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 socketMessageListener: function(msg) {
245 if (!this.conn) return;
246 const data = JSON.parse(msg.data);
249 data.sockIds.forEach(sid => {
250 if (sid != this.st.user.sid)
251 this.send("askidentity", { target: sid });
255 if (!this.people[data.from]) {
256 this.newConnect[data.from] = true; //for self multi-connects tests
257 this.send("askidentity", { target: data.from });
261 this.$delete(this.people, data.from);
264 // TODO: from MyGames page : send mconnect message with the list of gid (live and corr)
265 // Either me (another tab) or opponent
266 const sid = data.from;
267 if (!this.onMygames.some(s => s == sid))
269 this.onMygames.push(sid);
270 this.notifyTurn(sid); //TODO: this may require server ID (so, notify after receiving identity)
273 if (!this.people[sid])
274 this.send("askidentity", { target: sid });
277 ArrayFun.remove(this.onMygames, sid => sid == data.from);
280 // I logged in elsewhere:
282 alert(this.st.tr["New connexion detected: tab now offline"]);
284 case "askidentity": {
285 // Request for identification
287 // Decompose to avoid revealing email
288 name: this.st.user.name,
289 sid: this.st.user.sid,
292 this.send("identity", { data: me, target: data.from });
296 const user = data.data;
297 this.$set(this.people, user.sid, { name: user.name, id: user.id });
298 // If I multi-connect, kill current connexion if no mark (I'm older)
299 if (this.newConnect[user.sid]) {
302 user.id == this.st.user.id &&
303 user.sid != this.st.user.sid &&
304 !this.killed[this.st.user.sid]
306 this.send("killme", { sid: this.st.user.sid });
307 this.killed[this.st.user.sid] = true;
309 delete this.newConnect[user.sid];
311 if (!this.killed[this.st.user.sid]) {
312 // Ask potentially missed last state, if opponent and I play
314 !!this.game.mycolor &&
315 this.game.type == "live" &&
316 this.game.score == "*" &&
317 this.game.players.some(p => p.sid == user.sid)
320 (function askLastate() {
321 self.send("asklastate", { target: user.sid });
324 // Ask until we got a reply (or opponent disconnect):
325 if (!self.gotLastate && !!self.people[user.sid])
336 // Send current (live) game if not asked by any of the players
338 this.game.type == "live" &&
339 this.game.players.every(p => p.sid != data.from[0])
344 players: this.game.players,
346 cadence: this.game.cadence,
347 score: this.game.score,
348 rid: this.st.user.sid //useful in Hall if I'm an observer
350 this.send("game", { data: myGame, target: data.from });
354 this.send("fullgame", { data: this.game, target: data.from });
357 // Callback "roomInit" to poll clients only after game is loaded
358 this.loadGame(data.data, this.roomInit);
361 // Sending informative last state if I played a move or score != "*"
363 (this.game.moves.length > 0 && this.vr.turn != this.game.mycolor) ||
364 this.game.score != "*" ||
365 this.drawOffer == "sent"
367 // Send our "last state" informations to opponent
368 const L = this.game.moves.length;
369 const myIdx = ["w", "b"].indexOf(this.game.mycolor);
371 lastMove: L > 0 ? this.game.moves[L - 1] : undefined,
372 addTime: L > 0 ? this.game.addTimes[L - 1] : undefined,
373 // Since we played a move (or abort or resign),
374 // only drawOffer=="sent" is possible
375 drawSent: this.drawOffer == "sent",
376 score: this.game.score,
378 initime: this.game.initime[1 - myIdx] //relevant only if I played
380 this.send("lastate", { data: myLastate, target: data.from });
382 this.send("lastate", { data: {nothing: true}, target: data.from });
386 // Got opponent infos about last move
387 this.gotLastate = true;
388 if (!data.data.nothing) {
389 this.lastate = data.data;
390 if (this.game.rendered)
391 // Game is rendered (Board component)
392 this.processLastate();
393 // Else: will be processed when game is ready
398 const movePlus = data.data;
399 const movesCount = this.game.moves.length;
400 if (movePlus.index > movesCount) {
401 // This can only happen if I'm an observer and missed a move.
