Fixes
[vchess.git] / client / src / views / Hall.vue
index 822c90b..f120ec9 100644 (file)
-<!-- Main playing hall: online players + current challenges + button "new game" -->
-
 <template lang="pug">
 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#modalNewgame.modal(type="checkbox")
-  div(role="dialog" aria-labelledby="titleFenedit")
-    .card.smallpad
+  div#newgameDiv(role="dialog" data-checkbox="modalNewgame")
+    .card(@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 }}
-      fieldset
-        label(for="selectNbPlayers") {{ st.tr["Number of players"] }}
-        select#selectNbPlayers(v-model="newchallenge.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
+          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"] }}
-        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].name")
-          input(v-show="newchallenge.nbPlayers>=3" type="text"
-            v-model="newchallenge.to[1].name")
-          input(v-show="newchallenge.nbPlayers==4" type="text"
-            v-model="newchallenge.to[2].name")
+        label(for="cadence") {{ st.tr["Cadence"] }} *
+        div#predefinedCadences
+          button 3+2
+          button 5+3
+          button 15+5
+        input#cadence(type="text" v-model="newchallenge.cadence"
+          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"] }}
+      button(@click="newChallenge()") {{ st.tr["Send challenge"] }}
   .row
-    .col-sm-12.col-md-5.col-md-offset-1.col-lg-4.col-lg-offset-2
-      .button-group
-        button(@click="cpdisplay='challenges'") Challenges
-        button(@click="cpdisplay='players'") Players
-      ChallengeList(v-show="cpdisplay=='challenges'"
-        :challenges="challenges" @click-challenge="clickChallenge")
-      #players(v-show="cpdisplay=='players'")
-        h3 Online players
-        div(v-for="p in uniquePlayers" @click="tryChallenge(p)")
-          | {{ p.name + (!!p.count ? " ("+p.count+")" : "") }}
-  .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
-      .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
+        .button-group
+          button(@click="setDisplay('c','live',$event)" class="active")
+            | {{ st.tr["Live challenges"] }}
+          button(@click="setDisplay('c','corr',$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")
+      #people
+        h3.text-center {{ st.tr["Who's there?"] }}
+        #players
+          p(v-for="sid in Object.keys(people)" v-if="!!people[sid].name")
+            span {{ people[sid].name }}
+            // Check: anonymous players cannot send individual challenges or be challenged individually
+            button.player-action(
+              v-if="sid != st.user.sid && !!st.user.name && people[sid].id > 0"
+              @click="challOrWatch(sid)"
+            )
+              | {{ getActionLabel(sid) }}
+          p.anonymous @nonymous ({{ anonymousCount }})
+        #chat
+          Chat(:newChat="newChat" @mychat="processChat" :pastChats="[]")
+        .clearer
+      div
+        .button-group
+          button(@click="setDisplay('g','live',$event)" class="active")
+            | {{ st.tr["Live games"] }}
+          button(@click="setDisplay('g','corr',$event)")
+            | {{ 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 { genRandString } from "@/utils/alea";
+import params from "@/parameters";
+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,
   },
   data: function () {
     return {
       st: store.state,
-      cpdisplay: "challenges",
+      cdisplay: "live", //or corr
       gdisplay: "live",
-      liveGames: [],
-      corrGames: [],
+      games: [],
       challenges: [],
-      players: [], //online players
+      people: {},
+      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)
+        cadence: localStorage.getItem("cadence") || "",
       },
+      newChat: "",
+      conn: null,
+      connexionString: "",
+      // Related to (killing of) self multi-connects:
+      newConnect: {},
+      killed: {},
     };
   },
-  computed: {
-    uniquePlayers: function() {
-      // Show e.g. "5 @nonymous", 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.concat(this.games).forEach(o => {
+        if (o.vname == "")
+          o.vname = this.getVname(o.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, pages:["/"]});
     // 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 (all)
+    // Also ask for corr challenges (open + sent by/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...)
