X-Git-Url: https://git.cworth.org/git?p=empires-server;a=blobdiff_plain;f=empathy.js;h=56ac53f9c32f95d5b6cbefdebb21d69ed68918e0;hp=eaf12bf8deb0a6b74d8358922643052da1afc7c2;hb=66b333239bd232c60cc1093aefc55c585af293cc;hpb=54f57abe8bc6753da1c6b1663f1efcd178e33a75 diff --git a/empathy.js b/empathy.js index eaf12bf..56ac53f 100644 --- a/empathy.js +++ b/empathy.js @@ -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); @@ -11,21 +29,27 @@ class Empathy extends Game { active_prompt: null, 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 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); @@ -51,14 +75,26 @@ 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.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); @@ -135,10 +171,60 @@ class Empathy extends Game { answers: answers }); - /* And notify all players that this player has 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 }; } @@ -175,10 +261,33 @@ 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); + + /* 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); + } } - receive_judging(prompt_id, session_id, word_groups) { + 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_judged(prompt_id, session_id, word_groups) { const player = this.players_by_session[session_id]; if (! player) return { valid: false, message: "Player not found" }; @@ -190,6 +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 @@ -225,10 +336,49 @@ class Empathy extends Game { } } - /* And notify all players this this player has 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 }; } @@ -252,7 +402,7 @@ class Empathy extends Game { } canonize(word) { - return word.toLowerCase(); + return word.trim().toLowerCase(); } compute_scores() { @@ -260,7 +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); @@ -331,7 +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 @@ -424,6 +574,20 @@ 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.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) => { @@ -435,17 +599,36 @@ 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(); }); +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); }); @@ -458,13 +641,15 @@ 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 = {