+
+ receive_answer(prompt_id, session_id, answers) {
+ 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+ return { valid: false, message: "Prompt no longer active" };
+
+ /* Save the complete answers for our own use later. */
+ this.answers.push({
+ player: player,
+ answers: answers
+ });
+
+ /* 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+ return { valid: false, message: "Prompt no longer active" };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 = {};
+
+ for (let a of this.answers) {
+ for (let word of a.answers) {
+ const key = this.canonize(word);
+ word_map[key] = word;
+ }
+ }
+
+ this.state.ambiguities = Object.values(word_map).sort((a,b) => {
+ 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);
+ }
+
+ 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" };
+
+ 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" };
+
+ /* 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
+ * reason for that is so that the server can determine which
+ * pair-wise equivalencies have majority support.
+ */
+ for (let group of word_groups) {
+
+ for (let i = 0; i < group.length - 1; i++) {
+ for (let j = i + 1; j < group.length; j++) {
+ let eq = [group[i], group[j]];
+
+ /* Put the two words into a reliable order so that we don't
+ * miss a pair of equivalent equivalencies just because they
+ * happen to be in the opposite order. */
+ if (eq[0].localeCompare(eq[1]) > 0) {
+ eq = [group[j], group[i]];
+ }
+
+ const key=`${this.canonize(eq[0])}:${this.canonize(eq[1])}`;
+
+ const exist = this.equivalencies[key];
+ if (exist) {
+ exist.count++;
+ } else {
+ this.equivalencies[key] = {
+ count: 1,
+ words: eq
+ };
+ }
+
+ }
+ }
+ }
+
+ /* 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" };
+
+ 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);
+ }
+
+ /* 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.trim().toLowerCase();
+ }
+
+ compute_scores() {
+ const word_submitters = {};
+
+ /* 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 agreed_equivalencies = Object.values(this.equivalencies).filter(
+ eq => eq.count >= quorum);
+
+ /* And with that agreed set of equivalencies, construct the full
+ * groups. */
+ const word_maps = {};
+
+ for (let e of agreed_equivalencies) {
+ const word0_canon = this.canonize(e.words[0]);
+ const word1_canon = this.canonize(e.words[1]);
+ let group = word_maps[word0_canon];
+ if (! group)
+ group = word_maps[word1_canon];
+ if (! group)
+ group = { words: [], players: new Set()};
+
+ if (! word_maps[word0_canon]) {
+ word_maps[word0_canon] = group;
+ group.words.push(e.words[0]);
+ }
+
+ if (! word_maps[word1_canon]) {
+ word_maps[word1_canon] = group;
+ group.words.push(e.words[1]);
+ }
+ }
+
+ /* Now go through answers from each player and add the player
+ * to the set corresponding to each word group. */
+ for (let a of this.answers) {
+ for (let word of a.answers) {
+ const word_canon = this.canonize(word);
+ /* If there's no group yet, this is a singleton word. */
+ if (word_maps[word_canon]) {
+ word_maps[word_canon].players.add(a.player);
+ } else {
+ const group = { words: [word], players: new Set() };
+ group.players.add(a.player);
+ word_maps[word_canon] = group;
+ }
+ }
+ }
+
+ /* Now that we've assigned the players to these word maps, we now
+ * want to collapse the groups down to a single array of
+ * word_groups.
+ *
+ * The difference between "word_maps" and "word_groups" is that
+ * the former has a property for every word that maps to a group,
+ * (so if you iterate over the keys you will see the same group
+ * multiple times). In contrast, iterating over"word_groups" will
+ * have you visit each group only once. */
+ const word_groups = Object.entries(word_maps).filter(
+ entry => entry[0] === this.canonize(entry[1].words[0]))
+ .map(entry => entry[1]);
+
+ /* Now, go through each word group and assign the scores out to
+ * the corresponding players.
+ *
+ * Note: We do this by going through the word groups, (as opposed
+ * to the list of words from the players again), specifically to
+ * avoid giving a player points for a wrod group twice (in the
+ * case where a player submits two different words that the group
+ * ends up judging as equivalent).
+ */
+ this.players.forEach(p => p.round_score = 0);
+ for (let group of word_groups) {
+ group.players.forEach(p => p.round_score += group.players.size);
+ }
+
+ const scores = this.players.map(p => {
+ return {
+ player: p.name,
+ score: p.round_score
+ };
+ });
+
+ scores.sort((a,b) => {
+ return b.score - a.score;
+ });
+
+ /* Put the word groups into a form the client can consume.
+ */
+ const words_submitted = word_groups.map(
+ group => {
+ return {
+ word: group.words.join('/'),
+ players: Array.from(group.players).map(p => p.name)
+ };
+ }
+ );
+
+ words_submitted.sort((a,b) => {
+ return b.players.length - a.players.length;
+ });
+
+ /* Put this round's scores into the game state object so it will
+ * be sent to any new clients that join. */
+ this.state.scores = {
+ scores: scores,
+ words: words_submitted
+ };
+
+ /* And broadcast the scores to all connected clients. */
+ this.broadcast_event_object('scores', this.state.scores);
+ }