mirror of
https://github.com/smogon/pokemon-showdown.git
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1199 lines
35 KiB
JavaScript
1199 lines
35 KiB
JavaScript
/**
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* Room Battle
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* Pokemon Showdown - http://pokemonshowdown.com/
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*
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* This file wraps the simulator in an implementation of the RoomGame
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* interface. It also abstracts away the multi-process nature of the
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* simulator.
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*
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* For the actual battle simulation, see sim/
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*
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* @license MIT
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*/
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'use strict';
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/** @type {typeof import('../sim/battle-stream').BattleStream} */
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const BattleStream = require(/** @type {any} */ ('../.sim-dist/battle-stream')).BattleStream;
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/** @type {typeof import('../lib/fs').FS} */
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const FS = require(/** @type {any} */('../.lib-dist/fs')).FS;
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/** @type {typeof import('./room-game')} */
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const RoomGames = require(/** @type {any} */ ('./room-game'));
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/** 5 seconds */
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const TICK_TIME = 5;
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const SECONDS = 1000;
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// Timer constants: In seconds, should be multiple of TICK_TIME
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const STARTING_TIME = 150;
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const MAX_TURN_TIME = 150;
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const STARTING_TIME_CHALLENGE = 300;
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const STARTING_GRACE_TIME = 60;
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const MAX_TURN_TIME_CHALLENGE = 300;
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const DISCONNECTION_TIME = 60;
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const DISCONNECTION_BANK_TIME = 300;
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// time after a player disabling the timer before they can re-enable it
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const TIMER_COOLDOWN = 20 * SECONDS;
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class RoomBattlePlayer extends RoomGames.RoomGamePlayer {
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/**
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* @param {User | string | null} user
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* @param {RoomBattle} game
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* @param {number} num
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*/
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constructor(user, game, num) {
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super(user, game, num);
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if (typeof user === 'string') user = null;
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this.slot = /** @type {SideID} */ (`p${num}`);
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this.channelIndex = /** @type {0 | 1 | 2 | 3 | 4} */
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(game.gameType === 'multi' && num > 2 ? num - 2 : num);
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/** @type {BattleRequestTracker} */
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this.request = {rqid: 0, request: '', isWait: 'cantUndo', choice: ''};
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this.active = true;
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this.eliminated = false;
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/**
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* Total timer.
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*
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* Starts at 210 per player in a ladder battle. Goes down by 5
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* every tick. Goes up by 10 every turn (with some complications -
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* see `nextRequest`), capped at starting time. The player loses if
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* this reaches 0.
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*
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* The equivalent of "Your Time" in VGC.
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*
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* @type {number}
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*/
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this.secondsLeft = 1;
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/**
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* Turn timer.
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*
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* Set equal to the player's overall timer, but capped at 150
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* seconds in a ladder battle. Goes down by 5 every tick.
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* Tracked separately from the overall timer, and the player also
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* loses if this reaches 0.
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*
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* @type {number}
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*/
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this.turnSecondsLeft = 1;
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/**
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* Disconnect timer.
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* Starts at 60 seconds. While the player is disconnected, this
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* will go down by 5 every tick. Tracked separately from the
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* overall timer, and the player also loses if this reaches 0.
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*
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* Mostly exists so impatient players don't have to wait the full
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* 150 seconds against a disconnected opponent.
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*
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* @type {number}
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*/
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this.dcSecondsLeft = 1;
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/**
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* Used to track a user's last known connection status, and display
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* the proper message when it changes.
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* @type {boolean}
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*/
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this.connected = true;
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if (user) {
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user.games.add(this.game.id);
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user.updateSearch();
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for (const connection of user.connections) {
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if (connection.inRooms.has(game.id)) {
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Sockets.channelMove(connection.worker, this.game.id, this.channelIndex, connection.socketid);
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}
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}
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}
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}
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getUser() {
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return (this.userid && Users(this.userid)) || null;
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}
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destroy() {
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const user = this.getUser();
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if (user) {
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for (const connection of user.connections) {
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Sockets.channelMove(connection.worker, this.game.id, 0, connection.socketid);
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}
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user.games.delete(this.game.id);
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user.updateSearch();
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}
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// @ts-ignore
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this.game[this.slot] = null;
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}
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updateChannel(/** @type {User | Connection} */ user) {
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if (user instanceof Users.Connection) {
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// "user" is actually a connection
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Sockets.channelMove(user.worker, this.game.id, this.channelIndex, user.socketid);
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return;
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}
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for (const connection of user.connections) {
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Sockets.channelMove(connection.worker, this.game.id, this.channelIndex, connection.socketid);
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}
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}
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toString() {
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return this.userid;
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}
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send(/** @type {string} */ data) {
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const user = this.getUser();
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if (user) user.send(data);
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}
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sendRoom(/** @type {string} */ data) {
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const user = this.getUser();
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if (user) user.sendTo(this.game.id, data);
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}
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}
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class RoomBattleTimer {
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/**
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* @param {RoomBattle} battle
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*/
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constructor(battle) {
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/** @type {RoomBattle} */
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this.battle = battle;
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/** @type {NodeJS.Timer?} */
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this.timer = null;
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/** @type {Set<string>} */
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this.timerRequesters = new Set();
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/**
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* Last tick, as milliseconds since UNIX epoch.
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* Represents the last time a tick happened.
