Left some TODOs, some bugs
[vchess.git] / client / src / views / Hall.vue
index c1ef7eb..8cd330f 100644 (file)
-<template>
-  <div class="home">
-    <Home msg="Welcome to Your Vue.js Apppp"/>
-  </div>
+<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#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"] }} *
+        select#selectVariant(v-model="newchallenge.vid")
+          option(v-for="v in st.variants" :value="v.id"
+              :selected="newchallenge.vid==v.id")
+            | {{ v.name }}
+      fieldset
+        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="5+0, 1h+30s, 7d+1d ...")
+      fieldset(v-if="st.user.id > 0")
+        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
+      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
+      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)"
+            )
+              | {{ 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>
-// @ is an alias to /src
-import HelloWorld from "@/components/HelloWorld.vue";
+import { store } from "@/store";
+import { checkChallenge } from "@/data/challengeCheck";
+import { ArrayFun } from "@/utils/array";
+import { ajax } from "@/utils/ajax";
+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: "home",
+  name: "my-hall",
   components: {
-    HelloWorld,
-  }
+    Chat,
+    GameList,
+    ChallengeList,
+  },
+  data: function () {
+    return {
+      st: store.state,
+      cdisplay: "live", //or corr
+      pdisplay: "players", //or chat
+      gdisplay: "live",
+      games: [],
+      challenges: [],
+      people: {}, //people in main hall
+      infoMessage: "",
+      newchallenge: {
+        fen: "",
+        vid: localStorage.getItem("vid") || "",
+        to: "", //name of challenged player (if any)
+        timeControl: localStorage.getItem("timeControl") || "",
+      },
+      newChat: "",
+    };
+  },
+  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: {
+    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
+    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(
+      "/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"}));
+    };
+    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 socketCloseListener = () => {
+      store.socketCloseListener(); //reinitialize connexion (in store.js)
+      this.st.conn.addEventListener('message', this.socketMessageListener);
+      this.st.conn.addEventListener('close', socketCloseListener);
+    };
+    this.st.conn.onclose = socketCloseListener;
+  },
+  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(g => g.type == type);
+    },
+    classifyObject: function(o) { //challenge or game
+      // Heuristic: should work for most cases... (TODO)
+      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) {
+      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.$set(this.people, sid, {id:0, name:""});
+            // Ask identity and challenges
+            this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+            this.st.conn.send(JSON.stringify({code:"askchallenge", target:sid}));
+          });
+          break;
+        case "pollgamers":
+          // NOTE: we could make a difference between people in hall
+          // and gamers, but is it necessary?
+          data.sockIds.forEach(sid => {
+            this.$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: {
+                // 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");
+          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,
+            };
+            this.st.conn.send(JSON.stringify({code:"challenge",
+              chall:myChallenge, target:data.from}));
+          }
+          break;
+        }
+        case "challenge":
+        {
+          // Receive challenge from some player (+sid)
+          let newChall = data.chall;
+          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)
+          // 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;
+        }
+        case "newgame":
+        {
+          // 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 "newchat":
+          this.newChat = data.chat;
+          break;
+        case "refusechallenge":
+        {
+          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;
+        }
+        case "connect":
+        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;
+        case "disconnect":
+          this.$delete(this.people, data.from);
+          if (data.code == "disconnect")
+          {
+            // Also remove all challenges sent by this player:
+            ArrayFun.remove(this.challenges, c => c.from.sid == data.from);
