X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=empathy.js;h=428627ce863d6913311aee67bd9caccdc0ee20c0;hb=af0746e6f592e8cc5940465e7688aac33afea4de;hp=e03f247f9e207a1cc612ea2ad25c3f78d17982ac;hpb=77199f730679f4e36b8a4b62282df14c962d61d4;p=lmno-server diff --git a/empathy.js b/empathy.js index e03f247..428627c 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); @@ -16,19 +34,22 @@ class Empathy extends Game { 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 = {}; } 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); @@ -59,6 +80,7 @@ class Empathy extends Game { 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; @@ -68,6 +90,11 @@ class Empathy extends Game { } 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); @@ -160,7 +187,7 @@ class Empathy extends Game { * 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) + ((Date.now() - this.answering_start_time_ms) / 1000) > PHASE_MINIMUM_TIME) { this.broadcast_event_object('answering-idle', true); } @@ -182,12 +209,13 @@ class Empathy extends Game { 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.state.answering_idle = true; this.broadcast_event_object('answering-idle', true); - }, 10 * 1000); + }, PHASE_IDLE_TIMEOUT * 1000); } if (this.answering_start_time_ms === 0) @@ -233,6 +261,10 @@ class Empathy extends Game { 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); } @@ -287,13 +319,28 @@ class Empathy extends Game { this.state.players_judging.delete(player.name); this.state.players_judged.push(player.name); - /* And notify all players this this player has judged. */ + /* 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" }; @@ -305,7 +352,18 @@ class Empathy extends Game { if (prompt !== this.state.active_prompt) return { valid: false, message: "Prompt no longer active" }; - /* Notify all players this this player is actively judging. */ + 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);