Left some TODOs, some bugs
[vchess.git] / client / src / views / Game.vue
index b66c6ef..ddd5e59 100644 (file)
@@ -1,49 +1,57 @@
 <template lang="pug">
-.row
-  .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
-    input#modalAbort.modal(type="checkbox")
-    div(role="dialog" aria-labelledby="abortBoxTitle")
-      .card.smallpad.small-modal.text-center
-        label.modal-close(for="modalAbort")
-        h3#abortBoxTitle.section {{ st.tr["Terminate game?"] }}
-        button(@click="abortGame") {{ st.tr["Sorry I have to go"] }}
-        button(@click="abortGame") {{ st.tr["Game seems over"] }}
-        button(@click="abortGame") {{ st.tr["Game is too boring"] }}
-    BaseGame(:game="game" :vr="vr" ref="basegame"
-      @newmove="processMove" @gameover="gameOver")
-    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 }}
+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>
 
-<!--
-// 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";
-//import MoveList from "@/components/MoveList.vue";
+import Chat from "@/components/Chat.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";
+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() {
@@ -54,11 +62,13 @@ export default {
         rid: ""
       },
       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
-      drawOffer: "", //TODO: use for button style
-      people: [], //players + observers
+      drawOffer: "",
+      people: {}, //players + observers
+      lastate: undefined, //used if opponent send lastate before game is ready
+      repeat: {}, //detect position repetition
+      newChat: "",
     };
   },
   watch: {
@@ -68,9 +78,9 @@ export default {
       this.loadGame();
     },
     "game.clocks": function(newState) {
-      if (this.game.moves.length < 2)
+      if (this.game.moves.length < 2 || this.game.score != "*")
       {
-        // 1st move not completed yet: freeze time
+        // 1st move not completed yet, or game over: freeze time
         this.virtualClocks = newState.map(s => ppt(s));
         return;
       }
@@ -84,52 +94,26 @@ export default {
           : 0;
         return ppt(newState[i] - removeTime);
       });
-      const myTurn = (currentTurn == this.game.mycolor);
       let clockUpdate = setInterval(() => {
-        if (countdown <= 0 || this.vr.turn != currentTurn || this.game.score != "*")
+        if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
         {
           clearInterval(clockUpdate);
-          if (countdown <= 0 && myTurn)
-          {
-            this.$refs["basegame"].endGame(
-              this.game.mycolor=="w" ? "0-1" : "1-0", "Time");
-            const oppsid = this.getOppSid();
-            if (!!oppsid)
-            {
-              this.st.conn.send(JSON.stringify({
-                code: "timeover",
-                target: oppsid,
-              }));
-            }
-          }
+          if (countdown < 0)
+            this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", this.st.tr["Time"]);
         }
         else
-        {
-          // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
           this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
-        }
       }, 1000);
     },
   },
-  // TODO: redundant code with Hall.vue (related to people array)
+  // NOTE: some redundant code with Hall.vue (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.$route.query["rid"];
-      this.loadGame();
-    }
-    // 0.1] Ask server for room composition:
-    const funcPollClients = () => {
-      this.st.conn.send(JSON.stringify({code:"pollclients"}));
-    };
-    if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
-      funcPollClients();
-    else //socket not ready yet (initial loading)
-      this.st.conn.onopen = funcPollClients;
+    this.$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)
@@ -137,23 +121,55 @@ export default {
       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
+    {
+      // NOTE: the callback "roomInit" will be lost, so we don't provide it.
+      // --> It will be given when receiving "fullgame" socket event.
+      // A more general approach would be to store it somewhere.
+      socketInit(this.loadGame);
+    }
+  },
+  mounted: function() {
+    document.getElementById("chatWrap").addEventListener(
+      "click", processModalClick);
   },
   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);
+    // 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);
       switch (data.code)
       {
+        case "duplicate":
+          alert(this.st.tr["Warning: multi-tabs not supported"]);
+          break;
         // 0.2] Receive clients list (just socket IDs)
         case "pollclients":
         {
           data.sockIds.forEach(sid => {
-            this.people.push({sid:sid, id:0, name:""});
+            if (!!this.people[sid])
+              return;
+            this.$set(this.people, sid, {id:0, name:""});
             // Ask only identity
             this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
           });
@@ -164,173 +180,202 @@ export default {
           // Request for identification: reply if I'm not anonymous
           if (this.st.user.id > 0)
           {
-            this.st.conn.send(JSON.stringify(
-              // people[0] instead of st.user to avoid sending email
-              {code:"identity", user:this.people[0], target:data.from}));
+            this.st.conn.send(JSON.stringify({code:"identity",
+              user: {
+                // NOTE: decompose to avoid revealing email
+                name: this.st.user.name,
+                sid: this.st.user.sid,
+                id: this.st.user.id,
+              },
+              target:data.from}));
           }
           break;
         }
         case "identity":
         {
-          let player = this.people.find(p => p.sid == data.user.sid);
-          player.id = data.user.id;
-          player.name = data.user.name;
-          // Sending last state only for live games: corr games are complete
-          if (this.game.type == "live" && this.game.oppsid == player.sid)
+          // NOTE: sometimes player.id fails because player is undefined...
