Fix online indicators between Hall and Game pages
[vchess.git] / client / src / views / Hall.vue
index 008ee02..851201f 100644 (file)
@@ -1,5 +1,11 @@
 <template lang="pug">
 main
+  input#modalInfo.modal(type="checkbox")
+  div(role="dialog" aria-labelledby="infoMessage")
+    .card.smallpad.small-modal.text-center
+      label.modal-close(for="modalInfo")
+      h3#infoMessage.section
+        p(v-html="infoMessage")
   input#modalNewgame.modal(type="checkbox")
   div(role="dialog" aria-labelledby="titleFenedit")
     .card.smallpad
@@ -8,24 +14,13 @@ main
         label(for="selectVariant") {{ st.tr["Variant"] }}
         select#selectVariant(v-model="newchallenge.vid")
           option(v-for="v in st.variants" :value="v.id") {{ v.name }}
-      fieldset
-        label(for="selectNbPlayers") {{ st.tr["Number of players"] }}
-        select#selectNbPlayers(v-model="newchallenge.nbPlayers")
-          option(v-show="possibleNbplayers(2)" value="2" selected) 2
-          option(v-show="possibleNbplayers(3)" value="3") 3
-          option(v-show="possibleNbplayers(4)" value="4") 4
       fieldset
         label(for="timeControl") {{ st.tr["Time control"] }}
         input#timeControl(type="text" v-model="newchallenge.timeControl"
           placeholder="3m+2s, 1h+30s, 7d+1d ...")
       fieldset(v-if="st.user.id > 0")
         label(for="selectPlayers") {{ st.tr["Play with? (optional)"] }}
-        #selectPlayers
-          input(type="text" v-model="newchallenge.to[0]")
-          input(v-show="newchallenge.nbPlayers>=3" type="text"
-            v-model="newchallenge.to[1]")
-          input(v-show="newchallenge.nbPlayers==4" type="text"
-            v-model="newchallenge.to[2]")
+        input#selectPlayers(type="text" v-model="newchallenge.to")
       fieldset(v-if="st.user.id > 0")
         label(for="inputFen") {{ st.tr["FEN (optional)"] }}
         input#inputFen(type="text" v-model="newchallenge.fen")
@@ -34,7 +29,7 @@ main
     .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
       button(onClick="doClick('modalNewgame')") New game
   .row
-    .col-sm-12.col-md-5.col-md-offset-1.col-lg-4.col-lg-offset-2
+    .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
       .collapse
         input#challengeSection(type="radio" checked aria-hidden="true" name="accordion")
         label(for="challengeSection" aria-hidden="true") Challenges
@@ -46,9 +41,12 @@ main
             :challenges="filterChallenges('live')" @click-challenge="clickChallenge")
           ChallengeList(v-show="cdisplay=='corr'"
             :challenges="filterChallenges('corr')" @click-challenge="clickChallenge")
-        input#peopleSection(type="radio" checked aria-hidden="true" name="accordion")
+        input#peopleSection(type="radio" aria-hidden="true" name="accordion")
         label(for="peopleSection" aria-hidden="true") People
         div
+          .button-group
+            button(@click="pdisplay='players'") Players
+            button(@click="pdisplay='chat'") Chat
           #players(v-show="pdisplay=='players'")
             h3 Online players
             .player(v-for="p in uniquePlayers" @click="tryChallenge(p)"
@@ -57,7 +55,7 @@ main
               | {{ p.name + (!!p.count ? " ("+p.count+")" : "") }}
           #chat(v-show="pdisplay=='chat'")
             h3 Chat (TODO)
-        input#gameSection(type="radio" checked aria-hidden="true" name="accordion")
+        input#gameSection(type="radio" aria-hidden="true" name="accordion")
         label(for="gameSection" aria-hidden="true") Games
         div
           .button-group
@@ -71,13 +69,13 @@ main
 
 <script>
 import { store } from "@/store";
-import { NbPlayers } from "@/data/nbPlayers";
 import { checkChallenge } from "@/data/challengeCheck";
 import { ArrayFun } from "@/utils/array";
 import { ajax } from "@/utils/ajax";
-import { getRandString } from "@/utils/alea";
+import { getRandString, shuffle } from "@/utils/alea";
 import GameList from "@/components/GameList.vue";
 import ChallengeList from "@/components/ChallengeList.vue";
+import { GameStorage } from "@/utils/gameStorage";
 export default {
   name: "my-hall",
   components: {
@@ -92,104 +90,217 @@ export default {
       gdisplay: "live",
       games: [],
       challenges: [],
-      players: [], //online players
+      people: [], //people in main hall
+      infoMessage: "",
       newchallenge: {
         fen: "",
         vid: 0,
-        nbPlayers: 0,
-        to: ["", "", ""], //name of challenged players
+        to: "", //name of challenged player (if any)
         timeControl: "", //"2m+2s" ...etc
       },
     };
   },
+  watch: {
+    // st.variants changes only once, at loading from [] to [...]