402 if (!this.gameIsLoading) {
403 this.gameIsLoading = true;
404 if (!this.gameRef.rid)
405 // This is my game: just reload.
408 // Just ask fullgame again (once!), this is much simpler.
409 // If this fails, the user could just reload page :/
411 (function askIfPeerConnected() {
412 if (!!self.people[self.gameRef.rid])
413 self.send("askfullgame", { target: self.gameRef.rid });
414 else setTimeout(askIfPeerConnected, 1000);
420 movePlus.index < movesCount ||
421 this.gotMoveIdx >= movePlus.index
423 // Opponent re-send but we already have the move:
424 // (maybe he didn't receive our pingback...)
425 this.send("gotmove", {data: movePlus.index, target: data.from});
427 this.gotMoveIdx = movePlus.index;
428 const receiveMyMove = (movePlus.color == this.game.mycolor);
429 if (!receiveMyMove && !!this.game.mycolor)
430 // Notify opponent that I got the move:
431 this.send("gotmove", {data: movePlus.index, target: data.from});
432 if (movePlus.cancelDrawOffer) {
433 // Opponent refuses draw
435 // NOTE for corr games: drawOffer reset by player in turn
437 this.game.type == "live" &&
438 !!this.game.mycolor &&
441 GameStorage.update(this.gameRef.id, { drawOffer: "" });
444 this.$refs["basegame"].play(
449 addTime: movePlus.addTime,
450 receiveMyMove: receiveMyMove
458 this.opponentGotMove = true;
462 const score = data.side == "b" ? "1-0" : "0-1";
463 const side = data.side == "w" ? "White" : "Black";
464 this.gameOver(score, side + " surrender");
467 this.gameOver("?", "Stop");
470 this.gameOver("1/2", data.data);
473 // NOTE: observers don't know who offered draw
474 this.drawOffer = "received";
477 this.newChat = data.data;
478 if (!document.getElementById("modalChat").checked)
479 document.getElementById("chatBtn").classList.add("somethingnew");
483 socketCloseListener: function() {
484 this.conn = new WebSocket(this.connexionString);
485 this.conn.addEventListener("message", this.socketMessageListener);
486 this.conn.addEventListener("close", this.socketCloseListener);
488 // lastate was received, but maybe game wasn't ready yet:
489 processLastate: function() {
490 const data = this.lastate;
491 this.lastate = undefined; //security...
492 const L = this.game.moves.length;
493 if (data.movesCount > L) {
494 // Just got last move from him
495 this.$refs["basegame"].play(
499 {addTime: data.addTime, initime: data.initime}
502 if (data.drawSent) this.drawOffer = "received";
503 if (data.score != "*") {
505 if (this.game.score == "*") this.gameOver(data.score);
508 clickDraw: function() {
509 if (!this.game.mycolor) return; //I'm just spectator
510 if (["received", "threerep"].includes(this.drawOffer)) {
511 if (!confirm(this.st.tr["Accept draw?"])) return;
513 this.drawOffer == "received"
515 : "Three repetitions";
516 this.send("draw", { data: message });
517 this.gameOver("1/2", message);
518 } else if (this.drawOffer == "") {
519 // No effect if drawOffer == "sent"
520 if (!!this.game.mycolor != this.vr.turn) {
521 alert(this.st.tr["Draw offer only in your turn"]);
524 if (!confirm(this.st.tr["Offer draw?"])) return;
525 this.drawOffer = "sent";
526 this.send("drawoffer");
527 GameStorage.update(this.gameRef.id, { drawOffer: this.game.mycolor });
530 abortGame: function() {
531 if (!this.game.mycolor || !confirm(this.st.tr["Terminate game?"])) return;
532 this.gameOver("?", "Stop");
536 if (!this.game.mycolor || !confirm(this.st.tr["Resign the game?"]))
