Left some TODOs, some bugs
[vchess.git] / client / src / views / Game.vue
index 8389bde..ddd5e59 100644 (file)
@@ -1,43 +1,57 @@
-<!-- TODO: component Game, + handle players + observers connect/disconnect
-  event = "gameconnect" ...etc
-  connect/disconnect with sid+name (ID not required); name slightly redundant but easier
-quand on arrive dans la partie, on poll les sids pour savoir qui est en ligne (ping)
-(éventuel échange lastate avec les connectés, pong ...etc)
-ensuite quand qqun se deco il suffit d'écouter "disconnect"
-pareil quand quelqu'un reco.
-(c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...)
-      // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
-// TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
-//      onClick :: ask full game to remote player, and register as an observer in game
-//      (use gameId to communicate)
-//      on landing on game :: if gameId not found locally, check remotely
-//      ==> il manque un param dans game : "remoteId"
--->
 <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")
-    .button-group(v-if="game.mode!='analyze'")
-      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 }}
+main
+  input#modalChat.modal(type="checkbox" @click="resetChatColor")
+  div#chatWrap(role="dialog" data-checkbox="modalChat" aria-labelledby="inputChat")
+    #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-info
+        | {{ st.tr["Variant:"] + " " }}
+        span.vname {{ 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" ref="basegame"
+    @newmove="processMove" @gameover="gameOver")
 </template>
 
 <script>
 import BaseGame from "@/components/BaseGame.vue";
-//import Chat from "@/components/Chat.vue";
-//import MoveList from "@/components/MoveList.vue";
+import Chat from "@/components/Chat.vue";
 import { store } from "@/store";
-import { GameStorage } from "@/utils/storage";
+import { GameStorage } from "@/utils/gameStorage";
+import { ppt } from "@/utils/datetime";
+import { extractTime } from "@/utils/timeControl";
+import { ArrayFun } from "@/utils/array";
+import { processModalClick } from "@/utils/modalClick";
+import { getScoreMessage } from "@/utils/scoring";
 
 export default {
   name: 'my-game',
   components: {
     BaseGame,
+    Chat,
   },
   // gameRef: to find the game in (potentially remote) storage
   data: function() {
@@ -47,280 +61,655 @@ export default {
         id: "",
         rid: ""
       },
-      game: { }, //passed to BaseGame
+      game: {players:[{name:""},{name:""}]}, //passed to BaseGame
+      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: draw variables?)
-      people: [ ], //potential observers (TODO)
+      drawOffer: "",
+      people: {}, //players + observers
+      lastate: undefined, //used if opponent send lastate before game is ready
+      repeat: {}, //detect position repetition
+      newChat: "",
     };
   },
   watch: {
-    '$route' (to, from) {
-      if (!!to.params["id"])
+    "$route": function(to, from) {
+      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 != "*")
       {
-        this.gameRef.id = to.params["id"];
-        this.gameRef.rid = to.query["rid"];
-        this.loadGame();
+        // 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.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", this.st.tr["Time"]);
+        }
+        else
+          this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
+      }, 1000);
     },
   },
+  // NOTE: some redundant code with Hall.vue (related to people array)
   created: function() {
-    if (!!this.$route.params["id"])
+    // Always add myself to players' list
+    const my = this.st.user;
+    this.$set(this.people, my.sid, {id:my.id, name:my.name});
+    this.gameRef.id = this.$route.params["id"];
+    this.gameRef.rid = this.$route.query["rid"]; //may be undefined
+    // Define socket .onmessage() and .onclose() events:
+    this.st.conn.onmessage = this.socketMessageListener;
+    const socketCloseListener = () => {
+      store.socketCloseListener(); //reinitialize connexion (in store.js)
+      this.st.conn.addEventListener('message', this.socketMessageListener);
+      this.st.conn.addEventListener('close', socketCloseListener);
+    };
+    this.st.conn.onclose = socketCloseListener;
+    // Socket init required before loading remote game:
+    const socketInit = (callback) => {
+      if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
+        callback();
+      else //socket not ready yet (initial loading)
+        this.st.conn.onopen = callback;
+    };
+    if (!this.gameRef.rid) //game stored locally or on server
+      this.loadGame(null, () => socketInit(this.roomInit));