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*/
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this.lastTick = 0;
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/** Debug mode; true to output detailed timer info every tick */
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this.debug = false;
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this.lastDisabledTime = 0;
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this.lastDisabledByUser = null;
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const hasLongTurns = Dex.getFormat(battle.format, true).gameType !== 'singles';
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const isChallenge = (!battle.rated && !battle.room.tour);
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const timerSettings = Dex.getFormat(battle.format, true).timer;
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// so that Object.assign doesn't overwrite anything with `undefined`
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for (const k in timerSettings) {
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// @ts-ignore
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if (timerSettings[k] === undefined) delete timerSettings[k];
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}
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/** @type {GameTimerSettings} */
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this.settings = Object.assign({
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dcTimer: !isChallenge,
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dcTimerBank: isChallenge,
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starting: isChallenge ? STARTING_TIME_CHALLENGE : STARTING_TIME,
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grace: STARTING_GRACE_TIME,
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addPerTurn: hasLongTurns ? 25 : 10,
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maxPerTurn: isChallenge ? MAX_TURN_TIME_CHALLENGE : MAX_TURN_TIME,
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maxFirstTurn: isChallenge ? MAX_TURN_TIME_CHALLENGE : MAX_TURN_TIME,
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timeoutAutoChoose: false,
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accelerate: !timerSettings,
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}, timerSettings);
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if (this.settings.maxPerTurn <= 0) this.settings.maxPerTurn = Infinity;
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for (const player of this.battle.players) {
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player.secondsLeft = this.settings.starting + this.settings.grace;
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player.turnSecondsLeft = -1;
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player.dcSecondsLeft = this.settings.dcTimerBank ? DISCONNECTION_BANK_TIME : DISCONNECTION_TIME;
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}
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}
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start(/** @type {User} */ requester) {
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let userid = requester ? requester.userid : 'staff';
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if (this.timerRequesters.has(userid)) return false;
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if (this.timer) {
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this.battle.room.add(`|inactive|${requester ? requester.name : userid} also wants the timer to be on.`).update();
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this.timerRequesters.add(userid);
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return false;
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}
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if (requester && this.battle.playerTable[requester.userid] && this.lastDisabledByUser === requester.userid) {
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const remainingCooldownMs = (this.lastDisabledTime || 0) + TIMER_COOLDOWN - Date.now();
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if (remainingCooldownMs > 0) {
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this.battle.playerTable[requester.userid].sendRoom(`|inactiveoff|The timer can't be re-enabled so soon after disabling it (${Math.ceil(remainingCooldownMs / SECONDS)} seconds remaining).`);
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return false;
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}
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}
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this.timerRequesters.add(userid);
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this.nextRequest(true);
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const requestedBy = requester ? ` (requested by ${requester.name})` : ``;
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this.battle.room.add(`|inactive|Battle timer is ON: inactive players will automatically lose when time's up.${requestedBy}`).update();
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return true;
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}
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stop(/** @type {User} */ requester) {
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if (requester) {
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if (!this.timerRequesters.has(requester.userid)) return false;
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this.timerRequesters.delete(requester.userid);
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this.lastDisabledByUser = requester.userid;
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this.lastDisabledTime = Date.now();
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} else {
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this.timerRequesters.clear();
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}
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if (this.timerRequesters.size) {
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this.battle.room.add(`|inactive|${requester.name} no longer wants the timer on, but the timer is staying on because ${[...this.timerRequesters].join(', ')} still does.`).update();
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return false;
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}
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if (!this.timer) return false;
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clearTimeout(this.timer);
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this.timer = null;
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this.battle.room.add(`|inactiveoff|Battle timer is now OFF.`).update();
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return true;
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}
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waitingForChoice(/** @type {SideID} */ slot) {
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return !this.battle[slot].request.isWait;
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}
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nextRequest(isFirst = false) {
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if (this.timer) clearTimeout(this.timer);
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if (!this.timerRequesters.size) return;
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const players = this.battle.players;
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if (players.some(player => player.secondsLeft <= 0)) return;
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const maxTurnTime = (isFirst ? this.settings.maxFirstTurn : 0) || this.settings.maxPerTurn;
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let addPerTurn = isFirst ? 0 : this.settings.addPerTurn;
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if (this.settings.accelerate && addPerTurn) {
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// after turn 100ish: 15s/turn -> 10s/turn
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if (this.battle.requestCount > 200) {
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addPerTurn -= TICK_TIME;
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}
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// after turn 200ish: 10s/turn -> 7s/turn
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if (this.battle.requestCount > 400 && Math.floor(this.battle.requestCount / 2) % 2) {
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addPerTurn = 0;
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}
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}
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const room = this.battle.room;
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for (const player of players) {
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if (!isFirst) {
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player.secondsLeft = Math.min(player.secondsLeft + addPerTurn, this.settings.starting);
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}
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player.turnSecondsLeft = Math.min(player.secondsLeft, maxTurnTime);
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const secondsLeft = player.turnSecondsLeft;
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let grace = player.secondsLeft - this.settings.starting;
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if (grace < 0) grace = 0;
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if (player) player.sendRoom(`|inactive|Time left: ${secondsLeft} sec this turn | ${player.secondsLeft - grace} sec total` + (grace ? ` | ${grace} sec grace` : ``));
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if (secondsLeft <= 30) {
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room.add(`|inactive|${player.name} has ${secondsLeft} seconds left this turn.`);
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}
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if (this.debug) {
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room.add(`||${player.name} | Time left: ${secondsLeft} sec this turn | ${player.secondsLeft} sec total | +${addPerTurn} seconds`);
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}
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}
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room.update();
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this.lastTick = Date.now();
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this.timer = setTimeout(() => this.nextTick(), TICK_TIME * SECONDS);
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}
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nextTick() {
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if (this.timer) clearTimeout(this.timer);
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if (this.battle.ended) return;
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const room = this.battle.room;
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for (const player of this.battle.players) {
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if (player.request.isWait) continue;
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if (player.connected) {
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player.secondsLeft -= TICK_TIME;
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player.turnSecondsLeft -= TICK_TIME;
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} else {
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player.dcSecondsLeft -= TICK_TIME;
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if (!this.settings.dcTimerBank) {
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player.secondsLeft -= TICK_TIME;
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player.turnSecondsLeft -= TICK_TIME;
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}
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}
