]> git.cworth.org Git - empires-server/commitdiff
Adapt the idle treatment from the answering phase to the judging phase
authorCarl Worth <cworth@cworth.org>
Thu, 18 Jun 2020 15:37:03 +0000 (08:37 -0700)
committerCarl Worth <cworth@cworth.org>
Fri, 26 Jun 2020 14:37:59 +0000 (07:37 -0700)
Big copy/paste here, (obviously it would be better to capture the
common code in a "phase" module of some sort).

Note that this is currently untested, only because we haven't gotten
the client listening for judging-idle yet.

empathy.js

index 2d3028be4fec5ca04eb21aee53dcf16a7eb2806d..3728a0e5dc318904c488f264773e41abe8263213 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);
@@ -309,6 +318,20 @@ 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 };
   }
 
@@ -324,6 +347,20 @@ 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);
+    }
+
+    if (this.judging_start_time_ms === 0)
+      this.judging_start_time_ms = Date.now();
+
     /* Notify all players this this player is actively judging. */
     this.state.players_judging.add(player.name);
     this.broadcast_event_object('player-judging', player.name);