+        let names = {};
+        response.challenges.forEach(c => {
+          if (c.uid != this.st.user.id)
+            names[c.uid] = ""; //unknwon for now
+          else if (!!c.target && c.target != this.st.user.id)
+            names[c.target] = "";
+        });
+        const addChallenges = (newChalls) => {
+          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 (names !== {})
+        {
+          ajax("/users",
+            "GET",
+            { ids: Object.keys(names).join(",") },
+            response2 => {
+              response2.users.forEach(u => {names[u.id] = u.name});
+              addChallenges();
+            }
+          );
+        }
+        else
+          addChallenges();
       }
     );
-    // 0.1] Ask server for for room composition:
-    const socketOpenListener = () => {
-      this.st.conn.send(JSON.stringify({code:"askclients"}));
-    };
-    this.st.conn.onopen = socketOpenListener;
-    this.st.conn.onmessage = this.socketMessageListener;
-    const socketCloseListener = () => {
-      // connexion is reinitialized in store.js
-      this.st.conn.addEventListener('message', this.socketMessageListener);
-      this.st.conn.addEventListener('close', socketCloseListener);
+    const connectAndPoll = () => {
+      this.send("connect");
+      this.send("pollclientsandgamers");
     };
-    this.st.conn.onclose = socketCloseListener;
+    // Initialize connection
+    this.connexionString = params.socketUrl +
+      "/?sid=" + this.st.user.sid +
+      "&tmpId=" + getRandString() +
+      "&page=" + encodeURIComponent(this.$route.path);
+    this.conn = new WebSocket(this.connexionString);
+    this.conn.onopen = connectAndPoll;
+    this.conn.onmessage = this.socketMessageListener;
+    this.conn.onclose = this.socketCloseListener;
+  },
+  mounted: function() {
+    [document.getElementById("infoDiv"),document.getElementById("newgameDiv")]
+      .forEach(elt => elt.addEventListener("click", processModalClick));
+    document.querySelectorAll("#predefinedCadences > button").forEach(
+      (b) => { b.addEventListener("click",
+        () => { this.newchallenge.cadence = b.innerHTML; }
+      )}
+    );
+  },
+  beforeDestroy: function() {
+    this.send("disconnect");
   },
   methods: {
+    // Helpers:
+    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) { //challenge or game
+      return (o.cadence.indexOf('d') === -1 ? "live" : "corr");
+    },
+    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");
+    },
+    getActionLabel: function(sid) {
+      return this.people[sid].pages.some(p => p == "/")
+        ? "Challenge"
+        : "Observe";
+    },
+    challOrWatch: function(sid) {
+      if (this.people[sid].pages.some(p => p == "/"))
+      {
+        // Available, in Hall
+        this.newchallenge.to = this.people[sid].name;
+        doClick("modalNewgame");
+      }
+      else
+      {
+        // In some game, maybe playing maybe not
+        const gid = this.people[sid].page.match(/[a-zA-Z0-9]+$/)[0];
+        this.showGame(this.games.find(g => g.id == gid));
+      }
+    },
+    showGame: function(g) {
+      // NOTE: we are an observer, since only games I don't play are shown here
+      // ==> Moves sent by connected remote player(s) if live game
+      let url = "/game/" + g.id;
+      if (g.type == "live")
+        url += "?rid=" + g.rids[Math.floor(Math.random() * g.rids.length)];
+      this.$router.push(url);
+    },
+    processChat: function(chat) {
+      this.send("newchat", {data:chat});
+    },
+    // Messaging center:
     socketMessageListener: function(msg) {
+      if (!this.conn)
+        return;
       const data = JSON.parse(msg.data);
       switch (data.code)
       {
-        // 0.2] Receive clients list (just socket IDs)
-        case "clients":
-          data.sockIds.forEach(sid => {
-            this.players.push({sid:sid, id:0, name:""});
-            this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+        case "pollclientsandgamers":
+        {
+          // Since people can be both in Hall and Game,
+          // need to track "askIdentity" requests:
+          let identityAsked = {};
+          data.sockIds.forEach(s => {
+            if (s.sid != this.st.user.sid && !identityAsked[s.sid])
+            {
+              identityAsked[s.sid] = true;
+              this.send("askidentity", {target:s.sid});
+            }
+            if (!this.people[s.sid])
+              this.$set(this.people, s.sid, {id:0, name:"", pages:[s.page || "/"]});
+            else if (!!s.page && this.people[s.sid].pages.indexOf(s.page) < 0)
+              this.people[s.sid].pages.push(s.page);
+            if (!s.page) //peer is in Hall
+              this.send("askchallenge", {target:s.sid});
+            else //peer is in Game
+              this.send("askgame", {target:s.sid});
           });
           break;
-          // TODO: also receive "askchallenges", "askgames"
-        case "identify":
-          // Request for identification
-          this.st.conn.send(JSON.stringify(
-            {code:"identity", user:this.st.user, target:data.from}));
+        }
+        case "connect":
+        case "gconnect":
+          // NOTE: player could have been polled earlier, but might have logged in then
+          // So it's a good idea to ask identity if he was anonymous.
