Experimental multi-tabs support (TODO: prevent multi-connect)
authorBenjamin Auder <benjamin.auder@somewhere>
Tue, 11 Feb 2020 16:20:26 +0000 (17:20 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Tue, 11 Feb 2020 16:20:26 +0000 (17:20 +0100)
18 files changed:
client/src/components/ChallengeList.vue
client/src/components/GameList.vue
client/src/data/challengeCheck.js
client/src/router.js
client/src/translations/en.js
client/src/translations/es.js
client/src/translations/fr.js
client/src/utils/gameStorage.js
client/src/utils/timeControl.js
client/src/views/Game.vue
client/src/views/Hall.vue
client/src/views/MyGames.vue
server/db/create.sql
server/models/Challenge.js
server/models/Game.js
server/routes/challenges.js
server/routes/games.js
server/sockets.js

index f94cb71..95a71ac 100644 (file)
@@ -12,7 +12,7 @@ div
         td(data-label="Variant") {{ c.vname }}
         td(data-label="From") {{ c.from.name || "@nonymous" }}
         td(data-label="To") {{ c.to }}
-        td(data-label="Cadence") {{ c.timeControl }}
+        td(data-label="Cadence") {{ c.cadence }}
 </template>
 
 <script>
index 3620d32..2435930 100644 (file)
@@ -14,7 +14,7 @@ div
         td(data-label="Variant") {{ g.vname }}
         td(data-label="White") {{ g.players[0].name || "@nonymous" }}
         td(data-label="Black") {{ g.players[1].name || "@nonymous" }}
-        td(data-label="Time control") {{ g.timeControl }}
+        td(data-label="Time control") {{ g.cadence }}
         td(data-label="Result") {{ g.score }}
 </template>
 
@@ -30,6 +30,7 @@ export default {
     };
   },
   computed: {
+    // TODO: also sort by g.created
     sortedGames: function() {
       // Show in order: games where it's my turn, my running games, my games, other games
       let augmentedGames = this.games.map(g => {
index db205ac..626b7cf 100644 (file)
@@ -6,7 +6,7 @@ export function checkChallenge(c)
   if (isNaN(vid) || vid <= 0)
     return "Please select a variant";
 
-  const tc = extractTime(c.timeControl);
+  const tc = extractTime(c.cadence);
   if (!tc)
     return "Wrong time control";
 
index b2efee7..ede2186 100644 (file)
@@ -44,7 +44,7 @@ const router = new Router({
       component: loadView("MyGames"),
     },
     {
-      path: "/game/:id",
+      path: "/game/:id([a-zA-Z0-9]+)",
       name: "game",
       component: loadView("Game"),
     },
index 37b98a4..e59723e 100644 (file)
@@ -8,7 +8,6 @@ export const translations =
   "Analyse in Dark mode makes no sense!": "Analyse in Dark mode makes no sense!",
   "Authentication successful!": "Authentication successful!",
   "Apply": "Apply",
-  "Available": "Available",
   "Black": "Black",
   "Black to move": "Black to move",
   "Black win": "Black win",
@@ -17,6 +16,7 @@ export const translations =
   "blue": "blue",
   "brown": "brown",
   "Cadence": "Cadence",
+  "Challenge": "Challenge",
   "Challenge declined": "Challenge declined",
   "Connection token sent. Check your emails!": "Connection token sent. Check your emails!",
   "Contact": "Contact",
@@ -52,15 +52,16 @@ export const translations =
   "My games": "My games",
   "Name": "Name",
   "Name or Email": "Name or Email",
+  "New correspondance game:": "New correspondance game:",
   "New game": "New game",
   "No subject. Send anyway?": "No subject. Send anyway?",
   "None": "None",
   "Notifications by email": "Notifications by email",
+  "Observe": "Observe",
   "Offer draw?": "Offer draw?",
   "Opponent action": "Opponent action",
   "Play sounds?": "Play sounds?",
   "Play with?": "Play with?",
-  "Playing": "Playing",
   "Please log in to accept corr challenges": "Please log in to accept corr challenges",
   "Please log in to play correspondance games": "Please log in to play correspondance games",
   "Please select a variant": "Please select a variant",
@@ -80,9 +81,7 @@ export const translations =
   "Settings": "Settings",
   "Stop game": "Stop game",
   "Subject": "Subject",
-  "Target is not connected": "Target is not connected",
   "Terminate game?": "Terminate game?",
-  "This tab is now offline": "This tab is now offline",
   "Three repetitions": "Three repetitions",
   "Time": "Time",
   "To": "To",
index 34fd2bc..a2232eb 100644 (file)
@@ -8,7 +8,6 @@ export const translations =
   "Analyse in Dark mode makes no sense!": "¡ Analizar en modo Dark no tiene sentido !",
   "Apply": "Aplicar",
   "Authentication successful!": "¡ Autenticación exitosa !",
-  "Available": "Disponible",
   "Black": "Negras",
   "Black to move": "Juegan las negras",
   "Black win": "Las negras gagnan",
@@ -17,6 +16,7 @@ export const translations =
   "blue": "azul",
   "brown": "marrón",
   "Cadence": "Cadencia",
+  "Challenge": "Desafiar",
   "Challenge declined": "Desafío rechazado",
   "Connection token sent. Check your emails!": "Token de conexión enviado. ¡ Revisa tus correos !",
   "Contact": "Contacto",
@@ -52,15 +52,16 @@ export const translations =
   "My games": "Mis partidas",
   "Name": "Nombre",
   "Name or Email": "Nombre o Email",
+  "New correspondance game:": "Nueva partida por correspondencia :",
   "New game": "Nueva partida",
   "No subject. Send anyway?": "Sin asunto. ¿ Enviar sin embargo ?",
   "None": "Ninguno",
   "Notifications by email": "Notificaciones por email",
   "Offer draw?": "¿ Ofrecer tablas ?",
+  "Observe": "Observar",
   "Opponent action": "Acción del adversario",
   "Play sounds?": "¿ Permitir sonidos ?",
   "Play with?": "¿ Jugar con ?",
-  "Playing": "Jugando",
   "Please log in to accept corr challenges": "Inicia sesión para aceptar los desafíos por correspondencia",
   "Please log in to play correspondance games": "Inicia sesión para jugar partidas por correspondancia",
   "Please select a variant": "Por favor seleccione una variante",
@@ -80,9 +81,7 @@ export const translations =
   "Settings": "Configuraciones",
   "Stop game": "Terminar la partida",
   "Subject": "Asunto",
-  "Target is not connected": "El destinatario no está conectado",
   "Terminate game?": "¿ Terminar la partida ?",
-  "This tab is now offline": "Esta pestaña ahora está desconectada",
   "Three repetitions": "Tres repeticiones",
   "Time": "Tiempo",
   "To": "A",
index 26b1c83..7fedc13 100644 (file)
@@ -8,7 +8,6 @@ export const translations =
   "Analyse in Dark mode makes no sense!": "Analyser en mode Dark n'a pas de sens !",
   "Apply": "Appliquer",
   "Authentication successful!": "Authentification réussie !",
-  "Available": "Disponible",
   "Black": "Noirs",
   "Black to move": "Trait aux noirs",
   "Black win": "Les noirs gagnent",
@@ -17,6 +16,7 @@ export const translations =
   "blue": "bleu",
   "brown": "marron",
   "Cadence": "Cadence",
+  "Challenge": "Défier",
   "Challenge declined": "Défi refusé",
   "Connection token sent. Check your emails!": "Token de connection envoyé. Allez voir vos emails !",
   "Contact": "Contact",
@@ -52,15 +52,16 @@ export const translations =
   "My games": "Mes parties",
   "Name": "Nom",
   "Name or Email": "Nom ou Email",
+  "New correspondance game:": "Nouvelle partie par corespondance :",
   "New game": "Nouvelle partie",
   "No subject. Send anyway?": "Pas de sujet. Envoyer quand-même ??",
   "None": "Aucun",
   "Notifications by email": "Notifications par email",
   "Offer draw?": "Proposer nulle ?",
+  "Observe": "Observer",
   "Opponent action": "Action de l'adversaire",
   "Play sounds?": "Jouer les sons ?",
   "Play with?": "Jouer avec ?",
-  "Playing": "Jouant",
   "Please log in to accept corr challenges": "Identifiez vous pour accepter des défis par correspondance",
   "Please log in to play correspondance games": "Identifiez vous pour jouer des parties par correspondance",
   "Please select a variant": "Sélectionnez une variante SVP",
@@ -80,9 +81,7 @@ export const translations =
   "Settings": "Réglages",
   "Stop game": "Arrêter la partie",
   "Subject": "Sujet",
-  "Target is not connected": "La cible n'est pas connectée",
   "Terminate game?": "Stopper la partie ?",
