Refactor models (merge Players in Games), add cursor to correspondance games. Finishe...
[vchess.git] / client / src / views / Hall.vue
index ca0caa2..b9262d1 100644 (file)
 <template lang="pug">
-div
-  input#modalNewgame.modal(type="checkbox")
-  div(role="dialog" aria-labelledby="titleFenedit")
-    .card.smallpad
+main
+  input#modalInfo.modal(type="checkbox")
+  div#infoDiv(
+    role="dialog"
+    data-checkbox="modalInfo"
+  )
+    .card.text-center
+      label.modal-close(for="modalInfo")
+      p(v-html="infoMessage")
+  input#modalAccept.modal(type="checkbox")
+  div#acceptDiv(role="dialog")
+    .card
+      p.text-center
+        span.variantName {{ curChallToAccept.vname }} 
+        span {{ curChallToAccept.cadence }} 
+        span {{ st.tr["with"] + " " + curChallToAccept.from.name }}
+      .diagram(
+        v-if="!!curChallToAccept.fen"
+        v-html="tchallDiag"
+      )
+      .button-group#buttonsTchall(:style="tchallButtonsMargin()")
+        button.acceptBtn(@click="decisionChallenge(true)")
+          span {{ st.tr["Accept challenge?"] }}
+        button.refuseBtn(@click="decisionChallenge(false)")
+          span {{ st.tr["Refuse"] }}
+  input#modalNewgame.modal(
+    type="checkbox"
+    @change="cadenceFocusIfOpened($event)"
+  )
+  div#newgameDiv(
+    role="dialog"
+    data-checkbox="modalNewgame"
+  )
+    .card
       label#closeNewgame.modal-close(for="modalNewgame")
-      fieldset
-        label(for="selectVariant") {{ st.tr["Variant"] }}
-        select#selectVariant(v-model="newgameInfo.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="newgameInfo.nbPlayers")
-          option(v-show="possibleNbplayers(2)" value="2") 2
-          option(v-show="possibleNbplayers(3)" value="3") 3
-          option(v-show="possibleNbplayers(4)" value="4") 4
-      fieldset
-        label(for="timeControl") Time control (in days)
-        #timeControl
-          input(type="number" v-model="newgameInfo.mainTime"
-            placeholder="Main time")
-          input(type="number" v-model="newgameInfo.increment"
-            placeholder="Increment")
-      fieldset
-        label(for="selectPlayers") {{ st.tr["Play with?"] }}
-        #selectPlayers
-          input(type="text" v-model="newgameInfo.players[0].name")
-          input(v-show="newgameInfo.nbPlayers>=3" type="text"
-            v-model="newgameInfo.players[1].name")
-          input(v-show="newgameInfo.nbPlayers==4" type="text"
-            v-model="newgameInfo.players[2].name")
-      fieldset
-        label(for="inputFen")
-          | {{ st.tr["FEN (ignored if players fields are blank)"] }}
-        input#inputFen(type="text" v-model="newgameInfo.fen")
-      button(@click="newGame") Launch game
-      p TODO: cadence, adversaire (pre-filled if click on name)
-      p cadence 2m+12s ou 7d+1d (m,s ou d,d) --> main, increment
-      p Note: leave FEN blank for random; FEN only for targeted challenge
-  div
-    ChallengeList(:challenges="challenges" @click-challenge="clickChallenge")
-    div(style="border:1px solid black")
-      h3 Online players
-      div(v-for="p in players" @click="challenge(p)") {{ p.name }}
-  button(onClick="doClick('modalNewgame')") New game
-  div
-    .button-group
-      button(@click="gdisplay='live'") Live games
-      button(@click="gdisplay='corr'") Correspondance games
-    GameList(v-show="gdisplay=='live'" :games="liveGames"
-      @show-game="showGame")
-    GameList(v-show="gdisplay=='corr'" :games="corrGames"
-      @show-game="showGame")
+      div(@keyup.enter="issueNewChallenge()")
+        fieldset
+          label(for="selectVariant") {{ st.tr["Variant"] }} *
+          select#selectVariant(
+            @change="loadNewchallVariant(trySetNewchallDiag)"
+            v-model="newchallenge.vid"
+          )
+            option(
+              v-for="v in st.variants"
+              :value="v.id"
+              :selected="newchallenge.vid==v.id"
+            )
+              | {{ v.name }}
+        fieldset
+          label(for="cadence") {{ st.tr["Cadence"] }} *
+          div#predefinedCadences
+            button(type="button") 15+5
+            button(type="button") 45+30
+            button(type="button") 3d
+            button(type="button") 7d
+          input#cadence(
+            type="text"
+            v-model="newchallenge.cadence"
+            placeholder="5+0, 1h+30s, 5d ..."
