Implemented multi-move possibility in a moves list => better support for multi-moves...
[vchess.git] / client / src / views / Game.vue
index 6cb75f4..f93b5b3 100644 (file)
 <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")
-    // TODO: also show players names
-    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"
+  )
+    #chat.card
+      label.modal-close(for="modalChat")
+      #participants
+        span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }} 
+        span(
+          v-for="p in Object.values(people)"
+          v-if="!!p.name"
+        )
+          | {{ p.name }} 
+        span.anonymous(v-if="Object.values(people).some(p => !p.name)")
+          | + @nonymous
+      Chat(
+        :players="game.players"
+        :pastChats="game.chats"
+        :newChat="newChat"
+        @mychat="processChat"
+      )
+  .row
+    #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
+      span.variant-cadence {{ game.cadence }}
+      span.variant-name {{ game.vname }}
+      button#chatBtn(onClick="window.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(
+    ref="basegame"
+    :game="game"
+    @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...)
-    // 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...
-// 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 ?)
--->
-
 <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 { getRandString } from "@/utils/alea";
+import { processModalClick } from "@/utils/modalClick";
+import { getFullNotation } from "@/utils/notation";
+import { playMove, getFilteredMove } from "@/utils/playUndo";
+import { getScoreMessage } from "@/utils/scoring";
+import params from "@/parameters";
 export default {
-  name: 'my-game',
+  name: "my-game",
   components: {
     BaseGame,
+    Chat
   },
   // gameRef: to find the game in (potentially remote) storage
   data: function() {
     return {
       st: store.state,
-      gameRef: { //given in URL (rid = remote ID)
+      gameRef: {
+        //given in URL (rid = remote ID)
         id: "",
         rid: ""
       },
-      game: { }, //passed to BaseGame
-      oppConnected: false,
-      corrMsg: "", //to send offline messages in corr games
+      game: {
+        //passed to BaseGame
+        players: [{ name: "" }, { name: "" }],
+        chats: [],
+        rendered: false
+      },
       virtualClocks: [0, 0], //initialized with true game.clocks
       vr: null, //"variant rules" object initialized from FEN
-      drawOffer: "", //TODO: use for button style
-      people: [ ], //potential observers (TODO)
+      drawOffer: "",
+      people: {}, //players + observers
+      lastate: undefined, //used if opponent send lastate before game is ready
+      repeat: {}, //detect position repetition
+      newChat: "",
+      conn: null,
+      connexionString: "",
+      // Related to (killing of) self multi-connects:
+      newConnect: {},
+      killed: {}
     };
   },
   watch: {
-    '$route' (to, from) {
-      if (!!to.params["id"])
-      {
-        this.gameRef.id = to.params["id"];
-        this.gameRef.rid = to.query["rid"];
-        this.loadGame();
-      }
-    },
-    "game.clocks": function(newState) {
-      this.virtualClocks = newState.map(s => ppt(s));
-      const currentTurn = this.vr.turn;
-      const colorIdx = ["w","b"].indexOf(currentTurn);
-      let countdown = newState[colorIdx] -
-        (Date.now() - this.game.initime[colorIdx])/1000;
-      const myTurn = (currentTurn == this.game.mycolor);
-      let clockUpdate = setInterval(() => {
-        if (countdown <= 0 || this.vr.turn != currentTurn)
-        {
-          clearInterval(clockUpdate);
-          if (countdown <= 0 && myTurn)
-          {
-            this.$refs["basegame"].endGame(
-              this.game.mycolor=="w" ? "0-1" : "1-0", "Time");
-            this.st.conn.send(JSON.stringify({
-              code: "timeover",
-              target: this.game.oppid,
-            }));
-          }
-        }
-        else
-        {
-          // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
-          this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
-        }
-      }, 1000);
-    },
-    // In case variants array was't loaded when game was retrieved
-    "st.variants": function(variantArray) {
-      if (!!this.game.vname && this.game.vname == "")
-        this.game.vname = variantArray.filter(v => v.id == this.game.vid)[0].name;
-    },
-  },
-  created: function() {
-    if (!!this.$route.params["id"])
-    {
-      this.gameRef.id = this.$route.params["id"];
-      this.gameRef.rid = this.$route.query["rid"];
+    $route: function(to) {
+      this.gameRef.id = to.params["id"];
+      this.gameRef.rid = to.query["rid"];
       this.loadGame();
     }
-    // TODO: onopen, ask lastState informations + update observers and players status
-    const socketCloseListener = () => {
-      store.socketCloseListener(); //reinitialize connexion (in store.js)
-      this.st.conn.addEventListener('message', this.socketMessageListener);
-      this.st.conn.addEventListener('close', socketCloseListener);
+  },
+  // NOTE: some redundant code with Hall.vue (mostly related to people array)
