This introduces a new function, `setParent`, to handle the details
of setting up subrooms.
`roomid`, `parent`, and `subRooms` are now read-only, so they can't
be accidentally be set directly rather than through their setters
(`rename`, `setParent`, and `clearSubRooms`).
I don't think setters should be used for this, because I think it's
important to be clear that `rename` and `setParent` will change a lot
of other state and induce network activity.
* Lint arrow-body-style
* Lint prefer-object-spread
Object spread is faster _and_ more readable.
This also fixes a few unnecessary object clones.
* Enable no-parameter-properties
This isn't currently used, but this makes clear that it shouldn't be.
* Refactor more Promises to async/await
* Remove unnecessary code from getDataMoveHTML etc
* Lint prefer-string-starts-ends-with
* Stop using no-undef
According to the typescript-eslint FAQ, this is redundant with
TypeScript, and they're not wrong. This will save us from needing to
specify globals in two different places which will be nice.
We were previously using `type Foo = import('bar').Foo` which works
actually equally well, because sucrase didn't support `import type`,
but now it does!
NOTE: This is changes the semantics of `hidenext`/`ionext` from
applying to the next created *battle* to applying to the next
created *search*/*challenge*.
I couldn't completely remove the global room in one commit, but this
solves basically every problem with it by making it no longer a `Room`.
In particular, this means:
- It's no longer of type `Room`
- It's no longer in the `Rooms.rooms` table
- Its class name is now `GlobalRoomState` rather than `GlobalRoom`
- It no longer tracks its own user list (online user count is now
provided by `Users.onlineCount`)
- It's no longer a socket channel (there's new syntax for "send this
message to every user")
This implements two big changes:
- All settings shared between `room.chatRoomData` and `room` have been
merged into `room.settings` (so, for instance, `room.slowchat` is now
only `room.settings.slowchat`).
This makes it so we never have to worry about them getting "out of
sync".
- Checking to see if a room is persistent is now `if (room.persist)`
instead of `if (room.chatRoomData)`
- `Rooms.global.writeChatRoomData()` is now rarely called directly;
there's a new `room.saveSettings()` which will handle it for you.
- All properties of `room.settings` are now optional (except
`title`).
- There's a new file `user-groups.ts` which handles authority.
- `room.auth` and `Users.globalAuth` are now
`Auth extends Map<ID, GroupSymbol>` objects.
- `room.auth` is now always defined, removing the need for
`room.auth?.[userid]` workarounds.
- A lot of code relating to usergroups and permission checks have
been refactored.
Co-authored-by: Guangcong Luo <guangcongluo@gmail.com>
This is mostly just a follow up to #6342.
`prefer-optional-chaining` was turned on and fixed in every location it
complained in. The transformed function [0] looks expensive from a
glance but from skimming through the replaced sites it doesn't appear
to be ran in any important place, so it should be OK.
The linter improvements are:
- Increase linter performance
- Make `full-lint` and `lint` write to different caches so we
avoid overwriting their caches since they're different configs
- Change husky's hook to `npm run lint` so as to write to the
same cache
- Remove `@typescript-eslint/eslint-plugin-tslint` which is
essentially a wrapper to TSLint because the rules aren't worth
running another linter
- Convert `.eslintrc.json` and `.eslintrc-syntax.json` to two spaces
rather than four tabs to respect PS' `.editorconfig`
- Rename `fulllint` to `full-lint` to ease spelling it
[0] - https://pastie.io/mmtxpf.js (prettified)
The most recent change to this file prevents "/tour autodq off" from working and sends a "That isn't a valid timeout value." error to the client. This is because it checks for a condition where timeout is greater than 1 hour, but when turning autodq off, the timeout variable is set to Infinity. This proposed change adds a check in the condition for if the timeout value is Infinity and does not send the error if that is the case (but if timeout is a numeric value greater than 1 hour, it still will fail).
By adding a `getGame` function of type:
```
// null is returned if the gameids don't match
// or the game doesn't exist
getGame<T extends RoomGame>(constructor: new (...args: any[]) => T) => T | null
```
(Credits @urkerab and @whalemer for the function signature.)
It allows refactoring previous code of:
```
if (room.game && room.game.gameid !== 'hangman') return;
const game = room.game as Hangman;
```
to:
```
const game = room.getGame(Hangman);
if (!game) return;
```
This has a couple of advantages:
- TypeScript will throw an error if the if condition is not present.
- In the new code, the template must extends `RoomGame` and be assignable to the same ID, so it's 100% typesafe
This commit adds a `challengeType` property to `RoomBattle` of
type `rated | unrated | challenge | tour`.
Previously, there was no way to programatically differ an unrated
battle from a challenge, which is useful in places like filters.