5 @click="resetChatColor()"
9 data-checkbox="modalChat"
12 label.modal-close(for="modalChat")
14 span {{ Object.keys(people).length + " " + st.tr["participant(s):"] }}
16 v-for="p in Object.values(people)"
20 span.anonymous(v-if="Object.values(people).some(p => !p.name && p.id === 0)")
23 :players="game.players"
24 :pastChats="game.chats"
27 @chatcleared="clearChat"
30 #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
31 span.variant-cadence {{ game.cadence }}
32 span.variant-name {{ game.vname }}
33 button#chatBtn(onClick="window.doClick('modalChat')") Chat
34 #actions(v-if="game.score=='*'")
37 :class="{['draw-' + drawOffer]: true}"
44 | {{ st.tr["Abort"] }}
49 | {{ st.tr["Resign"] }}
52 span.name(:class="{connected: isConnected(0)}")
53 | {{ game.players[0].name || "@nonymous" }}
54 span.time(v-if="game.score=='*'") {{ virtualClocks[0] }}
56 span.name(:class="{connected: isConnected(1)}")
57 | {{ game.players[1].name || "@nonymous" }}
58 span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
62 @newmove="processMove"
68 import BaseGame from "@/components/BaseGame.vue";
69 import Chat from "@/components/Chat.vue";
70 import { store } from "@/store";
71 import { GameStorage } from "@/utils/gameStorage";
72 import { ppt } from "@/utils/datetime";
73 import { ajax } from "@/utils/ajax";
74 import { extractTime } from "@/utils/timeControl";
75 import { getRandString } from "@/utils/alea";
76 import { processModalClick } from "@/utils/modalClick";
77 import { getFullNotation } from "@/utils/notation";
78 import { playMove, getFilteredMove } from "@/utils/playUndo";
79 import { getScoreMessage } from "@/utils/scoring";
80 import { ArrayFun } from "@/utils/array";
81 import params from "@/parameters";
88 // gameRef: to find the game in (potentially remote) storage
93 // rid = remote (socket) ID
99 players: [{ name: "" }, { name: "" }],
103 virtualClocks: [0, 0], //initialized with true game.clocks
104 vr: null, //"variant rules" object initialized from FEN
106 people: {}, //players + observers
107 onMygames: [], //opponents (or me) on "MyGames" page
108 lastate: undefined, //used if opponent send lastate before game is ready
109 repeat: {}, //detect position repetition
112 roomInitialized: false,
113 // If newmove has wrong index: ask fullgame again:
114 gameIsLoading: false,
115 // If asklastate got no reply, ask again:
117 gotMoveIdx: -1, //last move index received
118 // If newmove got no pingback, send again:
119 opponentGotMove: false,
121 // Related to (killing of) self multi-connects:
127 $route: function(to) {
128 this.gameRef.id = to.params["id"];
129 this.gameRef.rid = to.query["rid"];
133 // NOTE: some redundant code with Hall.vue (mostly related to people array)
134 created: function() {
135 // Always add myself to players' list
136 const my = this.st.user;
137 this.$set(this.people, my.sid, { id: my.id, name: my.name });
138 this.gameRef.id = this.$route.params["id"];
139 this.gameRef.rid = this.$route.query["rid"]; //may be undefined
140 // Initialize connection
141 this.connexionString =
148 encodeURIComponent(this.$route.path);
149 this.conn = new WebSocket(this.connexionString);
150 this.conn.onmessage = this.socketMessageListener;
151 this.conn.onclose = this.socketCloseListener;
152 // Socket init required before loading remote game:
153 const socketInit = callback => {
154 if (!!this.conn && this.conn.readyState == 1)
158 // Socket not ready yet (initial loading)
159 // NOTE: it's important to call callback without arguments,
160 // otherwise first arg is Websocket object and loadGame fails.
161 this.conn.onopen = () => callback();
163 if (!this.gameRef.rid)
164 // Game stored locally or on server
165 this.loadGame(null, () => socketInit(this.roomInit));
167 // Game stored remotely: need socket to retrieve it
168 // NOTE: the callback "roomInit" will be lost, so we don't provide it.
169 // --> It will be given when receiving "fullgame" socket event.