+  created: function() {
+    // Always add myself to players' list
+    const my = this.st.user;
+    this.$set(this.people, my.sid, { id: my.id, name: my.name });
+    this.gameRef.id = this.$route.params["id"];
+    this.gameRef.rid = this.$route.query["rid"]; //may be undefined
+    // Initialize connection
+    this.connexionString =
+      params.socketUrl +
+      "/?sid=" +
+      this.st.user.sid +
+      "&tmpId=" +
+      getRandString() +
+      "&page=" +
+      encodeURIComponent(this.$route.path);
+    this.conn = new WebSocket(this.connexionString);
+    this.conn.onmessage = this.socketMessageListener;
+    this.conn.onclose = this.socketCloseListener;
+    // Socket init required before loading remote game:
+    const socketInit = callback => {
+      if (!!this.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 = () => {
+          return callback();
+        };
+      }
     };
-    this.st.conn.onmessage = this.socketMessageListener;
-    this.st.conn.onclose = socketCloseListener;
+    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);
+  },
+  beforeDestroy: function() {
+    this.send("disconnect");
   },
   methods: {
+    roomInit: function() {
+      // Notify the room only now that I connected, because
+      // messages might be lost otherwise (if game loading is slow)
+      this.send("connect");
+      this.send("pollclients");
+    },
+    send: function(code, obj) {
+      if (this.conn) {
+        this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
+      }
+    },
+    isConnected: function(index) {
+      const player = this.game.players[index];
+      // Is it me ?
+      if (this.st.user.sid == player.sid || this.st.user.id == player.uid)
+        return true;
+      // Try to find a match in people:
+      return (
+        Object.keys(this.people).some(sid => sid == player.sid) ||
+        Object.values(this.people).some(p => p.id == player.uid)
+      );
+    },
     socketMessageListener: function(msg) {
+      if (!this.conn) return;
       const data = JSON.parse(msg.data);
-      switch (data.code)
-      {
-        case "newmove":
-          // NOTE: next call will trigger processMove()
-          this.$refs["basegame"].play(data.move,
-            "receive", this.game.vname!="Dark" ? "animate" : null);
+      switch (data.code) {
+        case "pollclients":
+          data.sockIds.forEach(sid => {
+            this.$set(this.people, sid, { id: 0, name: "" });
+            if (sid != this.st.user.sid) {
+              this.send("askidentity", { target: sid });
+              // Ask potentially missed last state, if opponent and I play
+              if (
+                !!this.game.mycolor &&
+                this.game.type == "live" &&
+                this.game.score == "*" &&
+                this.game.players.some(p => p.sid == sid)
+              ) {
+                this.send("asklastate", { target: sid });
+              }
+            }
+          });
+          break;
+        case "connect":
+          if (!this.people[data.from])
+            this.$set(this.people, data.from, { name: "", id: 0 });
+          if (!this.people[data.from].name) {
+            this.newConnect[data.from] = true; //for self multi-connects tests
+            this.send("askidentity", { target: data.from });
+          }
+          break;
+        case "disconnect":
+          this.$delete(this.people, data.from);
           break;
-        case "pong": //received if we sent a ping (game still alive on our side)
-        {
-          this.oppConnected = true;
-          // Send our "last state" informations to opponent(s)
-          const L = this.game.moves.length;
-          this.st.conn.send(JSON.stringify({
-            code: "lastate",
-            target: this.game.oppid,
-            gameId: this.gameRef.id,
-            lastMove: (L>0 ? this.game.moves[L-1] : undefined),
-            score: this.game.score,
-            movesCount: L,
-            drawOffer: this.drawOffer,
-            clocks: this.game.clocks,
-          }));
+        case "killed":
+          // I logged in elsewhere:
+          alert(this.st.tr["New connexion detected: tab now offline"]);
+          // TODO: this fails. See https://github.com/websockets/ws/issues/489
+          //this.conn.removeEventListener("message", this.socketMessageListener);
+          //this.conn.removeEventListener("close", this.socketCloseListener);
+          //this.conn.close();
+          this.conn = null;
+          break;
+        case "askidentity": {
+          // Request for identification (TODO: anonymous shouldn't need to reply)
+          const me = {
+            // Decompose to avoid revealing email
+            name: this.st.user.name,
+            sid: this.st.user.sid,
+            id: this.st.user.id
+          };
+          this.send("identity", { data: me, target: data.from });
           break;
         }
-        case "lastate": //got opponent infos about last move
-        {
-          const L = this.game.moves.length;
-          if (this.gameRef.id != data.gameId)
-            break; //games IDs don't match: nothing we can do...