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let dcSecondsLeft = player.dcSecondsLeft;
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if (dcSecondsLeft <= 0) player.turnSecondsLeft = 0;
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const secondsLeft = player.turnSecondsLeft;
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if (!secondsLeft) continue;
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if (!player.connected && (dcSecondsLeft <= secondsLeft || this.settings.dcTimerBank)) {
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// dc timer is shown only if it's lower than turn timer or you're in timer bank mode
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if (dcSecondsLeft % 30 === 0 || dcSecondsLeft <= 20) {
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room.add(`|inactive|${player.name} has ${dcSecondsLeft} seconds to reconnect!`);
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}
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} else {
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// regular turn timer shown
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if (secondsLeft % 30 === 0 || secondsLeft <= 20) {
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room.add(`|inactive|${player.name} has ${secondsLeft} seconds left.`);
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}
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}
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if (this.debug) {
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room.add(`||[${player.name} has ${player.turnSecondsLeft}s this turn / ${player.secondsLeft}s total]`);
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}
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}
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room.update();
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if (!this.checkTimeout()) {
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this.timer = setTimeout(() => this.nextTick(), TICK_TIME * 1000);
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}
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}
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checkActivity() {
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for (const player of this.battle.players) {
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const isConnected = !!(player && player.active);
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if (isConnected === player.connected) continue;
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if (!isConnected) {
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// player has disconnected
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player.connected = false;
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if (!this.settings.dcTimerBank) {
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// don't wait longer than 6 ticks (1 minute)
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if (this.settings.dcTimer) {
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player.dcSecondsLeft = DISCONNECTION_TIME;
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} else {
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// arbitrary large number
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player.dcSecondsLeft = DISCONNECTION_TIME * 10;
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}
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}
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if (this.timerRequesters.size) {
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let msg = `!`;
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if (this.settings.dcTimer) {
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msg = ` and has a minute to reconnect!`;
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}
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if (this.settings.dcTimerBank) {
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if (player.dcSecondsLeft > 0) {
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msg = ` and has ${player.dcSecondsLeft} seconds to reconnect!`;
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} else {
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msg = ` and has no disconnection time left!`;
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}
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}
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this.battle.room.add(`|inactive|${player.name} disconnected${msg}`).update();
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}
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} else {
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// player has reconnected
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player.connected = true;
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if (this.timerRequesters.size) {
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let timeLeft = ``;
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if (this.waitingForChoice(player.slot)) {
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timeLeft = ` and has ${player.turnSecondsLeft} seconds left`;
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}
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this.battle.room.add(`|inactive|${player.name} reconnected${timeLeft}.`).update();
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}
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}
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}
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}
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checkTimeout() {
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const players = this.battle.players;
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if (players.every(player => player.turnSecondsLeft <= 0)) {
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if (!this.settings.timeoutAutoChoose || players.every(player => player.secondsLeft <= 0)) {
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this.battle.room.add(`|-message|All players are inactive.`).update();
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this.battle.tie();
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return true;
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}
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}
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let didSomething = false;
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for (const player of players) {
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if (player.turnSecondsLeft > 0) continue;
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if (this.settings.timeoutAutoChoose && player.secondsLeft > 0 && player.connected) {
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this.battle.stream.write(`>${player.slot} default`);
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didSomething = true;
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} else {
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this.battle.forfeitPlayer(player, ' lost due to inactivity.');
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return true;
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}
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}
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return didSomething;
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}
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}
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/**
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* @typedef {object} BattleRequestTracker
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* @property {number} rqid
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* @property {string} request
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* @property {'cantUndo' | true | false} isWait true = user has decided, false = user has yet to decide, 'cantUndo' = waiting on other user (U-turn, faint-switch) or uncancellable (trapping ability)
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* @property {string} choice
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*/
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class RoomBattle extends RoomGames.RoomGame {
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/**
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* @param {GameRoom} room
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* @param {string} formatid
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* @param {AnyObject} options
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*/
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constructor(room, formatid, options) {
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super(room);
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let format = Dex.getFormat(formatid, true);
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this.gameid = 'battle';
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/** @type {GameRoom} */
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this.room = room;
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this.title = format.name;
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if (!this.title.endsWith(" Battle")) this.title += " Battle";
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this.allowRenames = options.allowRenames !== undefined ? !!options.allowRenames : (!options.rated && !options.tour);
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this.format = formatid;
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this.gameType = format.gameType;
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/**
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* The lower player's rating, for searching purposes.
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* 0 for unrated battles. 1 for unknown ratings.
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* @type {number}
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*/
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this.rated = options.rated || 0;
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this.started = false;
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this.ended = false;
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this.active = false;
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// TypeScript bug: no `T extends RoomGamePlayer`
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/** @type {{[userid: string]: RoomBattlePlayer}} */
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this.playerTable = Object.create(null);
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// TypeScript bug: no `T extends RoomGamePlayer`
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/** @type {RoomBattlePlayer[]} */
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this.players = [];
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this.playerCap = this.gameType === 'multi' || this.gameType === 'free-for-all' ? 4 : 2;
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/** @type {RoomBattlePlayer} */
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this.p1 = /** @type {any} */ (null);
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/** @type {RoomBattlePlayer} */
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this.p2 = /** @type {any} */ (null);
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/** @type {RoomBattlePlayer} */
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this.p3 = /** @type {any} */ (null);
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/** @type {RoomBattlePlayer} */
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this.p4 = /** @type {any} */ (null);
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// data to be logged
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/**
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* Has this player consented to input log export? If so, set this
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* to the userid allowed to export.