170 socketInit(this.loadGame);
172 mounted: function() {
174 .getElementById("chatWrap")
175 .addEventListener("click", processModalClick);
177 beforeDestroy: function() {
178 this.send("disconnect");
181 roomInit: function() {
182 if (!this.roomInitialized) {
183 // Notify the room only now that I connected, because
184 // messages might be lost otherwise (if game loading is slow)
185 this.send("connect");
186 this.send("pollclients");
187 // We may ask fullgame several times if some moves are lost,
188 // but room should be init only once:
189 this.roomInitialized = true;
192 send: function(code, obj) {
194 this.conn.send(JSON.stringify(Object.assign({ code: code }, obj)));
196 isConnected: function(index) {
197 const player = this.game.players[index];
199 if (this.st.user.sid == player.sid || this.st.user.id == player.uid)
201 // Try to find a match in people:
205 Object.keys(this.people).some(sid => sid == player.sid)
210 Object.values(this.people).some(p => p.id == player.uid)
214 resetChatColor: function() {
215 // TODO: this is called twice, once on opening an once on closing
216 document.getElementById("chatBtn").classList.remove("somethingnew");
218 processChat: function(chat) {
219 this.send("newchat", { data: chat });
220 // NOTE: anonymous chats in corr games are not stored on server (TODO?)
221 if (this.game.type == "corr" && this.st.user.id > 0)
222 GameStorage.update(this.gameRef.id, { chat: chat });
224 clearChat: function() {
225 // Nothing more to do if game is live (chats not recorded)
226 if (this.game.type == "corr") {
227 if (!!this.game.mycolor)
228 ajax("/chats", "DELETE", {gid: this.game.id});
229 this.$set(this.game, "chats", []);
232 // Notify turn after a new move (to opponent and me on MyGames page)
233 notifyTurn: function(sid) {
234 const player = this.people[sid];
235 const colorIdx = this.game.players.findIndex(
236 p => p.sid == sid || p.id == player.id);
237 const color = ["w","b"][colorIdx];
238 const movesCount = this.game.moves.length;
240 (color == "w" && movesCount % 2 == 0) ||
241 (color == "b" && movesCount % 2 == 1);
242 this.send("turnchange", { target: sid, yourTurn: yourTurn });
244 askGameAgain: function() {
245 this.gameIsLoading = true;
246 if (!this.gameRef.rid)
247 // This is my game: just reload.
250 // Just ask fullgame again (once!), this is much simpler.
251 // If this fails, the user could just reload page :/
253 (function askIfPeerConnected() {
254 if (!!self.people[self.gameRef.rid])
255 self.send("askfullgame", { target: self.gameRef.rid });
256 else setTimeout(askIfPeerConnected, 1000);
260 socketMessageListener: function(msg) {
261 if (!this.conn) return;
262 const data = JSON.parse(msg.data);
265 data.sockIds.forEach(sid => {
266 if (sid != this.st.user.sid)
267 this.send("askidentity", { target: sid });
271 if (!this.people[data.from]) {
272 this.newConnect[data.from] = true; //for self multi-connects tests
273 this.send("askidentity", { target: data.from });
277 this.$delete(this.people, data.from);
280 // TODO: from MyGames page : send mconnect message with the list of gid (live and corr)
281 // Either me (another tab) or opponent
282 const sid = data.from;
283 if (!this.onMygames.some(s => s == sid))
285 this.onMygames.push(sid);
286 this.notifyTurn(sid); //TODO: this may require server ID (so, notify after receiving identity)
289 if (!this.people[sid])
290 this.send("askidentity", { target: sid });
293 ArrayFun.remove(this.onMygames, sid => sid == data.from);
296 // I logged in elsewhere:
298 alert(this.st.tr["New connexion detected: tab now offline"]);
300 case "askidentity": {
301 // Request for identification
303 // Decompose to avoid revealing email
304 name: this.st.user.name,
305 sid: this.st.user.sid,
308 this.send("identity", { data: me, target: data.from });
312 const user = data.data;
313 this.$set(this.people, user.sid, { name: user.name, id: user.id });
314 // If I multi-connect, kill current connexion if no mark (I'm older)
315 if (this.newConnect[user.sid]) {
318 user.id == this.st.user.id &&
319 user.sid != this.st.user.sid &&
320 !this.killed[this.st.user.sid]
322 this.send("killme", { sid: this.st.user.sid });