-          // OK, opponent still in game (which might be over)
-          if (data.movesCount > L)
-          {
-            // Just got last move from him
-            this.$refs["basegame"].play(data.lastMove, "receive");
-            if (data.score != "*" && this.game.score == "*")
-            {
-              // Opponent resigned or aborted game, or accepted draw offer
-              // (this is not a stalemate or checkmate)
-              this.$refs["basegame"].endGame(data.score, "Opponent action");
+        case "identity": {
+          const user = data.data;
+          if (user.name) {
+            // If I multi-connect, kill current connexion if no mark (I'm older)
+            if (
+              this.newConnect[user.sid] &&
+              user.id > 0 &&
+              user.id == this.st.user.id &&
+              user.sid != this.st.user.sid
+            ) {
+              if (!this.killed[this.st.user.sid]) {
+                this.send("killme", { sid: this.st.user.sid });
+                this.killed[this.st.user.sid] = true;
+              }
+            }
+            if (user.sid != this.st.user.sid) {
+              //I already know my identity...
+              this.$set(this.people, user.sid, {
+                id: user.id,
+                name: user.name
+              });
             }
-            this.game.clocks = data.clocks;
-            this.drawOffer = data.drawOffer;
           }
-          else if (data.movesCount < L)
-          {
-            // We must tell last move to opponent
-            this.st.conn.send(JSON.stringify({
-              code: "lastate",
-              target: this.game.oppid,
-              gameId: this.gameRef.id,
-              lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+          delete this.newConnect[user.sid];
+          break;
+        }
+        case "askgame":
+          // Send current (live) game if not asked by any of the players
+          if (
+            this.game.type == "live" &&
+            this.game.players.every(p => p.sid != data.from[0])
+          ) {
+            const myGame = {
+              id: this.game.id,
+              fen: this.game.fen,
+              players: this.game.players,
+              vid: this.game.vid,
+              cadence: this.game.cadence,
+              score: this.game.score,
+              rid: this.st.user.sid //useful in Hall if I'm an observer
+            };
+            this.send("game", { data: myGame, target: data.from });
+          }
+          break;
+        case "askfullgame":
+          this.send("fullgame", { data: this.game, target: data.from });
+          break;
+        case "fullgame":
+          // Callback "roomInit" to poll clients only after game is loaded
+          this.loadGame(data.data, this.roomInit);
+          break;
+        case "asklastate":
+          // Sending last state if I played a move or score != "*"
+          if (
+            (this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) ||
+            this.game.score != "*" ||
+            this.drawOffer == "sent"
+          ) {
+            // Send our "last state" informations to opponent
+            const L = this.game.moves.length;
+            const myIdx = ["w", "b"].indexOf(this.game.mycolor);
+            const myLastate = {
+              // NOTE: lastMove (when defined) includes addTime
+              lastMove: L > 0 ? this.game.moves[L - 1] : undefined,
+              // Since we played a move (or abort or resign),
+              // only drawOffer=="sent" is possible
+              drawSent: this.drawOffer == "sent",
               score: this.game.score,
               movesCount: L,
-              drawOffer: this.drawOffer,
-              clocks: this.game.clocks,
-            }));
+              initime: this.game.initime[1 - myIdx] //relevant only if I played
+            };
+            this.send("lastate", { data: myLastate, target: data.from });
+          }
+          break;
+        case "lastate": //got opponent infos about last move
