feature/MAPG-219-disable-continue-if-timeout-is-not-reached #16
@ -97,28 +97,15 @@ class MultiGame {
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room.updated = new Date();
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var round = room.rounds[room.currentRound];
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clearTimeout(round.timeoutHandler);
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round.timeout = round.timeout - (new Date() - round.timeoutStarted);
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if (round.timeout > MultiGame.ROUND_TIMEOUT_DIVIDER * MultiGame.ROUND_TIMEOUT_MINIMUM) {
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round.timeout = round.timeout / MultiGame.ROUND_TIMEOUT_DIVIDER;
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} else if (round.timeout > MultiGame.ROUND_TIMEOUT_MINIMUM) {
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round.timeout = MultiGame.ROUND_TIMEOUT_MINIMUM;
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}
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round.timeoutStarted = new Date();
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var self = this;
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round.timeoutHandler = setTimeout(function () {
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self._endRoundTimeout(room, round);
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}, round.timeout + MultiGame.ROUND_TIMEOUT_OFFSET);
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var member = room.members.get(token);
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var allResults = this._collectResultsInRound(room, round);
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this._broadcastTimeout(room, round);
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this._broadcastGuess(room, member.userName, guessPosition, distance, score);
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round.results.set(token, { guessPosition: guessPosition, distance: distance, score: score });
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this._setNewTimeout(room, round);
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return allResults;
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}
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@ -139,7 +126,7 @@ class MultiGame {
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round.timeoutStarted = new Date();
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var self = this;
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round.timeoutHandler = setTimeout(function () {
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self._endRoundTimeout(room, round);
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self._endRound(room, round);
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}, round.timeout + MultiGame.ROUND_TIMEOUT_OFFSET);
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var data = {};
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@ -152,16 +139,35 @@ class MultiGame {
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});
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}
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_endRoundTimeout(room, round) {
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_setNewTimeout(room, round) {
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clearTimeout(round.timeoutHandler);
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if (room.members.size === round.results.size) {
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round.timeout = 0;
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round.timeoutStarted = new Date();
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this._endRound(room, round);
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} else {
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round.timeout = round.timeout - (new Date() - round.timeoutStarted);
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if (round.timeout > MultiGame.ROUND_TIMEOUT_DIVIDER * MultiGame.ROUND_TIMEOUT_MINIMUM) {
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round.timeout = round.timeout / MultiGame.ROUND_TIMEOUT_DIVIDER;
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} else if (round.timeout > MultiGame.ROUND_TIMEOUT_MINIMUM) {
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round.timeout = MultiGame.ROUND_TIMEOUT_MINIMUM;
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}
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round.timeoutStarted = new Date();
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var self = this;
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round.timeoutHandler = setTimeout(function () {
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self._endRound(room, round);
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}, round.timeout + MultiGame.ROUND_TIMEOUT_OFFSET);
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this._broadcastTimeout(room, round);
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}
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}
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_endRound(room, round) {
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var data = { position: round.place.position, allResults: this._collectResultsInRound(room, round) };
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var self = this;
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room.members.forEach(function (member, token) {
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if (round.results.has(token)) {
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return;
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}
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room.members.forEach(function (member) {
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self._sendToMember(member, 'end_round', data);
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});
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}
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