+ /* 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+ return { valid: false, message: "Prompt no longer active" };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);