X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=empathy.js;h=28b30638735b25839d5c4023dec7c26a4b6e0d0f;hb=870c518cd68dfcda639f5d453acbfe09f39c3a19;hp=eeb33c2c6be229e83155a622ee07e63be3212e9b;hpb=4d8b4a63e6e51296da5829dd91efd781125fd659;p=empires-server diff --git a/empathy.js b/empathy.js index eeb33c2..28b3063 100644 --- a/empathy.js +++ b/empathy.js @@ -3,6 +3,24 @@ 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 = 30; + class Empathy extends Game { constructor(id) { super(id); @@ -11,6 +29,7 @@ class Empathy extends Game { active_prompt: null, players_answered: [], players_answering: new Set(), + answering_idle: false, end_answers: new Set(), ambiguities: null, players_judged: [], @@ -19,6 +38,8 @@ class Empathy extends Game { scores: null }; this.answers = []; + this.answering_idle_timer = 0; + this.answering_start_time_ms = 0; this.next_prompt_id = 1; this.equivalencies = {}; } @@ -51,14 +72,20 @@ class Empathy extends Game { this.state.active_prompt = null; this.state.players_answered = []; this.state.players_answering = new Set(); + this.state.answering_idle = false; this.state.end_answers = new Set(); - this.state.ambiguities = 0; + this.state.ambiguities = null; this.state.players_judged = []; this.state.players_judging = new Set(); this.state.end_judging = new Set(); 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); @@ -142,6 +169,20 @@ class Empathy extends Game { /* 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 }; } @@ -157,6 +198,19 @@ class Empathy extends Game { 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); + }, 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); @@ -296,7 +350,7 @@ class Empathy extends Game { } canonize(word) { - return word.toLowerCase(); + return word.trim().toLowerCase(); } compute_scores() { @@ -468,6 +522,11 @@ router.post('/answer/:prompt_id([0-9]+)', (request, response) => { request.session.id, request.body.answers); response.json(result); + + /* 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) + game.perform_judging(); }); router.post('/answering/:prompt_id([0-9]+)', (request, response) => { @@ -488,7 +547,12 @@ router.post('/end-answers/:prompt_id([0-9]+)', (request, response) => { 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(); }); @@ -500,6 +564,11 @@ router.post('/judged/:prompt_id([0-9]+)', (request, response) => { request.session.id, 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) + game.compute_scores(); }); router.post('/judging/:prompt_id([0-9]+)', (request, response) => { @@ -527,6 +596,8 @@ router.post('/end-judging/:prompt_id([0-9]+)', (request, response) => { router.post('/reset', (request, response) => { const game = request.game; game.reset(); + + response.send(''); }); Empathy.meta = {