+          // Probably because the event was meant for Hall?
+          if (!this.people[data.user.sid])
+            return;
+          this.$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)
           {
             // Send our "last state" informations to opponent
             const L = this.game.moves.length;
             this.st.conn.send(JSON.stringify({
               code: "lastate",
-              target: player.sid,
+              target: data.user.sid,
               state:
               {
-                lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+                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,
-                drawOffer: this.drawOffer,
                 clocks: this.game.clocks,
               }
             }));
           }
           break;
         }
+        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 myGame =
+            {
+              // 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":
-          // NOTE: this call to play() will trigger processMove()
-          this.$refs["basegame"].play(data.move,
-            "receive", this.game.vname!="Dark" ? "animate" : null);
+          if (!!data.move.cancelDrawOffer) //opponent refuses draw
+            this.drawOffer = "";
+          this.$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
         {
-          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?
-          }
+          this.lastate = data;
+          if (!!this.game.type) //game is loaded
+            this.processLastate();
+          //else: will be processed when game is ready
           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");
+          this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
           break;
         case "abort":
-          this.$refs["basegame"].endGame("?", "Abort: " + data.msg);
+          this.gameOver("?", "Abort");
           break;
         case "draw":
-          this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+          this.gameOver("1/2", data.message);
           break;
         case "drawoffer":
+          // NOTE: observers don't know who offered draw
           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!
+          this.st.conn.send(JSON.stringify({code:"fullgame",
+            game:this.game, target:data.from}));
           break;
         case "fullgame":
-          // and when receiving answer just call loadGame(received_game)
-          this.loadGame(data.game);
+          // Callback "roomInit" to poll clients only after game is loaded
+          this.loadGame(data.game, this.roomInit);
           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}));
+          // TODO: next condition is probably not required. See note line 150
+          if (!this.people[data.from])
+          {
+            this.$set(this.people, data.from, {name:"", id:0});
+            this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
+          }
           break;
         }
         case "disconnect":
-          ArrayFun.remove(this.people, p => p.sid == data.sid);
+          this.$delete(this.people, data.from);
           break;
       }
     },
-    offerDraw: function() {
-      // TODO: also for corr games
-      if (this.drawOffer == "received")
+    // lastate was received, but maybe game wasn't ready yet:
+    processLastate: function() {
+      const data = this.lastate;
+      this.lastate = undefined; //security...
+      const L = this.game.moves.length;
+      if (data.movesCount > L)
       {
-        if (!confirm("Accept draw?"))
-          return;
-        const oppsid = this.getOppSid();
-        if (!!oppsid)
-          this.st.conn.send(JSON.stringify({code:"draw", target:oppsid}));
-        this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+        // Just got last move from him
+        if (data.score != "*" && this.game.score == "*")
+          this.gameOver(data.score);
+        this.game.clocks = data.clocks; //TODO: check this?
+        if (!!data.drawSent)
+          this.drawOffer = "received";
+        this.$set(this.game, "moveToPlay", data.lastMove);
       }
-      else if (this.drawOffer == "sent")
-        this.drawOffer = "";
-      else
+    },
+    clickDraw: function() {
+      if (!this.game.mycolor)
+        return; //I'm just spectator
+      if (["received","threerep"].includes(this.drawOffer))
       {
-        if (!confirm("Offer draw?"))
+        if (!confirm(this.st.tr["Accept draw?"]))
           return;
-        const oppsid = this.getOppSid();
-        if (!!oppsid)
-          this.st.conn.send(JSON.stringify({code:"drawoffer", target:oppsid}));
+        const message = (this.drawOffer == "received"
+          ? "Mutual agreement"
+          : "Three repetitions");
+        Object.keys(this.people).forEach(sid => {
+          if (sid != this.st.user.sid)
+          {
+            this.st.conn.send(JSON.stringify({code:"draw",
+              message:message, target:sid}));
+          }
+        });
+        this.gameOver("1/2", message);
       }
-    },
-    // + 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(event) {
-      let modalBox = document.getElementById("modalAbort");
-      if (!event)
+      else if (this.drawOffer == "") //no effect if drawOffer == "sent"
       {
-        // First call show options:
-        modalBox.checked = true;
+        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});
       }
-      else
-      {
-        modalBox.checked = false; //decision made: box disappear
-        const message = event.target.innerText;
-        // Next line will trigger a "gameover" event, bubbling up till here
-        this.$refs["basegame"].endGame("?", "Abort: " + message);
-        const oppsid = this.getOppSid();
-        if (!!oppsid)
+    },
+    abortGame: function() {
+      if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
+        return;
+      this.gameOver("?", "Abort");
+      Object.keys(this.people).forEach(sid => {
+        if (sid != this.st.user.sid)
         {
           this.st.conn.send(JSON.stringify({
             code: "abort",
-            msg: message,
-            target: oppsid,
+            target: sid,
           }));
         }
-      }
+      });
     },
     resign: function(e) {
-      if (!confirm("Resign the game?"))