+          )
+        fieldset
+          label(for="selectRandomLevel") {{ st.tr["Randomness"] }} *
+          select#selectRandomLevel(v-model="newchallenge.randomness")
+            option(value="0") {{ st.tr["Deterministic"] }}
+            option(value="1") {{ st.tr["Symmetric random"] }}
+            option(value="2") {{ st.tr["Asymmetric random"] }}
+        fieldset
+          label(for="memorizeChall") {{ st.tr["Memorize"] }}
+          input#memorizeChall(
+            type="checkbox"
+            v-model="newchallenge.memorize"
+          )
+        fieldset(v-if="st.user.id > 0")
+          label(for="selectPlayers") {{ st.tr["Play with"] }}
+          select#selectPlayersInList(v-model="newchallenge.to")
+            option(value="")
+            option(
+              v-for="p in Object.values(people)"
+              :value="p.name"
+            )
+              | {{ p.name }}
+          input#selectPlayers(
+            type="text"
+            v-model="newchallenge.to"
+          )
+        fieldset(v-if="st.user.id > 0 && newchallenge.to.length > 0")
+          input#inputFen(
+            placeholder="FEN"
+            @input="trySetNewchallDiag()"
+            type="text"
+            v-model="newchallenge.fen"
+          )
+        .diagram(v-html="newchallenge.diag")
+      button(@click="issueNewChallenge()") {{ st.tr["Send challenge"] }}
+  input#modalPeople.modal(
+    type="checkbox"
+    @click="resetSocialColor()"
+  )
+  div#peopleWrap(
+    role="dialog"
+    data-checkbox="modalPeople"
+  )
+    .card
+      label.modal-close(for="modalPeople")
+      #people
+        #players
+          p(
+            v-for="sid in Object.keys(people)"
+            v-if="!!people[sid].name"
+          )
+            span {{ people[sid].name }}
+            button.player-action(
+              v-if="isGamer(sid)"
+              @click="watchGame(sid)"
+            )
+              | {{ st.tr["Observe"] }}
+            button.player-action(
+              v-else-if="isFocusedOnHall(sid)"
+              @click="challenge(sid)"
+            )
+              | {{ st.tr["Challenge"] }}
+          p.anonymous @nonymous ({{ anonymousCount }})
+        #chat
+          Chat(
+            :newChat="newChat"
+            @mychat="processChat"
+            :pastChats="[]"
+          )
+        .clearer
+  .row
+    .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+      .button-group
+        button#peopleBtn(onClick="window.doClick('modalPeople')")
+          | {{ st.tr["Who's there?"] }}
+        button(@click="showNewchallengeForm()")
+          | {{ st.tr["New game"] }}
+  .row(v-if="presetChalls.length > 0")
+    .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+      h4.text-center {{ st.tr["Preset challenges"] }}
+      table
+        thead
+          tr
+            th {{ st.tr["Variant"] }}
+            th {{ st.tr["Cadence"] }}
+            th {{ st.tr["Random?"] }}
+            th
+        tbody
+          tr(
+            v-for="pc in presetChalls"
+            @click="newChallFromPreset(pc)"
+          )
+            td {{ pc.vname }}
+            td {{ pc.cadence }}
+            td(:class="getRandomnessClass(pc)")
+            td.remove-preset(@click="removePresetChall($event, pc)")
+              img(src="/images/icons/delete.svg")
+  .row
+    .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+      div#div2
+        .button-group
+          button.tabbtn#btnClive(@click="setDisplay('c','live',$event)")
+            | {{ st.tr["Live challenges"] }}
+          button.tabbtn#btnCcorr(@click="setDisplay('c','corr',$event)")
+            | {{ 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"
+        )
+      div#div3
+        .button-group
+          button.tabbtn#btnGlive(@click="setDisplay('g','live',$event)")
+            | {{ st.tr["Live games"] }}
+          button.tabbtn#btnGcorr(@click="setDisplay('g','corr',$event)")
+            | {{ st.tr["Correspondance games"] }}
+        GameList(
+          v-show="gdisplay=='live'"
+          :games="filterGames('live')"
+          :showBoth="true"
+          @show-game="showGame"
+        )
+        div(v-show="gdisplay=='corr'")
+          GameList(
+            :games="filterGames('corr')"
+            :showBoth="true"
+            @show-game="showGame"
+          )
+          button#loadMoreBtn(
+            v-if="hasMore"
+            @click="loadMore()"
+          )
+            | {{ st.tr["Load more"] }}
 </template>
 
 <script>
-// main playing hall: online players + current challenges + button "new game"
-// 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)
-*/
-// TODO: au moins l'échange des coups en P2P ? et game chat ?
-// TODO: objet game, objet challenge ? et player ?
 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 params from "@/parameters";
+import { getRandString, shuffle } from "@/utils/alea";
+import { getDiagram } from "@/utils/printDiagram";
+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,
+    ChallengeList
   },
-  data: function () {
+  data: function() {
     return {
       st: store.state,
+      cdisplay: "live", //or corr
       gdisplay: "live",
-      liveGames: [],
-      corrGames: [],
-      players: [], //online players
-      challenges: [], //live challenges
-      willPlay: [], //IDs of challenges in which I decide to play (>= 3 players)
-      newgameInfo: {
+      // timestamp of last showed (oldest) corr game:
+      cursor: Number.MAX_SAFE_INTEGER,
+      // hasMore == TRUE: a priori there could be more games to load
+      hasMore: true,
+      games: [],
+      challenges: [],
+      people: {},
+      infoMessage: "",
+      newchallenge: {
         fen: "",
-        vid: 0,
-        nbPlayers: 0,
-        players: [{id:0,name:""},{id:0,name:""},{id:0,name:""}],
-        mainTime: 0,
-        increment: 0,
+        vid: parseInt(localStorage.getItem("vid")) || 0,
+        to: "", //name of challenged player (if any)
+        cadence: localStorage.getItem("cadence") || "",
+        randomness: parseInt(localStorage.getItem("challRandomness")) || 2,
+        // VariantRules object, stored to not interfere with
+        // diagrams of targetted challenges:
+        V: null,
+        vname: "",
+        diag: "", //visualizing FEN
+        memorize: false //put settings in localStorage
       },
+      tchallDiag: "",
+      curChallToAccept: {from: {}},
+      presetChalls: JSON.parse(localStorage.getItem("presetChalls") || "[]"),
+      newChat: "",
+      conn: null,
+      connexionString: "",
+      // Related to (killing of) self multi-connects:
+      newConnect: {},
+      killed: {}
     };
   },
   watch: {
-    "st.conn": 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.st.conn.addEventListener('message', socketMessageListener);
-        this.st.conn.addEventListener('close', socketCloseListener);
-      };
-      this.st.conn.onmessage = socketMessageListener;
-      this.st.conn.onclose = socketCloseListener;
-    },
+    // st.variants changes only once, at loading from [] to [...]