+    else //game stored remotely: need socket to retrieve it
     {
-      this.gameRef.id = this.$route.params["id"];
-      this.gameRef.rid = this.$route.query["rid"];
-      this.loadGame();
+      // 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);
     }
-    // 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 => {
+  },
+  mounted: function() {
+    document.getElementById("chatWrap").addEventListener(
+      "click", processModalClick);
+  },
+  methods: {
+    // O.1] Ask server for room composition:
+    roomInit: function() {
+      // Notify the room only now that I connected, because
+      // messages might be lost otherwise (if game loading is slow)
+      this.st.conn.send(JSON.stringify({code:"connect"}));
+      this.st.conn.send(JSON.stringify({code:"pollclients"}));
+    },
+    isConnected: function(index) {
+      const name = this.game.players[index].name;
+      if (this.st.user.name == name)
+        return true;
+      return Object.values(this.people).some(p => p.name == name);
+    },
+    socketMessageListener: function(msg) {
       const data = JSON.parse(msg.data);
-      let L = undefined;
       switch (data.code)
       {
-        case "newmove":
-          // TODO: observer on dark games must see all board ? Or alternate ? (seems better)
-          // ...or just see nothing as on buho21
-          this.$refs["basegame"].play(
-            data.move, this.game.vname!="Dark" ? "animate" : null); //TODO: arg to know if opponent move (or comp) in case of dark variant...
-          this.processMove(data.move);
+        case "duplicate":
+          alert(this.st.tr["Warning: multi-tabs not supported"]);
           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 => {
+            if (!!this.people[sid])
+              return;
+            this.$set(this.people, sid, {id:0, name:""});
+            // Ask only identity
+            this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
           });
           break;
-        // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
-        case "lastate": //got opponent infos about last move
-          L = this.vr.moves.length;
-          if (this.gameRef.id != data.gameId)
-            break; //games IDs don't match: nothing we can do...
-          // OK, opponent still in game (which might be over)
-          if (this.score != "*")
+        }
+        case "askidentity":
+        {
+          // Request for identification: reply if I'm not anonymous
+          if (this.st.user.id > 0)
           {
-            // We finished the game (any result possible)
-            this.st.conn.send(JSON.stringify({
-              code: "lastate",
-              oppid: data.oppid,
-              gameId: this.gameRef.id,
-              score: this.score,
-            }));
+            this.st.conn.send(JSON.stringify({code:"identity",
+              user: {
+                // NOTE: decompose to avoid revealing email
+                name: this.st.user.name,
+                sid: this.st.user.sid,
+                id: this.st.user.id,
+              },
+              target:data.from}));
           }
-          else if (!!data.score) //opponent finished the game
-            this.endGame(data.score);
-          else if (data.movesCount < L)
+          break;
+        }
+        case "identity":
+        {
+          // NOTE: sometimes player.id fails because player is undefined...
+          // Probably because the event was meant for Hall?
+          if (!this.people[data.user.sid])
+            return;
+          this.$set(this.people, data.user.sid,
+            {id: data.user.id, name: data.user.name});
+          // Sending last state only for live games: corr games are complete,
+          // only if I played a move (otherwise opponent has all)
+          if (!!this.game.mycolor && this.game.type == "live"
+            && this.game.oppsid == data.user.sid
+            && this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
           {
-            // 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: data.user.sid,
+              state:
+              {
+                lastMove: this.game.moves[L-1],
+                // Since we played a move, only drawOffer=="sent" is possible
+                drawSent: this.drawOffer == "sent",
+                score: this.game.score,
+                movesCount: L,
+                clocks: this.game.clocks,
+              }
             }));
           }
-          else if (data.movesCount > L) //just got last move from him
-            this.play(data.lastMove, "animate");
           break;
-        case "resign": //..you won!