+          this.lastate = data.data;
+          if (this.game.rendered)
+            // Game is rendered (Board component)
+            this.processLastate();
+          // Else: will be processed when game is ready
+          break;
+        case "newmove": {
+          const move = data.data;
+          if (move.cancelDrawOffer) {
+            // Opponent refuses draw
+            this.drawOffer = "";
+            // NOTE for corr games: drawOffer reset by player in turn
+            if (this.game.type == "live" && !!this.game.mycolor)
+              GameStorage.update(this.gameRef.id, { drawOffer: "" });
           }
+          this.$refs["basegame"].play(
+            move.move,
+            "received",
+            null,
+            {addTime:move.addTime});
           break;
         }
         case "resign":
-          this.$refs["basegame"].endGame(
-            this.game.mycolor=="w" ? "1-0" : "0-1", "Resign");
-          break;
-        case "timeover":
-          this.$refs["basegame"].endGame(
-            this.game.mycolor=="w" ? "1-0" : "0-1", "Time");
+          const score = data.side == "b" ? "1-0" : "0-1";
+          const side = data.side == "w" ? "White" : "Black";
+          this.gameOver(score, side + " surrender");
           break;
         case "abort":
-          this.$refs["basegame"].endGame("?", "Abort: " + data.msg);
+          this.gameOver("?", "Stop");
           break;
         case "draw":
-          this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+          this.gameOver("1/2", data.data);
           break;
         case "drawoffer":
+          // NOTE: observers don't know who offered draw
           this.drawOffer = "received";
           break;
-        case "askfullgame":
-          // TODO: just give game; observers are listed here anyway:
-          // gameconnect?
-          break;
-        // TODO: drawaccepted (click draw button before sending move ==> draw offer in move)
-          // ==> on "newmove", check "drawOffer" field
-        // TODO: also use (dis)connect info to count online players?
-        case "gameconnect":
-        case "gamedisconnect":
-          const online = (data.code == "gameconnect");
-          // If this is an opponent ?
-          if (this.game.oppid == data.id)
-            this.oppConnected = true;
-          else
-          {
-            // Or an observer ?
-            if (!online)
-              delete this.people[data.id];
-            else
-              this.people[data.id] = data.name;
-          }
+        case "newchat":
+          this.newChat = data.data;
+          if (!document.getElementById("modalChat").checked)
+            document.getElementById("chatBtn").classList.add("somethingnew");
           break;
       }
     },
-    offerDraw: function() {
-      // TODO: also for corr games
-      if (this.drawOffer == "received")
-      {
-        if (!confirm("Accept draw?"))
-          return;
-        this.st.conn.send(JSON.stringify({code:"draw", target:this.game.oppid}));
-        this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+    socketCloseListener: function() {
+      this.conn = new WebSocket(this.connexionString);
+      this.conn.addEventListener("message", this.socketMessageListener);
+      this.conn.addEventListener("close", this.socketCloseListener);
+    },
+    // lastate was received, but maybe game wasn't ready yet:
+    processLastate: function() {
+      const data = this.lastate;
+      this.lastate = undefined; //security...
+      const L = this.game.moves.length;
+      if (data.movesCount > L) {
+        // Just got last move from him
+        this.$refs["basegame"].play(
+          data.lastMove.move,
+          "received",
+          null,
+          {addTime:data.lastMove.addTime, initime:data.initime});
       }
-      else if (this.drawOffer == "sent")
+      if (data.drawSent) this.drawOffer = "received";
+      if (data.score != "*") {
         this.drawOffer = "";
-      else
-      {
-        if (!confirm("Offer draw?"))
