const MAX_PROMPT_ITEMS = 20;
+/* This time parameter specifies a time period in which a phase will
+ * not be considered idle in any circumstance. That is, this should be
+ * a reasonable time in which any "active" player should have at least
+ * started interacting with the current phase.
+ *
+ * Specified in seconds
+ */
+const PHASE_MINIMUM_TIME = 30;
+
+/* This parameter gives the amount of time that the game will wait to
+ * see activity from pending players. If this amount of time passes
+ * with no activity from any of them, the server will emit an "idle"
+ * event which will let clients issue a vote to end the current phase.
+ *
+ * Specified in seconds
+ */
+const PHASE_IDLE_TIMEOUT = 30;
+
class Empathy extends Game {
constructor(id) {
super(id);
this.state = {
prompts: [],
active_prompt: null,
- players_answered: 0,
+ players_answered: [],
+ players_answering: new Set(),
+ answering_idle: false,
+ end_answers: new Set(),
ambiguities: null,
- players_judged: 0,
+ players_judged: [],
+ players_judging: new Set(),
+ judging_idle: false,
+ end_judging: new Set(),
scores: null
};
this.answers = [];
+ this.answering_idle_timer = 0;
+ this.answering_start_time_ms = 0;
+ this.judging_idle_timer = 0;
+ this.judging_start_time_ms = 0;
this.next_prompt_id = 1;
this.equivalencies = {};
}
reset() {
- /* Before closing out the current round, we accumulate that score
+ /* Before closing out the current round, we accumulate the score
* for each player into their runnning total. */
for (let score of this.state.scores.scores) {
const player = this.players.find(p => p.name === score.player);
);
this.state.active_prompt = null;
- this.state.players_answered = 0;
- this.state.ambiguities = 0;
- this.state.players_judged = 0;
+ this.state.players_answered = [];
+ this.state.players_answering = new Set();
+ this.state.answering_idle = false;
+ this.state.end_answers = new Set();
+ this.state.ambiguities = null;
+ this.state.players_judged = [];
+ this.state.players_judging = new Set();
+ this.state.judging_idle = false;
+ this.state.end_judging = new Set();
this.state.scores = null;
this.answers = [];
+ if (this.answering_idle_timer) {
+ clearTimeout(this.answering_idle_timer);
+ }
+ this.answering_idle_timer = 0;
+ this.answering_start_time_ms = 0;
+ if (this.judging_idle_timer) {
+ clearTimeout(this.judging_idle_timer);
+ }
+ this.judging_idle_timer = 0;
+ this.judging_start_time_ms = 0;
this.equivalencies = {};
this.broadcast_event_object('game-state', this.state);
answers: answers
});
- /* And notify players how many players have answered. */
- this.state.players_answered++;
- this.broadcast_event_object('answered', this.state.players_answered);
+ /* Update state (to be sent out to any future clients) */
+ this.state.players_answering.delete(player.name);
+ this.state.players_answered.push(player.name);
+
+ /* And notify all players that this player has answered. */
+ this.broadcast_event_object('player-answered', player.name);
+
+ /* If no players are left in the answering list then we don't need
+ * to wait for the answering_idle_timer to fire, because a person
+ * who isn't there obviously can't be typing. So we can broadcast
+ * the idle event right away. Note that we do this only if the
+ * answering phase has been going for a while to avoid the case of
+ * the first player being super fast and emptying the
+ * players_answering list before anyone else even got in.