-  "This tab is now offline": "Cet onglet est désormais hors ligne",
   "Three repetitions": "Triple répétition",
   "Time": "Temps",
   "To": "À",
index 05aaef7..f995828 100644 (file)
@@ -4,7 +4,7 @@
 //   vname: string,
 //   fenStart: string,
 //   players: array of sid+id+name,
-//   timeControl: string,
+//   cadence: string,
 //   increment: integer (seconds),
 //   mode: string ("live" or "corr")
 //   imported: boolean (optional, default false)
index 3f5a650..6d47aac 100644 (file)
@@ -20,9 +20,9 @@ function isLargerUnit(unit1, unit2)
     || (unit1 == 'm' && unit2 == 's');
 }
 
-export function extractTime(timeControl)
+export function extractTime(cadence)
 {
-  let tcParts = timeControl.replace(/ /g,"").split('+');
+  let tcParts = cadence.replace(/ /g,"").split('+');
   // Concatenate usual time control suffixes, in case of none is provided
   tcParts[0] += "m";
   tcParts[1] += "s";
index 177f9eb..a7d26d7 100644 (file)
@@ -45,7 +45,6 @@ import { ArrayFun } from "@/utils/array";
 import { processModalClick } from "@/utils/modalClick";
 import { getScoreMessage } from "@/utils/scoring";
 import params from "@/parameters";
-
 export default {
   name: 'my-game',
   components: {
@@ -72,8 +71,6 @@ export default {
       repeat: {}, //detect position repetition
       newChat: "",
       conn: null,
-      page: "",
-      tempId: "", //to distinguish several tabs
     };
   },
   watch: {
@@ -111,7 +108,7 @@ export default {
       }, 1000);
     },
   },
-  // NOTE: some redundant code with Hall.vue (related to people array)
+  // NOTE: some redundant code with Hall.vue (mostly related to people array)
   created: function() {
     // Always add myself to players' list
     const my = this.st.user;
@@ -119,11 +116,10 @@ export default {
     this.gameRef.id = this.$route.params["id"];
     this.gameRef.rid = this.$route.query["rid"]; //may be undefined
     // Initialize connection
-    this.page = this.$route.path;
     const connexionString = params.socketUrl +
       "/?sid=" + this.st.user.sid +
-      "&tmpId=" + this.tempId +
-      "&page=" + encodeURIComponent(this.page);
+      "&tmpId=" + getRandString() +
+      "&page=" + encodeURIComponent(this.$route.path);
     this.conn = new WebSocket(connexionString);
     this.conn.onmessage = this.socketMessageListener;
     const socketCloseListener = () => {
@@ -154,15 +150,22 @@ export default {
       "click", processModalClick);
   },
   beforeDestroy: function() {
-    this.conn.send(JSON.stringify({code:"disconnect",page:this.page}));
+    this.send("disconnect");
   },
   methods: {
-    // O.1] Ask server for room composition:
     roomInit: function() {
       // Notify the room only now that I connected, because
       // messages might be lost otherwise (if game loading is slow)
-      this.conn.send(JSON.stringify({code:"connect"}));
-      this.conn.send(JSON.stringify({code:"pollclients"}));
+      this.send("connect");
+      this.send("pollclients");
+    },
+    send: function(code, obj) {
+      this.conn.send(JSON.stringify(
+        Object.assign(
+          {code: code},
+          obj,
+        )
+      ));
     },
     isConnected: function(index) {
       const player = this.game.players[index];
@@ -177,46 +180,69 @@ export default {
       const data = JSON.parse(msg.data);
       switch (data.code)
       {
-        case "duplicate":
-          this.conn.send(JSON.stringify({code:"duplicate",
-            page:"/game/" + this.game.id}));
-          alert(this.st.tr["This tab is now offline"]);
-          break;
-        // 0.2] Receive clients list (just socket IDs)
         case "pollclients":
           data.sockIds.forEach(sid => {
-            if (!!this.people[sid])
-              return;
             this.$set(this.people, sid, {id:0, name:""});
-            // Ask only identity
-            this.conn.send(JSON.stringify({code:"askidentity", target:sid}));
+            if (sid != this.st.user.sid)
+              this.send("askidentity", {target:sid});
           });
           break;
+        case "connect":
+          this.$set(this.people, data.from, {name:"", id:0});
+          this.send("askidentity", {target:data.from});
+          break;
+        case "disconnect":
+          this.$delete(this.people, data.from);
+          break;
         case "askidentity":
           // Request for identification: reply if I'm not anonymous
           if (this.st.user.id > 0)
           {
-            this.conn.send(JSON.stringify({code:"identity",
-              user: {
-                // NOTE: decompose to avoid revealing email
-                name: this.st.user.name,
-                sid: this.st.user.sid,
-                id: this.st.user.id,
-              },
-              target:data.from}));
+            const me = {
+              // NOTE: decompose to avoid revealing email
+              name: this.st.user.name,
+              sid: this.st.user.sid,
+              id: this.st.user.id,
+            };
+            this.send("identity", {data:me, target:data.from});
           }
           break;
         case "identity":
-          this.$set(this.people, data.user.sid,
-            {id: data.user.id, name: data.user.name});
+        {
+          const user = data.data;
+          this.$set(this.people, user.sid, {id: user.id, name: user.name});
           // Ask potentially missed last state, if opponent and I play
           if (!!this.game.mycolor
             && this.game.type == "live" && this.game.score == "*"
-            && this.game.players.some(p => p.sid == data.user.sid))
+            && this.game.players.some(p => p.sid == user.sid))
           {
-            this.conn.send(JSON.stringify({code:"asklastate", target:data.user.sid}));
+            this.send("asklastate", {target:user.sid});
           }
           break;
+        }
+        case "askgame":
+          // Send current (live) game if not asked by any of the players
+          if (this.game.type == "live"
+            && this.game.players.every(p => p.sid != data.from[0]))
+          {
+            const myGame = {
+              id: this.game.id,
+              fen: this.game.fen,
+              players: this.game.players,
+              vid: this.game.vid,
+              cadence: this.game.cadence,
+              score: this.game.score,
+            };
+            this.send("game", {data:myGame, target:data.from});
+          }
+          break;
+        case "askfullgame":
+          this.send("fullgame", {data:this.game, target:data.from});
+          break;
+        case "fullgame":
+          // Callback "roomInit" to poll clients only after game is loaded
+          this.loadGame(data.data, this.roomInit);
+          break;
         case "asklastate":
           // Sending last state if I played a move or score != "*"
           if ((this.game.moves.length > 0 && this.vr.turn != this.game.mycolor)
@@ -225,64 +251,38 @@ export default {
             // Send our "last state" informations to opponent
             const L = this.game.moves.length;
             const myIdx = ["w","b"].indexOf(this.game.mycolor);
-            this.conn.send(JSON.stringify({
-              code: "lastate",
-              target: data.from,
-              state:
-              {
-                // NOTE: lastMove (when defined) includes addTime
-                lastMove: (L>0 ? this.game.moves[L-1] : undefined),
-                // Since we played a move (or abort or resign),
-                // only drawOffer=="sent" is possible
-                drawSent: this.drawOffer == "sent",
-                score: this.game.score,
-                movesCount: L,
-                initime: this.game.initime[1-myIdx], //relevant only if I played
-              }
-            }));
-          }
-          break;
-        case "askgame":
-          // Send current (live) game if I play in (not an observer),
-          // and not asked by opponent (!)