+          // But only ask game / challenge if currently disconnected.
+          if (!this.people[data.from])
+          {
+            this.$set(this.people, data.from, {name:"", id:0, pages:[data.page]});
+            if (data.code == "connect")
+              this.send("askchallenge", {target:data.from});
+            else
+              this.send("askgame", {target:data.from});
+          }
+          else
+          {
+            // append page if not already in list
+            if (this.people[data.from].pages.indexOf(data.page) < 0)
+              this.people[data.from].pages.push(data.page);
+          }
+          if (this.people[data.from].id == 0)
+          {
+            this.newConnect[data.from] = true; //for self multi-connects tests
+            this.send("askidentity", {target:data.from});
+          }
           break;
-        case "identity":
-          if (data.user.id > 0) //otherwise "anonymous", nothing to retrieve
+        case "disconnect":
+        case "gdisconnect":
+          // Disconnect means no more tmpIds:
+          if (data.code == "disconnect")
+          {
+            // Remove the live challenge sent by this player:
+            ArrayFun.remove(this.challenges, c => c.from.sid == data.from);
+          }
+          else
           {
-            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;
+            // Remove the matching live game if now unreachable
+            const gid = data.page.match(/[a-zA-Z0-9]+$/)[0];
+            const gidx = this.games.findIndex(g => g.id == gid);
+            if (gidx >= 0)
+            {
+              const game = this.games[gidx];
+              if (game.type == "live" &&
+                game.rids.length == 1 && game.rids[0] == data.from)
+              {
+                this.games.splice(gidx, 1);
+              }
+            }
           }
+          const page = data.page || "/";
+          ArrayFun.remove(this.people[data.from].pages, p => p == page);
+          if (this.people[data.from].pages.length == 0)
+            this.$delete(this.people, data.from);
           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
+        case "killed":
+          // I logged in elsewhere:
+          alert(this.st.tr["New connexion detected: tab now offline"]);
+          // TODO: this fails. See https://github.com/websockets/ws/issues/489
+          //this.conn.removeEventListener("message", this.socketMessageListener);
+          //this.conn.removeEventListener("close", this.socketCloseListener);
+          //this.conn.close();
+          this.conn = null;
           break;
-// *  - receive "playergame": a live game by some connected player (NO corr)
-        case "playergame":
-          // TODO: receive live game summary (update, count moves)
-          // (just players names, time control, and ID + player ID)
+        case "askidentity":
+        {
+          // Request for identification (TODO: anonymous shouldn't need to reply)
+          const me = {
+            // Decompose to avoid revealing email
+            name: this.st.user.name,
+            sid: this.st.user.sid,
+            id: this.st.user.id,
+          };
+          this.send("identity", {data:me, target:data.from});
           break;
-// *  - receive "playerchallenges": list of challenges (sent) by some online player (NO corr)
-        case "playerchallenges":
-          // TODO: receive challenge + challenge updates
+        }
+        case "identity":
+        {
+          const user = data.data;
+          if (!!user.name) //otherwise anonymous
+          {
+            // If I multi-connect, kill current connexion if no mark (I'm older)
+            if (this.newConnect[user.sid] && user.id > 0
+              && user.id == this.st.user.id && user.sid != this.st.user.sid)
+            {
+              if (!this.killed[this.st.user.sid])
+              {
+                this.send("killme", {sid:this.st.user.sid});
+                this.killed[this.st.user.sid] = true;
+              }
+            }
+            if (user.sid != this.st.user.sid) //I already know my identity...