+    "st.variants": function(variantArray) {
+      // Set potential challenges and games variant names:
+      this.challenges.forEach(c => {
+        if (c.vname == "")
+          c.vname = this.getVname(c.vid);
+      });
+      this.games.forEach(g => {
+        if (g.vname == "")
+          g.vname = this.getVname(g.vid);
+      });
+    },
+  },
   computed: {
     uniquePlayers: function() {
       // Show e.g. "@nonymous (5)", and do nothing on click on anonymous
-      let anonymous = {id:0, name:"@nonymous", count:0};
-      let playerList = [];
-      this.players.forEach(p => {
+      let anonymous = {name:"@nonymous", count:0};
+      let playerList = {};
+      this.people.forEach(p => {
         if (p.id > 0)
-          playerList.push(p);
+        {
+          // We don't count registered users connections: either they are here or not.
+          if (!playerList[p.id])
+            playerList[p.id] = {name: p.name, count: 0};
+        }
         else
           anonymous.count++;
       });
       if (anonymous.count > 0)
-        playerList.push(anonymous);
-      return playerList;
+        playerList[0] = anonymous;
+      return Object.values(playerList);
     },
   },
   created: function() {
     // Always add myself to players' list
-    this.players.push(this.st.user);
+    const my = this.st.user;
+    this.people.push({sid:my.sid, id:my.id, name:my.name});
+    // Retrieve live challenge (not older than 30 minute) if any:
+    const chall = JSON.parse(localStorage.getItem("challenge") || "false");
+    if (!!chall)
+    {
+      if ((Date.now() - chall.added)/1000 <= 30*60)
+        this.challenges.push(chall);
+      else
+        localStorage.removeItem("challenge");
+    }
     // Ask server for current corr games (all but mines)
-//    ajax(
-//      "",
-//      "GET",
-//      response => {
-//
-//      }
-//    );
-//    // Also ask for corr challenges (all)
-//    ajax(
-//      "",
-//      "GET",
-//      response => {
-//
-//      }
-//    );
-    // 0.1] Ask server for for room composition:
-    const socketOpenListener = () => {
+    ajax(
+      "/games",
+      "GET",
+      {uid: this.st.user.id, excluded: true},
+      response => {
+        this.games = this.games.concat(response.games.map(g => {
+          const type = this.classifyObject(g);
+          const vname = this.getVname(g.vid);
+          return Object.assign({}, g, {type: type, vname: vname});
+        }));
+      }
+    );
+    // Also ask for corr challenges (open + sent to me)
+    ajax(
+      "/challenges",
+      "GET",
+      {uid: this.st.user.id},
+      response => {
+        // Gather all senders names, and then retrieve full identity:
+        // (TODO [perf]: some might be online...)
