]> git.cworth.org Git - lmno-server/blobdiff - empathy.js
Broadcast "answering-idle" as soon as the waiting list becomes empty
[lmno-server] / empathy.js
index 1cd120ee5e098870112f91c13025464fea079a40..e03f247f9e207a1cc612ea2ad25c3f78d17982ac 100644 (file)
@@ -21,6 +21,7 @@ class Empathy extends Game {
     };
     this.answers = [];
     this.answering_idle_timer = 0;
+    this.answering_start_time_ms = 0;
     this.next_prompt_id = 1;
     this.equivalencies = {};
   }
@@ -62,6 +63,11 @@ class Empathy extends Game {
     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;
     this.equivalencies = {};
 
     this.broadcast_event_object('game-state', this.state);
@@ -145,6 +151,20 @@ class Empathy extends Game {
     /* 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) > 30)
+    {
+      this.broadcast_event_object('answering-idle', true);
+    }
+
     return { valid: true };
   }
 
@@ -170,6 +190,9 @@ class Empathy extends Game {
       }, 10 * 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);