From 343a27a7740c870fae4a6381ab9a7abfc3594b72 Mon Sep 17 00:00:00 2001 From: Carl Worth Date: Thu, 18 Jun 2020 08:37:03 -0700 Subject: [PATCH] Adapt the idle treatment from the answering phase to the judging phase 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 | 37 +++++++++++++++++++++++++++++++++++++ 1 file changed, 37 insertions(+) diff --git a/empathy.js b/empathy.js index 2d3028b..3728a0e 100644 --- a/empathy.js +++ b/empathy.js @@ -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); -- 2.43.0