]> git.cworth.org Git - lmno.games/blobdiff - empathy/empathy.jsx
Copy several game-state members into client state
[lmno.games] / empathy / empathy.jsx
index dcd558f9639c33d8ee70d555ec20f2490fef88b2..566ad105c5e3cdb3727ffe504d74ca52e9c0efc4 100644 (file)
@@ -63,9 +63,21 @@ events.addEventListener("game-state", event => {
 
   window.game.set_active_prompt(state.active_prompt);
 
-  window.game.set_scores(state.scores);
+  window.game.set_players_answered(state.players_answered);
+
+  window.game.set_players_answering(state.players_answering);
+
+  window.game.set_end_answers(state.end_answers);
 
   window.game.set_ambiguities(state.ambiguities);
+
+  window.game.set_players_judged(state.players_judged);
+
+  window.game.set_players_judging(state.players_judging);
+
+  window.game.set_end_judging(state.end_judging);
+
+  window.game.set_scores(state.scores);
 });
 
 events.addEventListener("prompt", event => {
@@ -393,6 +405,8 @@ class Ambiguities extends React.PureComponent {
       submitted: false,
       selected: null
     };
+
+    this.judging_sent_recently = false;
   }
 
   async handle_submit() {
@@ -419,12 +433,30 @@ class Ambiguities extends React.PureComponent {
   }
 
   handle_click(word) {
+
+    /* Let the server know we are doing some judging, (but rate limit
+     * this so we don't send a "judging" notification more frquently
+     * than necessary.
+     */
+    if (! this.judging_sent_recently) {
+      fetch_post_json(`judging/${this.props.prompt.id}`);
+      this.judging_sent_recently = true;
+      setTimeout(() => { this.judging_sent_recently = false; }, 1000);
+    }
+
     if (this.state.selected == word) {
       /* Second click on same word removes the word from the group. */
       const idx = this.state.word_sets.findIndex(s => s.has(word));
       const set = this.state.word_sets[idx];
-      if (set.size === 1)
+      if (set.size === 1) {
+        /* When the word is already alone, there's nothing to do but
+         * to un-select it. */
+        this.setState({
+          selected: null
+        });
         return;
+      }
+
       const new_set = new Set([...set].filter(w => w !== word));
       this.setState({
         selected: null,
@@ -478,7 +510,7 @@ class Ambiguities extends React.PureComponent {
             Still waiting for the following players:
           </p>
           <ul>
-            {Object.entries(this.props.players_judging).map(player => {
+            {Object.keys(this.props.players_judging).map(player => {
               return (
                 <li
                   key={player}
@@ -569,7 +601,27 @@ class ActivePrompt extends React.PureComponent {
     };
 
     this.answers = [...Array(items)].map(() => React.createRef());
+    this.answering_sent_recently = false;
+
     this.handle_submit = this.handle_submit.bind(this);
+    this.handle_change = this.handle_change.bind(this);
+  }
+
+  handle_change(event) {
+    /* We don't care (or even look) at what the player is typing at
+     * this point. We simply want to be informed that the player _is_
+     * typing so that we can tell the server (which will tell other
+     * players) that there is activity here.
+     */
+
+    /* Rate limit so that we don't send an "answering" notification
+     * more frequently than necessary.
+     */
+    if (! this.answering_sent_recently) {
+      fetch_post_json(`answering/${this.props.prompt.id}`);
+      this.answering_sent_recently = true;
+      setTimeout(() => { this.answering_sent_recently = false; }, 1000);
+    }
   }
 
   async handle_submit(event) {
@@ -612,7 +664,7 @@ class ActivePrompt extends React.PureComponent {
           Still waiting for the following players:
           </p>
           <ul>
-            {Object.entries(this.props.players_answering).map(player => {
+            {Object.keys(this.props.players_answering).map(player => {
               return (
                 <li
                   key={player}
@@ -666,6 +718,7 @@ class ActivePrompt extends React.PureComponent {
                   name={`answer_${i}`}
                   required
                   autoComplete="off"
+                  onChange={this.handle_change}
                   ref={this.answers[i]}
                 />
               </div>
@@ -771,6 +824,12 @@ class Game extends React.PureComponent {
     });
   }
 
+  set_players_answered(players) {
+    this.setState({
+      players_answered: new Set(players)
+    });
+  }
+
   set_player_answered(player) {
     const new_players_answering = {...this.state.players_answering};
     delete new_players_answering[player];
@@ -781,6 +840,16 @@ class Game extends React.PureComponent {
     });
   }
 
+  set_players_answering(players) {
+    const players_answering = {};
+    for (let player of players) {
+      players_answering[player] = {active: false};
+    }
+    this.setState({
+      players_answering: players_answering
+    });
+  }
+
   set_player_answering(player) {
     this.setState({
       players_answering: {
@@ -790,6 +859,12 @@ class Game extends React.PureComponent {
     });
   }
 
+  set_end_answers(players) {
+    this.setState({
+      end_answers_votes: new Set(players)
+    });
+  }
+
   set_player_vote_end_answers(player) {
     this.setState({
       end_answers_votes: new Set([...this.state.end_answers_votes, player])
@@ -808,6 +883,12 @@ class Game extends React.PureComponent {
     });
   }
 
+  set_players_judged(players) {
+    this.setState({
+      players_judged: new Set(players)
+    });
+  }
+
   set_player_judged(player) {
     const new_players_judging = {...this.state.players_judging};
     delete new_players_judging[player];
@@ -818,6 +899,16 @@ class Game extends React.PureComponent {
     });
   }
 
+  set_players_judging(players) {
+    const players_judging = {};
+    for (let player of players) {
+      players_judging[player] = {active: false};
+    }
+    this.setState({
+      players_judging: players_judging
+    });
+  }
+
   set_player_judging(player) {
     this.setState({
       players_judging: {
@@ -827,6 +918,11 @@ class Game extends React.PureComponent {
     });
   }
 
+  set_end_judging(players) {
+    this.setState({
+      end_judging_votes: new Set(players)
+    });
+  }
 
   set_player_vote_end_judging(player) {
     this.setState({