+    "st.variants": function() {
+      // Set potential challenges and games variant names:
+      this.challenges.concat(this.games).forEach(o => {
+        if (!o.vname) o.vname = this.getVname(o.vid);
+      });
+      if (!this.newchallenge.V && this.newchallenge.vid > 0)
+        this.loadNewchallVariant();
+    }
   },
-  methods: {
-    showGame: function(game) {
-      // NOTE: if we are an observer, the game will be found in main games list
-      // (sent by connected remote players)
-      this.$router.push("/" + game.id)
-    },
-    challenge: function(player) {
-      this.st.conn.send(JSON.stringify({code:"sendchallenge", oppid:p.id,
-        user:{name:this.st.user.name,id:this.st.user.id}}));
-    },
-    clickChallenge: function(challenge) {
-      const index = this.challenges.findIndex(c => c.id == challenge.id);
-      const toIdx = challenge.to.findIndex(p => p.id == user.id);
-      const me = {name:user.name,id:user.id};
-      if (toIdx >= 0)
+  computed: {
+    anonymousCount: function() {
+      let count = 0;
+      Object.values(this.people).forEach(p => {
+        // Do not cound people who did not send their identity yet:
+        count += (!p.name && p.id === 0) ? 1 : 0;
+      });
+      return count;
+    }
+  },
+  created: function() {
+    if (this.st.variants.length > 0 && this.newchallenge.vid > 0)
+      this.loadNewchallVariant();
+    const my = this.st.user;
+    this.$set(
+      this.people,
+      my.sid,
       {
-        // It's a multiplayer challenge I accepted: withdraw
-        this.st.conn.send(JSON.stringify({code:"withdrawchallenge",
-          cid:challenge.id, user:me}));
-        this.challenges.to.splice(toIdx, 1);
+        id: my.id,
+        name: my.name,
+        pages: [{ path: "/", focus: true }]
       }
-      else if (challenge.from.id == user.id) //it's my challenge: cancel it
+    );
+    const connectAndPoll = () => {
+      this.send("connect");
+      this.send("pollclientsandgamers");
+    };
+    // Initialize connection
+    this.connexionString =
+      params.socketUrl +
+      "/?sid=" +
+      this.st.user.sid +
+      "&id=" +
+      this.st.user.id +
+      "&tmpId=" +
+      getRandString() +
+      "&page=" +
+      // Hall: path is "/" (could be hard-coded as well)
+      encodeURIComponent(this.$route.path);
+    this.conn = new WebSocket(this.connexionString);
+    this.conn.onopen = connectAndPoll;
+    this.conn.onmessage = this.socketMessageListener;
+    this.conn.onclose = this.socketCloseListener;
+  },
+  mounted: function() {
+    document.addEventListener('visibilitychange', this.visibilityChange);
+    ["peopleWrap", "infoDiv", "newgameDiv"].forEach(eltName => {
+      document.getElementById(eltName)
+        .addEventListener("click", processModalClick);
+    });
+    document.querySelectorAll("#predefinedCadences > button").forEach(b => {
+      b.addEventListener("click", () => {
+        this.newchallenge.cadence = b.innerHTML;
+      });
+    });
+    const dispCorr = this.$route.query["disp"];
+    const showCtype =
+      dispCorr || localStorage.getItem("type-challenges") || "live";
+    const showGtype =
+      dispCorr || localStorage.getItem("type-games") || "live";
+    this.setDisplay('c', showCtype);
+    this.setDisplay('g', showGtype);
+    // Ask server for current corr games (all but mines)
+    ajax(
+      "/observedgames",
+      "GET",
       {
-        this.st.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
-        this.challenges.splice(index, 1);
+        data: {
+          uid: this.st.user.id,
+          cursor: this.cursor
+        },
+        success: (response) => {
+          if (
+            response.games.length > 0 &&
+            this.games.length == 0 &&
+            this.gdisplay == "live"
+          ) {
+            document
+              .getElementById("btnGcorr")
+              .classList.add("somethingnew");
+          }
+          this.games = this.games.concat(
+            response.games.map(g => {
+              const vname = this.getVname(g.vid);
+              return Object.assign(
+                {},
+                g,
+                {
+                  type: "corr",
+                  vname: vname
+                }
+              );
+            })
+          );
+        }
       }
-      else //accept a challenge
+    );
+    // Also ask for corr challenges (open + sent by/to me)
+    ajax(
+      "/challenges",
+      "GET",
       {
-        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
-      // autres actions:
-      // supprime mon défi
-      // accepte un défi
-      // annule l'acceptation d'un défi (si >= 3 joueurs)
-      //
-      // si pas le mien et FEN speciale :: (charger code variante et)
-      // montrer diagramme + couleur (orienté)
-    },
-    // user: last person to accept the challenge
-    newGameLive: 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}));
+        data: { uid: this.st.user.id },
+        success: (response) => {
+          if (
+            response.challenges.length > 0 &&
+            this.challenges.length == 0 &&
+            this.cdisplay == "live"
+          ) {
+            document
+              .getElementById("btnCcorr")
+              .classList.add("somethingnew");
+          }
+          // Gather all senders names, and then retrieve full identity:
+          // (TODO [perf]: some might be online...)
