Left some TODOs, some bugs
[vchess.git] / client / src / views / Hall.vue
index c0736a1..8cd330f 100644 (file)
@@ -1,89 +1,94 @@
 <template lang="pug">
 main
+  input#modalInfo.modal(type="checkbox")
+  div#infoDiv(role="dialog" data-checkbox="modalInfo" 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
+  div#newgameDiv(role="dialog" data-checkbox="modalNewgame"
+      aria-labelledby="titleFenedit")
+    .card.smallpad(@keyup.enter="newChallenge")
       label#closeNewgame.modal-close(for="modalNewgame")
       fieldset
-        label(for="selectVariant") {{ st.tr["Variant"] }}
+        label(for="selectVariant") {{ st.tr["Variant"] }} *
         select#selectVariant(v-model="newchallenge.vid")
-          option(v-for="v in st.variants" :value="v.id") {{ v.name }}
+          option(v-for="v in st.variants" :value="v.id"
+              :selected="newchallenge.vid==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"] }}
+        label(for="timeControl") {{ st.tr["Time control"] }} *
+        div#predefinedTimeControls
+          button 3+2
+          button 5+3
+          button 15+5
         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]")
+          placeholder="5+0, 1h+30s, 7d+1d ...")
       fieldset(v-if="st.user.id > 0")
-        label(for="inputFen") {{ st.tr["FEN (optional)"] }}
+        label(for="selectPlayers") {{ st.tr["Play with?"] }}
+        input#selectPlayers(type="text" v-model="newchallenge.to")
+      fieldset(v-if="st.user.id > 0 && newchallenge.to.length > 0")
+        label(for="inputFen") FEN
         input#inputFen(type="text" v-model="newchallenge.fen")
       button(@click="newChallenge") {{ st.tr["Send challenge"] }}
   .row
-    .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
-      button(onClick="doClick('modalNewgame')") New game
+    .col-sm-12
+      button#newGame(onClick="doClick('modalNewgame')") {{ st.tr["New game"] }}
   .row
     .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
-        div
-          .button-group
-            button(@click="cdisplay='live'") Live Challenges
-            button(@click="cdisplay='corr'") Correspondance challenges
-          ChallengeList(v-show="cdisplay=='live'"
-            :challenges="filterChallenges('live')" @click-challenge="clickChallenge")
-          ChallengeList(v-show="cdisplay=='corr'"
-            :challenges="filterChallenges('corr')" @click-challenge="clickChallenge")
-        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)"
-              :class="{anonymous: !!p.count}"
+      div
+        .button-group
+          button(@click="(e) => setDisplay('c','live',e)" class="active")
+            | {{ st.tr["Live challenges"] }}
+          button(@click="(e) => setDisplay('c','corr',e)")
+            | {{ st.tr["Correspondance challenges"] }}
+        ChallengeList(v-show="cdisplay=='live'"
+          :challenges="filterChallenges('live')" @click-challenge="clickChallenge")
+        ChallengeList(v-show="cdisplay=='corr'"
+          :challenges="filterChallenges('corr')" @click-challenge="clickChallenge")
+      #people
+        h3.text-center {{ st.tr["Who's there?"] }}
+        #players
+          p(v-for="p in Object.values(people)" v-if="!!p.name")
+            span {{ p.name }}
+            button.player-action(
+              v-if="p.name != st.user.name"
+              @click="challOrWatch(p,$event)"
             )
-              | {{ p.name + (!!p.count ? " ("+p.count+")" : "") }}
-          #chat(v-show="pdisplay=='chat'")
-            h3 Chat (TODO)
-        input#gameSection(type="radio" aria-hidden="true" name="accordion")
-        label(for="gameSection" aria-hidden="true") Games
-        div
-          .button-group
-            button(@click="gdisplay='live'") Live games
-            button(@click="gdisplay='corr'") Correspondance games
-          GameList(v-show="gdisplay=='live'" :games="filterGames('live')"
-            @show-game="showGame")
-          GameList(v-show="gdisplay=='corr'" :games="filterGames('corr')"
-            @show-game="showGame")
+              | {{ whatPlayerDoes(p) }}
+          p.anonymous @nonymous ({{ anonymousCount }})
+        #chat
+          Chat(:newChat="newChat" @mychat="processChat")
+        .clearer
+      div
+        .button-group
+          button(@click="(e) => setDisplay('g','live',e)" class="active")
+            | {{ st.tr["Live games"] }}
+          button(@click="(e) => setDisplay('g','corr',e)")
+            | {{ st.tr["Correspondance games"] }}
+        GameList(v-show="gdisplay=='live'" :games="filterGames('live')"
+          @show-game="showGame")
+        GameList(v-show="gdisplay=='corr'" :games="filterGames('corr')"
+          @show-game="showGame")
 </template>
 
 <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 Chat from "@/components/Chat.vue";
 import GameList from "@/components/GameList.vue";
 import ChallengeList from "@/components/ChallengeList.vue";
+import { GameStorage } from "@/utils/gameStorage";
+import { processModalClick } from "@/utils/modalClick";
+
 export default {
   name: "my-hall",
   components: {
+    Chat,
     GameList,
     ChallengeList,
   },
@@ -95,387 +100,640 @@ export default {
       gdisplay: "live",
       games: [],
       challenges: [],
-      players: [], //online players (rename into "people" ?)
