X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=empathy.js;h=428627ce863d6913311aee67bd9caccdc0ee20c0;hb=af0746e6f592e8cc5940465e7688aac33afea4de;hp=7966d72db185bf4846a83c3b811cb3d457c88d27;hpb=fa3bdc8a5207fc93f4d720771cb6155913f06262;p=lmno-server diff --git a/empathy.js b/empathy.js index 7966d72..428627c 100644 --- a/empathy.js +++ b/empathy.js @@ -1,25 +1,55 @@ 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 = 30; + class Empathy extends Game { constructor(id) { super(id); this.state = { prompts: [], active_prompt: null, - players_answered: 0, + players_answered: [], + players_answering: new Set(), + answering_idle: false, + end_answers: new Set(), ambiguities: null, - players_judged: 0, + 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); @@ -43,18 +73,40 @@ class Empathy extends Game { ); this.state.active_prompt = null; - this.state.players_answered = 0; - this.state.ambiguities = 0; - this.state.players_judged = 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.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); } add_prompt(items, prompt_string) { + if (items > MAX_PROMPT_ITEMS) + return { + valid: false, + message: `Maximum number of items is ${MAX_PROMPT_ITEMS}` + }; + const prompt = new Prompt(this.next_prompt_id, items, prompt_string); this.next_prompt_id++; @@ -62,7 +114,10 @@ class Empathy extends Game { 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 */ @@ -116,13 +171,82 @@ class Empathy extends Game { 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 }; } + /* 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 = {}; @@ -133,12 +257,18 @@ class Empathy extends Game { } } - this.state.ambiguities = Object.values(word_map); + 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); } - receive_judging(prompt_id, session_id, word_groups) { + 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" }; @@ -169,11 +299,13 @@ class Empathy extends Game { eq = [group[j], group[i]]; } - const exist = this.equivalencies[`${eq[0]}:${eq[1]}`]; + const key=`${this.canonize(eq[0])}:${this.canonize(eq[1])}`; + + const exist = this.equivalencies[key]; if (exist) { exist.count++; } else { - this.equivalencies[`${eq[0]}:${eq[1]}`] = { + this.equivalencies[key] = { count: 1, words: eq }; @@ -183,20 +315,86 @@ class Empathy extends Game { } } - /* And notify players how many players have completed judging. */ - this.state.players_judged++; - this.broadcast_event_object('judged', this.state.players_judged); + /* 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" }; + + 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); + } + + /* 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; + } + canonize(word) { - return word.toLowerCase(); + return word.trim().toLowerCase(); } compute_scores() { const word_submitters = {}; - const scores = []; /* Perform a (non-strict) majority ruling on equivalencies, * dropping all that didn't get enough votes. */ @@ -206,74 +404,92 @@ class Empathy extends Game { /* And with that agreed set of equivalencies, construct the full * groups. */ - const word_groups = {}; + const word_maps = {}; for (let e of agreed_equivalencies) { - let group = word_groups[e.words[0]]; + 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_groups[e.words[1]]; + group = word_maps[word1_canon]; if (! group) group = { words: [], players: new Set()}; - if (! word_groups[e.words[0]]) { - word_groups[e.words[0]] = group; + if (! word_maps[word0_canon]) { + word_maps[word0_canon] = group; group.words.push(e.words[0]); } - if (! word_groups[e.words[1]]) { - word_groups[e.words[1]] = group; + 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 name + /* 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) { for (let word of a.answers) { + const word_canon = this.canonize(word); /* If there's no group yet, this is a singleton word. */ - if (word_groups[word]) { - word_groups[word].players.add(a.player.name); + if (word_maps[word_canon]) { + word_maps[word_canon].players.add(a.player); } else { const group = { words: [word], players: new Set() }; - group.players.add(a.player.name); - word_groups[word] = group; + group.players.add(a.player); + word_maps[word_canon] = group; } } } - /* Finally, go through the answers one more time, this time taking - * the length of the player set as a score for the player's - * submission of that word. */ - for (let a of this.answers) { - let score = 0; - for (let word of a.answers) { - score += word_groups[word].players.size; - } - scores.push({ - player: a.player.name, - score: score - }); + /* 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 wrod 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); + for (let group of word_groups) { + group.players.forEach(p => p.round_score += group.players.size); } + const scores = this.players.map(p => { + return { + player: p.name, + score: p.round_score + }; + }); + scores.sort((a,b) => { return b.score - a.score; }); /* Put the word groups into a form the client can consume. - * - * Most significantly, we only want one entry for each group (even - * though our current "word_groups" object has a property for each - * word considered equivalent). */ - const words_submitted = Object.entries(word_groups).filter( - group => group[0] === group[1].words[0]).map( - group => { - return { - word: group[1].words.join('/'), - players: Array.from(group[1].players) - }; - } - ); + const words_submitted = word_groups.map( + group => { + return { + word: group.words.join('/'), + players: Array.from(group.players).map(p => p.name) + }; + } + ); words_submitted.sort((a,b) => { return b.players.length - a.players.length; @@ -313,9 +529,9 @@ class Prompt { router.post('/prompts', (request, response) => { const game = request.game; - prompt = game.add_prompt(request.body.items, request.body.prompt); + const result = game.add_prompt(request.body.items, request.body.prompt); - response.json({ id: prompt.id}); + response.json(result); }); router.post('/vote/:prompt_id([0-9]+)', (request, response) => { @@ -347,26 +563,81 @@ router.post('/answer/:prompt_id([0-9]+)', (request, response) => { request.body.answers); response.json(result); - if (game.state.players_answered >= 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.players.length) + 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 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) => { const game = request.game; const prompt_id = parseInt(request.params.prompt_id, 10); const result = game.receive_judging(prompt_id, - request.session.id, - request.body.word_groups); + request.session.id); response.json(result); +}); - if (game.state.players_judged >= game.players.length) +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('/reset', (request, response) => { const game = request.game; game.reset(); + + response.send(''); }); Empathy.meta = {