (!!boardDiv && boardDiv.style.visibility == "hidden")
+            boardDiv.style.visibility = "visible";
+        }
         this.re_setClocks();
         this.$nextTick(() => {
           this.game.rendered = true;
@@ -779,9 +877,29 @@ export default {
         // Remote live game: forgetting about callback func... (TODO: design)
         this.send("askfullgame", { target: this.gameRef.rid });
       } else {
-        // Local or corr game
+        // Local or corr game on server.
         // NOTE: afterRetrieval() is never called if game not found
-        GameStorage.get(this.gameRef.id, afterRetrieval);
+        const gid = this.gameRef.id;
+        if (Number.isInteger(gid) || !isNaN(parseInt(gid))) {
+          // corr games identifiers are integers
+          ajax(
+            "/games",
+            "GET",
+            {
+              data: { gid: gid },
+              success: (res) => {
+                let g = res.game;
+                g.moves.forEach(m => {
+                  m.squares = JSON.parse(m.squares);
+                });
+                afterRetrieval(g);
+              }
+            }
+          );
+        }
+        else
+          // Local game
+          GameStorage.get(this.gameRef.id, afterRetrieval);
       }
     },
     re_setClocks: function() {
@@ -801,25 +919,28 @@ export default {
           i == colorIdx ? (Date.now() - this.game.initime[colorIdx]) / 1000 : 0;
         return ppt(this.game.clocks[i] - removeTime).split(':');
       });
-      let clockUpdate = setInterval(() => {
-        if (
-          countdown < 0 ||
-          this.game.moves.length > currentMovesCount ||
-          this.game.score != "*"
-        ) {
-          clearInterval(clockUpdate);
-          if (countdown < 0)
-            this.gameOver(
-              currentTurn == "w" ? "0-1" : "1-0",
-              "Time"
+      this.clockUpdate = setInterval(
+        () => {
+          if (
+            countdown < 0 ||
+            this.game.moves.length > currentMovesCount ||
+            this.game.score != "*"
+          ) {
+            clearInterval(this.clockUpdate);
+            if (countdown < 0)
+              this.gameOver(
+                currentTurn == "w" ? "0-1" : "1-0",
+                "Time"
+              );
+          } else
+            this.$set(
+              this.virtualClocks,
+              colorIdx,
+              ppt(Math.max(0, --countdown)).split(':')
             );
-        } else
-          this.$set(
-            this.virtualClocks,
-            colorIdx,
-            ppt(Math.max(0, --countdown)).split(':')
-          );
-      }, 1000);
+        },
+        1000
+      );
     },
     // Update variables and storage after a move:
     processMove: function(move, data) {
@@ -829,10 +950,7 @@ export default {
         const colorIdx = ["w", "b"].indexOf(moveCol);
         const nextIdx = 1 - colorIdx;
         const origMovescount = this.game.moves.length;
-        let addTime =
-          this.game.type == "live"
-            ? (data.addTime || 0)
-            : undefined;
+        let addTime = 0; //for live games
         if (moveCol == this.game.mycolor && !data.receiveMyMove) {
           if (this.drawOffer == "received")
             // I refuse draw
@@ -845,29 +963,46 @@ export default {
         }
         // Update current game object:
         playMove(move, this.vr);
+        // The move is played: stop clock
+        clearInterval(this.clockUpdate);
+        if (!data.score) {
+          // Received move, score has not been computed in BaseGame (!!noemit)
+          const score = this.vr.getCurrentScore();
+          if (score != "*") this.gameOver(score);
+        }
 // TODO: notifyTurn: "changeturn" message
         this.game.moves.push(move);
-        // (add)Time indication: useful in case of lastate infos requested
-        if (this.game.type == "live")
-          this.game.addTimes.push(addTime);
         this.game.fen = this.vr.getFen();
-        if (this.game.type == "live") this.game.clocks[colorIdx] += addTime;
+        if (this.game.type == "live") {
+          if (!!data.clock) this.game.clocks[colorIdx] = data.clock;
+          else this.game.clocks[colorIdx] += addTime;
+        }
         // In corr games, just reset clock to mainTime:
-        else this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
-        // data.initime is set only when I receive a "lastate" move from opponent
-        this.game.initime[nextIdx] = data.initime || Date.now();
-        this.re_setClocks();
+        else {
+          this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
+        }
+        // NOTE: opponent's initime is reset after "gotmove" is received
+        if (
+          !this.game.mycolor ||
+          moveCol != this.game.mycolor ||
+          !!data.receiveMyMove
+        ) {
+          this.game.initime[nextIdx] = Date.now();
+        }
         // If repetition detected, consider that a draw offer was received:
         const fenObj = this.vr.getFenForRepeat();
-        this.repeat[fenObj] = this.repeat[fenObj] ? this.repeat[fenObj] + 1 : 1;
+        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);
         }
+        // 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 &&
@@ -886,7 +1021,8 @@ export default {
               break;
           }
           if (this.game.type == "corr") {
-            GameStorage.update(this.gameRef.id, {
+            // corr: only move, fen and score
+            this.updateCorrGame({
               fen: this.game.fen,
               move: {
                 squares: filtered_move,
@@ -916,21 +1052,30 @@ export default {
         }
         // Send move ("newmove" event) to people in the room (if our turn)
         if (moveCol == this.game.mycolor && !data.receiveMyMove) {
-          const sendMove = {
+          let sendMove = {
             move: filtered_move,
             index: origMovescount,
             // color is required to check if this is my move (if several tabs opened)
             color: moveCol,
-            addTime: addTime, //undefined for corr games
             cancelDrawOffer: this.drawOffer == ""
           };
+          if (this.game.type == "live")
+            sendMove["clock"] = this.game.clocks[colorIdx];
           this.opponentGotMove = false;
           this.send("newmove", {data: sendMove});
           // If the opponent doesn't reply gotmove soon enough, re-send move:
-          let retrySendmove = setInterval(
+          // Do this at most 2 times, because mpore would mean network issues,
+          // opponent would then be expected to disconnect/reconnect.
