X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=empathy.js;h=3728a0e5dc318904c488f264773e41abe8263213;hb=343a27a7740c870fae4a6381ab9a7abfc3594b72;hp=abaf72f247fc5f796a79e49df594e4702124e6c5;hpb=7a74c7c98826465f1cc0524f2717417df35a5097;p=empires-server diff --git a/empathy.js b/empathy.js index abaf72f..3728a0e 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); @@ -11,14 +29,20 @@ class Empathy extends Game { active_prompt: 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 }; 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 = {}; } @@ -51,14 +75,26 @@ 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.judging_idle = false; 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; + 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); @@ -142,6 +178,20 @@ 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 +207,20 @@ 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); + 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); @@ -254,6 +318,20 @@ class Empathy extends Game { /* And notify all players this 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 }; } @@ -269,6 +347,20 @@ class Empathy extends Game { if (prompt !== this.state.active_prompt) return { valid: false, message: "Prompt no longer active" }; + 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); + } + + if (this.judging_start_time_ms === 0) + this.judging_start_time_ms = Date.now(); + /* Notify all players this this player is actively judging. */ this.state.players_judging.add(player.name); this.broadcast_event_object('player-judging', player.name); @@ -296,7 +388,7 @@ class Empathy extends Game { } canonize(word) { - return word.toLowerCase(); + return word.trim().toLowerCase(); } compute_scores() { @@ -468,6 +560,11 @@ 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 +585,12 @@ 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 +602,11 @@ 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) => { @@ -520,13 +627,15 @@ router.post('/end-judging/:prompt_id([0-9]+)', (request, response) => { else response.sendStatus(404); - if (game.state.end_judging.size > (game.state.players_judged.length / 2)) + if (game.state.end_judging.size > (game.state.players_answered.length / 2)) game.compute_scores(); }); router.post('/reset', (request, response) => { const game = request.game; game.reset(); + + response.send(''); }); Empathy.meta = {