X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=empathy.js;h=578d0504e15aac6bb3eb8f287d5c5aa0fc4d2aa2;hb=97a30bcc5ad4730523a80a058db80b89a9c328b7;hp=e03f247f9e207a1cc612ea2ad25c3f78d17982ac;hpb=77199f730679f4e36b8a4b62282df14c962d61d4;p=empires-server diff --git a/empathy.js b/empathy.js index e03f247..578d050 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); @@ -160,7 +178,7 @@ 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); } @@ -185,9 +203,9 @@ class Empathy extends Game { } 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)