+      people: {}, //people in main hall
+      infoMessage: "",
       newchallenge: {
         fen: "",
-        vid: 0,
-        nbPlayers: 0,
-        to: ["", "", ""], //name of challenged players
-        timeControl: "", //"2m+2s" ...etc
+        vid: localStorage.getItem("vid") || "",
+        to: "", //name of challenged player (if any)
+        timeControl: localStorage.getItem("timeControl") || "",
       },
+      newChat: "",
     };
   },
-  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 => {
-        if (p.id > 0)
-          playerList.push(p);
-        else
-          anonymous.count++;
+  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);
       });
-      if (anonymous.count > 0)
-        playerList.push(anonymous);
-      return playerList;
+    },
+  },
+  computed: {
+    anonymousCount: function() {
+      let count = 0;
+      Object.values(this.people).forEach(p => { count += (!p.name ? 1 : 0); });
+      return count;
     },
   },
   created: function() {
     // Always add myself to players' list
-    this.players.push(this.st.user);
+    const my = this.st.user;
+    this.$set(this.people, 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)
+    {
+      // NOTE: a challenge survives 3 minutes, for potential connection issues
+      if ((Date.now() - chall.added)/1000 <= 3*60)
+      {
+        chall.added = Date.now(); //update added time, for next disconnect...
+        this.challenges.push(chall);
+        localStorage.setItem("challenge", JSON.stringify(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 = () => {
+      // Same strategy as in Game.vue: send connection
+      // after we're sure WebSocket is initialized
+      this.st.conn.send(JSON.stringify({code:"connect"}));
       this.st.conn.send(JSON.stringify({code:"pollclients"}));
+      this.st.conn.send(JSON.stringify({code:"pollgamers"}));
     };
-    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;
   },
+  mounted: function() {
+    [document.getElementById("infoDiv"),document.getElementById("newgameDiv")]
+      .forEach(elt => elt.addEventListener("click", processModalClick));
+    document.querySelectorAll("#predefinedTimeControls > button").forEach(
+      (b) => { b.addEventListener("click",
+        () => { this.newchallenge.timeControl = b.innerHTML; }
+      )}
+    );
+  },
   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")
+        url += "?rid=" + g.rid;
+      this.$router.push(url);
+    },
+    setDisplay: function(letter, type, e) {
+      this[letter + "display"] = type;
+      e.target.classList.add("active");
+      if (!!e.target.previousElementSibling)
+        e.target.previousElementSibling.classList.remove("active");
+      else
+        e.target.nextElementSibling.classList.remove("active");
+    },
+    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 : "");
+    },
+
+// TODO: now that we can distinguish people from Hall or Game,
+// improve this --> the info is already known
+
+    whatPlayerDoes: function(p) {
+      if (this.games.some(g => g.type == "live"
+        && g.players.some(pl => pl.sid == p.sid)))
+      {
+        return "Playing";
+      }
+      return "Challenge"; //player is available
     },
+
+// Also debug: when from game going to Hall, player appears still connected.