-          if (this.game.type == "live"
-            && this.game.players.some(p => p.sid == this.st.user.sid)
-            && this.game.players.every(p => p.sid != data.from))
-          {
-            const myGame =
-            {
-              // Minimal game informations:
-              id: this.game.id,
-              players: this.game.players,
-              vid: this.game.vid,
-              timeControl: this.game.timeControl,
+            const myLastate = {
+              // NOTE: lastMove (when defined) includes addTime
+              lastMove: (L>0 ? this.game.moves[L-1] : undefined),
+              // Since we played a move (or abort or resign),
+              // only drawOffer=="sent" is possible
+              drawSent: this.drawOffer == "sent",
               score: this.game.score,
+              movesCount: L,
+              initime: this.game.initime[1-myIdx], //relevant only if I played
             };
-            this.conn.send(JSON.stringify({code:"game",
-              game:myGame, target:data.from}));
+            this.send("lastate", {data:myLastate, target:data.from});
           }
           break;
+        case "lastate": //got opponent infos about last move
+          this.lastate = data.data;
+          if (this.game.rendered) //game is rendered (Board component)
+            this.processLastate();
+          //else: will be processed when game is ready
+          break;
         case "newmove":
-          if (!!data.move.cancelDrawOffer) //opponent refuses draw
+        {
+          const move = data.data;
+          if (!!move.cancelDrawOffer) //opponent refuses draw
           {
             this.drawOffer = "";
             // NOTE for corr games: drawOffer reset by player in turn
             if (this.game.type == "live" && !!this.game.mycolor)
               GameStorage.update(this.gameRef.id, {drawOffer: ""});
           }
-          this.$set(this.game, "moveToPlay", data.move);
-          break;
-        case "newchat":
-          this.newChat = data.chat;
-          if (!document.getElementById("modalChat").checked)
-            document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
-          break;
-        case "lastate": //got opponent infos about last move
-          this.lastate = data.state;
-          if (this.game.rendered) //game is rendered (Board component)
-            this.processLastate();
-          //else: will be processed when game is ready
+          this.$set(this.game, "moveToPlay", move);
           break;
+        }
         case "resign":
           this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
           break;
@@ -290,27 +290,20 @@ export default {
           this.gameOver("?", "Abort");
           break;
         case "draw":
-          this.gameOver("1/2", data.message);
+          this.gameOver("1/2", data.data);
           break;
         case "drawoffer":
           // NOTE: observers don't know who offered draw
           this.drawOffer = "received";
           break;
-        case "askfullgame":
-          this.conn.send(JSON.stringify({code:"fullgame",
-            game:this.game, target:data.from}));
-          break;
-        case "fullgame":
-          // Callback "roomInit" to poll clients only after game is loaded
-          this.loadGame(data.game, this.roomInit);
-          break;
-        case "connect":
-          this.$set(this.people, data.from, {name:"", id:0});
-          this.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
-          break;
-        case "disconnect":
-          this.$delete(this.people, data.from);
+        case "newchat":
+        {
+          const chat = data.data;
+          this.newChat = chat;
+          if (!document.getElementById("modalChat").checked)
+            document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
           break;
+        }
       }
     },
     // lastate was received, but maybe game wasn't ready yet:
@@ -321,7 +314,7 @@ export default {
       if (data.movesCount > L)
       {
         // Just got last move from him
-        this.$set(this.game, "moveToPlay", Object.assign({}, data.lastMove, {initime: data.initime}));
+        this.$set(this.game, "moveToPlay", Object.assign({initime: data.initime}, data.lastMove));
       }
       if (data.drawSent)
         this.drawOffer = "received";
@@ -342,13 +335,7 @@ export default {
         const message = (this.drawOffer == "received"
           ? "Mutual agreement"
           : "Three repetitions");
-        Object.keys(this.people).forEach(sid => {
-          if (sid != this.st.user.sid)
-          {
-            this.conn.send(JSON.stringify({code:"draw",
-              message:message, target:sid}));
-          }
-        });
+        this.send("draw", {data:message});
         this.gameOver("1/2", message);
       }
       else if (this.drawOffer == "") //no effect if drawOffer == "sent"
@@ -358,10 +345,7 @@ export default {
         if (!confirm(this.st.tr["Offer draw?"]))
           return;
         this.drawOffer = "sent";
-        Object.keys(this.people).forEach(sid => {
-          if (sid != this.st.user.sid)
-            this.conn.send(JSON.stringify({code:"drawoffer", target:sid}));
-        });
+        this.send("drawoffer");
         GameStorage.update(this.gameRef.id, {drawOffer: this.game.mycolor});
       }
     },
@@ -369,26 +353,12 @@ export default {
       if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"]))
         return;
       this.gameOver("?", "Abort");
-      Object.keys(this.people).forEach(sid => {
-        if (sid != this.st.user.sid)
-        {
-          this.conn.send(JSON.stringify({
-            code: "abort",
-            target: sid,
-          }));
-        }
-      });
+      this.send("abort");
     },
     resign: function(e) {
       if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
         return;
-      Object.keys(this.people).forEach(sid => {
-        if (sid != this.st.user.sid)
-        {
-          this.conn.send(JSON.stringify({code:"resign",
-            side:this.game.mycolor, target:sid}));
-        }
-      });
+      this.send("resign", {data:this.game.mycolor});
       this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
     },
     // 3 cases for loading a game:
@@ -400,8 +370,8 @@ export default {
         const vModule = await import("@/variants/" + game.vname + ".js");
         window.V = vModule.VariantRules;
         this.vr = new V(game.fen);
-        const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
-        const tc = extractTime(game.timeControl);
+        const gtype = (game.cadence.indexOf('d') >= 0 ? "corr" : "live");
+        const tc = extractTime(game.cadence);
         if (gtype == "corr")
         {
           if (game.players[0].color == "b")
@@ -527,8 +497,7 @@ export default {
       if (!!this.gameRef.rid)
       {
         // Remote live game: forgetting about callback func... (TODO: design)
-        this.conn.send(JSON.stringify(
-          {code:"askfullgame", target:this.gameRef.rid}));
+        this.send("askfullgame", {target:this.gameRef.rid});
       }
       else
       {
@@ -571,16 +540,7 @@ export default {
             addTime: addTime,
             cancelDrawOffer: this.drawOffer=="",
           });
-        Object.keys(this.people).forEach(sid => {
-          if (sid != this.st.user.sid)
-          {
-            this.conn.send(JSON.stringify({
-              code: "newmove",
-              target: sid,
-              move: sendMove,
-            }));
-          }
-        });
+        this.send("newmove", {data: sendMove});
         // (Add)Time indication: useful in case of lastate infos requested
         move.addTime = addTime;
       }
@@ -654,7 +614,7 @@ export default {
       document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
     },
     processChat: function(chat) {
-      this.conn.send(JSON.stringify({code:"newchat", chat:chat}));
+      this.send("newchat", {data:chat});
       // NOTE: anonymous chats in corr games are not stored on server (TODO?)
       if (this.game.type == "corr" && this.st.user.id > 0)
         GameStorage.update(this.gameRef.id, {chat: chat});
index e53dd56..ab92925 100644 (file)
@@ -18,12 +18,12 @@ main
               :selected="newchallenge.vid==v.id")
             | {{ v.name }}
       fieldset
-        label(for="timeControl") {{ st.tr["Cadence"] }} *
-        div#predefinedTimeControls
+        label(for="cadence") {{ st.tr["Cadence"] }} *
+        div#predefinedCadences
           button 3+2
           button 5+3
           button 15+5
-        input#timeControl(type="text" v-model="newchallenge.timeControl"
+        input#cadence(type="text" v-model="newchallenge.cadence"
           placeholder="5+0, 1h+30s, 7d+1d ...")
       fieldset(v-if="st.user.id > 0")
         label(for="selectPlayers") {{ st.tr["Play with?"] }}
@@ -52,11 +52,12 @@ main
         #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="people[sid].name != st.user.name"
-              @click="challOrWatch(sid, $event)"
+              v-if="sid != st.user.sid && !!st.user.name && people[sid].id > 0"
+              @click="challOrWatch(sid)"
             )
-              | {{ st.tr[!!people[sid].gamer ? 'Playing' : 'Available'] }}
+              | {{ getActionLabel(sid) }}
           p.anonymous @nonymous ({{ anonymousCount }})
         #chat
           Chat(:newChat="newChat" @mychat="processChat")
@@ -85,7 +86,6 @@ 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: {
@@ -97,35 +97,28 @@ export default {
     return {
       st: store.state,
       cdisplay: "live", //or corr
-      pdisplay: "players", //or chat
       gdisplay: "live",
       games: [],
       challenges: [],
-      people: {}, //people in main hall
+      people: {},
       infoMessage: "",
       newchallenge: {
         fen: "",
         vid: localStorage.getItem("vid") || "",
         to: "", //name of challenged player (if any)
-        timeControl: localStorage.getItem("timeControl") || "",
+        cadence: localStorage.getItem("cadence") || "",
       },
       newChat: "",
       conn: null,
-      page: "",
-      tempId: "", //to distinguish several tabs
     };
   },
   watch: {
     // st.variants changes only once, at loading from [] to [...]
