};
this.answers = [];
this.answering_idle_timer = 0;
+ this.answering_start_time_ms = 0;
this.next_prompt_id = 1;
this.equivalencies = {};
}
this.state.scores = null;
this.answers = [];
+ if (this.answering_idle_timer) {
+ clearTimeout(this.answering_idle_timer);
+ }
+ this.answering_idle_timer = 0;
+ this.answering_start_time_ms = 0;
this.equivalencies = {};
this.broadcast_event_object('game-state', this.state);
/* 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) > 30)
+ {
+ this.broadcast_event_object('answering-idle', true);
+ }
+
return { valid: true };
}
}, 10 * 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);
else
response.sendStatus(404);
- if (game.state.end_answers.size > (game.state.players_answered.length / 2))
+ /* 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();
});