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* @type {[string, string]?}
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*/
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this.allowExtraction = null;
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this.logData = null;
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this.endType = 'normal';
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/**
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* If the battle is ended: an array of the number of Pokemon left for each side.
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*
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* @type {number[] | null}
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*/
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this.score = null;
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this.inputLog = null;
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this.rqid = 1;
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this.requestCount = 0;
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this.stream = PM.createStream();
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let ratedMessage = '';
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if (options.ratedMessage) {
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ratedMessage = options.ratedMessage;
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} if (this.rated) {
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|
ratedMessage = 'Rated battle';
|
|
} else if (this.room.tour) {
|
|
ratedMessage = 'Tournament battle';
|
|
}
|
|
|
|
this.room.battle = this;
|
|
|
|
let battleOptions = {
|
|
formatid: this.format,
|
|
id: this.id,
|
|
rated: ratedMessage,
|
|
seed: options.seed,
|
|
};
|
|
if (options.inputLog) {
|
|
this.stream.write(options.inputLog);
|
|
} else {
|
|
this.stream.write(`>start ` + JSON.stringify(battleOptions));
|
|
}
|
|
if (Config.forcetimer) this.timer.start();
|
|
|
|
this.listen();
|
|
|
|
this.addPlayer(options.p1, options.p1team || '');
|
|
this.addPlayer(options.p2, options.p2team || '');
|
|
if (this.playerCap > 2) {
|
|
this.addPlayer(options.p3, options.p3team || '');
|
|
this.addPlayer(options.p4, options.p4team || '');
|
|
}
|
|
this.timer = new RoomBattleTimer(this);
|
|
this.start();
|
|
}
|
|
|
|
checkActive() {
|
|
let active = true;
|
|
if (this.ended || !this.started) {
|
|
active = false;
|
|
} else if (!this.p1 || !this.p1.active) {
|
|
active = false;
|
|
} else if (!this.p2 || !this.p2.active) {
|
|
active = false;
|
|
} else if (this.playerCap > 2) {
|
|
if (!this.p3 || !this.p3.active) {
|
|
active = false;
|
|
} else if (!this.p4 || !this.p4.active) {
|
|
active = false;
|
|
}
|
|
}
|
|
Rooms.global.battleCount += (active ? 1 : 0) - (this.active ? 1 : 0);
|
|
this.room.active = active;
|
|
this.active = active;
|
|
if (Rooms.global.battleCount === 0) Rooms.global.automaticKillRequest();
|
|
}
|
|
/**
|
|
* @param {User} user
|
|
* @param {string} data
|
|
*/
|
|
choose(user, data) {
|
|
const player = this.playerTable[user.userid];
|
|
const [choice, rqid] = data.split('|', 2);
|
|
if (!player) return;
|
|
let request = player.request;
|
|
if (request.isWait !== false && request.isWait !== true) {
|
|
player.sendRoom(`|error|[Invalid choice] There's nothing to choose`);
|
|
return;
|
|
}
|
|
const allPlayersWait = this.players.every(player => !!player.request.isWait);
|
|
if (allPlayersWait || // too late
|
|
(rqid && rqid !== '' + request.rqid)) { // WAY too late
|
|
player.sendRoom(`|error|[Invalid choice] Sorry, too late to make a different move; the next turn has already started`);
|
|
return;
|
|
}
|
|
user.lastDecision = Date.now();
|
|
request.isWait = true;
|
|
request.choice = choice;
|
|
|
|
this.stream.write(`>${player.slot} ${choice}`);
|
|
}
|
|
/**
|
|
* @param {User} user
|
|
* @param {string} data
|
|
*/
|
|
undo(user, data) {
|
|
const player = this.playerTable[user.userid];
|
|
const [, rqid] = data.split('|', 2);
|
|
if (!player) return;
|
|
let request = player.request;
|
|
if (request.isWait !== true) {
|
|
player.sendRoom(`|error|[Invalid choice] There's nothing to cancel`);
|
|
return;
|
|
}
|
|
const allPlayersWait = this.players.every(player => !!player.request.isWait);
|
|
if (allPlayersWait || // too late
|
|
(rqid && rqid !== '' + request.rqid)) { // WAY too late
|
|
player.sendRoom(`|error|[Invalid choice] Sorry, too late to cancel; the next turn has already started`);
|
|
return;
|
|
}
|
|
request.isWait = false;
|
|
|
|
this.stream.write(`>${player.slot} undo`);
|
|
}
|
|
/**
|
|
* @param {User} user
|
|
* @param {SideID?} [slot]
|
|
*/
|
|
joinGame(user, slot) {
|
|
if (!user.can('joinbattle', null, this.room)) {
|
|
user.popup(`You must be a set as a player to join a battle you didn't start. Ask a player to use /addplayer on you to join this battle.`);
|
|
return false;
|
|
}
|
|
|
|
/** @type {SideID[]} */
|
|
let validSlots = [];
|
|
for (const player of this.players) {
|
|
if (!player.userid) validSlots.push(player.slot);
|
|
}
|
|
|
|
if (slot && !validSlots.includes(slot)) {
|
|
user.popup(`This battle already has a user in slot ${slot}.`);
|
|
return false;
|
|
}
|
|
|
|
if (!validSlots.length) {
|
|
user.popup(`This battle already has two players.`);
|
|
return false;
|
|
}
|
|
|
|
if (!slot && validSlots.length > 1) {
|
|
user.popup(`Which slot would you like to join into? Use something like \`/joingame ${validSlots[0]}\``);
|
|
return false;
|
|
}
|
|
|
|
if (!slot) slot = validSlots[0];
|
|
|
|
this.updatePlayer(this[slot], user);
|
|
this.room.update();
|
|
return true;
|
|
}
|
|
/**
|
|
* @param {User} user
|
|
*/
|
|
leaveGame(user) {
|
|
if (!user) return false; // ...