323 this.killed[this.st.user.sid] = true;
325 delete this.newConnect[user.sid];
327 if (!this.killed[this.st.user.sid]) {
328 // Ask potentially missed last state, if opponent and I play
330 !!this.game.mycolor &&
331 this.game.type == "live" &&
332 this.game.score == "*" &&
333 this.game.players.some(p => p.sid == user.sid)
336 (function askLastate() {
337 self.send("asklastate", { target: user.sid });
340 // Ask until we got a reply (or opponent disconnect):
341 if (!self.gotLastate && !!self.people[user.sid])
352 // Send current (live) game if not asked by any of the players
354 this.game.type == "live" &&
355 this.game.players.every(p => p.sid != data.from[0])
360 players: this.game.players,
362 cadence: this.game.cadence,
363 score: this.game.score,
364 rid: this.st.user.sid //useful in Hall if I'm an observer
366 this.send("game", { data: myGame, target: data.from });
370 this.send("fullgame", { data: this.game, target: data.from });
373 // Callback "roomInit" to poll clients only after game is loaded
374 this.loadGame(data.data, this.roomInit);
377 // Sending informative last state if I played a move or score != "*"
379 (this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) ||
380 this.game.score != "*" ||
381 this.drawOffer == "sent"
383 // Send our "last state" informations to opponent
384 const L = this.game.moves.length;
385 const myIdx = ["w", "b"].indexOf(this.game.mycolor);
387 lastMove: L > 0 ? this.game.moves[L - 1] : undefined,
388 addTime: L > 0 ? this.game.addTimes[L - 1] : undefined,
389 // Since we played a move (or abort or resign),
390 // only drawOffer=="sent" is possible
391 drawSent: this.drawOffer == "sent",
392 score: this.game.score,
394 initime: this.game.initime[1 - myIdx] //relevant only if I played
396 this.send("lastate", { data: myLastate, target: data.from });
398 this.send("lastate", { data: {nothing: true}, target: data.from });
402 // Got opponent infos about last move
403 this.gotLastate = true;
404 if (!data.data.nothing) {
405 this.lastate = data.data;
406 if (this.game.rendered)
407 // Game is rendered (Board component)
408 this.processLastate();
409 // Else: will be processed when game is ready
414 const movePlus = data.data;
415 const movesCount = this.game.moves.length;
416 if (movePlus.index > movesCount) {
417 // This can only happen if I'm an observer and missed a move.
418 this.gotMoveIdx = movePlus.index;
419 if (!this.gameIsLoading) this.askGameAgain();
423 movePlus.index < movesCount ||
424 this.gotMoveIdx >= movePlus.index
426 // Opponent re-send but we already have the move:
427 // (maybe he didn't receive our pingback...)
428 this.send("gotmove", {data: movePlus.index, target: data.from});
430 this.gotMoveIdx = movePlus.index;
431 const receiveMyMove = (movePlus.color == this.game.mycolor);
432 if (!receiveMyMove && !!this.game.mycolor)
433 // Notify opponent that I got the move:
434 this.send("gotmove", {data: movePlus.index, target: data.from});
435 if (movePlus.cancelDrawOffer) {
436 // Opponent refuses draw
438 // NOTE for corr games: drawOffer reset by player in turn
440 this.game.type == "live" &&
441 !!this.game.mycolor &&
444 GameStorage.update(this.gameRef.id, { drawOffer: "" });
447 this.$refs["basegame"].play(
452 addTime: movePlus.addTime,
453 receiveMyMove: receiveMyMove
461 this.opponentGotMove = true;
465 const score = data.side == "b" ? "1-0" : "0-1";
466 const side = data.side == "w" ? "White" : "Black";
467 this.gameOver(score, side + " surrender");
470 this.gameOver("?", "Stop");
473 this.gameOver("1/2", data.data);
476 // NOTE: observers don't know who offered draw
477 this.drawOffer = "received";
480 this.newChat = data.data;
481 if (!document.getElementById("modalChat").checked)
482 document.getElementById("chatBtn").classList.add("somethingnew");
486 socketCloseListener: function() {
487 this.conn = new WebSocket(this.connexionString);
488 this.conn.addEventListener("message", this.socketMessageListener);
489 this.conn.addEventListener("close", this.socketCloseListener);
491 // lastate was received, but maybe game wasn't ready yet:
492 processLastate: function() {
493 const data = this.lastate;
494 this.lastate = undefined; //security...
