+ /* 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);
+
+ 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+ return { valid: false, message: "Prompt no longer active" };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);
+ }
+ if (! this.state.answering_idle) {
+ this.answering_idle_timer = setTimeout(() => {
+ this.state_answering_idle = true;
+ this.broadcast_event_object('answering-idle', true);
+ }, 30 * 1000);
+ }
+
+ /* 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());
+ });
+
+ 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 this this player has judged. */
+ this.broadcast_event_object('player-judged', player.name);
+
+ 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" };
+
+ /* Notify all players this this player is actively judging. */
+ this.state.players_judging.add(player.name);
+ this.broadcast_event_object('player-judging', player.name);
+