538 this.send("resign", { data: this.game.mycolor });
539 const score = this.game.mycolor == "w" ? "0-1" : "1-0";
540 const side = this.game.mycolor == "w" ? "White" : "Black";
541 this.gameOver(score, side + " surrender");
543 // 3 cases for loading a game:
544 // - from indexedDB (running or completed live game I play)
545 // - from server (one correspondance game I play[ed] or not)
546 // - from remote peer (one live game I don't play, finished or not)
547 loadGame: function(game, callback) {
548 const afterRetrieval = async game => {
549 const vModule = await import("@/variants/" + game.vname + ".js");
550 window.V = vModule.VariantRules;
551 this.vr = new V(game.fen);
552 const gtype = game.cadence.indexOf("d") >= 0 ? "corr" : "live";
553 const tc = extractTime(game.cadence);
554 const myIdx = game.players.findIndex(p => {
555 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
557 const mycolor = [undefined, "w", "b"][myIdx + 1]; //undefined for observers
558 if (!game.chats) game.chats = []; //live games don't have chat history
559 if (gtype == "corr") {
560 if (game.players[0].color == "b") {
561 // Adopt the same convention for live and corr games: [0] = white
562 [game.players[0], game.players[1]] = [
567 // NOTE: clocks in seconds, initime in milliseconds
568 game.moves.sort((m1, m2) => m1.idx - m2.idx); //in case of
569 const L = game.moves.length;
570 if (game.score == "*") {
571 // Set clocks + initime
572 game.clocks = [tc.mainTime, tc.mainTime];
573 game.initime = [0, 0];
575 const gameLastupdate = game.moves[L-1].played;
576 game.initime[L % 2] = gameLastupdate;
579 tc.mainTime - (Date.now() - gameLastupdate) / 1000;
583 // Sort chat messages from newest to oldest
584 game.chats.sort((c1, c2) => {
585 return c2.added - c1.added;
587 if (myIdx >= 0 && game.score == "*" && game.chats.length > 0) {
588 // Did a chat message arrive after my last move?
590 if (L == 1 && myIdx == 0)
591 dtLastMove = game.moves[0].played;
594 // It's now white turn
595 dtLastMove = game.moves[L-1-(1-myIdx)].played;
598 dtLastMove = game.moves[L-1-myIdx].played;
601 if (dtLastMove < game.chats[0].added)
602 document.getElementById("chatBtn").classList.add("somethingnew");
604 // Now that we used idx and played, re-format moves as for live games
605 game.moves = game.moves.map(m => m.squares);
607 if (gtype == "live" && game.clocks[0] < 0) {
609 game.clocks = [tc.mainTime, tc.mainTime];
610 if (game.score == "*") {
611 game.initime[0] = Date.now();
613 // I play in this live game; corr games don't have clocks+initime
614 GameStorage.update(game.id, {
616 initime: game.initime
621 if (game.drawOffer) {
622 if (game.drawOffer == "t")
624 this.drawOffer = "threerep";
626 // Draw offered by any of the players:
627 if (myIdx < 0) this.drawOffer = "received";
629 // I play in this game:
631 (game.drawOffer == "w" && myIdx == 0) ||
632 (game.drawOffer == "b" && myIdx == 1)
634 this.drawOffer = "sent";
635 else this.drawOffer = "received";
639 this.repeat = {}; //reset: scan past moves' FEN:
641 let vr_tmp = new V(game.fenStart);
643 game.moves.forEach(m => {
645 const fenIdx = vr_tmp.getFen().replace(/ /g, "_");
646 this.repeat[fenIdx] = this.repeat[fenIdx]
647 ? this.repeat[fenIdx] + 1
650 if (this.repeat[repIdx] >= 3) this.drawOffer = "threerep";
651 this.game = Object.assign(
652 // NOTE: assign mycolor here, since BaseGame could also be VS computer
655 increment: tc.increment,
657 // opponent sid not strictly required (or available), but easier
658 // at least oppsid or oppid is available anyway:
659 oppsid: myIdx < 0 ? undefined : game.players[1 - myIdx].sid,
660 oppid: myIdx < 0 ? undefined : game.players[1 - myIdx].uid,
661 addTimes: [], //used for live games
665 if (this.gameIsLoading)
666 // Re-load game because we missed some moves:
667 // artificially reset BaseGame (required if moves arrive too quickly)
668 this.$refs["basegame"].re_setVariables();
670 this.$nextTick(() => {
671 this.game.rendered = true;
672 // Did lastate arrive before game was rendered?
