X-Git-Url: https://git.cworth.org/git?p=lmno-server;a=blobdiff_plain;f=empathy.js;h=bc846c19600a13b9c03e8cd65b9673f517c7109e;hp=2d3028be4fec5ca04eb21aee53dcf16a7eb2806d;hb=a769d4675ee33d59d70e059870cc89c5ac731d07;hpb=4b5792d269a7df065ac9b05e86f28c1c21ec40ab diff --git a/empathy.js b/empathy.js index 2d3028b..bc846c1 100644 --- a/empathy.js +++ b/empathy.js @@ -34,19 +34,22 @@ 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 = {}; } 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); @@ -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); @@ -252,7 +261,30 @@ 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); + } + } + + 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) { @@ -267,6 +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 @@ -306,13 +340,28 @@ class Empathy extends Game { this.state.players_judging.delete(player.name); this.state.players_judged.push(player.name); - /* And notify all players this this player has judged. */ + /* 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" }; @@ -324,7 +373,9 @@ class Empathy extends Game { if (prompt !== this.state.active_prompt) return { valid: false, message: "Prompt no longer active" }; - /* Notify all players this this player is actively judging. */ + 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); @@ -359,7 +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); @@ -430,7 +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 @@ -566,9 +617,9 @@ router.post('/judged/:prompt_id([0-9]+)', (request, response) => { 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) + /* 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(); });