+        const uids = response.challenges.map(c => { return c.uid });
+        ajax("/users",
+          "GET",
+          { ids: uids.join(",") },
+          response2 => {
+            let names = {};
+            response2.users.forEach(u => {names[u.id] = u.name});
+            this.challenges = this.challenges.concat(
+              response.challenges.map(c => {
+                // (just players names in fact)
+                const from = {name: names[c.uid], id: c.uid};
+                const type = this.classifyObject(c);
+                const vname = this.getVname(c.vid);
+                return Object.assign({}, c, {type: type, vname: vname, from: from});
+              })
+            )
+          }
+        );
+      }
+    );
+    // 0.1] Ask server for room composition:
+    const funcPollClients = () => {
       this.st.conn.send(JSON.stringify({code:"pollclients"}));
     };
-    this.st.conn.onopen = socketOpenListener;
-    // TODO: is this required here?
-    this.oldOnmessage = this.st.conn.onmessage || Function.prototype;
+    if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
+      funcPollClients();
+    else //socket not ready yet (initial loading)
+      this.st.conn.onopen = funcPollClients;
     this.st.conn.onmessage = this.socketMessageListener;
-    const oldOnclose = this.st.conn.onclose;
     const socketCloseListener = () => {
-      oldOnclose(); //reinitialize connexion (in store.js)
+      store.socketCloseListener(); //reinitialize connexion (in store.js)
       this.st.conn.addEventListener('message', this.socketMessageListener);
       this.st.conn.addEventListener('close', socketCloseListener);
     };
     this.st.conn.onclose = socketCloseListener;
   },
   methods: {
+    // Helpers:
     filterChallenges: function(type) {
       return this.challenges.filter(c => c.type == type);
     },
     filterGames: function(type) {
-      return this.games.filter(c => c.type == type);
+      return this.games.filter(g => g.type == type);
     },
-    classifyChallenge: function(c) {
+    classifyObject: function(o) { //challenge or game
       // Heuristic: should work for most cases... (TODO)
-      return (c.timeControl.indexOf('d') === -1 ? "live" : "corr");
+      return (o.timeControl.indexOf('d') === -1 ? "live" : "corr");
+    },
+    showGame: function(g) {
+      // NOTE: we are an observer, since only games I don't play are shown here
+      // ==> Moves sent by connected remote player(s) if live game
+      let url = "/game/" + g.id;
+      if (g.type == "live")
+      {
+        const remotes = g.players.filter(p => this.people.some(pl => pl.sid == p.sid));
+        const rIdx = (remotes.length == 1 ? 0 : Math.floor(Math.random()*2));
+        url += "?rid=" + remotes[rIdx].sid;
+      }
+      this.$router.push(url);
+    },
+    getVname: function(vid) {
+      const variant = this.st.variants.find(v => v.id == vid);
+      // this.st.variants might be uninitialized (variant == null)
+      return (!!variant ? variant.name : "");
+    },
+    getSid: function(pname) {
+      const pIdx = this.people.findIndex(pl => pl.name == pname);
+      return (pIdx === -1 ? null : this.people[pIdx].sid);
     },
+    getPname: function(sid) {
+      const pIdx = this.people.findIndex(pl => pl.sid == sid);
+      return (pIdx === -1 ? null : this.people[pIdx].name);
+    },
+    sendSomethingTo: function(to, code, obj, warnDisconnected) {
+      const doSend = (code, obj, sid) => {
+        this.st.conn.send(JSON.stringify(Object.assign(
+          {},
+          {code: code},
+          obj,
+          {target: sid}
+        )));
+      };
+      if (!!to)
+      {
+        // Challenge with targeted players
+        const targetSid = this.getSid(to);
+        if (!targetSid)
+        {
+          if (!!warnDisconnected)
+            alert("Warning: " + pname + " is not connected");
+        }
+        else
+          doSend(code, obj, targetSid);
+      }
+      else
+      {
+        // Open challenge: send to all connected players (except us)
+        this.people.forEach(p => {
+          if (p.sid != this.st.user.sid) //only sid is always set
+            doSend(code, obj, p.sid);
+        });
+      }
+    },
+    // Messaging center:
     socketMessageListener: function(msg) {
-      // Save and call current st.conn.onmessage if one was already defined
-      // --> also needed in future Game.vue (also in Chat.vue component)
-      this.oldOnmessage(msg);
       const data = JSON.parse(msg.data);
       switch (data.code)
       {
         // 0.2] Receive clients list (just socket IDs)
