X-Git-Url: https://git.cworth.org/git?p=empires-server;a=blobdiff_plain;f=empathy.js;h=428627ce863d6913311aee67bd9caccdc0ee20c0;hp=9bc5740d1b9b6fab0bed5d47e3dcb99138bc5676;hb=af0746e6f592e8cc5940465e7688aac33afea4de;hpb=3b34788d2953573eb46291b17a7a5562a2cc0f47 diff --git a/empathy.js b/empathy.js index 9bc5740..428627c 100644 --- a/empathy.js +++ b/empathy.js @@ -1,19 +1,112 @@ 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: [], + 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 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); + if (player.score) + player.score += score.score; + else + player.score = score.score; + + /* And broadcast that new score out. */ + this.broadcast_event('player-update', player.info_json()); + } + + /* Now that we're done with the active prompt, we remove it from + * the list of prompts and also remove any prompts that received + * no votes. This keeps the list of prompts clean. + */ + const active_id = this.state.active_prompt.id; + this.state.prompts = + this.state.prompts.filter( + p => p.id !== active_id && p.votes.length > 0 + ); + + 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 = 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++; @@ -21,7 +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 */ @@ -75,13 +171,340 @@ class Empathy extends Game { answers: answers }); - /* And notify players how many players have 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 = {}; + + for (let a of this.answers) { + for (let word of a.answers) { + const key = this.canonize(word); + word_map[key] = word; + } + } + + 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); + } - this.broadcast_event_object('answered', this.state.players_answered); + 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" }; + + 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" }; + + /* 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 + * reason for that is so that the server can determine which + * pair-wise equivalencies have majority support. + */ + for (let group of word_groups) { + + for (let i = 0; i < group.length - 1; i++) { + for (let j = i + 1; j < group.length; j++) { + let eq = [group[i], group[j]]; + + /* Put the two words into a reliable order so that we don't + * miss a pair of equivalent equivalencies just because they + * happen to be in the opposite order. */ + if (eq[0].localeCompare(eq[1]) > 0) { + eq = [group[j], group[i]]; + } + + const key=`${this.canonize(eq[0])}:${this.canonize(eq[1])}`; + + const exist = this.equivalencies[key]; + if (exist) { + exist.count++; + } else { + this.equivalencies[key] = { + count: 1, + words: eq + }; + } + + } + } + } + + /* 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" }; + + 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 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.trim().toLowerCase(); + } + + compute_scores() { + const word_submitters = {}; + + /* 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 agreed_equivalencies = Object.values(this.equivalencies).filter( + eq => eq.count >= quorum); + + /* And with that agreed set of equivalencies, construct the full + * groups. */ + const word_maps = {}; + + for (let e of agreed_equivalencies) { + 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[word1_canon]; + if (! group) + group = { words: [], players: new Set()}; + + if (! word_maps[word0_canon]) { + word_maps[word0_canon] = group; + group.words.push(e.words[0]); + } + + if (! word_maps[word1_canon]) { + word_maps[word1_canon] = group; + group.words.push(e.words[1]); + } + } + + /* Now go through answers from each player and add the player + * 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_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_canon] = group; + } + } + } + + /* Now that we've assigned the players to these word maps, we now + * want to collapse the groups down to a single array of + * word_groups. + * + * The difference between "word_maps" and "word_groups" is that + * the former has a property for every word that maps to a group, + * (so if you iterate over the keys you will see the same group + * 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] === 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. + * + * Note: We do this by going through the word groups, (as opposed + * to the list of words from the players again), specifically to + * avoid giving a player points for a wrod group twice (in the + * case where a player submits two different words that the group + * ends up judging as equivalent). + */ + this.players.forEach(p => p.round_score = 0); + for (let group of word_groups) { + group.players.forEach(p => p.round_score += group.players.size); + } + + const scores = this.players.map(p => { + return { + player: p.name, + score: p.round_score + }; + }); + + scores.sort((a,b) => { + return b.score - a.score; + }); + + /* Put the word groups into a form the client can consume. + */ + const words_submitted = word_groups.map( + group => { + return { + word: group.words.join('/'), + players: Array.from(group.players).map(p => p.name) + }; + } + ); + + words_submitted.sort((a,b) => { + return b.players.length - a.players.length; + }); + + /* Put this round's scores into the game state object so it will + * be sent to any new clients that join. */ + this.state.scores = { + scores: scores, + words: words_submitted + }; + + /* And broadcast the scores to all connected clients. */ + this.broadcast_event_object('scores', this.state.scores); + } } Empathy.router = express.Router(); @@ -106,7 +529,9 @@ class Prompt { router.post('/prompts', (request, response) => { const game = request.game; - game.add_prompt(request.body.items, request.body.prompt); + const result = game.add_prompt(request.body.items, request.body.prompt); + + response.json(result); }); router.post('/vote/:prompt_id([0-9]+)', (request, response) => { @@ -114,7 +539,7 @@ router.post('/vote/:prompt_id([0-9]+)', (request, response) => { const prompt_id = parseInt(request.params.prompt_id, 10); if (game.toggle_vote(prompt_id, request.session.id)) - response.sendStatus(200); + response.send(''); else response.sendStatus(404); }); @@ -124,7 +549,7 @@ router.post('/start/:prompt_id([0-9]+)', (request, response) => { const prompt_id = parseInt(request.params.prompt_id, 10); if (game.start(prompt_id)) - response.sendStatus(200); + response.send(''); else response.sendStatus(404); }); @@ -137,6 +562,82 @@ 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) => { + 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 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) => { + const game = request.game; + const prompt_id = parseInt(request.params.prompt_id, 10); + + const result = game.receive_judging(prompt_id, + request.session.id); + response.json(result); +}); + +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 = {