+ */
+ if (this.state.players_answering.size === 0 &&
+ ((Date.now() - this.answering_start_time_ms) / 1000) > PHASE_MINIMUM_TIME)
+ {
+ this.broadcast_event_object('answering-idle', true);
+ }
return { valid: true };
}
+ receive_answering(prompt_id, session_id) {
+ const player = this.players_by_session[session_id];
+ if (! player)
+ return { valid: false, message: "Player not found" };
+
+ const prompt = this.state.prompts.find(p => p.id === prompt_id);
+ if (! prompt)
+ return { valid: false, message: "Prompt not found" };
+
+ if (prompt !== this.state.active_prompt)
+ return { valid: false, message: "Prompt no longer active" };
+
+ if (this.answering_idle_timer) {
+ clearTimeout(this.answering_idle_timer);
+ this.ansering_idle_timer = 0;
+ }
+ if (! this.state.answering_idle) {
+ this.answering_idle_timer = setTimeout(() => {
+ this.state.answering_idle = true;
+ this.broadcast_event_object('answering-idle', true);
+ }, PHASE_IDLE_TIMEOUT * 1000);
+ }
+
+ if (this.answering_start_time_ms === 0)
+ this.answering_start_time_ms = Date.now();
+
+ /* Notify all players that this player is actively answering. */
+ this.state.players_answering.add(player.name);
+ this.broadcast_event_object('player-answering', player.name);
+
+ return { valid: true };
+ }
+
+ /* Returns true if vote toggled, false for player or prompt not found */
+ toggle_end_answers(prompt_id, session_id) {
+ const player = this.players_by_session[session_id];
+
+ const prompt = this.state.prompts.find(p => p.id === prompt_id);
+ if (! prompt || ! player)
+ return false;
+
+ if (this.state.end_answers.has(player.name)) {
+ this.state.end_answers.delete(player.name);
+ this.broadcast_event_object('unvote-end-answers', player.name);
+ } else {
+ this.state.end_answers.add(player.name);
+ this.broadcast_event_object('vote-end-answers', player.name);
+ }
+
+ return true;
+ }
+
perform_judging() {
const word_map = {};
return a.toLowerCase().localeCompare(b.toLowerCase());
});
+ if (this.judging_start_time_ms === 0) {
+ this.judging_start_time_ms = Date.now();
+ }
+
this.broadcast_event_object('ambiguities', this.state.ambiguities);
+
+ /* Notify all players of every player that is judging. */
+ for (let player_name of this.state.players_answered) {
+ this.state.players_judging.add(player_name);
+ this.broadcast_event_object('player-judging', player_name);
+ }
}
- receive_judging(prompt_id, session_id, word_groups) {
+ reset_judging_timeout() {
+ if (this.judging_idle_timer) {
+ clearTimeout(this.judging_idle_timer);
+ this.judging_idle_timer = 0;
+ }
+ if (! this.state.judging_idle) {
+ this.judging_idle_timer = setTimeout(() => {
+ this.state.judging_idle = true;
+ this.broadcast_event_object('judging-idle', true);
+ }, PHASE_IDLE_TIMEOUT * 1000);
+ }
+ }
+
+ receive_judged(prompt_id, session_id, word_groups) {
const player = this.players_by_session[session_id];
if (! player)
return { valid: false, message: "Player not found" };
if (prompt !== this.state.active_prompt)
return { valid: false, message: "Prompt no longer active" };
+ this.reset_judging_timeout();
+
/* Each player submits some number of groups of answers that
* should be considered equivalent. The server expands that into
* the set of pair-wise equivalencies that are expressed. The
}
}
- /* And notify players how many players have completed judging. */
- this.state.players_judged++;
- this.broadcast_event_object('judged', this.state.players_judged);
+ /* Update state (to be sent out to any future clients) */
+ this.state.players_judging.delete(player.name);
+ this.state.players_judged.push(player.name);
+
+ /* And notify all players that this player has judged. */
+ this.broadcast_event_object('player-judged', player.name);
+
+ /* If no players are left in the judging list then we don't need
+ * to wait for the judging_idle_timer to fire, because a person
+ * who isn't there obviously can't be judging. So we can broadcast
+ * the idle event right away. Note that we do this only if the
+ * judging phase has been going for a while to avoid the case of
+ * the first player being super fast and emptying the
+ * players_judging list before anyone else even got in.