495 const L = this.game.moves.length;
496 if (data.movesCount > L) {
497 // Just got last move from him
498 this.$refs["basegame"].play(
502 {addTime: data.addTime, initime: data.initime}
505 if (data.drawSent) this.drawOffer = "received";
506 if (data.score != "*") {
508 if (this.game.score == "*") this.gameOver(data.score);
511 clickDraw: function() {
512 if (!this.game.mycolor) return; //I'm just spectator
513 if (["received", "threerep"].includes(this.drawOffer)) {
514 if (!confirm(this.st.tr["Accept draw?"])) return;
516 this.drawOffer == "received"
518 : "Three repetitions";
519 this.send("draw", { data: message });
520 this.gameOver("1/2", message);
521 } else if (this.drawOffer == "") {
522 // No effect if drawOffer == "sent"
523 if (!!this.game.mycolor != this.vr.turn) {
524 alert(this.st.tr["Draw offer only in your turn"]);
527 if (!confirm(this.st.tr["Offer draw?"])) return;
528 this.drawOffer = "sent";
529 this.send("drawoffer");
530 GameStorage.update(this.gameRef.id, { drawOffer: this.game.mycolor });
533 abortGame: function() {
534 if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return;
535 this.gameOver("?", "Stop");
539 if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
541 this.send("resign", { data: this.game.mycolor });
542 const score = this.game.mycolor == "w" ? "0-1" : "1-0";
543 const side = this.game.mycolor == "w" ? "White" : "Black";
544 this.gameOver(score, side + " surrender");
546 // 3 cases for loading a game:
547 // - from indexedDB (running or completed live game I play)
548 // - from server (one correspondance game I play[ed] or not)
549 // - from remote peer (one live game I don't play, finished or not)
550 loadGame: function(game, callback) {
551 const afterRetrieval = async game => {
552 const vModule = await import("@/variants/" + game.vname + ".js");
553 window.V = vModule.VariantRules;
554 this.vr = new V(game.fen);
555 const gtype = game.cadence.indexOf("d") >= 0 ? "corr" : "live";
556 const tc = extractTime(game.cadence);
557 const myIdx = game.players.findIndex(p => {
558 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
560 const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers
561 if (!game.chats) game.chats = []; //live games don't have chat history
562 if (gtype == "corr") {
563 if (game.players[0].color == "b") {
564 // Adopt the same convention for live and corr games: [0] = white
565 [game.players[0], game.players[1]] = [
570 // NOTE: clocks in seconds, initime in milliseconds
571 game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
572 const L = game.moves.length;
573 if (game.score == "*") {
574 // Set clocks + initime
575 game.clocks = [tc.mainTime, tc.mainTime];
576 game.initime = [0, 0];
578 const gameLastupdate = game.moves[L-1].played;
579 game.initime[L % 2] = gameLastupdate;
582 tc.mainTime - (Date.now() - gameLastupdate) / 1000;
586 // Sort chat messages from newest to oldest
587 game.chats.sort((c1, c2) => {
588 return c2.added - c1.added;
590 if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) {
591 // Did a chat message arrive after my last move?
