ambiguities: null,
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.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.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);
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);
+ }
+ }
+
+ 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) {
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return { valid: false, message: "Prompt no longer active" };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
this.state.players_judging.delete(player.name);
this.state.players_judged.push(player.name);
- /* And notify all players this this player has judged. */
+ /* 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" };
if (prompt !== this.state.active_prompt)
return { valid: false, message: "Prompt no longer active" };
- /* Notify all players this this player is actively judging. */
+ 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);
/* 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
/* If every registered player has answered, then there's no need to
* wait for anything else. */
- if (game.state.players_answered.length >= game.players.length)
+ if (game.state.players_answered.length >= game.active_players)
game.perform_judging();
});
request.body.word_groups);
response.json(result);
- /* If every registered player has judged, then there's no need to
- * wait for anything else. */
- if (game.state.players_judged.length >= game.players.length)
+ /* 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();
});