]> git.cworth.org Git - empires-server/blobdiff - empathy.js
Set judging_start_time_ms before anyone actually does any judging
[empires-server] / empathy.js
index 2d3028be4fec5ca04eb21aee53dcf16a7eb2806d..46d7f79ff876c3f1de89f75cb76b2ec9a22f3eac 100644 (file)
@@ -34,12 +34,15 @@ 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 = {};
   }
@@ -77,6 +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;
 
@@ -86,6 +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);
@@ -252,6 +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);
   }
 
@@ -309,10 +322,25 @@ class Empathy extends Game {
     /* And notify all players this 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" };
@@ -324,6 +352,17 @@ class Empathy extends Game {
     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 this this player is actively judging. */
     this.state.players_judging.add(player.name);
     this.broadcast_event_object('player-judging', player.name);