673 if (this.lastate) this.processLastate();
675 this.gameIsLoading = false;
676 if (!!callback) callback();
679 afterRetrieval(game);
682 if (this.gameRef.rid) {
683 // Remote live game: forgetting about callback func... (TODO: design)
684 this.send("askfullgame", { target: this.gameRef.rid });
686 // Local or corr game
687 // NOTE: afterRetrieval() is never called if game not found
688 GameStorage.get(this.gameRef.id, afterRetrieval);
691 re_setClocks: function() {
692 if (this.game.moves.length < 2 || this.game.score != "*") {
693 // 1st move not completed yet, or game over: freeze time
694 this.virtualClocks = this.game.clocks.map(s => ppt(s));
697 const currentTurn = this.vr.turn;
698 const currentMovesCount = this.game.moves.length;
699 const colorIdx = ["w", "b"].indexOf(currentTurn);
701 this.game.clocks[colorIdx] -
702 (Date.now() - this.game.initime[colorIdx]) / 1000;
703 this.virtualClocks = [0, 1].map(i => {
705 i == colorIdx ? (Date.now() - this.game.initime[colorIdx]) / 1000 : 0;
706 return ppt(this.game.clocks[i] - removeTime);
708 let clockUpdate = setInterval(() => {
711 this.game.moves.length > currentMovesCount ||
712 this.game.score != "*"
714 clearInterval(clockUpdate);
717 currentTurn == "w" ? "0-1" : "1-0",
724 ppt(Math.max(0, --countdown))
728 // Post-process a (potentially partial) move (which was just played in BaseGame)
729 processMove: function(move, data) {
730 if (!data) data = {};
731 const moveCol = this.vr.turn;
732 const doProcessMove = () => {
733 const colorIdx = ["w", "b"].indexOf(moveCol);
734 const nextIdx = 1 - colorIdx;
735 const origMovescount = this.game.moves.length;
737 this.game.type == "live"
738 ? (data.addTime || 0)
740 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
741 if (this.drawOffer == "received")
744 if (this.game.type == "live" && origMovescount >= 2) {
745 const elapsed = Date.now() - this.game.initime[colorIdx];
746 // elapsed time is measured in milliseconds
747 addTime = this.game.increment - elapsed / 1000;
750 // Update current game object:
751 playMove(move, this.vr);
752 // TODO: notifyTurn: "changeturn" message
753 this.game.moves.push(move);
754 // (add)Time indication: useful in case of lastate infos requested
755 if (this.game.type == "live")
756 this.game.addTimes.push(addTime);
757 this.game.fen = this.vr.getFen();
758 if (this.game.type == "live") this.game.clocks[colorIdx] += addTime;
759 // In corr games, just reset clock to mainTime:
760 else this.game.clocks[colorIdx] = extractTime(this.game.cadence).mainTime;
761 // data.initime is set only when I receive a "lastate" move from opponent
762 this.game.initime[nextIdx] = data.initime || Date.now();
764 // If repetition detected, consider that a draw offer was received:
765 const fenObj = this.vr.getFenForRepeat();
766 this.repeat[fenObj] = this.repeat[fenObj] ? this.repeat[fenObj] + 1 : 1;
767 if (this.repeat[fenObj] >= 3) this.drawOffer = "threerep";
768 else if (this.drawOffer == "threerep") this.drawOffer = "";
769 // Since corr games are stored at only one location, update should be
770 // done only by one player for each move:
771 if (!!this.game.mycolor && !data.receiveMyMove) {