+// when reloading a finished (observed) game, some ghost moveToPlay errors
+
+    processChat: function(chat) {
+      // When received on server, this will trigger a "notifyRoom"
+      this.st.conn.send(JSON.stringify({code:"newchat", chat: chat}));
+    },
+    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 =
+          Object.keys(this.people).find(sid => this.people[sid].name == to);
+        if (!targetSid)
+        {
+          if (!!warnDisconnected)
+            alert(this.st.tr["Warning: target is not connected"]);
+          return false;
+        }
+        else
+          doSend(code, obj, targetSid);
+      }
+      else
+      {
+        // Open challenge: send to all connected players (me excepted)
+        Object.keys(this.people).forEach(sid => {
+          if (sid != this.st.user.sid)
+            doSend(code, obj, sid);
+        });
+      }
+      return true;
+    },
+    // 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)
       {
+        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.players.push({sid:sid, id:0, name:""});
-            // Ask identity, challenges and game(s)
+            this.$set(this.people, sid, {id:0, name:""});
+            // Ask identity and challenges
             this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
-            this.st.conn.send(JSON.stringify({code:"askchallenges", target:sid}));
-            this.st.conn.send(JSON.stringify({code:"askgame", target:sid}));
+            this.st.conn.send(JSON.stringify({code:"askchallenge", target:sid}));
           });
           break;
-        }
+        case "pollgamers":
+          // NOTE: we could make a difference between people in hall
+          // and gamers, but is it necessary?
+          data.sockIds.forEach(sid => {
+            this.$set(this.people, sid, {id:0, name:""});
+            this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+          });
+          // Also ask current games to all playing peers (TODO: some design issue)
+          this.st.conn.send(JSON.stringify({code:"askgames"}));
+          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}));
+            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":
+        {
+          this.$set(this.people, data.user.sid,
+            {id: data.user.id, name: data.user.name});
+          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");
+          const cIdx = this.challenges.findIndex(c =>
+            c.from.sid == this.st.user.sid && c.type == "live");
           if (cIdx >= 0)
           {
             const c = this.challenges[cIdx];
+            if (!!c.to)
+            {
+              // Only share targeted challenges to the targets:
+              const toSid = Object.keys(this.people).find(k =>
+                this.people[k].name == c.to);
+              if (toSid != data.from)
+                return;
+            }
             const myChallenge =
             {
               // Minimal challenge informations: (from not required)
+              id: c.id,
               to: c.to,
               fen: c.fen,
               vid: c.vid,
-              timeControl: c.timeControl
+              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;
-          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.added = Date.now();
+          newChall.type = this.classifyObject(data.chall);
+          newChall.from =
+            Object.assign({sid:data.from}, this.people[data.from]);
+          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 duplicate found: select rid (remote ID) at random
+          let game = this.games.find(g => g.id == data.game.id);
+          if (!!game && Math.random() < 0.5)
+            game.rid = data.from;
+          else
+          {
+            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,
-          // of 3 or more players and empty slots remain.
-          const cIdx = this.challenges.findIndex(c => c.id == data.cid);
-          let players = this.challenges[cIdx].to;
-          const pIdx = this.players.fndIndex(p => p.sid == data.from);
-          for (let i=0; i<players.length; i++)
+          // 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
           {
-            if (!players[i])
-            {
-              players[i] = this.players[pIdx].name;
-              break;
-            }
+            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":
+        case "newchat":
+          this.newChat = data.chat;
+          break;
+        case "refusechallenge":
         {
-          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:""});
+          ArrayFun.remove(this.challenges, c => c.id == data.cid);
+          localStorage.removeItem("challenge");
+          alert(this.st.tr["Challenge declined"]);
           break;
         }
         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}));
+        case "gconnect":
+          this.$set(this.people, data.from, {name:"", id:0});
+          this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
+          if (data.code == "connect")
+            this.st.conn.send(JSON.stringify({code:"askchallenge", target:data.from}));
+          else