         case "pollclients":
+        {
           data.sockIds.forEach(sid => {
-            this.players.push({sid:sid, id:0, name:""});
+            this.people.push({sid:sid, id:0, name:""});
             // Ask identity, challenges and game(s)
             this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
-            this.st.conn.send(JSON.stringify({code:"askchallenges", target:sid}));
+            this.st.conn.send(JSON.stringify({code:"askchallenge", target:sid}));
             this.st.conn.send(JSON.stringify({code:"askgame", target:sid}));
           });
           break;
+        }
         case "askidentity":
+        {
           // Request for identification: reply if I'm not anonymous
           if (this.st.user.id > 0)
           {
             this.st.conn.send(JSON.stringify(
-              {code:"identity", user:this.st.user, target:data.from}));
+              // people[0] instead of st.user to avoid sending email
+              {code:"identity", user:this.people[0], target:data.from}));
           }
           break;
+        }
         case "askchallenge":
+        {
           // Send my current live challenge (if any)
           const cIdx = this.challenges
             .findIndex(c => c.from.sid == this.st.user.sid && c.type == "live");
@@ -199,261 +310,284 @@ export default {
             const myChallenge =
             {
               // Minimal challenge informations: (from not required)
+              id: c.id,
               to: c.to,
               fen: c.fen,
               vid: c.vid,
               timeControl: c.timeControl
             };
             this.st.conn.send(JSON.stringify({code:"challenge",
-              challenge:myChallenge, target:data.from})
+              chall:myChallenge, target:data.from}));
           }
           break;
-        case "askgame":
-          // TODO: Send my current live game (if any): variant, players, movesCount
-          break;
+        }
         case "identity":
-          const pIdx = this.players.findIndex(p => p.sid == data.user.sid);
-          this.players[pIdx].id = data.user.id;
-          this.players[pIdx].name = data.user.name;
+        {
+          const pIdx = this.people.findIndex(p => p.sid == data.user.sid);
+          this.people[pIdx].id = data.user.id;
+          this.people[pIdx].name = data.user.name;
           break;
+        }
         case "challenge":
+        {
           // Receive challenge from some player (+sid)
           let newChall = data.chall;
-          newChall.type = classifyChallenge(data.chall);
-          const pIdx = this.players.findIndex(p => p.sid == data.sid);
-          newChall.from = this.players[pIdx]; //may be anonymous
+          newChall.type = this.classifyObject(data.chall);
+          const pIdx = this.people.findIndex(p => p.sid == data.from);
+          newChall.from = this.people[pIdx]; //may be anonymous
+          newChall.added = Date.now(); //TODO: this is reception timestamp, not creation
+          newChall.vname = this.getVname(newChall.vid);
           this.challenges.push(newChall);
           break;
+        }
         case "game":
+        {
           // Receive game from some player (+sid)
-          // TODO: receive game summary (update, count moves)
-          // (just players names, time control, and ID + player ID)
           // NOTE: it may be correspondance (if newgame while we are connected)
+          if (!this.games.some(g => g.id == data.game.id)) //ignore duplicates
+          {
+            let newGame = data.game;
+            newGame.type = this.classifyObject(data.game);
+            newGame.vname = this.getVname(data.game.vid);
+            newGame.rid = data.from;
+            newGame.score = "*";
+            this.games.push(newGame);
+          }
           break;
-// *  - receive "new game": if live, store locally + redirect to game
-// *    If corr: notify "new game has started", give link, but do not redirect
+        }
         case "newgame":
-          // TODO: new game just started: data contain all informations
-          // (id, players, time control, fenStart ...)
-          // + cid to remove challenge from list
-          break;
-// *  - receive "accept/withdraw/cancel challenge": apply action to challenges list
-        case "acceptchallenge":
-          // someone accept an open (or targeted) challenge
-          // ==> if (open and) full and I don't play, delete from list
-          // If I play: just add player. Then, if full send a "newgame"
-          // and (if full) in any case, remove challenge from list.
