]> git.cworth.org Git - empires-server/blobdiff - empathy.js
Add new failing test case for a reactivated player
[empires-server] / empathy.js
index 1da9b8ef07ce8fde9b221fcb65715ef11c00e9d4..56ac53f9c32f95d5b6cbefdebb21d69ed68918e0 100644 (file)
@@ -1,25 +1,55 @@
 const express = require("express");
 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);
     this.state = {
       prompts: [],
       active_prompt: null,
-      players_answered: 0,
+      players_answered: [],
+      players_answering: new Set(),
+      answering_idle: false,
+      end_answers: new Set(),
       ambiguities: null,
-      players_judged: 0,
+      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);
@@ -43,18 +73,40 @@ class Empathy extends Game {
       );
 
     this.state.active_prompt = null;
-    this.state.players_answered = 0;
-    this.state.ambiguities = 0;
-    this.state.players_judged = 0;
+    this.state.players_answered = [];
+    this.state.players_answering = new Set();
+    this.state.answering_idle = false;
+    this.state.end_answers = new Set();
+    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;
 
     this.answers = [];
+    if (this.answering_idle_timer) {
+      clearTimeout(this.answering_idle_timer);
+    }
+    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);
   }
 
   add_prompt(items, prompt_string) {
+    if (items > MAX_PROMPT_ITEMS)
+      return {
+        valid: false,
+        message: `Maximum number of items is ${MAX_PROMPT_ITEMS}`
+      };
+
     const prompt = new Prompt(this.next_prompt_id, items, prompt_string);
     this.next_prompt_id++;
 
@@ -62,7 +114,10 @@ class Empathy extends Game {
 
     this.broadcast_event_object('prompt', prompt);
 
-    return prompt;
+    return {
+      valid: true,
+      id: prompt.id
+    };
   }
 
   /* Returns true if vote toggled, false for player or prompt not found */
@@ -116,13 +171,82 @@ class Empathy extends Game {
       answers: answers
     });
 
-    /* And notify players how many players have answered. */
-    this.state.players_answered++;
-    this.broadcast_event_object('answered', this.state.players_answered);
+    /* Update state (to be sent out to any future clients) */
+    this.state.players_answering.delete(player.name);
+    this.state.players_answered.push(player.name);
+
+    /* 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 };
   }
 
+  receive_answering(prompt_id, session_id) {
+    const player = this.players_by_session[session_id];
+    if (! player)
+      return { valid: false, message: "Player not found" };
+
+    const prompt = this.state.prompts.find(p => p.id === prompt_id);
+    if (! prompt)
+      return { valid: false, message: "Prompt not found" };
+
+    if (prompt !== this.state.active_prompt)
+      return { valid: false, message: "Prompt no longer active" };
+
+    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.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);
+
+    return { valid: true };
+  }
+
+  /* Returns true if vote toggled, false for player or prompt not found */
+  toggle_end_answers(prompt_id, session_id) {
+    const player = this.players_by_session[session_id];
+
+    const prompt = this.state.prompts.find(p => p.id === prompt_id);
+    if (! prompt || ! player)
+      return false;
+
+    if (this.state.end_answers.has(player.name)) {
+      this.state.end_answers.delete(player.name);
+      this.broadcast_event_object('unvote-end-answers', player.name);
+    } else {
+      this.state.end_answers.add(player.name);
+      this.broadcast_event_object('vote-end-answers', player.name);
+    }
+
+    return true;
+  }
+
   perform_judging() {
     const word_map = {};
 
@@ -133,12 +257,37 @@ class Empathy extends Game {
       }
     }
 
-    this.state.ambiguities = Object.values(word_map);
+    this.state.ambiguities = Object.values(word_map).sort((a,b) => {
+      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);
+
+    /* Notify all players of every player that is judging. */
+    for (let player_name of this.state.players_answered) {
+      this.state.players_judging.add(player_name);
+      this.broadcast_event_object('player-judging', player_name);
+    }
+  }
+
+  reset_judging_timeout() {
+    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);
+    }
   }
 