772 // NOTE: 'var' to see that variable outside this block
773 var filtered_move = getFilteredMove(move);
776 !!this.game.mycolor &&
777 !data.receiveMyMove &&
778 (this.game.type == "live" || moveCol == this.game.mycolor)
781 switch (this.drawOffer) {
786 drawCode = this.game.mycolor;
789 drawCode = V.GetOppCol(this.game.mycolor);
792 if (this.game.type == "corr") {
793 GameStorage.update(this.gameRef.id, {
796 squares: filtered_move,
800 // Code "n" for "None" to force reset (otherwise it's ignored)
801 drawOffer: drawCode || "n"
804 else if (!document.hidden) {
805 // Live game: consider only the active tab
806 GameStorage.update(this.gameRef.id, {
809 clocks: this.game.clocks,
810 initime: this.game.initime,
815 // Send move ("newmove" event) to people in the room (if our turn)
816 if (moveCol == this.game.mycolor && !data.receiveMyMove) {
819 index: origMovescount,
820 // color is required to check if this is my move (if several tabs opened)
822 addTime: addTime, //undefined for corr games
823 cancelDrawOffer: this.drawOffer == ""
825 this.opponentGotMove = false;
826 this.send("newmove", {data: sendMove});
827 // If the opponent doesn't reply gotmove soon enough, re-send move:
828 let retrySendmove = setInterval( () => {
829 if (this.opponentGotMove) {
830 clearInterval(retrySendmove);
833 let oppsid = this.game.players[nextIdx].sid;
835 oppsid = Object.keys(this.people).find(
836 sid => this.people[sid].id == this.game.players[nextIdx].uid
839 if (!oppsid || !this.people[oppsid])
840 // Opponent is disconnected: he'll ask last state
841 clearInterval(retrySendmove);
842 else this.send("newmove", {data: sendMove, target: oppsid});
847 this.game.type == "corr" &&
848 moveCol == this.game.mycolor &&
852 // TODO: remplacer cette confirm box par qqch de plus discret
853 // (et de même pour challenge accepté / refusé)
856 this.st.tr["Move played:"] +
858 getFullNotation(move) +
860 this.st.tr["Are you sure?"]
863 this.$refs["basegame"].cancelLastMove();
867 // Let small time to finish drawing current move attempt:
870 else doProcessMove();
872 gameOver: function(score, scoreMsg) {
873 this.game.score = score;
874 this.$set(this.game, "scoreMsg", scoreMsg || getScoreMessage(score));
875 const myIdx = this.game.players.findIndex(p => {
876 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
879 // OK, I play in this game
880 GameStorage.update(this.gameRef.id, {
884 // Notify the score to main Hall. TODO: only one player (currently double send)
885 this.send("result", { gid: this.game.id, score: score });
892 <style lang="sass" scoped>
894 background-color: lightgreen
906 @media screen and (min-width: 768px)
909 @media screen and (max-width: 767px)
914 display: inline-block
917 display: inline-block
920 @media screen and (max-width: 767px)
923 @media screen and (min-width: 768px)
940 display: inline-block
944 display: inline-block
955 .draw-sent, .draw-sent:hover
956 background-color: lightyellow
958 .draw-received, .draw-received:hover
959 background-color: lightgreen
961 .draw-threerep, .draw-threerep:hover
962 background-color: #e4d1fc
965 background-color: #c5fefe