+          let names = {};
+          response.challenges.forEach(c => {
+            if (c.uid != this.st.user.id) names[c.uid] = "";
+            else if (!!c.target && c.target != this.st.user.id)
+              names[c.target] = "";
+          });
+          const addChallenges = () => {
+            names[this.st.user.id] = this.st.user.name; //in case of
+            this.challenges = this.challenges.concat(
+              response.challenges.map(c => {
+                const from = { name: names[c.uid], id: c.uid }; //or just name
+                const type = this.classifyObject(c);
+                const vname = this.getVname(c.vid);
+                return Object.assign(
+                  {},
+                  {
+                    type: type,
+                    vname: vname,
+                    from: from,
+                    to: c.target ? names[c.target] : ""
+                  },
+                  c
+                );
+              })
+            );
+          };
+          if (Object.keys(names).length > 0) {
+            ajax(
+              "/users",
+              "GET",
+              {
+                data: { ids: Object.keys(names).join(",") },
+                success: (response2) => {
+                  response2.users.forEach(u => {
+                    names[u.id] = u.name;
+                  });
+                  addChallenges();
+                }
+              }
+            );
+          } else addChallenges();
+        }
+      }
+    );
+  },
+  beforeDestroy: function() {
+    document.removeEventListener('visibilitychange', this.visibilityChange);
+    this.send("disconnect");
+  },
+  methods: {
+    getRandomnessClass: function(pc) {
+      return {
+        ["random-" + pc.randomness]: true
+      };
+    },
+    visibilityChange: function() {
+      // TODO: Use document.hidden? https://webplatform.news/issues/2019-03-27
+      this.send(
+        document.visibilityState == "visible"
+          ? "getfocus"
+          : "losefocus"
+      );
+    },
+    partialResetNewchallenge: function() {
+      // Reset potential target and custom FEN:
+      this.newchallenge.to = "";
+      this.newchallenge.fen = "";
+      this.newchallenge.diag = "";
+      this.newchallenge.memorize = false;
+    },
+    showNewchallengeForm: function() {
+      this.partialResetNewchallenge();
+      window.doClick("modalNewgame");
+    },
+    addPresetChall: function(chall) {
+      // Add only if not already existing:
+      if (this.presetChalls.some(c =>
+        c.vid == chall.vid &&
+        c.cadence == chall.cadence &&
+        c.randomness == chall.randomness
+      )) {
+        return;
+      }
+      const L = this.presetChalls.length;
+      this.presetChalls.push({
+        index: L,
+        vid: chall.vid,
+        vname: chall.vname, //redundant, but easier
+        cadence: chall.cadence,
+        randomness: chall.randomness
       });
-      if (this.settings.sound >= 1)
-        new Audio("/sounds/newgame.mp3").play().catch(err => {});
-    },
-    newGame: function() {
-      const afterRulesAreLoaded = () => {
-        // NOTE: side-effect = set FEN
-        // TODO: (to avoid any cheating option) separate the GenRandInitFen() functions
-        // in separate files, load on server and generate FEN on server.
-        const error = checkChallenge(this.newgameInfo, vname);
-        if (!!error)
-          return alert(error);
-        // Possible (server) error if filled player does not exist
+      localStorage.setItem("presetChalls", JSON.stringify(this.presetChalls));
+    },
+    removePresetChall: function(e, pchall) {
+      e.stopPropagation();
+      const pchallIdx = this.presetChalls.findIndex(pc => pc.index == pchall.index);
+      this.presetChalls.splice(pchallIdx, 1);
+      localStorage.setItem("presetChalls", JSON.stringify(this.presetChalls));
+    },
+    tchallButtonsMargin: function() {
+      if (!!this.curChallToAccept.fen) return { "margin-top": "10px" };
+      return {};
+    },
+    cadenceFocusIfOpened: function() {
+      if (event.target.checked)
+        document.getElementById("cadence").focus();
+    },
+    send: function(code, obj) {
+      if (!!this.conn) {
+        this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
+      }
+    },
+    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 : "";
+    },
+    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) {
+      // o: challenge or game
+      return o.cadence.indexOf("d") === -1 ? "live" : "corr";
+    },
+    setDisplay: function(letter, type, e) {
+      this[letter + "display"] = type;
+      localStorage.setItem(
+        "type-" + (letter == "c" ? "challenges" : "games"),
+        type
+      );
+      let elt = e
+        ? e.target
+        : document.getElementById("btn" + letter.toUpperCase() + type);
+      elt.classList.add("active");
+      elt.classList.remove("somethingnew"); //in case of
+      if (!!elt.previousElementSibling)
+        elt.previousElementSibling.classList.remove("active");
+      else elt.nextElementSibling.classList.remove("active");
+    },
+    isGamer: function(sid) {
+      return this.people[sid].pages
+        .some(p => p.focus && p.path.indexOf("/game/") >= 0);
+    },
+    isFocusedOnHall: function(sid) {
+      return (
+        // This is meant to challenge people, thus the next 2 conditions:
+        this.st.user.id > 0 &&
+        sid != this.st.user.sid &&
+        this.people[sid].pages.some(p => p.path == "/" && p.focus)
+      );
+    },
+    challenge: function(sid) {
+      this.partialResetNewchallenge();
+      // Available, in Hall
+      this.newchallenge.to = this.people[sid].name;
+      // TODO: also store target sid to not re-search for it
+      document.getElementById("modalPeople").checked = false;
+      window.doClick("modalNewgame");
+    },
+    watchGame: function(sid) {
+      // In some game, maybe playing maybe not: show a random one
+      let gids = [];
+      this.people[sid].pages.forEach(p => {
+        if (p.focus) {
+          const matchGid = p.path.match(/[a-zA-Z0-9]+$/);
+          if (!!matchGid) gids.push(matchGid[0]);
+        }
+      });
+      const gid = gids[Math.floor(Math.random() * gids.length)];
+      const game = this.games.find(g => g.id == gid);
+      if (!!game) this.showGame(game);
+      else this.$router.push("/game/" + gid); //game vs. me
+    },
+    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.rids[Math.floor(Math.random() * g.rids.length)];
+      this.$router.push(url);
+    },
+    resetSocialColor: function() {
+      // TODO: this is called twice, once on opening an once on closing
+      document.getElementById("peopleBtn").classList.remove("somethingnew");
+    },
+    processChat: function(chat) {
+      this.send("newchat", { data: chat });
+    },
+    getOppsid: function(c) {
+      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
+        );
+      }
+      return oppsid;
+    },
+    // Messaging center:
+    socketMessageListener: function(msg) {
+      if (!this.conn) return;
+      const data = JSON.parse(msg.data);
+      switch (data.code) {
+        case "pollclientsandgamers": {
+          // Since people can be both in Hall and Game,
+          // need to track "askIdentity" requests:
+          let identityAsked = {};
+          data.sockIds.forEach(s => {
+            const page = s.page || "/";
+            if (s.sid != this.st.user.sid && !identityAsked[s.sid]) {
+              this.send("askidentity", { target: s.sid, page: page });
+              identityAsked[s.sid] = true;
+            }
+            if (!this.people[s.sid]) {
+              // Do not set name or id: identity unknown yet
+              this.people[s.sid] = { pages: [{path: page, focus: true}] };
+            }
+            else if (!(this.people[s.sid].pages.find(p => p.path == page)))
+              this.people[s.sid].pages.push({ path: page, focus: true });
+            if (!s.page)
+              // Peer is in Hall
+              this.send("askchallenges", { target: s.sid });
+            // Peer is in Game
+            else this.send("askgame", { target: s.sid, page: page });
+          });
+          break;
+        }
+        case "connect":
+        case "gconnect": {
+          const page = data.page || "/";
+          // Only ask game / challenges if first connexion:
+          if (!this.people[data.from]) {
+            this.people[data.from] = { pages: [{ path: page, focus: true }] };
+            if (data.code == "connect")
+              this.send("askchallenges", { target: data.from });
+            else this.send("askgame", { target: data.from, page: page });
+          } else {
+            // Append page if not already in list
+            if (!(this.people[data.from].pages.find(p => p.path == page)))
+              this.people[data.from].pages.push({ path: page, focus: true });
+          }
+          if (!this.people[data.from].name && this.people[data.from].id !== 0) {
+            // Identity not known yet
+            this.newConnect[data.from] = true; //for self multi-connects tests
+            this.send("askidentity", { target: data.from, page: page });
+          }
+          break;
+        }
+        case "disconnect":
+        case "gdisconnect": {
+          // If the user reloads the page twice very quickly (experienced with Firefox),
+          // the first reload won't have time to connect but will trigger a "close" event anyway.