-  receive_judging(prompt_id, session_id, word_groups) {
+  receive_judged(prompt_id, session_id, word_groups) {
     const player = this.players_by_session[session_id];
     if (! player)
       return { valid: false, message: "Player not found" };
@@ -150,6 +299,8 @@ class Empathy extends Game {
     if (prompt !== this.state.active_prompt)
       return { valid: false, message: "Prompt no longer active" };
 
+    this.reset_judging_timeout();
+
     /* Each player submits some number of groups of answers that
      * should be considered equivalent. The server expands that into
      * the set of pair-wise equivalencies that are expressed. The
@@ -169,11 +320,13 @@ class Empathy extends Game {
             eq = [group[j], group[i]];
           }
 
-          const exist = this.equivalencies[`${eq[0]}:${eq[1]}`];
+          const key=`${this.canonize(eq[0])}:${this.canonize(eq[1])}`;
+
+          const exist = this.equivalencies[key];
           if (exist) {
             exist.count++;
           } else {
-            this.equivalencies[`${eq[0]}:${eq[1]}`] = {
+            this.equivalencies[key] = {
               count: 1,
               words: eq
             };
@@ -183,15 +336,73 @@ class Empathy extends Game {
       }
     }
 
-    /* And notify players how many players have completed judging. */
-    this.state.players_judged++;
-    this.broadcast_event_object('judged', this.state.players_judged);
+    /* Update state (to be sent out to any future clients) */
+    this.state.players_judging.delete(player.name);
+    this.state.players_judged.push(player.name);
+
+    /* 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" };
+
+    const prompt = this.state.prompts.find(p => p.id === prompt_id);
+    if (! prompt)
+      return { valid: false, message: "Prompt not found" };
+
+    if (prompt !== this.state.active_prompt)
+      return { valid: false, message: "Prompt no longer active" };
+
+    this.reset_judging_timeout();
+
+    /* Notify all players that this player is actively judging. */
+    this.state.players_judging.add(player.name);
+    this.broadcast_event_object('player-judging', player.name);
 
     return { valid: true };
   }
 
+  /* Returns true if vote toggled, false for player or prompt not found */
+  toggle_end_judging(prompt_id, session_id) {
+    const player = this.players_by_session[session_id];
+
+    const prompt = this.state.prompts.find(p => p.id === prompt_id);
+    if (! prompt || ! player)
+      return false;
+
+    if (this.state.end_judging.has(player.name)) {
+      this.state.end_judging.delete(player.name);
+      this.broadcast_event_object('unvote-end-judging', player.name);
+    } else {
+      this.state.end_judging.add(player.name);
+      this.broadcast_event_object('vote-end-judging', player.name);
+    }
+
+    return true;
+  }
+
   canonize(word) {
-    return word.toLowerCase();
+    return word.trim().toLowerCase();
   }
 
   compute_scores() {
@@ -199,7 +410,7 @@ class Empathy extends Game {
 
     /* Perform a (non-strict) majority ruling on equivalencies,
      * dropping all that didn't get enough votes. */
-    const quorum = Math.floor((this.players.length + 1)/2);
+    const quorum = Math.floor((this.state.players_judged.length + 1)/2);
     const agreed_equivalencies = Object.values(this.equivalencies).filter(
       eq => eq.count >= quorum);
 
@@ -208,19 +419,21 @@ class Empathy extends Game {
     const word_maps = {};
 
     for (let e of agreed_equivalencies) {
-      let group = word_maps[e.words[0]];
+      const word0_canon = this.canonize(e.words[0]);
+      const word1_canon = this.canonize(e.words[1]);
+      let group = word_maps[word0_canon];
       if (! group)
-        group = word_maps[e.words[1]];
+        group = word_maps[word1_canon];
       if (! group)
         group = { words: [], players: new Set()};
 
-      if (! word_maps[e.words[0]]) {
-        word_maps[e.words[0]] = group;
+      if (! word_maps[word0_canon]) {
+        word_maps[word0_canon] = group;
         group.words.push(e.words[0]);
       }
 