-          this.endGame(this.game.mycolor=="w"?"1-0":"0-1");
-          break;
-        // TODO: also use (dis)connect info to count online players?
-        case "gameconnect":
-        case "gamedisconnect":
-          if (this.mode=="human")
+        }
+        case "askgame":
+          // Send current (live) game if I play in (not an observer),
+          // and not asked by opponent (!)
+          if (this.game.type == "live"
+            && this.game.players.some(p => p.sid == this.st.user.sid)
+            && this.game.players.every(p => p.sid != data.from))
           {
-            const online = (data.code == "connect");
-            // If this is an opponent ?
-            if (!!this.opponents[data.id])
-              this.opponents[data.id].online = online;
-            else
+            const myGame =
             {
-              // Or an observer ?
-              if (!online)
-                delete this.people[data.id];
-              else
-                this.people[data.id] = data.name;
-            }
+              // Minimal game informations:
+              id: this.game.id,
+              players: this.game.players,
+              vid: this.game.vid,
+              timeControl: this.game.timeControl,
+            };
+            this.st.conn.send(JSON.stringify({code:"game",
+              game:myGame, target:data.from}));
           }
           break;
+        case "newmove":
+          if (!!data.move.cancelDrawOffer) //opponent refuses draw
+            this.drawOffer = "";
+          this.$set(this.game, "moveToPlay", data.move);
+          break;
+        case "newchat":
+          this.newChat = data.chat;
+          if (!document.getElementById("modalChat").checked)
+            document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
+          break;
+        case "lastate": //got opponent infos about last move
+        {
+          this.lastate = data;
+          if (!!this.game.type) //game is loaded
+            this.processLastate();
+          //else: will be processed when game is ready
+          break;
+        }
+        case "resign":
+          this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
+          break;
+        case "abort":
+          this.gameOver("?", "Abort");
+          break;
+        case "draw":
+          this.gameOver("1/2", data.message);
+          break;
+        case "drawoffer":
+          // NOTE: observers don't know who offered draw
+          this.drawOffer = "received";
+          break;
+        case "askfullgame":
+          this.st.conn.send(JSON.stringify({code:"fullgame",
+            game:this.game, target:data.from}));
+          break;
+        case "fullgame":
+          // Callback "roomInit" to poll clients only after game is loaded
+          this.loadGame(data.game, this.roomInit);
+          break;
+        case "connect":
+        {
+          // TODO: next condition is probably not required. See note line 150
+          if (!this.people[data.from])
+          {
+            this.$set(this.people, data.from, {name:"", id:0});
+            this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
+          }
+          break;
+        }
+        case "disconnect":
+          this.$delete(this.people, data.from);
+          break;
       }
-    };
-    const socketCloseListener = () => {
-      this.st.conn.addEventListener('message', socketMessageListener);
-      this.st.conn.addEventListener('close', socketCloseListener);
-    };
-    this.st.conn.onmessage = socketMessageListener;
-    this.st.conn.onclose = socketCloseListener;
-  },
-  // dans variant.js (plutôt room.js) conn gère aussi les challenges
-  // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
-  methods: {
-    offerDraw: function() {
-      if (!confirm("Offer draw?"))
-        return;
-      // Stay in "draw offer sent" state until next move is played
-      this.drawOfferSent = true;
-      if (this.subMode == "corr")
+    },
+    // lastate was received, but maybe game wasn't ready yet:
+    processLastate: function() {
+      const data = this.lastate;
+      this.lastate = undefined; //security...
+      const L = this.game.moves.length;
+      if (data.movesCount > L)
       {
-        // TODO: set drawOffer on in game (how ?)
+        // Just got last move from him
+        if (data.score != "*" && this.game.score == "*")
+          this.gameOver(data.score);
+        this.game.clocks = data.clocks; //TODO: check this?
+        if (!!data.drawSent)
+          this.drawOffer = "received";
+        this.$set(this.game, "moveToPlay", data.lastMove);
       }
-      else //live game
+    },
+    clickDraw: function() {
+      if (!this.game.mycolor)
+        return; //I'm just spectator
+      if (["received","threerep"].includes(this.drawOffer))
       {
-        this.opponents.forEach(o => {
-          if (!!o.online)
+        if (!confirm(this.st.tr["Accept draw?"]))