+            {
+              this.$set(this.people, user.sid,
+                {
+                  id: user.id,
+                  name: user.name,
+                  pages: this.people[user.sid].pages,
+                });
+            }
+          }
+          delete this.newConnect[user.sid];
           break;
-        case "newmove": //live or corr
-          // TODO: name conflict ? (game "newmove" event)
+        }
+        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];
+            // 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.
+            const myChallenge =
+            {
+              id: c.id,
+              from: this.st.user.sid,
+              to: c.to,
+              fen: c.fen,
+              vid: c.vid,
+              cadence: c.cadence,
+              added: c.added,
+            };
+            this.send("challenge", {data:myChallenge, target:data.from});
+          }
           break;
-// *  - receive new challenge: if targeted, replace our name with sender name
+        }
+        case "challenge": //after "askchallenge"
         case "newchallenge":
-          // receive live or corr challenge
-          this.challenges.push(data.chall);
+        {
+          // NOTE about next condition: see "askchallenge" case.
+          const chall = data.data;
+          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.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);
+          }
           break;
-// *  - receive "accept/withdraw/cancel challenge": apply action to challenges list
-        case "acceptchallenge":
-          if (true) //TODO: if challenge is full
-            this.newGame(data.challenge, data.user); //user.id et user.name
+        }
+        case "refusechallenge":
+        {
+          const cid = data.data;
+          ArrayFun.remove(this.challenges, c => c.id == cid);
+          alert(this.st.tr["Challenge declined"]);
           break;
-        case "withdrawchallenge":
-          const cIdx = this.challenges.findIndex(c => c.id == data.cid);
-          let chall = this.challenges[cIdx]
-          ArrayFun.remove(chall.players, p => p.id == data.uid);
-          chall.players.push({id:0, name:""});
+        }
+        case "deletechallenge":
+        {
+          // NOTE: the challenge may be already removed
+          const cid = data.data;
+          ArrayFun.remove(this.challenges, c => c.id == cid);
           break;
-        case "cancelchallenge":
-          ArrayFun.remove(this.challenges, c => c.id == data.cid);
+        }
+        case "game": //individual request
+        case "newgame":
+        {
+          // NOTE: it may be live or correspondance
+          const game = data.data;
+          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) //if new game from Hall
+              newGame.score = "*";
+            this.games.push(newGame);
+          }
+          else
+          {
+            // Append rid (if not already in list)
+            if (!locGame.rids.includes(game.rid))
+              locGame.rids.push(game.rid);
+          }
           break;
-// NOTE: finally only one connect / disconnect couple of events
-// (because on server side we wouldn't know which to choose)
-        case "connect":
-// *  - receive "player connect": send all our current challenges (to him or global)
-// *    Also send all our games (live - max 1 - and corr) [in web worker ?]
-// *    + all our sent challenges.
-          this.players.push({name:"", id:0, sid:data.sid});
-          this.st.conn.send(JSON.stringify({code:"askidentity", target:data.sid}));
-          // TODO: si on est en train de jouer une partie, le notifier au nouveau connecté
-          // envoyer aussi nos défis
+        }
+        case "startgame":
+        {
+          // New game just started: data contain all information
+          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>";
+            let modalBox = document.getElementById("modalInfo");
+            modalBox.checked = true;
+          }
           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
+        }
+        case "newchat":
+          this.newChat = data.data;
           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)
-    },
-    tryChallenge: function(player) {
-      if (player.id == 0)
-        return; //anonymous players cannot be challenged
-      this.newchallenge.players[0] = {
-        name: player.name,
-        id: player.id,
-        sid: player.sid,
-      };
-      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) {
-      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.st.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.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)
+    socketCloseListener: function() {
+      if (!this.conn)
+        return;
+      this.conn = new WebSocket(this.connexionString);
+      this.conn.addEventListener("message", this.socketMessageListener);
+      this.conn.addEventListener("close", this.socketCloseListener);
     },
-    // user: last person to accept the challenge (TODO: revoir ça)
-//    newGame: function(chall, user) {
-//      const fen = chall.fen || V.GenRandInitFen();
-//      const game = {}; //TODO: fen, players, time ...
-//      //setStorage(game); //TODO
-//      game.players.forEach(p => { //...even if game is by corr (could be played live, why not...)