+          }
+          else
+          {
+            // And all live games where he plays and no other opponent is online
+            ArrayFun.remove(this.games, g =>
+              g.type == "live" && (g.players.every(p => p.sid == data.from
+                || !this.people[p.sid])), "all");
+          }
+          break;
+      }
+    },
+    // Challenge lifecycle:
+    tryChallenge: function(player) {
+      if (player.id == 0)
+        return; //anonymous players cannot be challenged
+      this.newchallenge.to = player.name;
+      doClick("modalNewgame");
+    },
+    challOrWatch: function(p, e) {
+      switch (e.target.innerHTML)
+      {
+        case "Challenge":
+          this.tryChallenge(p);
+          break;
+        case "Playing":
+          // NOTE: this search for game was already done for rendering
+          this.showGame(this.games.find(
+            g => g.type=="live" && g.players.some(pl => pl.sid == p.sid)));
+          break;
+      };
+    },
+    newChallenge: async function() {
+      if (this.newchallenge.vid == "")
+        return alert(this.st.tr["Please select a variant"]);
+      const vname = this.getVname(this.newchallenge.vid);
+      const vModule = await import("@/variants/" + vname + ".js");
+      window.V = vModule.VariantRules;
+      if (!!this.newchallenge.timeControl.match(/^[0-9]+$/))
+        this.newchallenge.timeControl += "+0"; //assume minutes, no increment
+      const error = checkChallenge(this.newchallenge);
+      if (!!error)
+        return alert(error);
+      const ctype = this.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)
+        {
+          // 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);
+        }
+        // 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;
+      };
+      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(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: c.id}
+          );
+        }
+        else //live
+          localStorage.removeItem("challenge");
+        this.sendSomethingTo(c.to, "deletechallenge", {cid:c.id});
+      }
+      // 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 =
+      {
+        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);
+      }
+      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
+      {
+        ajax(
+          "/games",
+          "POST",
+          {gameInfo: gameInfo, cid: c.id}, //cid useful to delete challenge
+          response => {
+            gameInfo.id = response.gameId;
+            tryNotifyOpponent();
+            this.$router.push("/game/" + response.gameId);
+          }
+        );
+      }
+      // Send game info to everyone except opponent (and me)
+      Object.keys(this.people).forEach(sid => {
+        if (![this.st.user.sid,oppsid].includes(sid))
+        {
+          this.st.conn.send(JSON.stringify({code:"game",
+            game: { //minimal game info:
+              id: gameInfo.id,
+              players: gameInfo.players,
+              vid: gameInfo.vid,
+              timeControl: gameInfo.timeControl,
+            },
+            target: sid}));
+        }
+      });
+    },
+    // NOTE: for live games only (corr games start on the server)
+    startNewGame: function(gameInfo) {
+      const game = Object.assign({}, gameInfo, {
+        // (other) Game infos: constant
+        fenStart: gameInfo.fen,
+        added: Date.now(),
+        // Game state (including FEN): will be updated
+        moves: [],
+        clocks: [-1, -1], //-1 = unstarted
+        initime: [0, 0], //initialized later
+        score: "*",
+      });
+      GameStorage.add(game);
+      if (this.st.settings.sound >= 1)
+        new Audio("/sounds/newgame.mp3").play().catch(err => {});
+      this.$router.push("/game/" + gameInfo.id);
+    },
+  },
 };
 </script>
 
-// main playing hall: chat + online players + current challenges + button "new game"
-// TODO: my-challenge-list, gérant clicks sur challenges, affichage, réception/émission des infos sur challenges ; de même, my-player-list
-// TODO: si on est en train de jouer une partie, le notifier aux nouveaux connectés
-/*
-TODO: surligner si nouveau défi perso et pas affichage courant
-(cadences base + incrément, corr == incr >= 1jour ou base >= 7j)
---> correspondance: stocker sur serveur lastMove + uid + color + movesCount + gameId + variant + timeleft
-fin de partie corr: supprimer partie du serveur au bout de 7 jours (arbitraire)
-main time should be positive (no 0+2 & cie...)
-*/
-// TODO: au moins l'échange des coups en P2P ?
-// TODO: objet game, objet challenge ? et player ?