|
|
if (this.room.rated || this.room.tour) {
|
|
user.popup(`Players can't be swapped out in a ${this.room.tour ? "tournament" : "rated"} battle.`);
|
|
return false;
|
|
}
|
|
const player = this.playerTable[user.userid];
|
|
if (!player) {
|
|
user.popup(`Failed to leave battle - you're not a player.`);
|
|
return false;
|
|
}
|
|
|
|
this.updatePlayer(player, null);
|
|
this.room.auth[user.userid] = '+';
|
|
this.room.update();
|
|
return true;
|
|
}
|
|
|
|
async listen() {
|
|
let next;
|
|
while ((next = await this.stream.read())) {
|
|
this.receive(next.split('\n'));
|
|
}
|
|
if (!this.ended) {
|
|
this.room.add(`|bigerror|The simulator process has crashed. We've been notified and will fix this ASAP.`);
|
|
Monitor.crashlog(new Error(`Process disconnected`), `A battle`);
|
|
this.started = true;
|
|
this.ended = true;
|
|
this.checkActive();
|
|
}
|
|
}
|
|
receive(/** @type {string[]} */ lines) {
|
|
switch (lines[0]) {
|
|
case 'update':
|
|
for (const line of lines.slice(1)) {
|
|
this.room.add(line);
|
|
}
|
|
this.room.update();
|
|
if (!this.ended) this.timer.nextRequest();
|
|
this.checkActive();
|
|
break;
|
|
|
|
case 'sideupdate': {
|
|
let slot = /** @type {SideID} */ (lines[1]);
|
|
let player = this[slot];
|
|
if (lines[2].startsWith(`|error|[Invalid choice] Can't do anything`)) {
|
|
// ... should not happen
|
|
} else if (lines[2].startsWith(`|error|[Invalid choice]`)) {
|
|
let request = this[slot].request;
|
|
request.isWait = false;
|
|
request.choice = '';
|
|
} else if (lines[2].startsWith(`|request|`)) {
|
|
this.rqid++;
|
|
let request = JSON.parse(lines[2].slice(9));
|
|
request.rqid = this.rqid;
|
|
const requestJSON = JSON.stringify(request);
|
|
this[slot].request = {
|
|
rqid: this.rqid,
|
|
request: requestJSON,
|
|
isWait: request.wait ? 'cantUndo' : false,
|
|
choice: '',
|
|
};
|
|
this.requestCount++;
|
|
if (player) player.sendRoom(`|request|${requestJSON}`);
|
|
break;
|
|
}
|
|
if (player) player.sendRoom(lines[2]);
|
|
break;
|
|
}
|
|
|
|
case 'end':
|
|
this.logData = JSON.parse(lines[1]);
|
|
this.score = this.logData.score;
|
|
this.inputLog = this.logData.inputLog;
|
|
this.started = true;
|
|
if (!this.ended) {
|
|
this.ended = true;
|
|
this.onEnd(this.logData.winner);
|
|
this.clearPlayers();
|
|
}
|
|
this.checkActive();
|
|
break;
|
|
}
|
|
}
|
|
/**
|
|
* @param {any} winner
|
|
*/
|
|
async onEnd(winner) {
|
|
// Declare variables here in case we need them for non-rated battles logging.
|
|
let p1score = 0.5;
|
|
const winnerid = toId(winner);
|
|
|
|
// Check if the battle was rated to update the ladder, return its response, and log the battle.
