]> git.cworth.org Git - empires-server/blobdiff - empathy.js
Extend PHASE_IDLE_TIMEOUT from 10 seconds to 30 seconds
[empires-server] / empathy.js
index abaf72f247fc5f796a79e49df594e4702124e6c5..28b30638735b25839d5c4023dec7c26a4b6e0d0f 100644 (file)
@@ -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);
@@ -11,6 +29,7 @@ class Empathy extends Game {
       active_prompt: null,
       players_answered: [],
       players_answering: new Set(),
+      answering_idle: false,
       end_answers: new Set(),
       ambiguities: null,
       players_judged: [],
@@ -19,6 +38,8 @@ class Empathy extends Game {
       scores: null
     };
     this.answers = [];
+    this.answering_idle_timer = 0;
+    this.answering_start_time_ms = 0;
     this.next_prompt_id = 1;
     this.equivalencies = {};
   }
@@ -51,14 +72,20 @@ 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.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;
     this.equivalencies = {};
 
     this.broadcast_event_object('game-state', this.state);
@@ -142,6 +169,20 @@ 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 +198,19 @@ 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);
+    }
+    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);
@@ -296,7 +350,7 @@ class Empathy extends Game {
   }
 
   canonize(word) {
-    return word.toLowerCase();
+    return word.trim().toLowerCase();
   }
 
   compute_scores() {
@@ -468,6 +522,11 @@ 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 +547,12 @@ 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 +564,11 @@ 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 +589,15 @@ 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 = {