+ */
+ if (this.state.players_judging.size === 0 &&
+ ((Date.now() - this.judging_start_time_ms) / 1000) > PHASE_MINIMUM_TIME)
+ {
+ this.broadcast_event_object('judging-idle', true);
+ }
return { valid: true };
}
+ receive_judging(prompt_id, session_id) {
+
+ const player = this.players_by_session[session_id];
+ if (! player)
+ return { valid: false, message: "Player not found" };
+
+ const prompt = this.state.prompts.find(p => p.id === prompt_id);
+ if (! prompt)
+ return { valid: false, message: "Prompt not found" };
+
+ if (prompt !== this.state.active_prompt)
+ return { valid: false, message: "Prompt no longer active" };
+
+ this.reset_judging_timeout();
+
+ /* Notify all players that this player is actively judging. */
+ this.state.players_judging.add(player.name);
+ this.broadcast_event_object('player-judging', player.name);
+
+ return { valid: true };
+ }
+
+ /* Returns true if vote toggled, false for player or prompt not found */
+ toggle_end_judging(prompt_id, session_id) {
+ const player = this.players_by_session[session_id];
+
+ const prompt = this.state.prompts.find(p => p.id === prompt_id);
+ if (! prompt || ! player)
+ return false;
+
+ if (this.state.end_judging.has(player.name)) {
+ this.state.end_judging.delete(player.name);
+ this.broadcast_event_object('unvote-end-judging', player.name);
+ } else {
+ this.state.end_judging.add(player.name);
+ this.broadcast_event_object('vote-end-judging', player.name);
+ }
+
+ return true;
+ }
+
canonize(word) {
- return word.toLowerCase();
+ return word.trim().toLowerCase();
}
compute_scores() {
/* Perform a (non-strict) majority ruling on equivalencies,
* dropping all that didn't get enough votes. */
- const quorum = Math.floor((this.players.length + 1)/2);
+ const quorum = Math.floor((this.state.players_judged.length + 1)/2);
const agreed_equivalencies = Object.values(this.equivalencies).filter(
eq => eq.count >= quorum);
group.players.forEach(p => p.round_score += group.players.size);
}
- const scores = this.players.map(p => {
+ const scores = this.players.filter(p => p.active).map(p => {
return {
player: p.name,
score: p.round_score
request.body.answers);
response.json(result);
- if (game.state.players_answered >= game.players.length)
+ /* If every registered player has answered, then there's no need to
+ * wait for anything else. */
+ if (game.state.players_answered.length >= game.active_players)
game.perform_judging();
});
+router.post('/answering/:prompt_id([0-9]+)', (request, response) => {
+ const game = request.game;
+ const prompt_id = parseInt(request.params.prompt_id, 10);
+
+ const result = game.receive_answering(prompt_id,
+ request.session.id);
+ response.json(result);
+});
+
+router.post('/end-answers/:prompt_id([0-9]+)', (request, response) => {
+ const game = request.game;
+ const prompt_id = parseInt(request.params.prompt_id, 10);
+
+ if (game.toggle_end_answers(prompt_id, request.session.id))
+ response.send('');
+ else
+ response.sendStatus(404);
+
+ /* The majority rule here includes all players that have answered as
+ * well as all that have started typing. */
+ const players_involved = (game.state.players_answered.length +
+ game.state.players_answering.size);
+
+ if (game.state.end_answers.size > players_involved / 2)
+ game.perform_judging();
+});
+
+router.post('/judged/:prompt_id([0-9]+)', (request, response) => {
+ const game = request.game;
+ const prompt_id = parseInt(request.params.prompt_id, 10);
+
+ const result = game.receive_judged(prompt_id,
+ request.session.id,
+ request.body.word_groups);
+ response.json(result);
+
+ /* If every player who answered has also judged, then there's no
+ * need to wait for anything else. */
+ if (game.state.players_judged.length >= game.state.players_answered.length)
+ game.compute_scores();
+});
+
router.post('/judging/:prompt_id([0-9]+)', (request, response) => {
const game = request.game;
const prompt_id = parseInt(request.params.prompt_id, 10);
const result = game.receive_judging(prompt_id,
- request.session.id,
- request.body.word_groups);
+ request.session.id);
response.json(result);
+});
+
+router.post('/end-judging/:prompt_id([0-9]+)', (request, response) => {
+ const game = request.game;
+ const prompt_id = parseInt(request.params.prompt_id, 10);
- if (game.state.players_judged >= game.players.length)
+ if (game.toggle_end_judging(prompt_id, request.session.id))
+ response.send('');
+ else
+ response.sendStatus(404);
+
+ if (game.state.end_judging.size > (game.state.players_answered.length / 2))
game.compute_scores();
});
router.post('/reset', (request, response) => {
const game = request.game;
game.reset();
+
+ response.send('');
});
Empathy.meta = {