     "st.variants": function(variantArray) {
       // Set potential challenges and games variant names:
-      this.challenges.forEach(c => {
-        if (c.vname == "")
-          c.vname = this.getVname(c.vid);
-      });
-      this.games.forEach(g => {
-        if (g.vname == "")
-          g.vname = this.getVname(g.vid);
+      this.challenges.concat(this.games).forEach(o => {
+        if (o.vname == "")
+          o.vname = this.getVname(o.vid);
       });
     },
   },
@@ -137,10 +130,8 @@ export default {
     },
   },
   created: function() {
-    // Always add myself to players' list
     const my = this.st.user;
-    this.tempId = getRandString();
-    this.$set(this.people, my.sid, {id:my.id, name:my.name, tmpId: [this.tempId]});
+    this.$set(this.people, my.sid, {id:my.id, name:my.name, pages:["/"]});
     // Ask server for current corr games (all but mines)
     ajax(
       "/games",
@@ -202,20 +193,17 @@ export default {
           addChallenges();
       }
     );
-    // 0.1] Ask server for room composition:
-    const funcPollClients = () => {
-      this.conn.send(JSON.stringify({code:"connect"}));
-      this.conn.send(JSON.stringify({code:"pollclients"}));
-      this.conn.send(JSON.stringify({code:"pollgamers"}));
+    const connectAndPoll = () => {
+      this.send("connect");
+      this.send("pollclientsandgamers");
     };
     // Initialize connection
-    this.page = this.$route.path;
     const connexionString = params.socketUrl +
       "/?sid=" + this.st.user.sid +
-      "&tmpId=" + this.tempId +
-      "&page=" + encodeURIComponent(this.page);
+      "&tmpId=" + getRandString() +
+      "&page=" + encodeURIComponent(this.$route.path);
     this.conn = new WebSocket(connexionString);
-    this.conn.onopen = funcPollClients;
+    this.conn.onopen = connectAndPoll;
     this.conn.onmessage = this.socketMessageListener;
     const socketCloseListener = () => {
       this.conn = new WebSocket(connexionString);
@@ -227,17 +215,30 @@ export default {
   mounted: function() {
     [document.getElementById("infoDiv"),document.getElementById("newgameDiv")]
       .forEach(elt => elt.addEventListener("click", processModalClick));
-    document.querySelectorAll("#predefinedTimeControls > button").forEach(
+    document.querySelectorAll("#predefinedCadences > button").forEach(
       (b) => { b.addEventListener("click",
-        () => { this.newchallenge.timeControl = b.innerHTML; }
+        () => { this.newchallenge.cadence = b.innerHTML; }
       )}
     );
   },
   beforeDestroy: function() {
-    this.conn.send(JSON.stringify({code:"disconnect",page:this.page}));
+    this.send("disconnect");
   },
   methods: {
     // Helpers:
+    send: function(code, obj) {
+      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);
     },
@@ -245,15 +246,7 @@ export default {
       return this.games.filter(g => g.type == type);
     },
     classifyObject: function(o) { //challenge or game
-      return (o.timeControl.indexOf('d') === -1 ? "live" : "corr");
-    },
-    showGame: function(g) {
-      // NOTE: we are an observer, since only games I don't play are shown here
-      // ==> Moves sent by connected remote player(s) if live game
-      let url = "/game/" + g.id;
-      if (g.type == "live")
-        url += "?rid=" + g.rid;
-      this.$router.push(url);
+      return (o.cadence.indexOf('d') === -1 ? "live" : "corr");
     },
     setDisplay: function(letter, type, e) {
       this[letter + "display"] = type;
@@ -263,105 +256,150 @@ export default {
       else
         e.target.nextElementSibling.classList.remove("active");
     },
-    getVname: function(vid) {
-      const variant = this.st.variants.find(v => v.id == vid);
-      // this.st.variants might be uninitialized (variant == null)
-      return (!!variant ? variant.name : "");
-    },
-    processChat: function(chat) {
-      // When received on server, this will trigger a "notifyRoom"
-      this.conn.send(JSON.stringify({code:"newchat", chat: chat}));
+    getActionLabel: function(sid) {
+      return this.people[sid].pages.some(p => p == "/")
+        ? "Challenge"
+        : "Observe";
     },
-    sendSomethingTo: function(to, code, obj, warnDisconnected) {
-      const doSend = (code, obj, sid) => {
-        this.conn.send(JSON.stringify(Object.assign(
-          {code: code},
-          obj,
-          {target: sid}
-        )));
-      };
-      if (!to || (!to.sid && !to.name))
+    challOrWatch: function(sid) {
+      if (this.people[sid].pages.some(p => p == "/"))
       {
-        // Open challenge: send to all connected players (me excepted)
-        Object.keys(this.people).forEach(sid => {
-          if (sid != this.st.user.sid)
-            doSend(code, obj, sid);
-        });
+        // Available, in Hall
+        this.newchallenge.to = this.people[sid].name;
+        doClick("modalNewgame");
       }
       else
       {
-        let targetSid = "";
-        if (!!to.sid)
-          targetSid = to.sid;
-        else
+        // In some game, maybe playing maybe not
+        const gid = this.people[sid].page.match(/[a-zA-Z0-9]+$/)[0];
+        this.showGame(this.games.find(g => g.id == gid)), sid;
+      }
+    },
+    showGame: function(g, obsId) {
+      // NOTE: we are an observer, since only games I don't play are shown here
+      // ==> Moves sent by connected remote player(s) if live game
+      let url = "/game/" + g.id;
+      if (g.type == "live")
+      {
+        let rids = [];
+        for (let i of [0,1])
         {
-          if (to.name == this.st.user.name)
-            return alert(this.st.tr["Cannot challenge self"]);
-          // Challenge with targeted players
-          targetSid =
-            Object.keys(this.people).find(sid => this.people[sid].name == to.name);
-          if (!targetSid)
-          {
-            if (!!warnDisconnected)
-              alert(this.st.tr["Target is not connected"]);
-            return false;
-          }
+          if (this.people[g.players[i].sid].pages.indexOf(url) >= 0)
+            rids.push(g.players[i].sid);
         }
-        doSend(code, obj, targetSid);
+        if (!!obsId)
+          rids.push(obsId); //observer can provide game too
+        const ridIdx = Math.floor(Math.random() * rids.length);
+        url += "?rid=" + rids[ridIdx];
       }
-      return true;
+      this.$router.push(url);
+    },
+    processChat: function(chat) {
+      this.send("newchat", {data:chat});
     },
     // Messaging center:
     socketMessageListener: function(msg) {
       const data = JSON.parse(msg.data);
       switch (data.code)
       {
-        case "duplicate":
-          this.conn.send(JSON.stringify({code:"duplicate", page:"/"}));
-          this.conn.send = () => {};
-          alert(this.st.tr["This tab is now offline"]);
-          break;
-        // 0.2] Receive clients list (just socket IDs)
-        case "pollclients":
-          data.sockIds.forEach(sid => {
-            this.$set(this.people, sid, {id:0, name:""});
-            // Ask identity and challenges
-            this.conn.send(JSON.stringify({code:"askidentity", target:sid}));
-            this.conn.send(JSON.stringify({code:"askchallenge", target:sid}));
+        case "pollclientsandgamers":
+        {
+          let identityAsked = {};
+          data.sockIds.forEach(s => {
+            if (s.sid != this.st.user.sid && !identityAsked[s.sid])
+            {
+              identityAsked[s.sid] = true;
+              this.send("askidentity", {target:s.sid});
+            }
+            if (!this.people[s.sid])
+              this.$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)
+              this.send("askchallenge", {target:s.sid});
+            else
+              this.send("askgame", {target:s.sid});
           });
           break;
-        case "pollgamers":
-          // NOTE: we could make a difference between people in hall
-          // and gamers, but is it necessary?
-          data.sockIds.forEach(sid => {
-            this.$set(this.people, sid, {id:0, name:"", gamer:true});
-            this.conn.send(JSON.stringify({code:"askidentity", target:sid}));
-          });
-          // Also ask current games to all playing peers (TODO: some design issue)
-          this.conn.send(JSON.stringify({code:"askgames"}));
+        }
+        case "connect":
+        case "gconnect":
+          // NOTE: player could have been polled earlier, but might have logged in then
+          // So it's a good idea to ask identity if he was anonymous.
+          // But only ask game / challenge if currently disconnected.