-          if (this.challenges.some(c => c.id == data.cid) //.............TODO
-            this.newGame(data.challenge, data.user); //user.id et user.name
+        {
+          // TODO: next line required ?!
+          //ArrayFun.remove(this.challenges, c => c.id == data.cid);
+          // New game just started: data contain all information
+          if (this.classifyObject(data.gameInfo) == "live")
+            this.startNewGame(data.gameInfo);
+          else
+          {
+            this.infoMessage = "New game started: " +
+              "<a href='#/game/" + data.gameInfo.id + "'>" +
+              "#/game/" + data.gameInfo.id + "</a>";
+            let modalBox = document.getElementById("modalInfo");
+            modalBox.checked = true;
+            setTimeout(() => { modalBox.checked = false; }, 3000);
+          }
           break;
-        case "withdrawchallenge":
-          const cIdx = this.challenges.findIndex(c => c.id == data.cid);
-          let chall = this.challenges[cIdx]
-          ArrayFun.remove(chall.players, p => p.id == data.uid);
-          chall.players.push({id:0, name:""});
+        }
+        case "refusechallenge":
+        {
+          alert(this.getPname(data.from) + " declined your challenge");
+          ArrayFun.remove(this.challenges, c => c.id == data.cid);
           break;
-        case "cancelchallenge":
+        }
+        case "deletechallenge":
+        {
+          // NOTE: the challenge may be already removed
           ArrayFun.remove(this.challenges, c => c.id == data.cid);
+          localStorage.removeItem("challenge"); //in case of
           break;
-        // TODO: distinguish hallConnect and gameConnect ?
-        // Or global variable players
-        // + game variable: "observers"
+        }
         case "connect":
-// *  - receive "player connect": send our current challenge (to him or global)
-// *    Also send all our games (live - max 1 - and corr) [in web worker ?]
-          this.players.push({name:"", id:0, sid:data.sid});
-          this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
+        {
+          this.people.push({name:"", id:0, sid:data.from});
+          this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
+          this.st.conn.send(JSON.stringify({code:"askchallenge", target:data.from}));
+          this.st.conn.send(JSON.stringify({code:"askgame", target:data.from}));
           break;
-// *  - receive "player disconnect": remove from players list
+        }
         case "disconnect":
-          ArrayFun.remove(this.players, p => p.sid == data.sid);
-          // TODO: also remove all challenges sent by this player,
-          // and all live games where he plays and no other opponent is online
+        {
+          ArrayFun.remove(this.people, p => p.sid == data.from);
+          // Also remove all challenges sent by this player:
+          ArrayFun.remove(this.challenges, c => c.from.sid == data.from);
+          // And all live games where he plays and no other opponent is online
+          ArrayFun.remove(this.games, g =>
+            g.type == "live" && (g.players.every(p => p.sid == data.from
+              || !this.people.some(pl => pl.sid == p.sid))), "all");
           break;
+        }
       }
     },
-    showGame: function(game) {
-      // NOTE: if we are an observer, the game will be found in main games list
-      // (sent by connected remote players)
-      // TODO: game path ? /vname/gameId seems better
-      this.$router.push("/" + game.id);
-    },
+    // Challenge lifecycle:
     tryChallenge: function(player) {
       if (player.id == 0)
         return; //anonymous players cannot be challenged
-      this.newchallenge.to[0] = player.name;
+      this.newchallenge.to = player.name;
       doClick("modalNewgame");
     },
-// *  - accept challenge (corr or live) --> send info to all concerned players
-// *  - cancel challenge (click on sent challenge) --> send info to all concerned players
-// *  - withdraw from challenge (if >= 3 players and previously accepted)
-// *    --> send info to all concerned players
-// *  - refuse challenge (or receive refusal): send to all challenge players (from + to)
-// *    except us ; graphics: modal again ? (inline ?)