+          let counter = 1;
+          const currentUrl = document.location.href;
+          this.retrySendmove = setInterval(
             () => {
-              if (this.opponentGotMove) {
-                clearInterval(retrySendmove);
+              if (
+                counter >= 3 ||
+                this.opponentGotMove ||
+                document.location.href != currentUrl //page change
+              ) {
+                clearInterval(this.retrySendmove);
                 return;
               }
               let oppsid = this.game.players[nextIdx].sid;
@@ -941,18 +1086,35 @@ export default {
               }
               if (!oppsid || !this.people[oppsid])
                 // Opponent is disconnected: he'll ask last state
-                clearInterval(retrySendmove);
-              else this.send("newmove", {data: sendMove, target: oppsid});
+                clearInterval(this.retrySendmove);
+              else {
+                this.send("newmove", { data: sendMove, target: oppsid });
+                counter++;
+              }
             },
-            1000
+            1500
           );
         }
+        else
+          // Not my move or I'm an observer: just start other player's clock
+          this.re_setClocks();
       };
       if (
         this.game.type == "corr" &&
         moveCol == this.game.mycolor &&
         !data.receiveMyMove
       ) {
+        let boardDiv = document.querySelector(".game");
+        const afterSetScore = () => {
+          doProcessMove();
+          if (this.st.settings.gotonext && this.nextIds.length > 0)
+            this.showNextGame();
+          else {
+            // The board might have been hidden:
+            if (boardDiv.style.visibility == "hidden")
+              boardDiv.style.visibility = "visible";
+          }
+        };
         let el = document.querySelector("#buttonsConfirm > .acceptBtn");
         // We may play several moves in a row: in case of, remove listener:
         let elClone = el.cloneNode(true);
@@ -961,39 +1123,67 @@ export default {
           "click",
           () => {
             document.getElementById("modalConfirm").checked = false;
-            doProcessMove();
+            if (!!data.score && data.score != "*")
+              // Set score first
+              this.gameOver(data.score, null, afterSetScore);
+            else afterSetScore();
           }
         );
-        this.vr.play(move);
-        const parsedFen = V.ParseFen(this.vr.getFen());
-        this.vr.undo(move);
-        this.curDiag = getDiagram({
-          position: parsedFen.position,
-          orientation: this.game.mycolor
-        });
+        // PlayOnBoard is enough, and more appropriate for Synchrone Chess
+        V.PlayOnBoard(this.vr.board, move);
+        const position = this.vr.getBaseFen();
+        V.UndoOnBoard(this.vr.board, move);
+        if (["all","byrow"].includes(V.ShowMoves)) {
+          this.curDiag = getDiagram({
+            position: position,
+            orientation: V.CanFlip ? this.game.mycolor : "w"
+          });
+        } else {
+          // Incomplete information: just ask confirmation
+          // Hide the board, because otherwise it could reveal infos
+          boardDiv.style.visibility = "hidden";
+          this.moveNotation = getFullNotation(move);
+        }
         document.getElementById("modalConfirm").checked = true;
       }
-      else doProcessMove();
+      else {
+        // Normal situation
+        if (!!data.score && data.score != "*")
+          this.gameOver(data.score, null, doProcessMove);
+        else doProcessMove();
+      }
     },
     cancelMove: function() {
+      let boardDiv = document.querySelector(".game");
+      if (boardDiv.style.visibility == "hidden")
+        boardDiv.style.visibility = "visible";
       document.getElementById("modalConfirm").checked = false;
       this.$refs["basegame"].cancelLastMove();
     },
-    gameOver: function(score, scoreMsg) {
+    // In corr games, callback to change page only after score is set:
+    gameOver: function(score, scoreMsg, callback) {
       this.game.score = score;
-      this.$set(this.game, "scoreMsg", scoreMsg || getScoreMessage(score));
+      if (!scoreMsg) scoreMsg = getScoreMessage(score);
+      this.game.scoreMsg = scoreMsg;
+      this.$set(this.game, "scoreMsg", scoreMsg);
       const myIdx = this.game.players.findIndex(p => {
         return p.sid == this.st.user.sid || p.uid == this.st.user.id;
       });
       if (myIdx >= 0) {
         // OK, I play in this game
-        GameStorage.update(this.gameRef.id, {
+        const scoreObj = {
           score: score,
           scoreMsg: scoreMsg
-        });
+        };
+        if (this.game.type == "live") {
+          GameStorage.update(this.gameRef.id, scoreObj);
+          if (!!callback) callback();
+        }
+        else this.updateCorrGame(scoreObj, callback);
         // Notify the score to main Hall. TODO: only one player (currently double send)
         this.send("result", { gid: this.game.id, score: score });
       }
+      else if (!!callback) callback();
     }
   }
 };