-          return;
-        this.st.conn.send(JSON.stringify({code:"drawoffer", target:this.game.oppid}));
+        if (this.game.score == "*") this.gameOver(data.score);
       }
     },
-    // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
-    receiveDrawOffer: function() {
-      //if (...)
-      // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
-      // if accept: send message "draw"
-    },
-    abortGame: function(event) {
-      let modalBox = document.getElementById("modalAbort");
-      if (!event)
-      {
-        // First call show options:
-        modalBox.checked = true;
-      }
-      else
-      {
-        modalBox.checked = false; //decision made: box disappear
-        const message = event.target.innerText;
-        // Next line will trigger a "gameover" event, bubbling up till here
-        this.$refs["basegame"].endGame("?", "Abort: " + message);
-        this.st.conn.send(JSON.stringify({
-          code: "abort",
-          msg: message,
-          target: this.game.oppid,
-        }));
+    clickDraw: function() {
+      if (!this.game.mycolor) return; //I'm just spectator
+      if (["received", "threerep"].includes(this.drawOffer)) {
+        if (!confirm(this.st.tr["Accept draw?"])) return;
+        const message =
+          this.drawOffer == "received"
+            ? "Mutual agreement"
+            : "Three repetitions";
+        this.send("draw", { data: message });
+        this.gameOver("1/2", message);
+      } else if (this.drawOffer == "") {
+        // No effect if drawOffer == "sent"
+        if (this.game.mycolor != this.vr.turn) {
+          alert(this.st.tr["Draw offer only in your turn"]);
+          return;
+        }
+        if (!confirm(this.st.tr["Offer draw?"])) return;
+        this.drawOffer = "sent";
+        this.send("drawoffer");
+        GameStorage.update(this.gameRef.id, { drawOffer: this.game.mycolor });
       }
     },
-    resign: function(e) {
-      if (!confirm("Resign the game?"))
+    abortGame: function() {
+      if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return;
+      this.gameOver("?", "Stop");
+      this.send("abort");
+    },
+    resign: function() {
+      if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
         return;
-      this.st.conn.send(JSON.stringify({
-        code: "resign",
-        target: this.game.oppid,
-      }));
-      // Next line will trigger a "gameover" event, bubbling up till here
-      this.$refs["basegame"].endGame(
-        this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
+      this.send("resign", { data: this.game.mycolor });
+      const score = this.game.mycolor == "w" ? "0-1" : "1-0";
+      const side = this.game.mycolor == "w" ? "White" : "Black";
+      this.gameOver(score, side + " surrender");
     },
     // 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) {
-      const afterRetrieval = async (game) => {
-        // NOTE: variants array might not be available yet, thus the two next lines
-        const variantCell = this.st.variants.filter(v => v.id == game.vid);
-        const vname = (variantCell.length > 0 ? variantCell[0].name : "");
-        if (!game.fen)
-          game.fen = game.fenStart; //game wasn't started
-
-
-        // TODO: process rtime, clocks............ game.clocks doesn't exist anymore
-console.log(game);
-
-        const tc = extractTime(game.timeControl);
-        if (game.clocks[0] < 0) //game unstarted
-        {
-          game.clocks = [tc.mainTime, tc.mainTime];
-          game.initime[0] = Date.now();
-        }
-        const vModule = await import("@/variants/" + vname + ".js");
+    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);
-        const myIdx = game.players.findIndex(p => p.sid == this.st.user.sid);
-        this.game = Object.assign({},
-          game,
-          // NOTE: assign mycolor here, since BaseGame could also bs VS computer
+        const gtype = game.cadence.indexOf("d") >= 0 ? "corr" : "live";
+        const tc = extractTime(game.cadence);
+        const myIdx = game.players.findIndex(p => {
+          return p.sid == this.st.user.sid || p.uid == this.st.user.id;
+        });
+        const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers
+        if (!game.chats) game.chats = []; //live games don't have chat history
+        if (gtype == "corr") {
+          if (game.players[0].color == "b") {
+            // Adopt the same convention for live and corr games: [0] = white
+            [game.players[0], game.players[1]] = [
+              game.players[1],
+              game.players[0]
+            ];
+          }
+          // corr game: need 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
+          const L = game.moves.length;
+          if (game.score == "*") {
+            // Set clocks + initime
+            game.initime = [0, 0];
+            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;
+          }
+          // Sort chat messages from newest to oldest
+          game.chats.sort((c1, c2) => {
+            return c2.added - c1.added;
+          });
+          if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) {
+            // Did a chat message arrive after my last move?