-// *  - prepare and start new game (if challenge is full after acceptation)
-// *    --> include challenge ID (so that opponents can delete the challenge too)
-// *    Also send to all connected players (only from me)
-    clickChallenge: function(challenge) {
-      // TODO: also correspondance case (send to server)
-      const index = this.challenges.findIndex(c => c.id == challenge.id);
-      const toIdx = challenge.to.findIndex(name => name == this.st.user.name);
-      if (toIdx >= 0)
-      {
-        // It's a multiplayer challenge I accepted: withdraw
-        this.st.conn.send(JSON.stringify({code:"withdrawchallenge",
-          cid:challenge.id, user:this.st.user.sid}));
-        this.challenges.to.splice(toIdx, 1);
-      }
-      else if (challenge.from.id == user.id) //it's my challenge: cancel it
-      {
-        this.st.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
-        this.challenges.splice(index, 1);
-      }
-      else //accept a challenge
-      {
-        this.st.conn.send(JSON.stringify({code:"acceptchallenge",
-          cid:challenge.id, user:me}));
-        this.challenges[index].to.push(me);
-      }
-      // TODO: accepter un challenge peut lancer une partie, il
-      // faut alors supprimer challenge + creer partie + la retourner et l'ajouter ici
-      // si pas le mien et FEN speciale :: (charger code variante et)
-      // montrer diagramme + couleur (orienté)
-    },
-    // user: last person to accept the challenge (TODO: revoir ça)
-//    newGame: function(chall, user) {
-//      const fen = chall.fen || V.GenRandInitFen();
-//      const game = {}; //TODO: fen, players, time ...
-//      //setStorage(game); //TODO
-//      game.players.forEach(p => { //...even if game is by corr (could be played live, why not...)
-//        this.conn.send(
-//          JSON.stringify({code:"newgame", oppid:p.id, game:game}));
-//      });
-//      if (this.settings.sound >= 1)
-//        new Audio("/sounds/newgame.mp3").play().catch(err => {});
-//    },
-    // Load a variant file (TODO: should probably be global)
-    loadVariant: async function(vid, variantArray) {
-      const idxInVariants = variantArray.findIndex(v => v.id == vid);
-      const vname = variantArray[idxInVariants].name;
+    newChallenge: async function() {
+      const vname = this.getVname(this.newchallenge.vid);
       const vModule = await import("@/variants/" + vname + ".js");
       window.V = vModule.VariantRules;
-      return vname;
-    },
-    // Send new challenge (corr or live, cf. time control), with button or click on player
-    newChallenge: async function() {
-      // TODO: put this "load variant" block elsewhere
-      const vname = this.loadVariant(this.newchallenge.vid, this.st.variants);
-      // checkChallenge side-effect = , and mainTime + increment in seconds
-      // TODO: should not be a side-effect but set here ; for received server challenges we do not have mainTime+increment
       const error = checkChallenge(this.newchallenge);
       if (!!error)
         return alert(error);
-      if (this.challenges.some(c => c.from.sid == this.st.user.sid && c.liveGame))
-      {
+      const ctype = this.classifyObject(this.newchallenge);
+      if (ctype == "corr" && this.st.user.id <= 0)
+        return alert("Please log in to play correspondance games");
+      // NOTE: "from" information is not required here
+      let chall = Object.assign({}, this.newchallenge);
+      const finishAddChallenge = (cid,warnDisconnected) => {
+        chall.id = cid || "c" + getRandString();
+        // Send challenge to peers (if connected)
+        this.sendSomethingTo(chall.to, "challenge", {chall:chall}, !!warnDisconnected);
+        chall.added = Date.now();
+        // NOTE: vname and type are redundant (can be deduced from timeControl + vid)
+        chall.type = ctype;
+        chall.vname = vname;
+        chall.from = this.people[0]; //avoid sending email
+        this.challenges.push(chall);
+        if (ctype == "live")
+          localStorage.setItem("challenge", JSON.stringify(chall));
         document.getElementById("modalNewgame").checked = false;