|
|
let p1name = this.p1.name;
|
|
let p2name = this.p2.name;
|
|
let p1id = toId(p1name);
|
|
let p2id = toId(p2name);
|
|
if (this.room.rated) {
|
|
this.room.rated = 0;
|
|
|
|
if (winnerid === p1id) {
|
|
p1score = 1;
|
|
} else if (winnerid === p2id) {
|
|
p1score = 0;
|
|
}
|
|
|
|
winner = Users.get(winnerid);
|
|
if (winner && !winner.registered) {
|
|
this.room.sendUser(winner, '|askreg|' + winner.userid);
|
|
}
|
|
const [score, p1rating, p2rating] = await Ladders(this.format).updateRating(p1name, p2name, p1score, this.room);
|
|
this.logBattle(score, p1rating, p2rating);
|
|
} else if (Config.logchallenges) {
|
|
if (winnerid === p1id) {
|
|
p1score = 1;
|
|
} else if (winnerid === p2id) {
|
|
p1score = 0;
|
|
}
|
|
this.logBattle(p1score);
|
|
} else {
|
|
this.logData = null;
|
|
}
|
|
if (Config.autosavereplays) {
|
|
let uploader = Users.get(winnerid || p1id);
|
|
if (uploader && uploader.connections[0]) {
|
|
Chat.parse('/savereplay', this.room, uploader, uploader.connections[0]);
|
|
}
|
|
}
|
|
const parentGame = this.room.parent && this.room.parent.game;
|
|
if (parentGame && parentGame.onBattleWin) {
|
|
parentGame.onBattleWin(this.room, winnerid);
|
|
}
|
|
this.room.update();
|
|
}
|
|
/**
|
|
* @param {number} p1score
|
|
* @param {AnyObject?} p1rating
|
|
* @param {AnyObject?} p2rating
|
|
* @param {AnyObject?} p3rating
|
|
* @param {AnyObject?} p4rating
|
|
*/
|
|
async logBattle(p1score, p1rating = null, p2rating = null, p3rating = null, p4rating = null) {
|
|
if (Dex.getFormat(this.format, true).noLog) return;
|
|
let logData = this.logData;
|
|
if (!logData) return;
|
|
this.logData = null; // deallocate to save space
|
|
logData.log = this.room.getLog(3).split('\n'); // replay log (exact damage)
|
|
|
|
// delete some redundant data
|
|
for (const rating of [p1rating, p2rating, p3rating, p4rating]) {
|
|
if (rating) {
|
|
delete rating.formatid;
|
|
delete rating.username;
|
|
delete rating.rpsigma;
|
|
delete rating.sigma;
|
|
}
|
|
}
|
|
|
|
logData.p1rating = p1rating;
|
|
logData.p2rating = p2rating;
|
|
if (this.playerCap > 2) {
|
|
logData.p3rating = p3rating;
|
|
logData.p4rating = p4rating;
|
|
}
|
|
logData.endType = this.endType;
|
|
if (!p1rating) logData.ladderError = true;
|
|
const date = new Date();
|
|
logData.timestamp = '' + date;
|
|
logData.id = this.room.id;
|
|
logData.format = this.room.format;
|
|
|
|
const logsubfolder = Chat.toTimestamp(date).split(' ')[0];
|
|
const logfolder = logsubfolder.split('-', 2).join('-');
|
|
const tier = this.room.format.toLowerCase().replace(/[^a-z0-9]+/g, '');
|
|
const logpath = `logs/${logfolder}/${tier}/${logsubfolder}/`;
|
|
await FS(logpath).mkdirp();
|
|
await FS(logpath + this.room.id + '.log.json').write(JSON.stringify(logData));
|
|
//console.log(JSON.stringify(logData));
|
|
}
|
|
/**
|
|
* @param {User} user
|
|
* @param {Connection?} connection
|
|
*/
|
|
onConnect(user, connection = null) {
|
|
// this handles joining a battle in which a user is a participant,
|
|
// where the user has already identified before attempting to join
|
|
// the battle
|
|
const player = this.playerTable[user.userid];
|
|
if (!player) return;
|
|
player.updateChannel(connection || user);
|
|
const request = player.request;
|
|
if (request) {
|
|
let data = `|request|${request.request}`;
|
|
if (request.choice) data += `\n|sentchoice|${request.choice}`;
|
|
(connection || user).sendTo(this.id, data);
|
|
}
|
|
if (!player.active) this.onJoin(user);
|
|
}
|
|
/**
|
|
* @param {User} user
|
|
* @param {Connection?} connection
|
|
*/
|
|
onUpdateConnection(user, connection = null) {
|
|
this.onConnect(user, connection);
|
|
}
|
|
/**
|
|
* @param {User} user
|
|
* @param {string} oldUserid
|
|
* @param {boolean} isJoining
|
|
* @param {boolean} isForceRenamed
|
|
*/
|
|
onRename(user, oldUserid, isJoining, isForceRenamed) {
|
|
if (user.userid === oldUserid) return;
|
|
if (!this.playerTable) {
|
|
// !! should never happen but somehow still does
|
|
user.games.delete(this.id);
|
|
return;
|
|
}
|
|
if (!(oldUserid in this.playerTable)) {
|
|
if (user.userid in this.playerTable) {
|
|
// this handles a user renaming themselves into a user in the
|
|
// battle (e.g. by using /nick)
|
|
this.onConnect(user);
|
|
}
|
|
return;
|
|
}
|
|
if (!this.allowRenames) {
|
|
let player = this.playerTable[oldUserid];
|
|
if (player) {
|
|
const message = isForceRenamed ? " lost by having an inappropriate name." : " forfeited by changing their name.";
|
|
this.forfeitPlayer(player, message);
|
|
}
|
|
if (!(user.userid in this.playerTable)) {
|
|
user.games.delete(this.id);
|
|
}
|
|
return;
|
|
}
|
|
if (user.userid in this.playerTable) return;
|
|
let player = this.playerTable[oldUserid];
|
|
if (player) {
|
|
this.updatePlayer(player, user);