+            let dtLastMove = 0;
+            if (L == 1 && myIdx == 0)
+              dtLastMove = game.moves[0].played;
+            else if (L >= 2) {
+              if (L % 2 == 0) {
+                // It's now white turn
+                dtLastMove = game.moves[L-1-(1-myIdx)].played;
+              } else {
+                // Black turn:
+                dtLastMove = game.moves[L-1-myIdx].played;
+              }
+            }
+            if (dtLastMove < game.chats[0].added)
+              document.getElementById("chatBtn").classList.add("somethingnew");
+          }
+          // Now that we used idx and played, re-format moves as for live games
+          game.moves = game.moves.map(m => m.squares);
+        }
+        if (gtype == "live" && game.clocks[0] < 0) {
+          // Game is 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 {
+            // Draw offered by any of the players:
+            if (myIdx < 0) this.drawOffer = "received";
+            else {
+              // I play in this game:
+              if (
+                (game.drawOffer == "w" && myIdx == 0) ||
+                (game.drawOffer == "b" && myIdx == 1)
+              )
+                this.drawOffer = "sent";
+              else this.drawOffer = "received";
+            }
+          }
+        }
+        this.repeat = {}; //reset: scan past moves' FEN:
+        let repIdx = 0;
+        let vr_tmp = new V(game.fenStart);
+        let curTurn = "n";
+        game.moves.forEach(m => {
+          playMove(m, vr_tmp);
+          const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
+          this.repeat[fenIdx] = this.repeat[fenIdx]
+            ? this.repeat[fenIdx] + 1
+            : 1;
+        });
+        if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
+        this.game = Object.assign(
+          // NOTE: assign mycolor here, since BaseGame could also be VS computer
           {
+            type: gtype,
             increment: tc.increment,
-            vname: vname,
-            mycolor: [undefined,"w","b"][myIdx+1],
-            // opponent sid not strictly required, but easier
-            oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
-          }
+            mycolor: mycolor,
+            // opponent sid not strictly required (or available), but easier
+            // at least oppsid or oppid is available anyway:
+            oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
+            oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid,
+            movesCount: game.moves.length
+          },
+          game,
         );
-        if (!!this.game.oppid)
-        {
-          // Send ping to server (answer pong if players[s] are connected)
-          this.st.conn.send(JSON.stringify({code:"ping", target:this.game.oppid}));
-        }
+        this.re_setClocks();
+        this.$nextTick(() => {
+          this.game.rendered = true;
+          // Did lastate arrive before game was rendered?