-        return alert("You already have a pending live challenge");
-        // TODO: better to just replace current challenge
-        // --> also for corr challenges
-      }
-      // Check that the players (if any indicated) are online
-      let chall = Object.Assign(
-        {},
-        this.newchallenge,
-        {
-          from: this.st.user,
-          added: Date.now(),
-        fen: this.newchallenge.fen || V.GenRandInitFen(),
-        variant: {id: this.newchallenge.vid, name: vname},
-        nbPlayers: this.newchallenge.nbPlayers,
-        to: [
-          {id: 0, name: this.newchallenge.to[0], sid: ""},
-          {id: 0, name: this.newchallenge.to[1], sid: ""},
-          {id: 0, name: this.newchallenge.to[2], sid: ""},
-        ],
-        timeControl: this.newchallenge.timeControl,
       };
-      for (let p of chall.to)
+      const cIdx = this.challenges.findIndex(
+        c => c.from.sid == this.st.user.sid && c.type == ctype);
+      if (cIdx >= 0)
       {
-        if (p.name != "")
+        // Delete current challenge (will be replaced now)
+        this.sendSomethingTo(this.challenges[cIdx].to,
+          "deletechallenge", {cid:this.challenges[cIdx].id});
+        if (ctype == "corr")
         {
-          const pIdx = this.players.findIndex(pl => pl.name == p.name);
-          // NOTE: id (server DB) and sid (socket ID).
-          // Anonymous players just have a socket ID.
-          // NOTE: for correspondance play we don't require players to be online
-          // (==> we don't have IDs, and no sid)
-          if (liveGame && pIdx === -1)
-            return alert(p.name + " is not connected");
-          p.id = this.players[pIdx].id;
-          p.sid = this.players[pIdx].sid;
+          ajax(
+            "/challenges",
+            "DELETE",
+            {id: this.challenges[cIdx].id}
+          );
         }
+        this.challenges.splice(cIdx, 1);
       }
-      const finishAddChallenge = (cid) => {
-        chall.id = cid || "c" + getRandString();
-        this.challenges.push(chall);
-        // Send challenge to peers
-        let challSock =
+      if (ctype == "live")
+      {
+        // Live challenges have a random ID
+        finishAddChallenge(null, "warnDisconnected");
+      }
+      else
+      {
+        // Correspondance game: send challenge to server
+        ajax(
+          "/challenges",
+          "POST",
+          { chall: chall },
+          response => { finishAddChallenge(response.cid); }
+        );
+      }
+    },
+    clickChallenge: function(c) {
+      const myChallenge = (c.from.sid == this.st.user.sid //live
+        || (this.st.user.id > 0 && c.from.id == this.st.user.id)); //corr
+      if (!myChallenge)
+      {
+        if (c.type == "corr" && this.st.user.id <= 0)
+          return alert("Please log in to accept corr challenges");
+        c.accepted = true;
+        if (!!c.to) //c.to == this.st.user.name (connected)
         {
-          code: "newchallenge",
-          chall: chall,
-          target: "",
-        };
-        const sendChallengeTo = (sid) => {
-          challSock.target = sid;
-          this.st.conn.send(JSON.stringify(challSock));
-        };
-        if (chall.to[0].id > 0)
+          // TODO: if special FEN, show diagram after loading variant
+          c.accepted = confirm("Accept challenge?");
+        }
+        if (c.accepted)
         {
-          // Challenge with targeted players
-          chall.to.forEach(p => {
-            if (p.id > 0)
-              sendChallengeTo(p.sid);
-          });
+          c.seat = this.people[0]; //== this.st.user, avoid revealing email
+          this.launchGame(c);
         }
         else
         {
-          // Open challenge: send to all connected players (except us)
-          this.players.forEach(p => {
-            if (p.sid != this.st.user.sid) //only sid is always set
-              sendChallengeTo(p.sid);
-          });
+          this.st.conn.send(JSON.stringify({
+            code: "refusechallenge",
+            cid: c.id, target: c.from.sid}));
         }