+      if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
         return;
-      const oppsid = this.getOppSid();
-      if (!!oppsid)
-      {
-        this.st.conn.send(JSON.stringify({
-          code: "resign",
-          target: oppsid,
-        }));
-      }
-      // Next line will trigger a "gameover" event, bubbling up till here
-      this.$refs["basegame"].endGame(
-        this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
+      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.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
     },
     // 3 cases for loading a game:
     //  - from indexedDB (running or completed live game I play)
     //  - from server (one correspondance game I play[ed] or not)
     //  - from remote peer (one live game I don't play, finished or not)
-    loadGame: function(game) {
+    loadGame: function(game, callback) {
       const afterRetrieval = async (game) => {
         const vModule = await import("@/variants/" + game.vname + ".js");
         window.V = vModule.VariantRules;
@@ -346,22 +391,39 @@ export default {
               [ 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.initime = [0, 0];
-          const L = game.moves.length;
-          if (L >= 3)
+          game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
+          if (game.score == "*") //otherwise no need to bother with time
           {
-            let addTime = [0, 0];
-            for (let i=2; i<L; i++)
+            game.initime = [0, 0];
+            const L = game.moves.length;
+            if (L >= 3)
             {
-              addTime[i%2] += tc.increment -
-                (game.moves[i].played - game.moves[i-1].played);
+              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];
             }
-            for (let i=0; i<=1; i++)
-              game.clocks[i] += addTime[i];
+            if (L >= 1)
+              game.initime[L%2] = game.moves[L-1].played;
           }
-          if (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;
@@ -369,17 +431,40 @@ export default {
         if (gtype == "live" && game.clocks[0] < 0) //game unstarted
         {
           game.clocks = [tc.mainTime, tc.mainTime];
-          game.initime[0] = Date.now();
-          if (myIdx >= 0)
+          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
           {
-            // I play in this live game; corr games don't have clocks+initime
-            GameStorage.update(game.id,
+            if (myIdx < 0)
+              this.drawOffer = "received"; //by any of the players
+            else
             {
-              clocks: game.clocks,
-              initime: game.initime,
-            });
+              // 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
@@ -393,92 +478,238 @@ export default {
             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 afterRetrival(game);
+        return afterRetrieval(game);
       if (!!this.gameRef.rid)
       {
-        // Remote live game
+        // Remote live game: forgetting about callback func... (TODO: design)
         this.st.conn.send(JSON.stringify(
           {code:"askfullgame", target:this.gameRef.rid}));
-        // (send moves updates + resign/abort/draw actions)
       }
       else
       {
         // Local or corr game
-        GameStorage.get(this.gameRef.id, (game) => {
-          afterRetrieval(game);
-        });
+        GameStorage.get(this.gameRef.id, afterRetrieval);
       }
     },
     // 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)
+      // 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)
+      if (!!this.game.mycolor)
+      {
+        const allowed_fields = ["appear", "vanish", "start", "end"];
+        // NOTE: 'var' to see this variable outside this block
+        var filtered_move = Object.keys(move)
+          .filter(key => allowed_fields.includes(key))
+          .reduce((obj, key) => {
+            obj[key] = move[key];
+            return obj;
+          }, {});
+      }
+      // Send move ("newmove" event) to people in the room (if our turn)
       let addTime = 0;
       if (move.color == this.game.mycolor)
       {
+        if (this.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;
         }
-        this.st.conn.send(JSON.stringify({
-          code: "newmove",
-          target: this.game.oppid,
-          move: Object.assign({}, filtered_move, {addTime: addTime}),
-        }));
+        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: sid,
+              move: sendMove,
+              cancelDrawOffer: this.drawOffer=="",
+            }));
+          }
+        });
       }
       else
         addTime = move.addTime; //supposed transmitted
       const nextIdx = ["w","b"].indexOf(this.vr.turn);
-      GameStorage.update(this.gameRef.id,
-      {
-        fen: move.fen,
-        move:
-        {
-          squares: filtered_move,
-          message: this.corrMsg, //TODO
-          played: Date.now(), //TODO: on server?
-          idx: this.game.moves.length - 1,
-          color: move.color,
-        },
-        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:
+      // Update current game object:
       this.game.moves.push(move);
       this.game.fen = move.fen;
-      //TODO: just this.game.clocks[colorIdx] += addTime;
       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,
+          });
+        }
+      }
+    },
+    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});
     },
-    // TODO: this update function should also work for corr games
-    gameOver: function(score) {
-      this.game.mode = "analyze";
+    gameOver: function(score, scoreMsg) {
       this.game.score = score;
-      GameStorage.update(this.gameRef.id, { 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>
 
-<style lang="sass">
-// TODO
+<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>