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 = 10;
+
class Empathy extends Game {
constructor(id) {
super(id);
* 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);
}
this.answering_idle_timer = setTimeout(() => {
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)