593 if (L == 1 && myIdx == 0)
594 dtLastMove = game.moves[0].played;
597 // It's now white turn
598 dtLastMove = game.moves[L-1-(1-myIdx)].played;
601 dtLastMove = game.moves[L-1-myIdx].played;
604 if (dtLastMove < game.chats[0].added)
605 document.getElementById("chatBtn").classList.add("somethingnew");
607 // Now that we used idx and played, re-format moves as for live games
608 game.moves = game.moves.map(m => m.squares);
610 if (gtype == "live" && game.clocks[0] < 0) {
612 game.clocks = [tc.mainTime, tc.mainTime];
613 if (game.score == "*") {
614 game.initime[0] = Date.now();
616 // I play in this live game; corr games don't have clocks+initime
617 GameStorage.update(game.id, {
619 initime: game.initime
624 if (game.drawOffer) {
625 if (game.drawOffer == "t")
627 this.drawOffer = "threerep";
629 // Draw offered by any of the players:
630 if (myIdx < 0) this.drawOffer = "received";
632 // I play in this game:
634 (game.drawOffer == "w" && myIdx == 0) ||
635 (game.drawOffer == "b" && myIdx == 1)
637 this.drawOffer = "sent";
638 else this.drawOffer = "received";
642 this.repeat = {}; //reset: scan past moves' FEN:
644 let vr_tmp = new V(game.fenStart);
646 game.moves.forEach(m => {
648 const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
649 this.repeat[fenIdx] = this.repeat[fenIdx]
650 ? this.repeat[fenIdx] + 1
653 if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
654 this.game = Object.assign(
655 // NOTE: assign mycolor here, since BaseGame could also be VS computer
658 increment: tc.increment,
660 // opponent sid not strictly required (or available), but easier
661 // at least oppsid or oppid is available anyway:
662 oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
663 oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid,
664 addTimes: [], //used for live games
668 if (this.gameIsLoading)
669 // Re-load game because we missed some moves:
670 // artificially reset BaseGame (required if moves arrive too quickly)
671 this.$refs["basegame"].re_setVariables();
673 this.$nextTick(() => {
674 this.game.rendered = true;
675 // Did lastate arrive before game was rendered?
676 if (this.lastate) this.processLastate();
678 if (this.gameIsLoading) {
679 this.gameIsLoading = false;
680 if (this.gotMoveIdx >= game.moves.length)
681 // Some moves arrived meanwhile...
684 if (!!callback) callback();
687 afterRetrieval(game);
690 if (this.gameRef.rid) {
691 // Remote live game: forgetting about callback func... (TODO: design)
692 this.send("askfullgame", { target: this.gameRef.rid });
694 // Local or corr game
695 // NOTE: afterRetrieval() is never called if game not found
696 GameStorage.get(this.gameRef.id, afterRetrieval);
699 re_setClocks: function() {
700 if (this.game.moves.length < 2 || this.game.score != "*") {
701 // 1st move not completed yet, or game over: freeze time
702 this.virtualClocks = this.game.clocks.map(s => ppt(s));
705 const currentTurn = this.vr.turn;
706 const currentMovesCount = this.game.moves.length;
707 const colorIdx = ["w", "b"].indexOf(currentTurn);
709 this.game.clocks[colorIdx] -
710 (Date.now() - this.game.initime[colorIdx]) / 1000;
711 this.virtualClocks = [0, 1].map(i => {
713 i == colorIdx ? (Date.now() - this.game.initime[colorIdx]) / 1000 : 0;
714 return ppt(this.game.clocks[i] - removeTime);
716 let clockUpdate = setInterval(() => {
719 this.game.moves.length > currentMovesCount ||
720 this.game.score != "*"
722 clearInterval(clockUpdate);
725 currentTurn == "w" ? "0-1" : "1-0",
732 ppt(Math.max(0, --countdown))
736 // Post-process a (potentially partial) move (which was just played in BaseGame)
737 processMove: function(move, data) {
738 if (!data) data = {};
739 const moveCol = this.vr.turn;
740 const doProcessMove = () => {
741 const colorIdx = ["w", "b"].indexOf(moveCol);
742 const nextIdx = 1 - colorIdx;
743 const origMovescount = this.game.moves.length;
745 this.game.type == "live"
746 ? (data.addTime || 0)
748 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
749 if (this.drawOffer == "received")
752 if (this.game.type == "live" && origMovescount >= 2) {
753 const elapsed = Date.now() - this.game.initime[colorIdx];
754 // elapsed time is measured in milliseconds
755 addTime = this.game.increment - elapsed / 1000;