|
|
}
|
|
const options = {
|
|
name: user.name,
|
|
avatar: user.avatar,
|
|
};
|
|
this.stream.write(`>player ${player.slot} ` + JSON.stringify(options));
|
|
}
|
|
/**
|
|
* @param {User} user
|
|
*/
|
|
onJoin(user) {
|
|
let player = this.playerTable[user.userid];
|
|
if (player && !player.active) {
|
|
player.active = true;
|
|
this.timer.checkActivity();
|
|
this.room.add(`|player|${player.slot}|${user.name}|${user.avatar}`);
|
|
console.trace(player.userid);
|
|
}
|
|
}
|
|
/**
|
|
* @param {User} user
|
|
*/
|
|
onLeave(user) {
|
|
let player = this.playerTable[user.userid];
|
|
if (player && player.active) {
|
|
player.sendRoom(`|request|null`);
|
|
player.active = false;
|
|
this.timer.checkActivity();
|
|
this.room.add(`|player|${player.slot}|`);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @param {User} user
|
|
*/
|
|
win(user) {
|
|
if (!user) {
|
|
this.tie();
|
|
return true;
|
|
}
|
|
let player = this.playerTable[user.userid];
|
|
if (!player) return false;
|
|
this.stream.write(`>forcewin ${player.slot}`);
|
|
}
|
|
tie() {
|
|
this.stream.write(`>forcetie`);
|
|
}
|
|
tiebreak() {
|
|
this.stream.write(`>tiebreak`);
|
|
}
|
|
/**
|
|
* @param {User | string} user
|
|
* @param {string} message
|
|
*/
|
|
forfeit(user, message = '') {
|
|
if (typeof user !== 'string') user = user.userid;
|
|
else user = toId(user);
|
|
|
|
if (!(user in this.playerTable)) return false;
|
|
return this.forfeitPlayer(this.playerTable[user], message);
|
|
}
|
|
|
|
/**
|
|
* @param {RoomBattlePlayer} player
|
|
* @param {string} message
|
|
*/
|
|
forfeitPlayer(player, message = '') {
|
|
if (this.ended || !this.started) return false;
|
|
|
|
if (!message) message = ' forfeited.';
|
|
this.room.add(`|-message|${player.name}${message}`);
|
|
this.endType = 'forfeit';
|
|
const otherids = ['p2', 'p1'];
|
|
this.stream.write(`>forcewin ${otherids[player.num - 1]}`);
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Team should be '' for random teams. `null` should be used only if importing
|
|
* an inputlog (so the player isn't recreated)
|
|
*
|
|
* @param {User | null} user
|
|
* @param {string?} team
|
|
*/
|
|
addPlayer(user, team) {
|
|
// TypeScript bug: no `T extends RoomGamePlayer`
|
|
const player = /** @type {RoomBattlePlayer} */ (super.addPlayer(user));
|
|
if (!player) return null;
|
|
const slot = player.slot;
|
|
this[slot] = player;
|
|
|
|
if (team !== null) {
|
|
const options = {
|
|
name: player.name,
|
|
avatar: user ? '' + user.avatar : '',
|
|
team: team,
|
|
};
|
|
this.stream.write(`>player ${slot} ` + JSON.stringify(options));
|
|
}
|
|
|
|
if (user && user.inRooms.has(this.id)) this.onConnect(user);
|
|
return player;
|
|
}
|
|
|
|
makePlayer(/** @type {User} */ user) {
|
|
const num = this.players.length + 1;
|
|
return new RoomBattlePlayer(user, this, num);
|
|
}
|
|
|
|
/**
|
|
* @param {RoomBattlePlayer} player
|
|
* @param {User?} user
|
|
*/
|
|
updatePlayer(player, user) {
|
|
super.updatePlayer(player, user);
|
|
|
|
const slot = player.slot;
|
|
if (user) {
|
|
const options = {
|
|
name: player.name,
|
|
avatar: user.avatar,
|
|
};
|
|
this.stream.write(`>player ${slot} ` + JSON.stringify(options));
|
|
|
|
this.room.add(`|player|${slot}|${player.name}|${user.avatar}`);
|
|
} else {
|
|
const options = {
|
|
name: '',
|
|
};
|
|
this.stream.write(`>player ${slot} ` + JSON.stringify(options));
|
|
|
|
this.room.add(`|player|${slot}|`);
|
|
}
|
|
}
|
|
|
|
start() {
|
|
// on start
|
|
this.started = true;
|
|
const users = this.players.map(player => {
|
|
const user = player.getUser();
|
|
if (!user) throw new Error(`User ${player.name} not found on ${this.id} battle creation`);
|
|
return user;
|
|
});
|
|
Rooms.global.onCreateBattleRoom(users, this.room, {rated: this.rated});
|
|
|
|
if (this.gameType === 'multi') {
|
|
// @ts-ignore
|
|
this.room.title = `Team ${this.p1.name} vs. Team ${this.p2.name}`;
|
|
} else if (this.gameType === 'free-for-all') {
|
|
// p1 vs. p2 vs. p3 vs. p4 is too long of a title
|
|
// @ts-ignore
|
|
this.room.title = `${this.p1.name} and friends`;
|
|
} else {
|
|
// @ts-ignore
|
|
this.room.title = `${this.p1.name} vs. ${this.p2.name}`;
|
|
}
|
|
this.room.send(`|title|${this.room.title}`);
|
|
}
|
|
|
|
clearPlayers() {
|
|
for (const player of this.players) {
|
|
player.destroy();
|
|
}
|
|
this.playerTable = {};
|
|
this.players = [];
|
|
// @ts-ignore
|
|
this.p1 = null;
|
|
// @ts-ignore
|
|
this.p2 = null;
|
|
// @ts-ignore
|
|
this.p3 = null;
|
|
// @ts-ignore
|
|
this.p4 = null;
|
|
}
|
|
|
|
destroy() {
|
|
this.ended = true;
|
|
this.stream.destroy();
|
|
if (this.active) {
|
|
Rooms.global.battleCount += -1;
|
|
this.active = false;
|
|
}
|
|
|
|
this.clearPlayers();
|
|
// @ts-ignore
|
|