+            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
+          this.$delete(this.people, data.from);
+          if (data.code == "disconnect")
+          {
+            // Also remove all challenges sent by this player:
+            ArrayFun.remove(this.challenges, c => c.from.sid == data.from);
+          }
+          else
+          {
+            // And all live games where he plays and no other opponent is online
+            ArrayFun.remove(this.games, g =>
+              g.type == "live" && (g.players.every(p => p.sid == data.from
+                || !this.people[p.sid])), "all");
+          }
           break;
-        }
       }
     },
-    showGame: function(game) {
-      // NOTE: if we are an observer, the game will be found in main games list
-      // (sent by connected remote players)
-      // TODO: game path ? /vname/gameId seems better
-      this.$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)
+    challOrWatch: function(p, e) {
+      switch (e.target.innerHTML)
       {
-        // 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)
-      //this.newGame(data.challenge, data.user); //user.id et user.name
+        case "Challenge":
+          this.tryChallenge(p);
+          break;
+        case "Playing":
+          // NOTE: this search for game was already done for rendering
+          this.showGame(this.games.find(
+            g => g.type=="live" && g.players.some(pl => pl.sid == p.sid)));
+          break;
+      };
     },
-    // 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 => {});
-//    },
-    // 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 vIdx = this.st.variants.findIndex(v => v.id == this.newchallenge.vid);
-      const vname = this.st.variants[vIdx].name;
+      if (this.newchallenge.vid == "")
+        return alert(this.st.tr["Please select a variant"]);
+      const vname = this.getVname(this.newchallenge.vid);
       const vModule = await import("@/variants/" + vname + ".js");
       window.V = vModule.VariantRules;
+      if (!!this.newchallenge.timeControl.match(/^[0-9]+$/))
+        this.newchallenge.timeControl += "+0"; //assume minutes, no increment
       const error = checkChallenge(this.newchallenge);
       if (!!error)
         return alert(error);
-      const ctype = this.classifyChallenge(this.newchallenge);
-      const cto = this.newchallenge.to.slice(0, this.newchallenge.nbPlayers);
-      let chall =
-      {
-        fen: this.newchallenge.fen || V.GenRandInitFen(),
-        to: cto,
-        timeControl: this.newchallenge.timeControl,
-        from: this.st.user.sid,
-        vid: this.newchallenge.vid,
-      };
-      const sendSomethingTo = (to, code, obj) => {
-        const doSend = (code, obj, sid) => {
-          this.st.conn.send(JSON.stringify(Object.assign(
-            {},
-            {code: code},
-            obj,
-            {target: sid}
-          )));
-        };
-        const getSid = (pname) => {
-          const pIdx = this.players.findIndex(pl => pl.name == pname);
-          if (ctype == "live" && pIdx === -1)
-            alert("Warning: " + p.name + " is not connected");
-          return this.players[pIdx].sid;
-        };
-        if (!!to[0])
-        {
-          // Challenge with targeted players
-          to.forEach(pname => { doSend(code, obj, getSid(pname)); });
-        }
-        else
+      const ctype = this.classifyObject(this.newchallenge);
+      if (ctype == "corr" && this.st.user.id <= 0)
+        return alert(this.st.tr["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)
+        const isSent = this.sendSomethingTo(chall.to, "challenge",
+          {chall:chall}, !!warnDisconnected);
+        if (!isSent)
+          return;
+        // Remove old challenge if any (only one at a time):
+        const cIdx = this.challenges.findIndex(c =>
+          c.from.sid == this.st.user.sid && c.type == ctype);
+        if (cIdx >= 0)
         {
-          // 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
-              doSend(code, obj, p.sid);
-          });
+          // Delete current challenge (will be replaced now)
+          this.sendSomethingTo(this.challenges[cIdx].to,
+            "deletechallenge", {cid:this.challenges[cIdx].id});
+          if (ctype == "corr")
+          {
+            ajax(
+              "/challenges",
+              "DELETE",
+              {id: this.challenges[cIdx].id}
+            );
+          }
+          this.challenges.splice(cIdx, 1);
         }
-      };
-      const finishAddChallenge = (cid) => {
-        chall.id = cid || "c" + getRandString();
-        // Send challenge to peers
-        sendSomethingTo(cto, "challenge", chall);
+        // Add new challenge:
         chall.added = Date.now();
+        // NOTE: vname and type are redundant (can be deduced from timeControl + vid)
+        chall.type = ctype;
+        chall.vname = vname;
+        chall.from = { //decompose to avoid revealing email
+          sid: this.st.user.sid,
+          id: this.st.user.id,
+          name: this.st.user.name,
+        };
         this.challenges.push(chall);
+        if (ctype == "live")
+          localStorage.setItem("challenge", JSON.stringify(chall));
