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Events spec
This spec describes the flow of events through the application's lifetime.
Note: where the spec says
fires event X, for conciseness, what is actually meant isfires GameEvent with property X, and whenfires state X, what is meant isfires a GameStateChangeEvent with state GameState.State.X
The initial game state is NOTREADY. When the intro is played, the server fires state INTRO, and then READY.
When each device connects, it sends a IdentifyUserRequest. The server responds with the device's team number and member names (TODO: NYI).
When the user presses the "ready" button, the client sends a UserReadyRequest. The server fires to ADMIN AdminClientReadyPercentageUpdateEvent. Once all clients are ready, the server fires eventSTARTING.
When the game master activates a question, the ADMIN fires a AdminSetActiveQuestionRequest. The server fires state QUESTION_ANSWERING to all clients, which are expected to show the question UI.
Clients fire AnswerQuestionRequest. Server fires to ADMIN AdminQuestionAnsweredEvent. If game state is QUESTION_LIVEANSWERS, the server fires to BIGSCREEN BigscreenQuestionPercentageUpdateEvent.
ADMIN fires AdminChangeQuestionStateRequest. Server fires event GameStateChangeEvent with new state.