+          if (this.lastate) this.processLastate();
+        });
+        if (callback) callback();
       };
-      if (!!game)
-        return afterRetrival(game);
-      if (!!this.gameRef.rid)
-      {
-        this.st.conn.send(JSON.stringify({code:"askfullgame", target:this.gameRef.rid}));
-        // TODO: just send a game request message to the remote player,
-        // and when receiving answer just call loadGame(received_game)
-        // + remote peer should have registered us as an observer
-        // (send moves updates + resign/abort/draw actions)
+      if (game) {
+        afterRetrieval(game);
+        return;
       }
-      else
-      {
-        GameStorage.get(this.gameRef.id, async (game) => {
-          afterRetrieval(game);
-        });
+      if (this.gameRef.rid) {
+        // Remote live game: forgetting about callback func... (TODO: design)
+        this.send("askfullgame", { target: this.gameRef.rid });
+      } else {
+        // Local or corr game
+        // NOTE: afterRetrieval() is never called if game not found
+        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)
-      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)
-      let addTime = undefined;
-      if (move.color == this.game.mycolor)
-      {
-        const elapsed = Date.now() - this.game.initime[colorIdx];
-        // elapsed time is measured in milliseconds
-        addTime = this.game.increment - elapsed/1000;
-        this.st.conn.send(JSON.stringify({
-          code: "newmove",
-          target: this.game.oppid,
-          move: Object.assign({}, filtered_move, {addTime: addTime}),
-        }));
+    re_setClocks: function() {
+      if (this.game.movesCount < 2 || this.game.score != "*") {
+        // 1st move not completed yet, or game over: freeze time
+        this.virtualClocks = this.game.clocks.map(s => ppt(s));
+        return;
       }
-      else
-        addTime = move.addTime; //supposed transmitted
-      const nextIdx = ["w","b"].indexOf(this.vr.turn);
-      GameStorage.update(this.gameRef.id,
-      {
-        colorIdx: colorIdx,
-        nextIdx: nextIdx,
-        move: filtered_move,
-        fen: move.fen,
-        addTime: addTime,
+      const currentTurn = this.vr.turn;
+      const currentMovesCount = this.game.moves.length;
+      const colorIdx = ["w", "b"].indexOf(currentTurn);
+      let countdown =
+        this.game.clocks[colorIdx] -
+        (Date.now() - this.game.initime[colorIdx]) / 1000;
+      this.virtualClocks = [0, 1].map(i => {
+        const removeTime =
+          i == colorIdx ? (Date.now() - this.game.initime[colorIdx]) / 1000 : 0;
+        return ppt(this.game.clocks[i] - removeTime);
       });
-      // Also update current game object:
-      this.game.moves.push(move);
-      this.game.fen = move.fen;
-      //TODO: just this.game.clocks[colorIdx] += addTime;
-      this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
-      this.game.initime[nextIdx] = Date.now();
+      let clockUpdate = setInterval(() => {
+        if (
+          countdown < 0 ||
+          this.game.moves.length > currentMovesCount ||
+          this.game.score != "*"
+        ) {
+          clearInterval(clockUpdate);
+          if (countdown < 0)
+            this.gameOver(
+              currentTurn == "w" ? "0-1" : "1-0",
+              "Time"
+            );
+        } else
+          this.$set(
+            this.virtualClocks,
+            colorIdx,
+            ppt(Math.max(0, --countdown))
+          );
+      }, 1000);
     },
-    // TODO: this update function should also work for corr games
-    gameOver: function(score) {
-      this.game.mode = "analyze";
-      GameStorage.update(this.gameRef.id,
-      {
-        score: score,
-      });
+    // Post-process a (potentially partial) move (which was just played in BaseGame)
+    processMove: function(move, data) {
+      const moveCol = this.vr.turn;
+      const doProcessMove = () => {
+        const colorIdx = ["w", "b"].indexOf(moveCol);
+        const nextIdx = 1 - colorIdx;
+        if (this.game.mycolor) {
+          // NOTE: 'var' to see that variable outside this block
+          var filtered_move = getFilteredMove(move);
+        }
+        // Send move ("newmove" event) to people in the room (if our turn)
+        let addTime = data ? data.addTime : 0;
+        if (moveCol == this.game.mycolor) {
+          if (this.drawOffer == "received")
+            // I refuse draw
+            this.drawOffer = "";
+          if (this.game.movesCount >= 2) {
+            const elapsed = Date.now() - this.game.initime[colorIdx];
+            // elapsed time is measured in milliseconds
+            addTime = this.game.increment - elapsed / 1000;
+          }
+          const sendMove = {
+            move: filtered_move,