-      if (! word_maps[e.words[1]]) {
-        word_maps[e.words[1]] = group;
+      if (! word_maps[word1_canon]) {
+        word_maps[word1_canon] = group;
         group.words.push(e.words[1]);
       }
     }
@@ -229,13 +442,14 @@ class Empathy extends Game {
      * to the set corresponding to each word group. */
     for (let a of this.answers) {
       for (let word of a.answers) {
+        const word_canon = this.canonize(word);
         /* If there's no group yet, this is a singleton word. */
-        if (word_maps[word]) {
-          word_maps[word].players.add(a.player);
+        if (word_maps[word_canon]) {
+          word_maps[word_canon].players.add(a.player);
         } else {
           const group = { words: [word], players: new Set() };
           group.players.add(a.player);
-          word_maps[word] = group;
+          word_maps[word_canon] = group;
         }
       }
     }
@@ -250,7 +464,8 @@ class Empathy extends Game {
      * multiple times). In contrast, iterating over"word_groups" will
      * have you visit each group only once. */
     const word_groups = Object.entries(word_maps).filter(
-      entry => entry[0] === entry[1].words[0]).map(entry => entry[1]);
+      entry => entry[0] === this.canonize(entry[1].words[0]))
+          .map(entry => entry[1]);
 
     /* Now, go through each word group and assign the scores out to
      * the corresponding players.
@@ -266,7 +481,7 @@ class Empathy extends Game {
       group.players.forEach(p => p.round_score += group.players.size);
     }
 
-    const scores = this.players.map(p => {
+    const scores = this.players.filter(p => p.active).map(p => {
       return {
         player: p.name,
         score: p.round_score
@@ -326,9 +541,9 @@ class Prompt {
 router.post('/prompts', (request, response) => {
   const game = request.game;
 
-  prompt = game.add_prompt(request.body.items, request.body.prompt);
+  const result = game.add_prompt(request.body.items, request.body.prompt);
 
-  response.json({ id: prompt.id});
+  response.json(result);
 });
 
 router.post('/vote/:prompt_id([0-9]+)', (request, response) => {
@@ -360,26 +575,81 @@ router.post('/answer/:prompt_id([0-9]+)', (request, response) => {
                                      request.body.answers);
   response.json(result);
 
-  if (game.state.players_answered >= game.players.length)
+  /* If every registered player has answered, then there's no need to
+   * wait for anything else. */
+  if (game.state.players_answered.length >= game.active_players)
     game.perform_judging();
 });
 
+router.post('/answering/:prompt_id([0-9]+)', (request, response) => {
+  const game = request.game;
+  const prompt_id = parseInt(request.params.prompt_id, 10);
+
+  const result = game.receive_answering(prompt_id,
+                                        request.session.id);
+  response.json(result);
+});
+
+router.post('/end-answers/:prompt_id([0-9]+)', (request, response) => {
+  const game = request.game;
+  const prompt_id = parseInt(request.params.prompt_id, 10);
+
+  if (game.toggle_end_answers(prompt_id, request.session.id))
+    response.send('');
+  else
+    response.sendStatus(404);
+
+  /* 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();
+});
+
+router.post('/judged/:prompt_id([0-9]+)', (request, response) => {
+  const game = request.game;
+  const prompt_id = parseInt(request.params.prompt_id, 10);
+
+  const result = game.receive_judged(prompt_id,
+                                     request.session.id,
+                                     request.body.word_groups);
+  response.json(result);
+
+  /* If every player who answered has also judged, then there's no
+   * need to wait for anything else. */
+  if (game.state.players_judged.length >= game.state.players_answered.length)
+    game.compute_scores();
+});
+
 router.post('/judging/:prompt_id([0-9]+)', (request, response) => {
   const game = request.game;
   const prompt_id = parseInt(request.params.prompt_id, 10);
 
   const result = game.receive_judging(prompt_id,
-                                      request.session.id,
-                                      request.body.word_groups);
+                                      request.session.id);
   response.json(result);
+});
 
-  if (game.state.players_judged >= game.players.length)
+router.post('/end-judging/:prompt_id([0-9]+)', (request, response) => {
+  const game = request.game;
+  const prompt_id = parseInt(request.params.prompt_id, 10);
+
+  if (game.toggle_end_judging(prompt_id, request.session.id))
+    response.send('');
+  else
+    response.sendStatus(404);
+
+  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 = {