+          if (!this.people[data.from])
+          {
+            this.$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.send("askidentity", {target:data.from});
+          break;
+        case "disconnect":
+        case "gdisconnect":
+          // Disconnect means no more tmpIds:
+          if (data.code == "disconnect")
+          {
+            this.$delete(this.people, data.from);
+            // Also remove all challenges sent by this player:
+            ArrayFun.remove(this.challenges, c => c.from.sid == data.from);
+          }
+          else
+          {
+            const pidx = this.people[data.from].pages.indexOf(data.page);
+            this.people[data.from].pages.splice(pageIdx, 1);
+            if (this.people[data.from].pages.length == 0)
+            {
+              this.$delete(this.people, data.from);
+              // And all live games where he plays and no other opponent is online
+              ArrayFun.remove(this.games, g =>
+                g.type == "live" && (g.players.every(p => p.sid == data.from
+                  || !this.people[p.sid])), "all");
+            }
+          }
           break;
         case "askidentity":
           // Request for identification: reply if I'm not anonymous
           if (this.st.user.id > 0)
           {
-            this.conn.send(JSON.stringify({code:"identity",
-              user: {
-                // NOTE: decompose to avoid revealing email
-                name: this.st.user.name,
-                sid: this.st.user.sid,
-                id: this.st.user.id,
-              },
-              target:data.from}));
+            const me = {
+              // NOTE: 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":
-          this.$set(this.people, data.user.sid,
+        {
+          const user = data.data;
+          this.$set(this.people, user.sid,
             {
-              id: data.user.id,
-              name: data.user.name,
-              gamer: this.people[data.user.sid].gamer,
+              id: user.id,
+              name: user.name,
+              pages: this.people[user.sid].pages,
             });
+
+//          // TODO: smarter, if multi-connect, send to all instances... (several sid's)
+//          // Or better: just prevent multi-connect.
+//          // Fix anomaly: if registered player multi-connect, should be left only one
+//          const anomalies = Object.keys(this.people).filter(sid => this.people[sid].id == user.id);
+//          if (anomalies.length == 2)
+//            this.$delete(this.people, anomalies[0]);
+//          // --> this isn't good, some sid's are just forgetted
+
           break;
+        }
         case "askchallenge":
         {
           // Send my current live challenge (if any)
@@ -370,142 +408,95 @@ export default {
           if (cIdx >= 0)
           {
             const c = this.challenges[cIdx];
-            // TODO: code below requires "c.to" to have given his identity,
-            // but it can happen that the identity arrives later, which
-            // prevent him from receiving the challenge.
-            // ==> Filter later (when receiving challenge)
-//            if (!!c.to)
-//            {
-//              // Only share targeted challenges to the targets:
-//              const toSid = Object.keys(this.people).find(k =>
-//                this.people[k].name == c.to);
-//              if (toSid != data.from)
-//                return;
-//            }
+            // 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 =
             {
-              // Minimal challenge informations: (from not required)
               id: c.id,
+              from: this.st.user.sid,
               to: c.to,
               fen: c.fen,
               vid: c.vid,
-              timeControl: c.timeControl,
+              cadence: c.cadence,
               added: c.added,
             };
-            this.conn.send(JSON.stringify({code:"challenge",
-              chall:myChallenge, target:data.from}));
+            this.send("challenge", {data:myChallenge, target:data.from});
           }
           break;
         }
-        case "challenge":
-          // Receive challenge from some player (+sid)
+        case "challenge": //after "askchallenge"
+        case "newchallenge":
+        {
           // NOTE about next condition: see "askchallenge" case.
-          if (!data.chall.to || data.chall.to == this.st.user.name)
+          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 = data.chall;
-            newChall.type = this.classifyObject(data.chall);
-            newChall.from =
-              Object.assign({sid:data.from}, this.people[data.from]);
+            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;
-        case "game":
+        }
+        case "refusechallenge":
         {
-          // Receive game from some player (+sid)
-          // NOTE: it may be correspondance (if newgame while we are connected)
-          // If duplicate found: select rid (remote ID) at random
-          let game = this.games.find(g => g.id == data.game.id);
-          if (!!game)
-          {
-            if (Math.random() < 0.5)
-              game.rid = data.from;
-          }
-          else
+          const cid = data.data;
+          ArrayFun.remove(this.challenges, c => c.id == cid);
+          alert(this.st.tr["Challenge declined"]);
+          break;
+        }
+        case "deletechallenge":
+        {
+          // NOTE: the challenge may be already removed
+          const cid = data.data;
+          ArrayFun.remove(this.challenges, c => c.id == cid);
+          break;
+        }
+        case "game": //individual request
+        case "newgame":
+        {
+          // NOTE: it may be live or correspondance
+          const game = data.data;
+          if (this.games.findIndex(g => g.id == game.id) < 0)
           {
-            let newGame = data.game;
-            newGame.type = this.classifyObject(data.game);
-            newGame.vname = this.getVname(data.game.vid);
-            newGame.rid = data.from;
-            if (!data.game.score)
+            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);
           }
           break;
         }
-        case "newgame":
+        case "startgame":
+        {
           // New game just started: data contain all information
-          if (this.classifyObject(data.gameInfo) == "live")
-            this.startNewGame(data.gameInfo);
+          const gameInfo = data.data;
+          if (this.classifyObject(gameInfo) == "live")
+            this.startNewGame(gameInfo);
           else
           {
-            this.infoMessage = "New game started: " +
-              "<a href='#/game/" + data.gameInfo.id + "'>" +
-              "#/game/" + data.gameInfo.id + "</a>";
+            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;
             setTimeout(() => { modalBox.checked = false; }, 3000);
           }
           break;
+        }
         case "newchat":
-          this.newChat = data.chat;
-          break;
-        case "refusechallenge":
-          ArrayFun.remove(this.challenges, c => c.id == data.cid);
-          alert(this.st.tr["Challenge declined"]);
-          break;
-        case "deletechallenge":
-          // NOTE: the challenge may be already removed
-          ArrayFun.remove(this.challenges, c => c.id == data.cid);
-          break;
-        case "connect":
-        case "gconnect":
-          this.$set(this.people, data.from, {name:"", id:0, gamer:data.code[0]=='g'});
-          this.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
-          if (data.code == "connect")
-            this.conn.send(JSON.stringify({code:"askchallenge", target:data.from}));
-          else
-            this.conn.send(JSON.stringify({code:"askgame", target:data.from}));
-          break;
-        case "disconnect":
-        case "gdisconnect":
-          this.$delete(this.people, data.from);
-          if (data.code == "disconnect")
-          {
-            // Also remove all challenges sent by this player:
-            ArrayFun.remove(this.challenges, c => c.from.sid == data.from);
-          }
-          else
-          {
-            // And all live games where he plays and no other opponent is online
-            ArrayFun.remove(this.games, g =>
-              g.type == "live" && (g.players.every(p => p.sid == data.from
-                || !this.people[p.sid])), "all");
-          }
+          this.newChat = data.data;
           break;
       }
     },
     // Challenge lifecycle:
-    tryChallenge: function(sid) {
-      if (this.people[sid].id == 0)
-        return; //anonymous players cannot be challenged
-      // TODO: SID is available, so we could use it instead of searching from name
-      this.newchallenge.to = this.people[sid].name;
-      doClick("modalNewgame");
-    },
