const express = require("express");
const Game = require("./game.js");
+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 = 15;
+
class Empathy extends Game {
constructor(id) {
super(id);
this.state = {
prompts: [],
active_prompt: null,
- players_answered: 0,
- scores: null
+ players_answered: [],
+ players_answering: new Set(),
+ answering_idle: false,
+ end_answers: new Set(),
+ ambiguities: null,
+ players_judged: [],
+ players_judging: new Set(),
+ judging_idle: false,
+ end_judging: new Set(),
+ scores: null,
+ new_game_votes: new Set()
};
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 = {};
+ this.kudos = {};
}
reset() {
+
+ /* Before closing out the current round, we accumulate into each
+ * player's overall score the results from the current round.
+ *
+ * Note: Rather than applying the actual points from each round
+ * into the player's score, we instead accumulate up the number of
+ * players that they bested in each round. This ensures that each
+ * round receives an equal weight in the overall scoring. */
+ let bested = this.state.scores.scores.reduce(
+ (total, score) => total + score.players.length, 0);
+ for (let i = 0; i < this.state.scores.scores.length; i++) {
+ const score = this.state.scores.scores[i];
+ bested -= score.players.length;
+ for (let player_name of score.players) {
+ const player = this.players.find(p => p.name === player_name);
+ if (player.score)
+ player.score += bested;
+ else
+ player.score = bested;
+
+ /* And broadcast that new score out. */
+ this.broadcast_event('player-update', player.info_json());
+ }
+ }
+
/* Now that we're done with the active prompt, we remove it from
* the list of prompts and also remove any prompts that received
- * no votes. This keeps the list of prompts clean.
+ * more negative votes than positive. This keeps the list of
+ * prompts clean.
*/
const active_id = this.state.active_prompt.id;
this.state.prompts =
this.state.prompts.filter(
- p => p.id !== active_id && p.votes.length > 0
+ p => p.id !== active_id && p.votes.length >= p.votes_against.length
);
this.state.active_prompt = null;
- this.state.players_answered = 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.state.new_game_votes = new Set();
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.kudos = {};
- this.broadcast_event_object('game-state', this.state);
+ this.broadcast_event('game-state', this.game_state_json());
}
add_prompt(items, prompt_string) {
+ if (items > MAX_PROMPT_ITEMS) {
+ return {
+ valid: false,
+ message: `Maximum number of items is ${MAX_PROMPT_ITEMS}`
+ };
+ }
+
+ if (items < 1) {
+ return {
+ valid: false,
+ message: "Category must require at least one item"
+ };
+ }
+
const prompt = new Prompt(this.next_prompt_id, items, prompt_string);
this.next_prompt_id++;
this.broadcast_event_object('prompt', prompt);
- return prompt;
+ return {
+ valid: true,
+ id: prompt.id
+ };
}
/* Returns true if vote toggled, false for player or prompt not found */
return true;
}
+ toggle_vote_against(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;
+
+ prompt.toggle_vote_against(player.name);
+
+ this.broadcast_event_object('prompt', prompt);
+
+ return true;
+ }
+
/* Returns true on success, false for prompt not found. */
start(prompt_id) {
const prompt = this.state.prompts.find(p => p.id === prompt_id);
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 };
}
- compute_scores() {
- const word_submitters = {};
- const scores = [];
+ /* 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) {
- if (word_submitters[word])
- word_submitters[word].push(a.player.name);
- else
- word_submitters[word] = [a.player.name];
+ 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);
+
+ /* 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) {
+ 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();
+
+ /* 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) {
+
+ const words = group.words;
+ if (group.kudos) {
+ this.kudos[player.name] = {
+ player: player,
+ words: [...words]
+ };
+ }
+
+ for (let i = 0; i < words.length - 1; i++) {
+ for (let j = i + 1; j < words.length; j++) {
+ let eq = [words[i], words[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 = [words[j], words[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" };
+
+ 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;
+ }
+
+ /* Returns true if vote toggled, false for player or prompt not found */
+ toggle_new_game(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.new_game_votes.has(player.name)) {
+ this.state.new_game_votes.delete(player.name);
+ this.broadcast_event_object('unvote-new-game', player.name);
+ } else {
+ this.state.new_game_votes.add(player.name);
+ this.broadcast_event_object('vote-new-game', 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.state.players_judged.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(),
+ kudos: 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) {
- let score = 0;
for (let word of a.answers) {
- score += word_submitters[word].length;
+ 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(),
+ kudos: new Set()
+ };
+ group.players.add(a.player);
+ word_maps[word_canon] = group;