-        document.getElementById("modalNewgame").checked = false;
+      }
+      else //my challenge
+      {
+        if (c.type == "corr")
+        {
+          ajax(
+            "/challenges",
+            "DELETE",
+            {id: c.id}
+          );
+        }
+        else //live
+          localStorage.removeItem("challenge");
+      }
+      // In (almost) all cases, the challenge is consumed:
+      ArrayFun.remove(this.challenges, ch => ch.id == c.id);
+      // NOTE: deletechallenge event might be redundant (but it's easier this way)
+      this.sendSomethingTo((!!c.to ? c.from : null), "deletechallenge", {cid:c.id});
+    },
+    // NOTE: when launching game, the challenge is already deleted
+    launchGame: async function(c) {
+      const vModule = await import("@/variants/" + c.vname + ".js");
+      window.V = vModule.VariantRules;
+      // These game informations will be sent to other players
+      const gameInfo =
+      {
+        id: getRandString(),
+        fen: c.fen || V.GenRandInitFen(),
+        players: shuffle([c.from, c.seat]), //white then black
+        vid: c.vid,
+        vname: c.vname, //theoretically vid is enough, but much easier with vname
+        timeControl: c.timeControl,
       };
-      if (this.newchallenge.liveGame)
+      let target = c.from.sid; //may not be defined if corr + offline opp
+      if (!target)
       {
-        // Live challenges have cid = 0
-        finishAddChallenge();
+        const opponent = this.people.find(p => p.id == c.from.id);
+        if (!!opponent)
+          target = opponent.sid
       }
-      else
+      const tryNotifyOpponent = () => {
+        if (!!target) //opponent is online
+        {
+          this.st.conn.send(JSON.stringify({code:"newgame",
+            gameInfo:gameInfo, target:target, cid:c.id}));
+        }
+      };
+      if (c.type == "live")
+      {
+        tryNotifyOpponent();
+        this.startNewGame(gameInfo);
+      }
+      else //corr: game only on server
       {
-        const chall = {
-          uid: req.body["from"],
-          vid: req.body["vid"],
-          fen: req.body["fen"],
-          timeControl: req.body["timeControl"],
-          nbPlayers: req.body["nbPlayers"],
-          to: req.body["to"], //array of IDs
-        };
-        // Correspondance game: send challenge to server
         ajax(
-          "/challenges/" + this.newchallenge.vid,
+          "/games",
           "POST",
-          chall,
+          {gameInfo: gameInfo, cid: c.id}, //cid useful to delete challenge
           response => {
-            chall.id = response.cid;
-            finishAddChallenge();
+            gameInfo.id = response.gameId;
+            tryNotifyOpponent();
+            this.$router.push("/game/" + response.gameId);
           }
         );
       }
+      // Send game info to everyone except opponent (and me)
+      this.st.conn.send(JSON.stringify({code:"game",
+        game: { //minimal game info:
+          id: gameInfo.id,
+          players: gameInfo.players.map(p => p.name),
+          vid: gameInfo.vid,
+          timeControl: gameInfo.timeControl,
+        },
+        oppsid: target}));
     },
-    possibleNbplayers: function(nbp) {
-      if (this.newchallenge.vid == 0)
-        return false;
-      const variants = this.st.variants;
-      const idxInVariants =
-        variants.findIndex(v => v.id == this.newchallenge.vid);
-      return NbPlayers[variants[idxInVariants].name].includes(nbp);
+    // NOTE: for live games only (corr games start on the server)
+    startNewGame: function(gameInfo) {
+      const game = Object.assign({}, gameInfo, {
+        // (other) Game infos: constant
+        fenStart: gameInfo.fen,
+        added: Date.now(),
+        // Game state (including FEN): will be updated
+        moves: [],
+        clocks: [-1, -1], //-1 = unstarted
+        initime: [0, 0], //initialized later
+        score: "*",
+      });
+      GameStorage.add(game);
+      if (this.st.settings.sound >= 1)
+        new Audio("/sounds/newgame.mp3").play().catch(err => {});
+      this.$router.push("/game/" + gameInfo.id);
     },
   },
 };