-    challOrWatch: function(sid) {
-      if (!this.people[sid].gamer)
-      {
-        // Available, in Hall
-        this.tryChallenge(sid);
-      }
-      else
-      {
-        // Playing, in Game
-        this.showGame(this.games.find(
-          g => g.players.some(pl => pl.sid == sid || pl.uid == this.people[sid].id)));
-      }
-    },
     newChallenge: async function() {
       if (this.newchallenge.vid == "")
         return alert(this.st.tr["Please select a variant"]);
@@ -514,8 +505,8 @@ export default {
       const vname = this.getVname(this.newchallenge.vid);
       const vModule = await import("@/variants/" + vname + ".js");
       window.V = vModule.VariantRules;
-      if (!!this.newchallenge.timeControl.match(/^[0-9]+$/))
-        this.newchallenge.timeControl += "+0"; //assume minutes, no increment
+      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);
@@ -524,21 +515,15 @@ export default {
         return alert(this.st.tr["Please log in to play correspondance games"]);
       // NOTE: "from" information is not required here
       let chall = Object.assign({}, this.newchallenge);
-      const finishAddChallenge = (cid,warnDisconnected) => {
+      const finishAddChallenge = (cid) => {
         chall.id = cid || "c" + getRandString();
-        // Send challenge to peers (if connected)
-        const isSent = this.sendSomethingTo({name:chall.to}, "challenge",
-          {chall:chall}, !!warnDisconnected);
-        if (!isSent)
-          return;
         // 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)
         {
           // Delete current challenge (will be replaced now)
-          this.sendSomethingTo({name:this.challenges[cIdx].to},
-            "deletechallenge", {cid:this.challenges[cIdx].id});
+          this.send("deletechallenge", {data:this.challenges[cIdx].id});
           if (ctype == "corr")
           {
             ajax(
@@ -549,26 +534,27 @@ export default {
           }
           this.challenges.splice(cIdx, 1);
         }
+        this.send("newchallenge", {data:Object.assign({from:this.st.user.sid}, chall)});
         // Add new challenge:
-        chall.added = Date.now();
-        // NOTE: vname and type are redundant (can be deduced from timeControl + vid)
-        chall.type = ctype;
-        chall.vname = vname;
         chall.from = { //decompose to avoid revealing email
           sid: this.st.user.sid,
           id: this.st.user.id,
           name: this.st.user.name,
         };
+        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);
-        // Remember timeControl  + vid for quicker further challenges:
-        localStorage.setItem("timeControl", chall.timeControl);
+        // 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, "warnDisconnected");
+        finishAddChallenge(null);
       }
       else
       {
@@ -605,11 +591,9 @@ export default {
         }
         else
         {
-          this.conn.send(JSON.stringify({
-            code: "refusechallenge",
-            cid: c.id, target: c.from.sid}));
+          this.send("refusechallenge", {data:c.id, target:c.from.sid});
         }
-        this.sendSomethingTo(!!c.to ? {sid:c.from.sid} : null, "deletechallenge", {cid:c.id});
+        this.send("deletechallenge", {data:c.id});
       }
       else //my challenge
       {
@@ -621,7 +605,7 @@ export default {
             {id: c.id}
           );
         }
-        this.sendSomethingTo({name:c.to}, "deletechallenge", {cid:c.id});
+        this.send("deletechallenge", {data:c.id});
       }
       // In all cases, the challenge is consumed:
       ArrayFun.remove(this.challenges, ch => ch.id == c.id);
@@ -630,15 +614,14 @@ export default {
     launchGame: async function(c) {
       const vModule = await import("@/variants/" + c.vname + ".js");
       window.V = vModule.VariantRules;
-      // These game informations will be sent to other players
-      const gameInfo =
+      // 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,
-        vname: c.vname, //theoretically vid is enough, but much easier with vname
-        timeControl: c.timeControl,
+        cadence: c.cadence,
       };
       let oppsid = c.from.sid; //may not be defined if corr + offline opp
       if (!oppsid)
@@ -646,17 +629,15 @@ export default {
         oppsid = Object.keys(this.people).find(sid =>
           this.people[sid].id == c.from.id);
       }
-      const tryNotifyOpponent = () => {
+      const notifyNewgame = () => {
         if (!!oppsid) //opponent is online
-        {
-          this.conn.send(JSON.stringify({code:"newgame",
-            gameInfo:gameInfo, target:oppsid, cid:c.id}));
-        }
+          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")
       {
-        // NOTE: in this case we are sure opponent is online
-        tryNotifyOpponent();
+        notifyNewgame();
         this.startNewGame(gameInfo);
       }
       else //corr: game only on server
@@ -667,32 +648,19 @@ export default {
           {gameInfo: gameInfo, cid: c.id}, //cid useful to delete challenge
           response => {
             gameInfo.id = response.gameId;
-            tryNotifyOpponent();
+            notifyNewgame();
             this.$router.push("/game/" + response.gameId);
           }
         );
       }
-      // Send game info to everyone except opponent (and me)
-      Object.keys(this.people).forEach(sid => {
-        if (![this.st.user.sid,oppsid].includes(sid))
-        {
-          this.conn.send(JSON.stringify({code:"game",
-            game: { //minimal game info:
-              id: gameInfo.id,
-              players: gameInfo.players,
-              vid: gameInfo.vid,
-              timeControl: gameInfo.timeControl,
-            },
-            target: sid}));
-        }
-      });
     },
     // NOTE: for live games only (corr games start on the server)
     startNewGame: function(gameInfo) {
       const game = Object.assign({}, gameInfo, {
         // (other) Game infos: constant
         fenStart: gameInfo.fen,
-        added: Date.now(),
+        vname: this.getVname(gameInfo.vid),
+        created: Date.now(),
         // Game state (including FEN): will be updated
         moves: [],
         clocks: [-1, -1], //-1 = unstarted
index 1ca9411..6ed2c7f 100644 (file)
@@ -47,7 +47,7 @@ export default {
   methods: {
     // TODO: classifyObject and filterGames are redundant (see Hall.vue)
     classifyObject: function(o) {
-      return (o.timeControl.indexOf('d') === -1 ? "live" : "corr");
+      return (o.cadence.indexOf('d') === -1 ? "live" : "corr");
     },
     filterGames: function(type) {
       return this.games.filter(g => g.type == type);
index 21c7728..b7b76c9 100644 (file)
@@ -27,7 +27,7 @@ create table Challenges (
   target integer,
   vid integer,
   fen varchar,
-  timeControl varchar,
+  cadence varchar,
   foreign key (uid) references Users(id),
   foreign key (vid) references Variants(id)
 );
@@ -39,8 +39,8 @@ create table Games (
   fen varchar, --current state
   score varchar,
   scoreMsg varchar,
-  timeControl varchar,
-  created datetime, --used only for DB cleaning
+  cadence varchar,
+  created datetime,
   drawOffer character,
   foreign key (vid) references Variants(id)
 );
index fabeb7a..75cab3a 100644 (file)
@@ -9,7 +9,7 @@ const UserModel = require("./User");
  *   target: recipient id (optional)
  *   vid: variant id (int)
  *   fen: varchar (optional)
- *   timeControl: string (3m+2s, 7d+1d ...)
+ *   cadence: string (3m+2s, 7d+1d ...)
  */
 
 const ChallengeModel =
@@ -18,7 +18,7 @@ const ChallengeModel =
   {
     if (!c.vid.toString().match(/^[0-9]+$/))
       return "Wrong variant ID";
-    if (!c.timeControl.match(/^[0-9dhms +]+$/))
+    if (!c.cadence.match(/^[0-9dhms +]+$/))
       return "Wrong characters in time control";
     if (!c.fen.match(/^[a-zA-Z0-9, /-]*$/))
       return "Bad FEN string";
@@ -33,10 +33,10 @@ const ChallengeModel =
     db.serialize(function() {
       const query =
         "INSERT INTO Challenges " +
-        "(added, uid, " + (!!c.to ? "target, " : "") +
-          "vid, fen, timeControl) VALUES " +
+        "(added, uid, " + (!!c.to ? "target, " : "") + "vid, fen, cadence) " +
+          "VALUES " +
         "(" + Date.now() + "," + c.uid + "," + (!!c.to ? c.to + "," : "") +
-          c.vid + ",'" + c.fen + "','" + c.timeControl + "')";
+          c.vid + ",'" + c.fen + "','" + c.cadence + "')";
       db.run(query, function(err) {
         return cb(err, {cid: this.lastID});
       });
index 32b2a66..16c050c 100644 (file)
@@ -7,7 +7,7 @@ const UserModel = require("./User");
  *   vid: integer (variant id)
  *   fenStart: varchar (initial position)
  *   fen: varchar (current position)
- *   timeControl: string
+ *   cadence: string
  *   score: varchar (result)
  *   scoreMsg: varchar ("Time", "Mutual agreement"...)