+          // ==> Next check is required.
+          if (!this.people[data.from]) return;
+          // Disconnect means no more tmpIds:
+          if (data.code == "disconnect") {
+            // Remove the live challenges sent by this player:
+            ArrayFun.remove(
+              this.challenges,
+              c => c.type == "live" && c.from.sid == data.from,
+              "all"
+            );
+          } else {
+            // Remove the matching live game if now unreachable
+            const gid = data.page.match(/[a-zA-Z0-9]+$/)[0];
+            // Corr games are always reachable:
+            if (!gid.match(/^[0-9]+$/)) {
+              const gidx = this.games.findIndex(g => g.id == gid);
+              // NOTE: gidx should always be >= 0 (TODO?)
+              if (gidx >= 0) {
+                const game = this.games[gidx];
+                ArrayFun.remove(game.rids, rid => rid == data.from);
+                if (game.rids.length == 0) this.games.splice(gidx, 1);
+              }
+            }
+          }
+          const page = data.page || "/";
+          ArrayFun.remove(this.people[data.from].pages, p => p.path == page);
+          if (this.people[data.from].pages.length == 0)
+            this.$delete(this.people, data.from);
+          break;
+        }
+        case "getfocus":
+          // If user reload a page, focus may arrive earlier than connect
+          if (!!this.people[data.from]) {
+            this.people[data.from].pages
+              .find(p => p.path == data.page).focus = true;
+            this.$forceUpdate(); //TODO: shouldn't be required
+          }
+          break;
+        case "losefocus":
+          if (!!this.people[data.from]) {
+            this.people[data.from].pages
+              .find(p => p.path == data.page).focus = false;
+            this.$forceUpdate(); //TODO: shouldn't be required
+          }
+          break;
+        case "killed":
+          // I logged in elsewhere:
+          this.conn = null;
+          alert(this.st.tr["New connexion detected: tab now offline"]);
+          break;
+        case "askidentity": {
+          // Request for identification
+          const me = {
+            // Decompose to avoid revealing email
+            name: this.st.user.name,
+            sid: this.st.user.sid,
+            id: this.st.user.id
+          };
+          this.send("identity", { data: me, target: data.from });
+          break;
+        }
+        case "identity": {
+          const user = data.data;
+          let player = this.people[user.sid];
+          // player.pages is already set
+          player.id = user.id;
+          player.name = user.name;
+          // TODO: this.$set(people, ...) fails. So forceUpdate.
+          //       But this shouldn't be like that!
+          this.$forceUpdate();
+          // If I multi-connect, kill current connexion if no mark (I'm older)
+          if (this.newConnect[user.sid]) {
+            if (
+              user.id > 0 &&
+              user.id == this.st.user.id &&
+              user.sid != this.st.user.sid &&
+              !this.killed[this.st.user.sid]
+            ) {
+                this.send("killme", { sid: this.st.user.sid });
+                this.killed[this.st.user.sid] = true;
+            }
+            delete this.newConnect[user.sid];
+          }
+          break;
+        }
+        case "askchallenges": {
+          // Send my current live challenges (if any)
+          const myChallenges = this.challenges
+            .filter(c =>
+              c.from.sid == this.st.user.sid && c.type == "live"
+            )
+            .map(c => {
+              // NOTE: in principle, should only send targeted challenge to the target.
+              // But we may not know yet the identity of the target (just name),
+              // so cannot decide if data.from is the target or not.