+          return;
+        const message = (this.drawOffer == "received"
+          ? "Mutual agreement"
+          : "Three repetitions");
+        Object.keys(this.people).forEach(sid => {
+          if (sid != this.st.user.sid)
           {
-            try {
-              this.st.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
-            } catch (INVALID_STATE_ERR) {
-              return;
-            }
+            this.st.conn.send(JSON.stringify({code:"draw",
+              message:message, target:sid}));
           }
         });
+        this.gameOver("1/2", message);
+      }
+      else if (this.drawOffer == "") //no effect if drawOffer == "sent"
+      {
+        if (this.game.mycolor != this.vr.turn)
+          return alert(this.st.tr["Draw offer only in your turn"]);
+        if (!confirm(this.st.tr["Offer draw?"]))
+          return;
+        this.drawOffer = "sent";
+        Object.keys(this.people).forEach(sid => {
+          if (sid != this.st.user.sid)
+            this.st.conn.send(JSON.stringify({code:"drawoffer", target:sid}));
+        });
+        GameStorage.update(this.gameRef.id, {drawOffer: this.game.mycolor});
       }
-    },
-    // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
-    receiveDrawOffer: function() {
-      //if (...)
-      // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
-      // if accept: send message "draw"
     },
     abortGame: function() {
-      if (!confirm("Abort the game?"))
+      if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
         return;
-      //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
-      //send message: "gameOver" avec score "?"
-      // ==> BaseGame must listen to game.score change, and call "endgame(score)" in this case
+      this.gameOver("?", "Abort");
+      Object.keys(this.people).forEach(sid => {
+        if (sid != this.st.user.sid)
+        {
+          this.st.conn.send(JSON.stringify({
+            code: "abort",
+            target: sid,
+          }));
+        }
+      });
     },
     resign: function(e) {
-      if (!confirm("Resign the game?"))
+      if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
         return;
-      if (this.mode == "human" && this.oppConnected(this.oppid))
-      {
-        try {
-          this.st.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
-        } catch (INVALID_STATE_ERR) {
-          return;
+      Object.keys(this.people).forEach(sid => {
+        if (sid != this.st.user.sid)
+        {
+          this.st.conn.send(JSON.stringify({code:"resign",
+            side:this.game.mycolor, target:sid}));
         }
-      }
-      this.endGame(this.mycolor=="w"?"0-1":"1-0");
+      });
+      this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
     },
-    // 4 cases for loading a game:
-    //  - from localStorage (one running game I play)
-    //  - from indexedDB (one completed live game)
+    // 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() {
-      GameStorage.get(this.gameRef, async (game) => {
-        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)]},
-        );
+    loadGame: function(game, callback) {
+      const afterRetrieval = async (game) => {
         const vModule = await import("@/variants/" + game.vname + ".js");
         window.V = vModule.VariantRules;
         this.vr = new V(game.fen);
-        // Post-processing: decorate each move with current FEN:
-        // (to be able to jump to any position quickly)
-        game.moves.forEach(move => {
-          // TODO: this is doing manually what BaseGame.play() achieve...