  *   created: datetime
@@ -38,7 +38,7 @@ const GameModel =
       return "Wrong variant ID";
     if (!g.vname.match(/^[a-zA-Z0-9]+$/))
       return "Wrong variant name";
-    if (!g.timeControl.match(/^[0-9dhms +]+$/))
+    if (!g.cadence.match(/^[0-9dhms +]+$/))
       return "Wrong characters in time control";
     if (!g.fen.match(/^[a-zA-Z0-9, /-]*$/))
       return "Bad FEN string";
@@ -49,14 +49,14 @@ const GameModel =
     return "";
   },
 
-  create: function(vid, fen, timeControl, players, cb)
+  create: function(vid, fen, cadence, players, cb)
   {
     db.serialize(function() {
       let query =
-        "INSERT INTO Games"
-        + " (vid, fenStart, fen, score, timeControl, created, drawOffer)"
-        + " VALUES (" + vid + ",'" + fen + "','" + fen + "','*','"
-        + timeControl + "'," + Date.now() + ",'')";
+        "INSERT INTO Games " +
+        "(vid, fenStart, fen, score, cadence, created, drawOffer) " +
+        "VALUES " +
+        "(" + vid + ",'" + fen + "','" + fen + "','*','" + cadence + "'," + Date.now() + ",'')";
       db.run(query, function(err) {
         if (!!err)
           return cb(err);
@@ -72,15 +72,14 @@ const GameModel =
     });
   },
 
-  // TODO: queries here could be async, and wait for all to complete
-  getOne: function(id, cb)
+  // TODO: some queries here could be async
+  getOne: function(id, light, cb)
   {
     db.serialize(function() {
-      // TODO: optimize queries?
       let query =
         // NOTE: g.scoreMsg can be NULL
         // (in this case score = "*" and no reason to look at it)
-        "SELECT g.id, g.vid, g.fen, g.fenStart, g.timeControl, g.score, " +
+        "SELECT g.id, g.vid, g.fen, g.fenStart, g.cadence, g.score, " +
           "g.scoreMsg, g.drawOffer, v.name AS vname " +
         "FROM Games g " +
         "JOIN Variants v " +
@@ -98,6 +97,14 @@ const GameModel =
         db.all(query, (err2,players) => {
           if (!!err2)
             return cb(err2);
+          if (light)
+          {
+            const game = Object.assign({},
+              gameInfo,
+              {players: players}
+            );
+            return cb(null, game);
+          }
           query =
             "SELECT squares, played, idx " +
             "FROM Moves " +
@@ -128,6 +135,7 @@ const GameModel =
     });
   },
 
+  // For display on MyGames or Hall: no need for moves or chats
   getByUser: function(uid, excluded, cb)
   {
     db.serialize(function() {
@@ -143,7 +151,7 @@ const GameModel =
         let gameArray = [];
         for (let i=0; i<gameIds.length; i++)
         {
-          GameModel.getOne(gameIds[i]["gid"], (err2,game) => {
+          GameModel.getOne(gameIds[i]["gid"], true, (err2,game) => {
             if (!!err2)
               return cb(err2);
             gameArray.push(game);
index a7adcf5..9ba5c53 100644 (file)
@@ -21,7 +21,7 @@ router.post("/challenges", access.logged, access.ajax, (req,res) => {
   let challenge =
   {
     fen: req.body.chall.fen,
-    timeControl: req.body.chall.timeControl,
+    cadence: req.body.chall.cadence,
     vid: req.body.chall.vid,
     uid: req.userId,
     to: req.body.chall.to, //string: user name (may be empty)
index 4232585..b5f59b0 100644 (file)
@@ -26,7 +26,7 @@ router.post("/games", access.logged, access.ajax, (req,res) => {
     return res.json({errmsg:error});
   ChallengeModel.remove(cid);
   GameModel.create(
-    gameInfo.vid, gameInfo.fen, gameInfo.timeControl, gameInfo.players,
+    gameInfo.vid, gameInfo.fen, gameInfo.cadence, gameInfo.players,
     (err,ret) => {
       access.checkRequest(res, err, ret, "Cannot create game", () => {
         const oppIdx = (gameInfo.players[0].id == req.userId ? 1 : 0);
@@ -45,7 +45,7 @@ router.get("/games", access.ajax, (req,res) => {
   {
     if (!gameId.match(/^[0-9]+$/))
       return res.json({errmsg: "Wrong game ID"});
-    GameModel.getOne(gameId, (err,game) => {
+    GameModel.getOne(gameId, false, (err,game) => {
       access.checkRequest(res, err, game, "Game not found", () => {
         res.json({game: game});
       });
index 11f7d8e..fea0f49 100644 (file)
@@ -14,7 +14,7 @@ function getJsonFromUrl(url)
 }
 
 module.exports = function(wss) {
-  // Associative array sid --> tmpId --> {socket, page},
+  // Associative array page --> sid --> tmpId --> socket
   // "page" is either "/" for hall or "/game/some_gid" for Game,
   // tmpId is required if a same user (browser) has different tabs
   let clients = {};
@@ -22,21 +22,45 @@ module.exports = function(wss) {
     const query = getJsonFromUrl(req.url);
     const sid = query["sid"];
     const tmpId = query["tmpId"];
-    const notifyRoom = (page,code,obj={},excluded=[]) => {
-      Object.keys(clients).forEach(k => {
-        if (k in excluded)
-          return;
-        if (k != sid && clients[k].page == page)
-        {
-          clients[k].sock.send(JSON.stringify(Object.assign(
-            {code:code, from:[sid,tmpId]}, obj)));
-        }
+    const page = query["page"];
+    const notifyRoom = (page,code,obj={}) => {
+      Object.keys(clients[page]).forEach(k => {
+        Object.keys(clients[page][k]).forEach(x => {
+          if (k == sid && x == tmpId)
+            return;
+          clients[page][k][x].send(JSON.stringify(Object.assign(
+            {code:code, from:sid}, obj)));
+        });
       });
     };
+    const deleteConnexion = () => {
+      if (!clients[page] || !clients[page][sid] || !clients[page][sid][tmpId])
+        return; //job already done
+      delete clients[page][sid][tmpId];
+      if (Object.keys(clients[page][sid]).length == 0)
+      {
+        delete clients[page][sid];
+        if (Object.keys(clients[page]) == 0)
+          delete clients[page];
+      }
+    };
     const messageListener = (objtxt) => {
       let obj = JSON.parse(objtxt);
-      if (!!obj.target && !clients[obj.target])
-        return; //receiver not connected, nothing we can do
+      if (!!obj.target)
+      {
+        // Check if receiver is connected, because there may be some lag
+        // between a client disconnects and another notice.
+        if (Array.isArray(obj.target))
+        {
+          if (!clients[page][obj.target[0]] ||
+            !clients[page][obj.target[0]][obj.target[1]])
+          {
+            return;
+          }
+        }
+        else if (!clients[page][obj.target])
+          return;
+      }
       switch (obj.code)
       {
         // Wait for "connect" message to notify connection to the room,
@@ -44,195 +68,124 @@ module.exports = function(wss) {
         // not be ready too early.
         case "connect":
         {
-          const curPage = clients[sid][tmpId].page;
-          notifyRoom(curPage, "connect"); //Hall or Game
-          if (curPage.indexOf("/game/") >= 0)
-            notifyRoom("/", "gconnect"); //notify main hall
+          notifyRoom(page, "connect");
+          if (page.indexOf("/game/") >= 0)
+            notifyRoom("/", "gconnect", {page:page});
           break;
         }
         case "disconnect":
-        {
-          const oldPage = obj.page;
-          notifyRoom(oldPage, "disconnect"); //Hall or Game
-          if (oldPage.indexOf("/game/") >= 0)
-            notifyRoom("/", "gdisconnect"); //notify main hall
+          // When page changes:
+          deleteConnexion();
+          if (!clients[page][sid])
+          {
+            // I effectively disconnected from this page:
+            notifyRoom(page, "disconnect");
+            if (page.indexOf("/game/") >= 0)
+              notifyRoom("/", "gdisconnect", {page:page});
+          }
           break;
-        }
-        case "pollclients":
+        case "pollclients": //from Hall or Game
         {
-          const curPage = clients[sid][tmpId].page;
-          let sockIds = {}; //result, object sid ==> [tmpIds]
-          Object.keys(clients).forEach(k => {
-            Object.keys(clients[k]).forEach(x => {
-              if ((k != sid || x != tmpId)
-                && clients[k][x].page == curPage)
-              {
-                if (!sockIds[k])
-                  sockIds[k] = [x];
-                else
-                  sockIds[k].push(x);
-              }
-            });
+          let sockIds = [];
+          Object.keys(clients[page]).forEach(k => {
+            // Poll myself if I'm on at least another tab (same page)
+            if (k != sid || Object.keys(clients["/"][k]).length >= 2)
+              sockIds.push(k);
           });
           socket.send(JSON.stringify({code:"pollclients", sockIds:sockIds}));
           break;
         }
-        case "pollgamers":
+        case "pollclientsandgamers": //from Hall
         {
-          let sockIds = {};
-          Object.keys(clients).forEach(k => {
-            Object.keys(clients[k]).forEach(x => {
-              if ((k != sid || x != tmpId)
-                && clients[k][x].page.indexOf("/game/") >= 0)
-              {
-                if (!sockIds[k])
-                  sockIds[k] = [x];
-                else
-                  sockIds[k].push(x);
-              }
-            });
+          let sockIds = [];
+          Object.keys(clients["/"]).forEach(k => {
+            // Poll myself if I'm on at least another tab (same page)
+            if (k != sid || Object.keys(clients["/"][k]).length >= 2)
+              sockIds.push({sid:k});
+          });
+          // NOTE: a "gamer" could also just be an observer
+          Object.keys(clients).forEach(p => {
+            if (p != "/")
+            {
+              Object.keys(clients[p]).forEach(k => {
+                if (k != sid)
+                  sockIds.push({sid:k, page:p}); //page needed for gamers
+              });
+            }
           });
-          socket.send(JSON.stringify({code:"pollgamers", sockIds:sockIds}));
+          socket.send(JSON.stringify({code:"pollclientsandgamers", sockIds:sockIds}));
           break;
         }
+
+        // Asking something: from is fully identified,
+        // but the requested resource can be from any tmpId (except current!)