+              return {
+                id: c.id,
+                from: this.st.user.sid,
+                to: c.to,
+                randomness: c.randomness,
+                fen: c.fen,
+                vid: c.vid,
+                cadence: c.cadence,
+                added: c.added
+              };
+            });
+          if (myChallenges.length > 0)
+            this.send("challenges", { data: myChallenges, target: data.from });
+          break;
+        }
+        case "challenges": //after "askchallenges"
+          data.data.forEach(this.addChallenge);
+          break;
+        case "newchallenge":
+          this.addChallenge(data.data);
+          break;
+        case "refusechallenge": {
+          const cid = data.data;
+          ArrayFun.remove(this.challenges, c => c.id == cid);
+          alert(this.st.tr["Challenge declined"]);
+          break;
+        }
+        case "deletechallenge_s": {
+          // NOTE: the challenge(s) may be already removed
+          const cref = data.data;
+          if (!!cref.cid) ArrayFun.remove(this.challenges, c => c.id == cref.cid);
+          else if (!!cref.sids) {
+            cref.sids.forEach(s => {
+              ArrayFun.remove(
+                this.challenges,
+                c => c.type == "live" && c.from.sid == s,
+                "all"
+              );
+            });
+          }
+          break;
+        }
+        case "game": {
+          // Individual request
+          const game = data.data;
+          // Ignore games where I play (will go in MyGames page)
+          if (game.players.every(p =>
+            p.sid != this.st.user.sid && p.id != this.st.user.id))
+          {
+            let locGame = this.games.find(g => g.id == game.id);
+            if (!locGame) {
+              let newGame = game;
+              newGame.type = this.classifyObject(game);
+              newGame.vname = this.getVname(game.vid);
+              if (!game.score)
+                // New game from Hall
+                newGame.score = "*";
+              newGame.rids = [game.rid];
+              delete newGame["rid"];
+              this.games.push(newGame);
+              if (
+                (newGame.type == "live" && this.gdisplay == "corr") ||
+                (newGame.type == "corr" && this.gdisplay == "live")
+              ) {
+                document
+                  .getElementById("btnG" + newGame.type)
+                  .classList.add("somethingnew");
+              }
+            } else {
+              // Append rid (if not already in list)
+              if (!locGame.rids.includes(game.rid)) locGame.rids.push(game.rid);
+            }
+          }
+          break;
+        }
+        case "result": {
+          let g = this.games.find(g => g.id == data.gid);
+          if (!!g) g.score = data.score;
+          break;
+        }
+        case "startgame": {
+          // New game just started, I'm involved
+          const gameInfo = data.data;
+          if (this.classifyObject(gameInfo) == "live")
+            this.startNewGame(gameInfo);
+          else {
+            this.infoMessage =
+              this.st.tr["New correspondance game:"] +
+              " <a href='#/game/" +
+              gameInfo.id +
+              "'>" +
+              "#/game/" +
+              gameInfo.id +
+              "</a>";
+            document.getElementById("modalInfo").checked = true;
+          }
+          break;
+        }
+        case "newchat":
+          this.newChat = data.data;
+          if (!document.getElementById("modalPeople").checked)
+            document.getElementById("peopleBtn").classList.add("somethingnew");
+          break;
+      }
+    },
+    socketCloseListener: function() {
+      if (!this.conn) return;
+      this.conn = new WebSocket(this.connexionString);
+      this.conn.addEventListener("message", this.socketMessageListener);
+      this.conn.addEventListener("close", this.socketCloseListener);
+    },
+    loadMore: function() {
+      ajax(
+        "/observedgames",
+        "GET",
+        {
+          data: {
+            uid: this.st.user.id,
+            cursor: this.cursor
+          },
+          success: (res) => {
+            if (res.games.length > 0) {
+              const L = res.games.length;
+              this.cursor = res.games[L - 1].created;
+              let moreGames = res.games.map(g => {
+                const vname = this.getVname(g.vid);
+                return Object.assign(
+                  {},
+                  g,
+                  {
+                    type: "corr",
+                    vname: vname
+                  }
+                );
+              });
+              this.games = this.games.concat(moreGames);
+            } else this.hasMore = false;
+          }
+        }
+      );
+    },
+    // Challenge lifecycle:
+    addChallenge: function(chall) {
+      // NOTE about next condition: see "askchallenges" case.
+      if (
+        !chall.to ||
+        (this.people[chall.from].id > 0 &&
+          (chall.from == this.st.user.sid || chall.to == this.st.user.name))
+      ) {
+        let newChall = Object.assign({}, chall);
+        newChall.type = this.classifyObject(chall);
+        newChall.randomness = chall.randomness;
+        newChall.added = Date.now();
+        let fromValues = Object.assign({}, this.people[chall.from]);
+        delete fromValues["pages"]; //irrelevant in this context
+        newChall.from = Object.assign({ sid: chall.from }, fromValues);
+        newChall.vname = this.getVname(newChall.vid);
+        this.challenges.push(newChall);
+        if (
+          (newChall.type == "live" && this.cdisplay == "corr") ||
+          (newChall.type == "corr" && this.cdisplay == "live")
+        ) {
+          document
+            .getElementById("btnC" + newChall.type)
+            .classList.add("somethingnew");
+        }
+      }
+    },
+    loadNewchallVariant: async function(cb) {
+      const vname = this.getVname(this.newchallenge.vid);
+      const vModule = await import("@/variants/" + vname + ".js");
+      this.newchallenge.V = vModule.VariantRules;
+      this.newchallenge.vname = vname;
+      if (!!cb) cb();
+    },
+    trySetNewchallDiag: function() {
+      if (!this.newchallenge.fen) {
+        this.newchallenge.diag = "";
+        return;
+      }
+      // If vid > 0 then the variant is loaded (function above):
+      window.V = this.newchallenge.V;
+      if (
+        this.newchallenge.vid > 0 &&
+        !!this.newchallenge.fen &&
+        V.IsGoodFen(this.newchallenge.fen)
+      ) {
+        const parsedFen = V.ParseFen(this.newchallenge.fen);
+        this.newchallenge.diag = getDiagram({
+          position: parsedFen.position,
+          orientation: parsedFen.turn
+        });
+      }
+    },
+    newChallFromPreset(pchall) {
+      this.partialResetNewchallenge();
+      this.newchallenge.vid = pchall.vid;
+      this.newchallenge.cadence = pchall.cadence;
+      this.newchallenge.randomness = pchall.randomness;
+      this.loadNewchallVariant(this.issueNewChallenge);
+    },
+    issueNewChallenge: async function() {
+      if (!!(this.newchallenge.cadence.match(/^[0-9]+$/)))
+        this.newchallenge.cadence += "+0"; //assume minutes, no increment
+      const ctype = this.classifyObject(this.newchallenge);
+      // TODO: cadence still unchecked so ctype could be wrong...
