]> git.cworth.org Git - lmno.games/blobdiff - empathy/empathy.jsx
Fix to use server-sent state for whether player has answered/judged
[lmno.games] / empathy / empathy.jsx
index dcd558f9639c33d8ee70d555ec20f2490fef88b2..80069426d941666e2a812434bef72d2663995bbf 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 => {
@@ -390,12 +402,19 @@ class Ambiguities extends React.PureComponent {
 
     this.state = {
       word_sets: word_sets,
-      submitted: false,
       selected: null
     };
+
+    this.submitted = false;
+    this.judging_sent_recently = false;
   }
 
   async handle_submit() {
+
+    /* Don't submit a second time. */
+    if (this.submitted)
+      return;
+
     const response = await fetch_post_json(
       `judged/${this.props.prompt.id}`,{
         word_groups: this.state.word_sets.map(set => Array.from(set))
@@ -413,18 +432,34 @@ class Ambiguities extends React.PureComponent {
       return;
     }
 
-    this.setState({
-      submitted: true
-    });
+    this.submitted = true;
   }
 
   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,
@@ -466,7 +501,7 @@ class Ambiguities extends React.PureComponent {
   }
 
   render() {
-    if (this.state.submitted)
+    if (this.props.players_judged.has(this.props.player.name)) {
       return (
         <div className="please-wait">
           <h2>Submission received</h2>
@@ -478,7 +513,7 @@ 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}
@@ -511,6 +546,7 @@ class Ambiguities extends React.PureComponent {
 
         </div>
       );
+    }
 
     const btn_class = "ambiguity-button";
     const btn_selected_class = btn_class + " selected";
@@ -564,12 +600,30 @@ class ActivePrompt extends React.PureComponent {
     super(props);
     const items = props.prompt.items;
 
-    this.state = {
-      submitted: false
-    };
+    this.submitted = false;
 
     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) {
@@ -578,6 +632,10 @@ class ActivePrompt extends React.PureComponent {
     /* Prevent the default page-changing form-submission behavior. */
     event.preventDefault();
 
+    /* And don't submit a second time. */
+    if (this.submitted)
+      return;
+
     const response = await fetch_post_json(`answer/${this.props.prompt.id}`, {
       answers: this.answers.map(r => r.current.value)
     });
@@ -594,13 +652,11 @@ class ActivePrompt extends React.PureComponent {
 
     /* Everything worked. Server is happy with our answers. */
     form.reset();
-    this.setState({
-        submitted: true
-    });
+    this.submitted = true;
   }
 
   render() {
-    if (this.state.submitted)
+    if (this.props.players_answered.has(this.props.player.name)) {
       return (
         <div className="please-wait">
           <h2>Submission received</h2>
@@ -612,7 +668,7 @@ 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}
@@ -645,6 +701,7 @@ class ActivePrompt extends React.PureComponent {
 
         </div>
       );
+    }
 
     return (
       <div className="active-prompt">
@@ -666,6 +723,7 @@ class ActivePrompt extends React.PureComponent {
                   name={`answer_${i}`}
                   required
                   autoComplete="off"
+                  onChange={this.handle_change}
                   ref={this.answers[i]}
                 />
               </div>
@@ -771,6 +829,12 @@ 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 +845,16 @@ 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 +864,12 @@ 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 +888,12 @@ 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 +904,16 @@ 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 +923,11 @@ 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({
@@ -887,6 +988,7 @@ class Game extends React.PureComponent {
       return <Ambiguities
                prompt={state.active_prompt}
                words={state.ambiguities}
+               player={state.player_info}
                players_judged={state.players_judged}
                players_judging={state.players_judging}
                votes={state.end_judging_votes}
@@ -896,6 +998,7 @@ class Game extends React.PureComponent {
     if (state.active_prompt) {
       return <ActivePrompt
                prompt={state.active_prompt}
+               player={state.player_info}
                players_answered={state.players_answered}
                players_answering={state.players_answering}
                votes={state.end_answers_votes}