-//        this.conn.send(
-//          JSON.stringify({code:"newgame", oppid:p.id, game:game}));
-//      });
-//      if (this.settings.sound >= 1)
-//        new Audio("/sounds/newgame.mp3").play().catch(err => {});
-//    },
-    // Load a variant file (TODO: should probably be global)
-    loadVariant: async function(vid, variantArray) {
-      const idxInVariants = variantArray.findIndex(v => v.id == vid);
-      const vname = variantArray[idxInVariants].name;
+    // Challenge lifecycle:
+    newChallenge: async function() {
+      if (this.newchallenge.vid == "")
+        return alert(this.st.tr["Please select a variant"]);
+      if (!!this.newchallenge.to && this.newchallenge.to == this.st.user.name)
+        return alert(this.st.tr["Self-challenge is forbidden"]);
+      const vname = this.getVname(this.newchallenge.vid);
       const vModule = await import("@/variants/" + vname + ".js");
       window.V = vModule.VariantRules;
-      return vname;
-    },
-    // Send new challenge (corr or live, cf. time control), with button or click on player
-    newChallenge: async function() {
-      if (this.challenges.some(c => c.from.sid == this.st.user.sid))
-      {
-        document.getElementById("modalNewgame").checked = false;
-        return alert("You already have a pending challenge");
-      }
-      // TODO: put this "load variant" block elsewhere
-      const vname = this.loadVariant(this.newchallenge.vid, this.st.variants);
-      // checkChallenge side-effect = set FEN, and mainTime + increment in seconds
-      // TODO: should not be a side-effect but set here ; for received server challenges we do not have mainTime+increment
+      if (!!this.newchallenge.cadence.match(/^[0-9]+$/))
+        this.newchallenge.cadence += "+0"; //assume minutes, no increment
       const error = checkChallenge(this.newchallenge);
       if (!!error)
         return alert(error);
-// TODO: set FEN, set mainTime and increment ?!
-else //generate a FEN
-    c.fen = V.GenRandInitFen();
-      // Less than 3 days ==> live game (TODO: heuristic... 40 moves also)
-      const liveGame =
-        this.newchallenge.mainTime + 40 * this.newchallenge.increment < 3*24*60*60;
-      // Check that the players (if any indicated) are online
-      let chall =
-      {
-        id: 0, //unknown yet (no ID for live challenges)
-        from: this.st.user,
-        added: Date.now(),
-        fen: this.newchallenge.fen,
-        variant: {id: this.newchallenge.vid, name: vname},
-        nbPlayers: this.newchallenge.nbPlayers,
-        to: [
-          {id: 0, name: this.newchallenge.to[0], sid: ""},
-          {id: 0, name: this.newchallenge.to[1], sid: ""},
-          {id: 0, name: this.newchallenge.to[2], sid: ""},
-        ],
-        timeControl: this.newchallenge.timeControl,
-        mainTime: this.newchallenge.mainTime,
-        increment: this.newchallenge.increment,
-      };
-      for (let p of chall.to)
-      {
-        if (p.name != "")
+      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) => {
+        chall.id = cid || "c" + getRandString();
+        // Remove old challenge if any (only one at a time of a given type):
+        const cIdx = this.challenges.findIndex(c =>
+          (c.from.sid == this.st.user.sid || c.from.id == this.st.user.id) && c.type == ctype);
+        if (cIdx >= 0)
         {
-          const pIdx = this.players.findIndex(pl => pl.name == p.name);
-          // NOTE: id (server DB) and sid (socket ID).
-          // Anonymous players just have a socket ID.