758 // Update current game object:
759 playMove(move, this.vr);
760 // TODO: notifyTurn: "changeturn" message
761 this.game.moves.push(move);
762 // (add)Time indication: useful in case of lastate infos requested
763 if (this.game.type == "live")
764 this.game.addTimes.push(addTime);
765 this.game.fen = this.vr.getFen();
766 if (this.game.type == "live") this.game.clocks[colorIdx] += addTime;
767 // In corr games, just reset clock to mainTime:
768 else this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
769 // data.initime is set only when I receive a "lastate" move from opponent
770 this.game.initime[nextIdx] = data.initime || Date.now();
772 // If repetition detected, consider that a draw offer was received:
773 const fenObj = this.vr.getFenForRepeat();
774 this.repeat[fenObj] = this.repeat[fenObj] ? this.repeat[fenObj] + 1 : 1;
775 if (this.repeat[fenObj] >= 3) this.drawOffer = "threerep";
776 else if (this.drawOffer == "threerep") this.drawOffer = "";
777 // Since corr games are stored at only one location, update should be
778 // done only by one player for each move:
779 if (!!this.game.mycolor && !data.receiveMyMove) {
780 // NOTE: 'var' to see that variable outside this block
781 var filtered_move = getFilteredMove(move);
784 !!this.game.mycolor &&
785 !data.receiveMyMove &&
786 (this.game.type == "live" || moveCol == this.game.mycolor)
789 switch (this.drawOffer) {
794 drawCode = this.game.mycolor;
797 drawCode = V.GetOppCol(this.game.mycolor);
800 if (this.game.type == "corr") {
801 GameStorage.update(this.gameRef.id, {
804 squares: filtered_move,
808 // Code "n" for "None" to force reset (otherwise it's ignored)
809 drawOffer: drawCode || "n"
812 else if (!document.hidden) {
813 // Live game: consider only the active tab
814 GameStorage.update(this.gameRef.id, {
817 clocks: this.game.clocks,
818 initime: this.game.initime,
823 // Send move ("newmove" event) to people in the room (if our turn)
824 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
827 index: origMovescount,
828 // color is required to check if this is my move (if several tabs opened)
830 addTime: addTime, //undefined for corr games
831 cancelDrawOffer: this.drawOffer == ""
833 this.opponentGotMove = false;
834 this.send("newmove", {data: sendMove});
835 // If the opponent doesn't reply gotmove soon enough, re-send move:
836 let retrySendmove = setInterval( () => {
837 if (this.opponentGotMove) {
838 clearInterval(retrySendmove);
841 let oppsid = this.game.players[nextIdx].sid;
843 oppsid = Object.keys(this.people).find(
844 sid => this.people[sid].id == this.game.players[nextIdx].uid
847 if (!oppsid || !this.people[oppsid])
848 // Opponent is disconnected: he'll ask last state
849 clearInterval(retrySendmove);
850 else this.send("newmove", {data: sendMove, target: oppsid});
855 this.game.type == "corr" &&
856 moveCol == this.game.mycolor &&
860 // TODO: remplacer cette confirm box par qqch de plus discret
861 // (et de même pour challenge accepté / refusé)
864 this.st.tr["Move played:"] +
866 getFullNotation(move) +
868 this.st.tr["Are you sure?"]
871 this.$refs["basegame"].cancelLastMove();
875 // Let small time to finish drawing current move attempt:
878 else doProcessMove();
880 gameOver: function(score, scoreMsg) {
881 this.game.score = score;
882 this.$set(this.game, "scoreMsg", scoreMsg || getScoreMessage(score));
883 const myIdx = this.game.players.findIndex(p => {
884 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
887 // OK, I play in this game
888 GameStorage.update(this.gameRef.id, {
892 // Notify the score to main Hall. TODO: only one player (currently double send)
893 this.send("result", { gid: this.game.id, score: score });
900 <style lang="sass" scoped>
902 background-color: lightgreen
914 @media screen and (min-width: 768px)
917 @media screen and (max-width: 767px)
922 display: inline-block
925 display: inline-block
928 @media screen and (max-width: 767px)
931 @media screen and (min-width: 768px)
948 display: inline-block
952 display: inline-block
963 .draw-sent, .draw-sent:hover
964 background-color: lightyellow
966 .draw-received, .draw-received:hover
967 background-color: lightgreen
969 .draw-threerep, .draw-threerep:hover
970 background-color: #e4d1fc
973 background-color: #c5fefe