-Vue.component('my-room', {
-       props: ["conn","settings"],
-       data: function () {
-               return {
-                       gdisplay: "live",
-                       user: user,
-                       liveGames: [],
-                       corrGames: [],
-                       players: [], //online players
-                       challenges: [], //live challenges
-                       people: [], //people who connect to this room (or disconnect)
-               };
-       },
-       // Modal new game, and then sub-components
-       template: `
-               <div>
-                       <input id="modalNewgame" type="checkbox" class="modal"/>
-                       <div role="dialog" aria-labelledby="titleFenedit">
-                               <div class="card smallpad">
-                                       <label id="closeNewgame" for="modalNewgame" class="modal-close">
-                                       </label>
-                                       <h3 id="titleFenedit" class="section">
-                                               {{ translate("Game state (FEN):") }}
-                                       </h3>
-                                       <input id="input-fen" type="text"/>
-                                       <p>TODO: cadence, adversaire (pre-filled if click on name)</p>
-                                       <p>cadence 2m+12s ou 7d+1d (m,s ou d,d) --> main, increment</p>
-                                       <p>Note: leave FEN blank for random; FEN only for targeted challenge</p>
-                                       <button @click="newGame">Launch game</button>
-                               </div>
-                       </div>
-                       <div>
-                               <my-chat :conn="conn" :myname="user.name" :people="people"></my-chat>
-                               <my-challenge-list :challenges="challenges" @click-challenge="clickChallenge">
-                               </my-challenge-list>
-                       </div>
-                       <button onClick="doClick('modalNewgame')">New game</button>
-                       <div>
-                               <div style="border:1px solid black">
-                                       <h3>Online players</h3>
-                                       <div v-for="p in players" @click="challenge(p)">
-                                               {{ p.name }}
-                                       </div>
-                               </div>
-                               <div class="button-group">
-                                       <button @click="gdisplay='live'">Live games</button>
-                                       <button @click="gdisplay='corr'">Correspondance games</button>
-                               </div>
-                               <my-game-list v-show="gdisplay=='live'" :games="liveGames"
-                                       @show-game="showGame">
-                               </my-game-list>
-                               <my-game-list v-show="gdisplay=='corr'" :games="corrGames"
-                                       @show-game="showGame">
-                               </my-game-list>
-                       </div>
-               </div>
-       `,
-       created: function() {
-               // TODO: ask server for current corr games (all but mines: names, ID, time control)
-               const socketMessageListener = msg => {
-                       const data = JSON.parse(msg.data);
-                       switch (data.code)
-                       {
-                               case "newgame":
-                                       // TODO: new game just started: data contain all informations
-                                       // (id, players, time control, fenStart ...)
-                                       break;
-                               // TODO: also receive live games summaries (update)
-                               // (just players names, time control, and ID + player ID)
-                               case "acceptchallenge":
-                                       // oppid: opponent socket ID (or DB id if registered)
-                                       if (true) //TODO: if challenge is full
-                                               this.newGame(data.challenge, data.user); //user.id et user.name
-                                       break;
-                               case "withdrawchallenge":
-                                       // TODO
-                                       break;
-                               case "cancelchallenge":
-                                       // TODO
-                                       break;
-                               // TODO: distinguish these (dis)connect events from their analogs in game.js
-                               case "connect":
-                                       this.players.push({name:data.name, id:data.uid});
-                                       break;
-                               case "disconnect":
-                                       const pIdx = this.players.findIndex(p => p.id == data.uid);
-                                       this.players.splice(pIdx);
-                                       break;
-                       }
-               };
-               const socketCloseListener = () => {
-                       this.conn.addEventListener('message', socketMessageListener);
-                       this.conn.addEventListener('close', socketCloseListener);
-               };
-               this.conn.onmessage = socketMessageListener;
-               this.conn.onclose = socketCloseListener;
-       },
-       methods: {
-               translate: translate,
-               showGame: function(game) {
-                       let hash = "#game?id=" + game.id;
-                       if (!!game.uid)
-                               hash += "&uid=" + game.uid;
-                       location.hash = hash;
-               },
-               challenge: function(player) {
-                       this.conn.send(JSON.stringify({code:"sendchallenge", oppid:p.id,
-                               user:{name:user.name,id:user.id}}));
-               },
-               clickChallenge: function(challenge) {
-                       const index = this.challenges.findIndex(c => c.id == challenge.id);
-                       const toIdx = challenge.to.findIndex(p => p.id == user.id);
-                       const me = {name:user.name,id:user.id};
-                       if (toIdx >= 0)
-                       {
-                               // It's a multiplayer challenge I accepted: withdraw
-                               this.conn.send(JSON.stringify({code:"withdrawchallenge",
-                                       cid:challenge.id, user:me}));
-                               this.challenges.to.splice(toIdx, 1);
-                       }
-                       else if (challenge.from.id == user.id) //it's my challenge: cancel it
-                       {
-                               this.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
-                               this.challenges.splice(index, 1);
-                       }
-                       else //accept a challenge
-                       {
-                               this.conn.send(JSON.stringify({code:"acceptchallenge",
-                                       cid:challenge.id, user:me}));
-                               this.challenges[index].to.push(me);
-                       }
-               },
-               // user: last person to accept the challenge
-               newGame: function(chall, user) {
-                       const fen = chall.fen || V.GenRandInitFen();
-                       const game = {}; //TODO: fen, players, time ...
-                       //setStorage(game); //TODO
-                       game.players.forEach(p => {
-                               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 => {});
-               },
-       },
-});
+<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>