+      let error = "";
+      if (!this.newchallenge.vid)
+        error = this.st.tr["Please select a variant"];
+      else if (ctype == "corr" && this.st.user.id <= 0)
+        error = this.st.tr["Please log in to play correspondance games"];
+      else if (!!this.newchallenge.to) {
+        if (this.newchallenge.to == this.st.user.name)
+          error = this.st.tr["Self-challenge is forbidden"];
+        else if (
+          ctype == "live" &&
+          Object.values(this.people).every(p => p.name != this.newchallenge.to)
+        ) {
+          error = this.newchallenge.to + " " + this.st.tr["is not online"];
+        }
+      }
+      if (error) {
+        alert(error);
+        return;
+      }
+      window.V = this.newchallenge.V;
+      error = checkChallenge(this.newchallenge);
+      if (error) {
+        alert(error);
+        return;
+      }
+      // NOTE: "from" information is not required here
+      let chall = Object.assign({}, this.newchallenge);
+      // Add only if not already issued (not counting target or FEN):
+      if (this.challenges.some(c =>
+        (c.from.sid == this.st.user.sid || c.from.id == this.st.user.id) &&
+        c.vid == chall.vid &&
+        c.cadence == chall.cadence &&
+        c.randomness == chall.randomness
+      )) {
+        alert(this.st.tr["Challenge already exists"]);
+        return;
+      }
+      if (this.newchallenge.memorize) this.addPresetChall(this.newchallenge);
+      delete chall["V"];
+      delete chall["diag"];
+      const finishAddChallenge = cid => {
+        chall.id = cid || "c" + getRandString();
+        const MAX_ALLOWED_CHALLS = 3;
+        // Remove oldest challenge if 3 found: only 3 at a time of a given type
+        let countMyChalls = 0;
+        let challToDelIdx = 0;
+        let oldestAdded = Number.MAX_SAFE_INTEGER;
+        for (let i=0; i<this.challenges.length; i++) {
+          const c = this.challenges[i];
+          if (
+            c.type == ctype &&
+            (c.from.sid == this.st.user.sid || c.from.id == this.st.user.id)
+          ) {
+            countMyChalls++;
+            if (c.added < oldestAdded) {
+              challToDelIdx = i;
+              oldestAdded = c.added;
+            }
+          }
+        }
+        if (countMyChalls >= MAX_ALLOWED_CHALLS) {
+          this.send(
+            "deletechallenge_s",
+            { data: { cid: this.challenges[challToDelIdx].id } }
+          );
+          if (ctype == "corr") {
+            ajax(
+              "/challenges",
+              "DELETE",
+              { data: { id: this.challenges[challToDelIdx].id } }
+            );
+          }
+          this.challenges.splice(challToDelIdx, 1);
+        }
+        this.send("newchallenge", {
+          data: Object.assign({ from: this.st.user.sid }, chall)
+        });
+        // Add new challenge:
+        chall.from = {
+          // Decompose to avoid revealing email
+          sid: this.st.user.sid,
+          id: this.st.user.id,
+          name: this.st.user.name
+        };
+        chall.added = Date.now();
+        // NOTE: vname and type are redundant (can be deduced from cadence + vid)
+        chall.type = ctype;
+        chall.vname = this.newchallenge.vname;
+        this.challenges.push(chall);
+        // Remember cadence  + vid for quicker further challenges:
+        localStorage.setItem("cadence", chall.cadence);
+        localStorage.setItem("vid", chall.vid);
+        localStorage.setItem("challRandomness", chall.randomness);
+        document.getElementById("modalNewgame").checked = false;
+        // Show the challenge if not on current display
+        if (
+          (ctype == "live" && this.cdisplay == "corr") ||
+          (ctype == "corr" && this.cdisplay == "live")
+        ) {
+          this.setDisplay('c', ctype);
+        }
+      };
+      if (ctype == "live") {
+        // Live challenges have a random ID
+        finishAddChallenge(null);
+      } else {
+        // Correspondance game: send challenge to server
         ajax(
-          "/challenges/" + this.newgameInfo.vid,
+          "/challenges",
           "POST",
-          this.newgameInfo,
-          response => {
-            const chall = Object.assign({},
-              this.newgameInfo,
-              {
-                id: response.cid,
-                uid: user.id,
-                added: Date.now(),
-                vname: vname,
-              });
-            this.challenges.push(chall);
+          {
+            data: { chall: chall },
+            success: (response) => {
+              finishAddChallenge(response.cid);
+            }
+          }
+        );
+      }
+    },
+    // Callback function after a diagram was showed to accept
+    // or refuse targetted challenge:
+    decisionChallenge: function(accepted) {
+      this.curChallToAccept.accepted = accepted;
+      this.finishProcessingChallenge(this.curChallToAccept);
+      document.getElementById("modalAccept").checked = false;
+    },
+    finishProcessingChallenge: function(c) {
+      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);
+        if (c.type == "live")
+          // Remove all live challenges of both players
+          this.send("deletechallenge_s", { data: { sids: [c.from.sid, c.seat.sid] } });
+        else
+          // Corr challenge: just remove the challenge
+          this.send("deletechallenge_s", { data: { cid: c.id } });
+      } else {
+        const oppsid = this.getOppsid(c);
+        if (!!oppsid)
+          this.send("refusechallenge", { data: c.id, target: oppsid });
+        if (c.type == "corr") {
+          ajax(
+            "/challenges",
+            "DELETE",
+            { data: { id: c.id } }
+          );
+        }
+        this.send("deletechallenge_s", { data: { cid: c.id } });
+      }
+    },
+    // TODO: if several players click same challenge at the same time: problem
+    clickChallenge: async 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) {
+          alert(this.st.tr["Please log in to accept corr challenges"]);
+          return;
+        }
+        c.accepted = true;
+        const vModule = await import("@/variants/" + c.vname + ".js");
+        window.V = vModule.VariantRules;
+        if (!!c.to) {
+          // c.to == this.st.user.name (connected)
+          if (!!c.fen) {
+            const parsedFen = V.ParseFen(c.fen);
+            c.mycolor = V.GetOppCol(parsedFen.turn);
+            this.tchallDiag = getDiagram({
+              position: parsedFen.position,
+              orientation: c.mycolor
+            });
+          }
+          this.curChallToAccept = c;
+          document.getElementById("modalAccept").checked = true;
+        }
+        else this.finishProcessingChallenge(c);
+      }
+      else {
+        // My challenge
+        if (c.type == "corr") {
+          ajax(
+            "/challenges",
+            "DELETE",
+            { data: { id: c.id } }
+          );
+        }
+        this.send("deletechallenge_s", { data: { 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 being deleted
+    launchGame: function(c) {
+      let players =
+        !!c.mycolor
+          ? (c.mycolor == "w" ? [c.seat, c.from] : [c.from, c.seat])
+          : shuffle([c.from, c.seat]);
+      // These game informations will be shared
+      let gameInfo = {
+        id: getRandString(),
+        fen: c.fen || V.GenRandInitFen(c.randomness),
+        randomness: c.randomness, //for rematch
+        // White player index 0, black player index 1:
+        players: c.mycolor
+          ? (c.mycolor == "w" ? [c.seat, c.from] : [c.from, c.seat])
+          : shuffle([c.from, c.seat]),
+        vid: c.vid,
+        cadence: c.cadence
+      };
+      const notifyNewgame = () => {
+        const oppsid = this.getOppsid(c);
+        if (!!oppsid)
+          // Opponent is online
+          this.send("startgame", { data: gameInfo, target: oppsid });
+        // Notify MyGames page:
+        this.send(
+          "notifynewgame",
+          {
+            data: gameInfo,
+            targets: gameInfo.players.map(p => {
+              return { sid: p.sid, id: p.id };
+            })
           }
         );
-        // TODO: else, if live game: send infos (socket), and...