this.room = null;
|
|
}
|
|
}
|
|
|
|
class RoomBattleStream extends BattleStream {
|
|
constructor() {
|
|
super({keepAlive: true});
|
|
/** @type {Battle} */
|
|
// @ts-ignore
|
|
this.battle = null;
|
|
}
|
|
|
|
/** @param {string} chunk */
|
|
_write(chunk) {
|
|
const startTime = Date.now();
|
|
try {
|
|
this._writeLines(chunk);
|
|
} catch (err) {
|
|
const battle = this.battle;
|
|
Monitor.crashlog(err, 'A battle', {
|
|
chunk,
|
|
inputLog: battle ? '\n' + battle.inputLog.join('\n') : '',
|
|
log: battle ? '\n' + battle.getDebugLog() : '',
|
|
});
|
|
|
|
this.push(`update\n|html|<div class="broadcast-red"><b>The battle crashed</b><br />Don't worry, we're working on fixing it.</div>`);
|
|
if (battle) {
|
|
for (const side of battle.sides) {
|
|
if (side && side.requestState) {
|
|
this.push(`sideupdate\n${side.id}\n|error|[Invalid choice] The battle crashed`);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (this.battle) this.battle.sendUpdates();
|
|
const deltaTime = Date.now() - startTime;
|
|
if (deltaTime > 1000) {
|
|
console.log(`[slow battle] ${deltaTime}ms - ${chunk}`);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @param {string} type
|
|
* @param {string} message
|
|
*/
|
|
_writeLine(type, message) {
|
|
switch (type) {
|
|
case 'eval':
|
|
/* eslint-disable no-eval, no-unused-vars */
|
|
const battle = this.battle;
|
|
const p1 = battle && battle.sides[0];
|
|
const p2 = battle && battle.sides[1];
|
|
const p3 = battle && battle.sides[2];
|
|
const p4 = battle && battle.sides[3];
|
|
const p1active = p1 && p1.active[0];
|
|
const p2active = p2 && p2.active[0];
|
|
const p3active = p3 && p3.active[0];
|
|
const p4active = p4 && p4.active[0];
|
|
battle.inputLog.push(`${type} ${message}`);
|
|
message = message.replace(/\f/g, '\n');
|
|
battle.add('', '>>> ' + message.replace(/\n/g, '\n||'));
|
|
try {
|
|
let result = eval(message);
|
|
if (result && result.then) {
|
|
result.then((/** @type {any} */ unwrappedResult) => {
|
|
unwrappedResult = Chat.stringify(unwrappedResult);
|
|
battle.add('', 'Promise -> ' + unwrappedResult);
|
|
battle.sendUpdates();
|
|
}, (/** @type {Error} */ error) => {
|
|
battle.add('', '<<< error: ' + error.message);
|
|
battle.sendUpdates();
|
|
});
|
|
} else {
|
|
result = Chat.stringify(result);
|
|
result = result.replace(/\n/g, '\n||');
|
|
battle.add('', '<<< ' + result);
|
|
}
|
|
} catch (e) {
|
|
battle.add('', '<<< error: ' + e.message);
|
|
}
|
|
/* eslint-enable no-eval, no-unused-vars */
|
|
break;
|
|
default: super._writeLine(type, message);
|
|
}
|
|
}
|
|
}
|
|
|
|
exports.RoomBattlePlayer = RoomBattlePlayer;
|
|
exports.RoomBattleTimer = RoomBattleTimer;
|
|
exports.RoomBattle = RoomBattle;
|
|
exports.RoomBattleStream = RoomBattleStream;
|
|
|
|
/*********************************************************
|
|
* Process manager
|
|
*********************************************************/
|
|
|
|
/** @type {typeof import('../lib/process-manager').StreamProcessManager} */
|
|
const StreamProcessManager = require(/** @type {any} */('../.lib-dist/process-manager')).StreamProcessManager;
|
|
|
|
const PM = new StreamProcessManager(module, () => {
|
|
return new RoomBattleStream();
|
|
});
|
|
|
|
if (!PM.isParentProcess) {
|
|
// This is a child process!
|
|
// @ts-ignore This file doesn't exist on the repository, so Travis checks fail if this isn't ignored
|
|
global.Config = require('../config/config');
|
|
global.Chat = require('./chat');
|
|
// @ts-ignore ???
|
|
global.Monitor = {
|
|
/**
|
|
* @param {Error} error
|
|
* @param {string} source
|
|
* @param {{}?} details
|
|
*/
|
|
crashlog(error, source = 'A simulator process', details = null) {
|
|
const repr = JSON.stringify([error.name, error.message, source, details]);
|
|
// @ts-ignore
|
|
process.send(`THROW\n@!!@${repr}\n${error.stack}`);
|
|
},
|
|
};
|
|
global.__version = '';
|
|
try {
|
|
const execSync = require('child_process').execSync;
|
|
const out = execSync('git merge-base master HEAD', {
|
|
stdio: ['ignore', 'pipe', 'ignore'],
|
|
});
|
|
global.__version = ('' + out).trim();
|
|
} catch (e) {}
|
|
|
|
if (Config.crashguard) {
|
|
// graceful crash - allow current battles to finish before restarting
|
|
process.on('uncaughtException', err => {
|
|
Monitor.crashlog(err, 'A simulator process');
|
|
});
|
|
process.on('unhandledRejection', err => {
|
|
if (err instanceof Error) {
|
|
Monitor.crashlog(err, 'A simulator process Promise');
|
|
}
|
|
});
|
|
}
|
|
|
|
/** @type {typeof import('../lib/repl').Repl} */
|
|
const Repl = require(/** @type {any} */('../.lib-dist/repl')).Repl;
|
|
Repl.start(`sim-${process.pid}`, cmd => eval(cmd));
|
|
} else {
|
|
PM.spawn(global.Config ? Config.simulatorprocesses : 1);
|
|
}
|
|
|
|
exports.PM = PM;
|