-          move.color = this.vr.turn;
-          this.vr.play(move);
-          move.fen = this.vr.getFen();
+        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
+          // 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.initime = [0, 0];
+            const L = game.moves.length;
+            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=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,
+            };
+          });
+          // Also sort chat messages (if any)
+          game.chats.sort( (c1,c2) => { return c2.added - c1.added; });
+        }
+        const myIdx = game.players.findIndex(p => {
+          return p.sid == this.st.user.sid || p.uid == this.st.user.id;
         });
-        this.vr.re_init(game.fen);
-      });
-//    // 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}));
-//      });
-//    }
+        if (gtype == "live" && game.clocks[0] < 0) //game unstarted
+        {
+          game.clocks = [tc.mainTime, tc.mainTime];
+          if (game.score == "*")
+          {
+            game.initime[0] = Date.now();
+            if (myIdx >= 0)
+            {
+              // I play in this live game; corr games don't have clocks+initime
+              GameStorage.update(game.id,
+              {
+                clocks: game.clocks,
+                initime: game.initime,
+              });
+            }
+          }
+        }
+        if (!!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";
+              else //all other cases
+                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],
+            // 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),
+          }
+        );
+        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 (!!this.lastate) //lastate arrived before game was loaded:
+          this.processLastate();
+        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}));
+      }
+      else
+      {
+        // Local or corr game
+        GameStorage.get(this.gameRef.id, afterRetrieval);
+      }
     },
-    // 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"][move.color];
+      // Update storage (corr or live) if I play in the game
+      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)
-        .filter(key => allowed_fields.includes(key))
-        .reduce((obj, key) => {
-          obj[key] = move[key];
-          return obj;
-        }, {});
-      // Send move ("newmove" event) to opponent(s) (if ours)
-      // (otherwise move.elapsed is supposed to be already transmitted)
+      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)
       {
-        const elapsed = Date.now() - GameStorage.getInitime();
-        this.game.players.forEach(p => {
-          if (p.sid != this.st.user.sid)
+        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;
+        }
+        let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
+        Object.keys(this.people).forEach(sid => {
+          if (sid != this.st.user.sid)
+          {
             this.st.conn.send(JSON.stringify({
               code: "newmove",
-              target: p.sid,
-              move: Object.assign({}, filtered_move, {elapsed: elapsed}),
+              target: sid,
+              move: sendMove,
+              cancelDrawOffer: this.drawOffer=="",
             }));
+          }
         });
-        move.elapsed = elapsed;
       }
-      GameStorage.update({
-        colorIdx: colorIdx,
-        move: filtered_move,
-        fen: move.fen,
-        elapsed: move.elapsed,
-        increment: this.game.increment, //redundant but faster
-        initime: (this.vr.turn == this.game.mycolor), //is it my turn?
-      });
+      else
+        addTime = move.addTime; //supposed transmitted
+      const nextIdx = ["w","b"].indexOf(this.vr.turn);
+      // Update current game object:
+      this.game.moves.push(move);
+      this.game.fen = move.fen;
+      this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
+      this.game.initime[nextIdx] = Date.now();
+      // 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.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,
+            move:
+            {
+              squares: filtered_move,
+              played: Date.now(), //TODO: on server?
+              idx: this.game.moves.length - 1,
+            },
+            drawOffer: drawCode,
+          });
+        }
+        else //live
+        {
+          GameStorage.update(this.gameRef.id,
+          {
+            fen: move.fen,
+            move: filtered_move,
+            clocks: this.game.clocks,
+            initime: this.game.initime,
+            drawOffer: drawCode,
+          });
+        }
+      }
     },
-    // NOTE: this update function should also work for corr games
-    gameOver: function(score) {
-      GameStorage.update({
-        score: score,
+    resetChatColor: function() {
+      // TODO: this is called twice, once on opening an once on closing
+      document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
+    },
+    processChat: function(chat) {
+      this.st.conn.send(JSON.stringify({code:"newchat", chat: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, scoreMsg: scoreMsg});
+      }
     },
   },
 };
 </script>
 
-<!-- TODO:
-// Abort possible à tout moment avec message
-// Sorry I have to go / Game seems over / Game is not interesting
-// code "T" pour score "perte au temps" ?
--->
+<style lang="sass" scoped>
+.connected
+  background-color: lightgreen
+
+#participants
+  margin-left: 5px
+
+.anonymous
+  color: grey
+  font-style: italic
+
+@media screen and (min-width: 768px)
+  #actions
+    width: 300px
+@media screen and (max-width: 767px)
+  .game
+    width: 100%
+
+#actions
+  display: inline-block
+  margin-top: 10px
+  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-info
+  padding-right: 10px
+  .vname
+    font-weight: bold
+
+.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: 600px
+  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
+</style>