         case "askidentity":
+        case "asklastate":
+        case "askchallenge":
+        case "askgame":
+        case "askfullgame":
         {
-          // Identity only depends on sid, so select a tmpId at random
-          const tmpIds = Object.keys(clients[obj.target]);
+          const tmpIds = Object.keys(clients[page][obj.target]);
+          if (obj.target == sid) //targetting myself
+          {
+            const idx_myTmpid = tmpIds.findIndex(x => x == tmpId);
+            if (idx_myTmpid >= 0)
+              tmpIds.splice(idx_myTmpid, 1);
+          }
           const tmpId_idx = Math.floor(Math.random() * tmpIds.length);
-          clients[obj.target][tmpIds[tmpId_idx]].sock.send(JSON.stringify(
-            {code:"askidentity",from:[sid,tmpId]}));
+          clients[page][obj.target][tmpIds[tmpId_idx]].send(
+            JSON.stringify({code:obj.code, from:[sid,tmpId]}));
           break;
         }
-        case "asklastate":
-          clients[obj.target[0]][obj.target[1]].sock.send(JSON.stringify(
-            {code:"asklastate",from:[sid,tmpId]}));
-          break;
-        case "askchallenge":
-          clients[obj.target[0]][obj.target[1]].sock.send(JSON.stringify(
-            {code:"askchallenge",from:[sid,tmpId]}));
-          break;
-        case "askgames":
-        {
-          // Check all clients playing, and send them a "askgame" message
-          // game ID --> [ sid1 --> array of tmpIds, sid2 --> array of tmpIds]
-          let gameSids = {};
-          const regexpGid = /\/[a-zA-Z0-9]+$/;
-          Object.keys(clients).forEach(k => {
-            Object.keys(clients[k]).forEach(x => {
-              if ((k != sid || x != tmpId)
-                && clients[k][x].page.indexOf("/game/") >= 0)
+
+        // Some Hall events: target all tmpId's (except mine),
+        case "refusechallenge":
+        case "startgame":
+          Object.keys(clients[page][obj.target]).forEach(x => {
+            if (obj.target != sid || x != tmpId)
             {
-              const gid = clients[k][x].page.match(regexpGid)[0];
-              if (!gameSids[gid])
-                gameSids[gid] = [{k: [x]}];
-              else if (k == Object.keys(gameSids[gid][0])[0])
-                gameSids[gid][0][k].push(x);
-              else if (gameSids[gid].length == 1)
-                gameSids[gid].push({k: [x]});
-              else
-                Object.values(gameSids[gid][1]).push(x);
+              clients[page][obj.target][x].send(JSON.stringify(
+                {code:obj.code, data:obj.data}));
             }
           });
-          // Request only one client out of 2 (TODO: this is a bit heavy)
-          // Alt: ask game to all, and filter later?
-          Object.keys(gameSids).forEach(gid => {
-            const L = gameSids[gid].length;
-            const sidIdx = L > 1
-              ? Math.floor(Math.random() * Math.floor(L))
-              : 0;
-            const tmpIdx = Object.values(gameSids[gid][sidIdx]
-            const rid = gameSids[gid][sidIdx][tmpIdx];
-            clients[sidIdx][tmpIdx].sock.send(JSON.stringify(
-              {code:"askgame", from: [sid,tmpId]}));
-          });
-          break;
-        }
-        case "askgame":
-          clients[obj.target].sock.send(JSON.stringify(
-            {code:"askgame", from:sid}));
-          break;
-        case "askfullgame":
-          clients[obj.target].sock.send(JSON.stringify(
-            {code:"askfullgame", from:sid}));
-          break;
-        case "fullgame":
-          clients[obj.target].sock.send(JSON.stringify(
-            {code:"fullgame", game:obj.game}));
-          break;
-        case "identity":
-          clients[obj.target].sock.send(JSON.stringify(
-            {code:"identity",user:obj.user}));
-          break;
-        case "refusechallenge":
-          clients[obj.target].sock.send(JSON.stringify(
-            {code:"refusechallenge", cid:obj.cid, from:sid}));
-          break;
-        case "deletechallenge":
-          clients[obj.target].sock.send(JSON.stringify(
-            {code:"deletechallenge", cid:obj.cid, from:sid}));
-          break;
-        case "newgame":
-          clients[obj.target].sock.send(JSON.stringify(
-            {code:"newgame", gameInfo:obj.gameInfo, cid:obj.cid}));
-          break;
-        case "challenge":
-          clients[obj.target].sock.send(JSON.stringify(
-            {code:"challenge", chall:obj.chall, from:sid}));
-          break;
-        case "game":
-          if (!!obj.target)
-          {
-            clients[obj.target].sock.send(JSON.stringify(
-              {code:"game", game:obj.game, from:sid}));
-          }
-          else
-          {
-            // Notify all room except opponent and me:
-            notifyRoom("/", "game", {game:obj.game}, [obj.oppsid]);
-          }
           break;
+
+        // Notify all room: mostly game events
         case "newchat":
-          notifyRoom(clients[sid].page, "newchat", {chat:obj.chat});
-          break;
-        // TODO: WebRTC instead in this case (most demanding?)
-        // --> Or else: at least do a "notifyRoom" (also for draw, resign...)
+        case "newchallenge":
+        case "newgame":
+        case "deletechallenge":
         case "newmove":
-          clients[obj.target].sock.send(JSON.stringify(
-            {code:"newmove", move:obj.move}));
-          break;
-        case "lastate":
-          clients[obj.target].sock.send(JSON.stringify(
-            {code:"lastate", state:obj.state}));
-          break;
         case "resign":
-          clients[obj.target].sock.send(JSON.stringify(
-            {code:"resign", side:obj.side}));
-          break;
         case "abort":
-          clients[obj.target].sock.send(JSON.stringify(
-            {code:"abort"}));
-          break;
         case "drawoffer":
-          clients[obj.target].sock.send(JSON.stringify(
-            {code:"drawoffer"}));
-          break;
         case "draw":
-          clients[obj.target].sock.send(JSON.stringify(
-            {code:"draw", message:obj.message}));
+          notifyRoom(page, obj.code, {data:obj.data});
+          break;
+
+        // Passing, relaying something: from isn't needed,
+        // but target is fully identified (sid + tmpId)
+        case "challenge":
+        case "fullgame":
+        case "game":
+        case "identity":
+        case "lastate":
+          clients[page][obj.target[0]][obj.target[1]].send(JSON.stringify(
+            {code:obj.code, data:obj.data}));
           break;
       }
     };
     const closeListener = () => {
-      delete clients[sid];
+      // For tab or browser closing:
+      deleteConnexion();
     };
-    if (!!clients[sid])
-    {
-      // Turn off old sock through current client:
-      clients[sid].sock.send(JSON.stringify({code:"duplicate"}));
-    }
-    // Potentially replace current connection:
-    clients[sid] = {sock: socket, page: query["page"]};
+    // Update clients object: add new connexion
+    if (!clients[page])
+      clients[page] = {[sid]: {[tmpId]: socket}};
+    else if (!clients[page][sid])
+      clients[page][sid] = {[tmpId]: socket};
+    else
+      clients[page][sid][tmpId] = socket;
     socket.on("message", messageListener);
     socket.on("close", closeListener);
   });