+        // NOTE: no need to send the game to the room, since I'll connect
+        // on game just after, the main Hall will be notified.
       };
-      const idxInVariants =
-        variantArray.findIndex(v => v.id == this.newgameInfo.vid);
-      const vname = variantArray[idxInVariants].name;
-      const scriptId = vname + "RulesScript";
-      if (!document.getElementById(scriptId))
-      {
-        // Load variant rules (only once)
-        var script = document.createElement("script");
-        script.id = scriptId;
-        script.onload = afterRulesAreLoaded;
-        //script.addEventListener ("load", afterRulesAreLoaded, false);
-        script.src = "/javascripts/variants/" + vname + ".js";
-        document.body.appendChild(script);
-      }
-      else
-        afterRulesAreLoaded();
-    },
-    possibleNbplayers: function(nbp) {
-      if (this.newgameInfo.vid == 0)
-        return false;
-      const variants = this.st.variants;
-      const idxInVariants =
-        variants.findIndex(v => v.id == this.newgameInfo.vid);
-      return NbPlayers[variants[idxInVariants].name].includes(nbp);
+      if (c.type == "live") {
+        notifyNewgame();
+        this.startNewGame(gameInfo);
+      } else {
+        // corr: game only on server
+        ajax(
+          "/games",
+          "POST",
+          {
+            // cid is useful to delete the challenge:
+            data: { gameInfo: gameInfo, cid: c.id },
+            success: (response) => {
+              gameInfo.id = response.gameId;
+              notifyNewgame();
+              this.$router.push("/game/" + response.gameId);
+            }
+          }
+        );
+      }
     },
-  },
+    // 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,
+          vname: this.getVname(gameInfo.vid),
+          created: Date.now(),
+          // Game state (including FEN): will be updated
+          moves: [],
+          clocks: [-1, -1], //-1 = unstarted
+          initime: [0, 0], //initialized later
+          score: "*"
+        }
+      );
+      setTimeout(
+        () => {
+          GameStorage.add(game, (err) => {
+            // If an error occurred, game is not added: a tab already
+            // added the game. Maybe a focused one, maybe not.
+            // We know for sure that it emitted the gong start sound.
+            // ==> Do not play it again.
+            if (!err && this.st.settings.sound)
+              new Audio("/sounds/newgame.flac").play().catch(() => {});
+            this.$router.push("/game/" + gameInfo.id);
+          });
+        },
+        document.hidden ? 500 + 1000 * Math.random() : 0
+      );
+    }
+  }
 };
 </script>
 
-<style lang="sass">
-// TODO
+<style lang="sass" scoped>
+.active
+  color: #42a983
+
+#infoDiv > .card
+  padding: 15px 0
+  max-width: 430px
+
+#newgameDiv > .card, #acceptDiv > .card
+  max-width: 767px
+  max-height: 100%
+
+div#peopleWrap > .card
+  max-height: 100%
+
+@media screen and (min-width: 1281px)
+  div#peopleWrap > .card
+    max-width: 66.67%
+
+@media screen and (max-width: 1280px)
+  div#peopleWrap > .card
+    max-width: 83.33%
+
+@media screen and (max-width: 767px)
+  div#peopleWrap > .card
+    max-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
+
+.somethingnew
+  background-color: #c5fefe !important
+
+.tabbtn
+  background-color: #f9faee
+
+button.acceptBtn
+  background-color: lightgreen
+button.refuseBtn
+  background-color: red
+
+#buttonsTchall
+  // margin-top set dynamically (depends if diagram showed or not)
+  & > button > span
+    width: 100%
+    text-align: center
+
+.variantName
+  font-weight: bold
+
+.diagram
+  margin: 0 auto
+  max-width: 400px
+  // width: 100% required for Firefox
+  width: 100%
+
+#inputFen
+  width: 100%
+
+#div2, #div3
+  margin-top: 15px
+@media screen and (max-width: 767px)
+  #div2, #div3
+    margin-top: 0
+
+tr > td
+  &.random-0
+    background-color: #FF5733
+  &.random-1
+    background-color: #2B63B4
+  &.random-2
+    background-color: #33B42B
+
+@media screen and (max-width: 767px)
+  h4
+    margin: 5px 0
+
+button#loadMoreBtn
+  margin-top: 0
+  margin-bottom: 0
+
+td.remove-preset
+  background-color: lightgrey
+  text-align: center
+  & > img
+    height: 1em
 </style>