townsquare/src/store/modules/session.js

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// helper functions
const set = key => (state, val) => {
state[key] = val;
};
/**
* Handle a vote request.
* If the vote is from a seat that is already locked, ignore it.
* @param state session state
* @param index seat of the player in the circle
* @param vote true or false
* @param indexAdjusted seat of the player counted from the nominated player
*/
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const handleVote = (state, [index, vote]) => {
if (!state.nomination) return;
state.votes = [...state.votes];
state.votes[index] = vote === undefined ? !state.votes[index] : vote;
};
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const state = () => ({
sessionId: "",
isSpectator: false,
isReconnecting: false,
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playerCount: 0,
ping: 0,
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playerId: "",
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claimedSeat: -1,
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nomination: false,
votes: [],
lockedVote: 0,
votingSpeed: 3000
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});
const getters = {};
const actions = {};
const mutations = {
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setSessionId: set("sessionId"),
setPlayerId: set("playerId"),
setSpectator: set("isSpectator"),
setReconnecting: set("isReconnecting"),
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setPlayerCount: set("playerCount"),
setPing: set("ping"),
setVotingSpeed: set("votingSpeed"),
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claimSeat: set("claimedSeat"),
nomination(state, { nomination, votes, votingSpeed, lockedVote } = {}) {
state.nomination = nomination || false;
state.votes = votes || [];
state.votingSpeed = votingSpeed || state.votingSpeed;
state.lockedVote = lockedVote || 0;
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},
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/**
* Store a vote with and without syncing it to the live session.
* This is necessary in order to prevent infinite voting loops.
* @param state
* @param vote
*/
vote: handleVote,
voteSync: handleVote,
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lockVote(state, lock) {
state.lockedVote = lock !== undefined ? lock : state.lockedVote + 1;
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}
};
export default {
namespaced: true,
state,
getters,
actions,
mutations
};