+        // Also remember timeControl  + vid for quicker further challenges:
+        localStorage.setItem("timeControl", chall.timeControl);
+        localStorage.setItem("vid", chall.vid);
         document.getElementById("modalNewgame").checked = false;
       };
-      const cIdx = this.challenges.findIndex(
-        c => c.from.sid == this.st.user.sid && c.type == ctype);
-      if (cIdx >= 0)
+      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)
       {
-        // Delete current challenge (will be replaced now)
-        sendSomethingTo(this.challenges[cIdx].to,
-          "deletechallenge", {cid:this.challenges[cIdx].id});
-        if (ctype == "corr")
+        if (c.type == "corr" && this.st.user.id <= 0)
+          return alert(this.st.tr["Please log in to accept corr challenges"]);
+        c.accepted = true;
+        if (!!c.to) //c.to == this.st.user.name (connected)
+        {
+          // TODO: if special FEN, show diagram after loading variant
+          c.accepted = confirm("Accept challenge?");
+        }
+        if (c.accepted)
+        {
+          c.seat = { //again, avoid c.seat = st.user to not reveal email
+            sid: this.st.user.sid,
+            id: this.st.user.id,
+            name: this.st.user.name,
+          };
+          this.launchGame(c);
+        }
+        else
+        {
+          this.st.conn.send(JSON.stringify({
+            code: "refusechallenge",
+            cid: c.id, target: c.from.sid}));
+        }
+        // TODO: refactor the "sendSomethingTo()" function
+        if (!c.to)
+          this.sendSomethingTo(null, "deletechallenge", {cid:c.id});
+        else
+        {
+          this.st.conn.send(JSON.stringify({
+            code:"deletechallenge", target: c.from.sid, cid: c.id}));
+        }
+      }
+      else //my challenge
+      {
+        if (c.type == "corr")
         {
           ajax(
             "/challenges",
             "DELETE",
-            {id: this.challenges[cIdx].id}
+            {id: c.id}
           );
         }
-        this.challenges.splice(cIdx, 1);
+        else //live
+          localStorage.removeItem("challenge");
+        this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id});
       }
-      if (ctype == "live")
+      // In all cases, the challenge is consumed:
+      ArrayFun.remove(this.challenges, ch => ch.id == 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 =
       {
-        // Live challenges have a random ID
-        finishAddChallenge();
+        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,
+      };
+      let oppsid = c.from.sid; //may not be defined if corr + offline opp
+      if (!oppsid)
+      {
+        oppsid = Object.keys(this.people).find(sid =>
+          this.people[sid].id == c.from.id);
       }
-      else
+      const tryNotifyOpponent = () => {
+        if (!!oppsid) //opponent is online
+        {
+          this.st.conn.send(JSON.stringify({code:"newgame",
+            gameInfo:gameInfo, target:oppsid, cid:c.id}));
+        }
+      };
+      if (c.type == "live")
+      {
+        // NOTE: in this case we are sure opponent is online
+        tryNotifyOpponent();
+        this.startNewGame(gameInfo);
+      }
+      else //corr: game only on server
       {
-        // Correspondance game: send challenge to server
         ajax(
-          "/challenges",
+          "/games",
           "POST",
-          chall,
-          response => { finishAddChallenge(response.cid); }
+          {gameInfo: gameInfo, cid: c.id}, //cid useful to delete challenge
+          response => {
+            gameInfo.id = response.gameId;
+            tryNotifyOpponent();
+            this.$router.push("/game/" + response.gameId);
+          }
         );
       }
+      // Send game info to everyone except opponent (and me)
+      Object.keys(this.people).forEach(sid => {
+        if (![this.st.user.sid,oppsid].includes(sid))
+        {
+          this.st.conn.send(JSON.stringify({code:"game",
+            game: { //minimal game info:
+              id: gameInfo.id,
+              players: gameInfo.players,
+              vid: gameInfo.vid,
+              timeControl: gameInfo.timeControl,
+            },
+            target: sid}));
+        }
+      });
     },
-    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);
-    },
-    newGame: function(cid) {
-      // TODO: don't forget to send "deletechallenge" message to all concerned players
-      // + setup colors and send game infos to players (message "newgame")
+    // 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);
     },
   },
 };
 </script>
 
-<style lang="sass">
-// TODO
+<style lang="sass" scoped>
+.active
+  color: #42a983
+#newGame
+  display: block
+  margin: 10px auto 5px auto
+#people
+  width: 100%
+#players
+  width: 50%
+  position: relative
+  float: left
+#chat
+  width: 50%
+  float: left
+  position: relative
+@media screen and (max-width: 767px)
+  #players, #chats
+    width: 100%
+#chat > .card
+  max-width: 100%
+  margin: 0;
+  border: none;
+#players > p
+  margin-left: 5px
+.anonymous
+  font-style: italic
+button.player-action
+  margin-left: 32px
 </style>