-          // NOTE: for correspondance play we don't require players to be online
-          // (==> we don't have IDs, and no sid)
-          if (liveGame && pIdx === -1)
-            return alert(p.name + " is not connected");
-          p.id = this.players[pIdx].id;
-          p.sid = this.players[pIdx].sid;
+          // Delete current challenge (will be replaced now)
+          this.send("deletechallenge", {data: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" + genRandString();
+        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 = vname;
         this.challenges.push(chall);
-        // Send challenge to peers
-        let challSock =
+        // Remember cadence  + vid for quicker further challenges:
+        localStorage.setItem("cadence", chall.cadence);
+        localStorage.setItem("vid", chall.vid);
+        document.getElementById("modalNewgame").checked = false;
+      };
+      if (ctype == "live")
+      {
+        // Live challenges have a random ID
+        finishAddChallenge(null);
+      }
+      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)
         {
-          code: "newchallenge",
-          chall: chall,
-          target: "",
-        };
-        const sendChallengeTo = (sid) => {
-          challSock.target = sid;
-          this.st.conn.send(JSON.stringify(challSock));
-        };
-        if (chall.to[0].id > 0)
+          // TODO: if special FEN, show diagram after loading variant
+          c.accepted = confirm("Accept challenge?");
+        }
+        if (c.accepted)
         {
-          // Challenge with targeted players
-          chall.to.forEach(p => {
-            if (p.id > 0)
-              sendChallengeTo(p.sid);
-          });
+          c.seat = { //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
         {
-          // Open challenge: send to all connected players (except us)
-          this.players.forEach(p => {
-            if (p.sid != this.st.user.sid) //only sid is always set
-              sendChallengeTo(p.sid);
-          });
+          this.send("refusechallenge", {data:c.id, target:c.from.sid});
         }
-        document.getElementById("modalNewgame").checked = false;
+        this.send("deletechallenge", {data:c.id});
+      }
+      else //my challenge
+      {
+        if (c.type == "corr")
+        {
+          ajax(
+            "/challenges",
+            "DELETE",
+            {id: c.id}
+          );
+        }
+        this.send("deletechallenge", {data: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: async function(c) {
+      const vModule = await import("@/variants/" + c.vname + ".js");
+      window.V = vModule.VariantRules;
+      // These game informations will be shared
+      let gameInfo =
+      {
+        id: getRandString(),
+        fen: c.fen || V.GenRandInitFen(),
+        players: shuffle([c.from, c.seat]), //white then black
+        vid: c.vid,
+        cadence: c.cadence,
       };
-      if (liveGame)
+      let oppsid = c.from.sid; //may not be defined if corr + offline opp
+      if (!oppsid)
       {
-        // Live challenges have cid = 0
-        finishAddChallenge();
+        oppsid = Object.keys(this.people).find(sid =>
+          this.people[sid].id == c.from.id);
       }
-      else
+      const notifyNewgame = () => {
+        if (!!oppsid) //opponent is online
+          this.send("startgame", {data:gameInfo, target:oppsid});
+        // Send game info (only if live) to everyone except me in this tab
+        this.send("newgame", {data:gameInfo});
+      };
+      if (c.type == "live")
+      {
+        notifyNewgame();
+        this.startNewGame(gameInfo);
+      }
+      else //corr: game only on server
       {
-        const chall = {
-          uid: req.body["from"],
-          vid: req.body["vid"],
-          fen: req.body["fen"],
-          timeControl: req.body["timeControl"],
-          nbPlayers: req.body["nbPlayers"],
-          to: req.body["to"], //array of IDs
-        };
-        // Correspondance game: send challenge to server
         ajax(
-          "/challenges/" + this.newchallenge.vid,
+          "/games",
           "POST",
-          ,
+          {gameInfo: gameInfo, cid: c.id}, //cid useful to delete challenge
           response => {
-            chall.id = response.cid;
-            finishAddChallenge();
+            gameInfo.id = response.gameId;
+            notifyNewgame();
+            this.$router.push("/game/" + response.gameId);
           }
         );
       }
     },
-    possibleNbplayers: function(nbp) {
-      if (this.newchallenge.vid == 0)
-        return false;
-      const variants = this.st.variants;
-      const idxInVariants =
-        variants.findIndex(v => v.id == this.newchallenge.vid);
-      return NbPlayers[variants[idxInVariants].name].includes(nbp);
+    // NOTE: for live games only (corr games start on the server)
+    startNewGame: function(gameInfo) {
+      const game = Object.assign({}, gameInfo, {
+        // (other) Game infos: constant
+        fenStart: gameInfo.fen,
+        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: "*",
+      });
+      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
+
+#infoDiv > .card
+  padding: 15px 0
+  max-width: 430px
+
+#newgameDiv > .card
+  max-width: 767px
+  max-height: 100%
+
+#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>