+ }
}
- scores.push({
- player: a.player.name,
- score: score
- });
- /* Now that we've computed the score for a player for this
- * round, also accumulate that score into the players runnning
- * total. */
- if (a.player.score)
- a.player.score += score;
- else
- a.player.score = score;
+ }
+
+ /* Apply kudos from each player to the word maps, (using a set so
+ * that no word_map can get multiple kudos from a single
+ * player). */
+ for (let kudos of Object.values(this.kudos)) {
+ for (let word of kudos.words) {
+ const word_canon = this.canonize(word);
+ if (! word_maps[word_canon])
+ continue;
+ /* Don't let any player give kudos to a group where they
+ * submitted a word themself. That just wouldn't be right. */
+ if (! word_maps[word_canon].players.has(kudos.player)) {
+ word_maps[word_canon].kudos.add(kudos.player);
+ }
+ }
+ }
- /* And broadcast that new score out. */
- this.broadcast_event('player-update', a.player.info_json());
+ /* 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 word 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;
+ p.round_kudos = 0;
+ });
+ for (let group of word_groups) {
+ group.players.forEach(p => {
+ p.round_score += group.players.size;
+ p.round_kudos += group.kudos.size;
+ });
}
+ const scores = this.players.filter(p => p.active).map(p => {
+ return {
+ player: p.name,
+ score: p.round_score,
+ kudos: p.round_kudos
+ };
+ });
+
scores.sort((a,b) => {
- return b.score - a.score;
+ const delta = b.score - a.score;
+ if (delta)
+ return delta;
+ return b.kudos - a.kudos;
});
- const word_submitters_arr = [];
- for (let word in word_submitters)
- word_submitters_arr.push({word: word, players: word_submitters[word]});
+ /* After sorting individual players by score, group players
+ * together who have the same score. */
+ const reducer = (list, next) => {
+ if (list.length
+ && list[list.length-1].score == next.score
+ && list[list.length-1].kudos == next.kudos
+ )
+ {
+ list[list.length-1].players.push(next.player);
+ } else {
+ list.push({
+ players: [next.player],
+ score: next.score,
+ kudos: next.kudos,
+ });
+ }
+ return list;
+ };
+
+ const grouped_scores = scores.reduce(reducer, []);
+
+ /* 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),
+ kudos: Array.from(group.kudos).map(p => p.name)
+ };
+ }
+ );
- word_submitters_arr.sort((a,b) => {
- return b.players.length - a.players.length;
+ words_submitted.sort((a,b) => {
+ const delta = b.players.length - a.players.length;
+ if (delta !== 0)
+ return delta;
+ return b.kudos.length - a.kudos.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: word_submitters_arr
+ scores: grouped_scores,
+ words: words_submitted
};
/* And broadcast the scores to all connected clients. */
this.items = items;
this.prompt = prompt;
this.votes = [];
+ this.votes_against = [];
}
toggle_vote(player_name) {
else
this.votes.push(player_name);
}
+
+ toggle_vote_against(player_name) {
+ if (this.votes_against.find(v => v === player_name)) {
+ this.votes_against = this.votes_against.filter(v => v !== player_name);
+ } else {
+ this.votes_against.push(player_name);
+ /* When voting against, we also remove any vote _for_ the same
+ * prompt. */
+ this.votes = this.votes.filter(v => v !== player_name);
+ }
+ }
}
router.post('/prompts', (request, response) => {
const game = request.game;
- game.add_prompt(request.body.items, request.body.prompt);
+ const result = game.add_prompt(request.body.items, request.body.prompt);
+
+ response.json(result);
});
router.post('/vote/:prompt_id([0-9]+)', (request, response) => {
const prompt_id = parseInt(request.params.prompt_id, 10);
if (game.toggle_vote(prompt_id, request.session.id))
- response.sendStatus(200);
+ response.send('');
+ else
+ response.sendStatus(404);
+});
+
+router.post('/vote_against/:prompt_id([0-9]+)', (request, response) => {
+ const game = request.game;
+ const prompt_id = parseInt(request.params.prompt_id, 10);
+
+ if (game.toggle_vote_against(prompt_id, request.session.id))
+ response.send('');
else
response.sendStatus(404);
});
const prompt_id = parseInt(request.params.prompt_id, 10);
if (game.start(prompt_id))
- response.sendStatus(200);
+ response.send('');
else
response.sendStatus(404);
});
request.body.answers);
response.json(result);
- if (game.answers.length >= 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. */
+ const judged_set = new Set(game.state.players_judged);
+ if ([...game.state.players_answered].filter(x => !judged_set.has(x)).length === 0)
+ 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);
+ 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.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('/new-game/:prompt_id([0-9]+)', (request, response) => {
+ const game = request.game;
+ const prompt_id = parseInt(request.params.prompt_id, 10);
+
+ if (game.toggle_new_game(prompt_id, request.session.id))
+ response.send('');
+ else
+ response.sendStatus(404);
+
+ if (game.state.new_game_votes.size > (game.state.players_answered.length / 2))
+ game.reset();
+});
+
router.post('/reset', (request, response) => {
const game = request.game;
game.reset();
+
+ response.send('');
});
Empathy.meta = {