+            addTime: addTime,
+            cancelDrawOffer: this.drawOffer == ""
+          };
+          this.send("newmove", { data: sendMove });
+        }
+        // Update current game object (no need for moves stack):
+        playMove(move, this.vr);
+        this.game.movesCount++;
+        // (add)Time indication: useful in case of lastate infos requested
+        this.game.moves.push({move:move, addTime:addTime});
+        this.game.fen = this.vr.getFen();
+        this.game.clocks[colorIdx] += addTime;
+        // data.initime is set only when I receive a "lastate" move from opponent
+        this.game.initime[nextIdx] = (data && data.initime) ? data.initime : Date.now();
+        this.re_setClocks();
+        // If repetition detected, consider that a draw offer was received:
+        const fenObj = V.ParseFen(this.game.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" || moveCol == this.game.mycolor)
+        ) {
+          let drawCode = "";
+          switch (this.drawOffer) {
+            case "threerep":
+              drawCode = "t";
+              break;
+            case "sent":
+              drawCode = this.game.mycolor;
+              break;
+            case "received":
+              drawCode = V.GetOppCol(this.game.mycolor);
+              break;
+          }
+          if (this.game.type == "corr") {
+            GameStorage.update(this.gameRef.id, {
+              fen: this.game.fen,
+              move: {
+                squares: filtered_move,
+                played: Date.now(),
+                idx: this.game.moves.length - 1
+              },
+              // Code "n" for "None" to force reset (otherwise it's ignored)
+              drawOffer: drawCode || "n"
+            });
+          }
+          else {
+            // Live game:
+            GameStorage.update(this.gameRef.id, {
+              fen: this.game.fen,
+              move: filtered_move,
+              clocks: this.game.clocks,
+              initime: this.game.initime,
+              drawOffer: drawCode
+            });
+          }
+        }
+      };
+      if (this.game.type == "corr" && moveCol == this.game.mycolor) {
+        setTimeout(() => {
+          if (
+            !confirm(
+              this.st.tr["Move played:"] +
+                " " +
+                getFullNotation(move) +
+                "\n" +
+                this.st.tr["Are you sure?"]
+            )
+          ) {
+            this.$refs["basegame"].cancelLastMove();
+            return;
+          }
+          doProcessMove();
+        // Let small time to finish drawing current move attempt:
+        }, 500);
+      }
+      else doProcessMove();
     },
-  },
+    resetChatColor: function() {
+      // TODO: this is called twice, once on opening an once on closing
+      document.getElementById("chatBtn").classList.remove("somethingnew");
+    },
+    processChat: function(chat) {
+      this.send("newchat", { data: chat });
+      // NOTE: anonymous chats in corr games are not stored on server (TODO?)
+      if (this.game.type == "corr" && this.st.user.id > 0)
+        GameStorage.update(this.gameRef.id, { chat: chat });
+    },
+    gameOver: function(score, scoreMsg) {
+      this.game.score = score;
+      this.$set(this.game, "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
+        });
+        // Notify the score to main Hall. TODO: only one player (currently double send)
+        this.send("result", { gid: this.game.id, score: score });
+      }
+    }
+  }
 };
 </script>
 
-<style lang="sass">
-// TODO
+<style lang="sass" scoped>
+.connected
+  background-color: lightgreen
+
+#participants
+  margin-left: 5px
+
+.anonymous
+  color: grey
+  font-style: italic
+
+#playersInfo > p
+  margin: 0
+
+@media screen and (min-width: 768px)
+  #actions
+    width: 300px
+@media screen and (max-width: 767px)
+  .game
+    width: 100%
+
+#actions
+  display: inline-block
+  margin: 0
+  button
+    display: inline-block
+    margin: 0
+
+@media screen and (max-width: 767px)
+  #aboveBoard
+    text-align: center
+@media screen and (min-width: 768px)
+  #aboveBoard
+    margin-left: 30%
+
+.variant-cadence
+  padding-right: 10px
+
+.variant-name
+  font-weight: bold
+  padding-right: 10px
+
+.name
+  font-size: 1.5rem
+  padding: 1px
+
+.time
+  font-size: 2rem
+  display: inline-block
+  margin-left: 10px
+
+.split-names
+  display: inline-block
+  margin: 0 15px
+
+#chat
+  padding-top: 20px
+  max-width: 767px
+  border: none;
+
+#chatBtn
+  margin: 0 10px 0 0
+
+.draw-sent, .draw-sent:hover
+  background-color: lightyellow
+
+.draw-received, .draw-received:hover
+  background-color: lightgreen
+
+.draw-threerep, .draw-threerep:hover
+  background-color: #e4d1fc
+
+.somethingnew
+  background-color: #c5fefe
 </style>