mirror of
https://github.com/smogon/pokemon-showdown.git
synced 2026-04-26 02:39:38 -05:00
Each player has their own cooldown. The point is to prevent spamming timer on/off to timerstall indefinitely.
805 lines
23 KiB
JavaScript
805 lines
23 KiB
JavaScript
/**
|
|
* Room Battle
|
|
* Pokemon Showdown - http://pokemonshowdown.com/
|
|
*
|
|
* This file wraps the simulator in an implementation of the RoomGame
|
|
* interface. It also abstracts away the multi-process nature of the
|
|
* simulator.
|
|
*
|
|
* For the actual battle simulation, see sim/
|
|
*
|
|
* @license MIT license
|
|
*/
|
|
|
|
'use strict';
|
|
|
|
/** 10 seconds */
|
|
const TICK_TIME = 10 * 1000;
|
|
|
|
// Timer constants: A tick is 10 seconds
|
|
const STARTING_TICKS = 21;
|
|
const MAX_TURN_TICKS = 15;
|
|
const STARTING_TICKS_CHALLENGE = 28;
|
|
const MAX_TURN_TICKS_CHALLENGE = 30;
|
|
|
|
// time after a player disabling the timer before they can re-enable it
|
|
const TIMER_COOLDOWN = 20 * 1000;
|
|
|
|
global.Config = require('./config/config');
|
|
|
|
const ProcessManager = require('./process-manager');
|
|
|
|
class SimulatorManager extends ProcessManager {
|
|
onMessageUpstream(message) {
|
|
let lines = message.split('\n');
|
|
let battle = this.pendingTasks.get(lines[0]);
|
|
if (battle) battle.receive(lines);
|
|
}
|
|
|
|
eval(code) {
|
|
for (let process of this.processes) {
|
|
process.send(`|eval|${code}`);
|
|
}
|
|
}
|
|
}
|
|
|
|
const SimulatorProcess = new SimulatorManager({
|
|
execFile: __filename,
|
|
maxProcesses: global.Config ? Config.simulatorprocesses : 1,
|
|
isChatBased: false,
|
|
});
|
|
|
|
class BattlePlayer {
|
|
constructor(user, game, slot) {
|
|
this.userid = user.userid;
|
|
this.name = user.name;
|
|
this.game = game;
|
|
user.games.add(this.game.id);
|
|
user.updateSearch();
|
|
|
|
this.slot = slot;
|
|
this.slotNum = Number(slot.charAt(1)) - 1;
|
|
this.active = true;
|
|
|
|
for (let i = 0; i < user.connections.length; i++) {
|
|
let connection = user.connections[i];
|
|
Sockets.subchannelMove(connection.worker, this.game.id, this.slotNum + 1, connection.socketid);
|
|
}
|
|
}
|
|
destroy() {
|
|
if (this.active) this.simSend('leave');
|
|
let user = Users(this.userid);
|
|
if (user) {
|
|
for (let j = 0; j < user.connections.length; j++) {
|
|
let connection = user.connections[j];
|
|
Sockets.subchannelMove(connection.worker, this.game.id, '0', connection.socketid);
|
|
}
|
|
user.games.delete(this.game.id);
|
|
user.updateSearch();
|
|
}
|
|
this.game[this.slot] = null;
|
|
}
|
|
updateSubchannel(user) {
|
|
if (!user.connections) {
|
|
// "user" is actually a connection
|
|
Sockets.subchannelMove(user.worker, this.game.id, this.slotNum + 1, user.socketid);
|
|
return;
|
|
}
|
|
for (let i = 0; i < user.connections.length; i++) {
|
|
let connection = user.connections[i];
|
|
Sockets.subchannelMove(connection.worker, this.game.id, this.slotNum + 1, connection.socketid);
|
|
}
|
|
}
|
|
|
|
toString() {
|
|
return this.userid;
|
|
}
|
|
send(data) {
|
|
let user = Users(this.userid);
|
|
if (user) user.send(data);
|
|
}
|
|
sendRoom(data) {
|
|
let user = Users(this.userid);
|
|
if (user) user.sendTo(this.game.id, data);
|
|
}
|
|
simSend(action, ...rest) {
|
|
this.game.send(action, this.slot, ...rest);
|
|
}
|
|
}
|
|
|
|
class BattleTimer {
|
|
constructor(battle) {
|
|
/** @type {Battle} */
|
|
this.battle = battle;
|
|
|
|
/** @type {?NodeJS.Timer} */
|
|
this.timer = undefined;
|
|
/** @type {Set<string>} */
|
|
this.timerRequesters = new Set();
|
|
/**
|
|
* Overall timer.
|
|
* Starts at 21 per player (210 seconds) in a ladder battle. Goes
|
|
* down by 1 every tick (10 seconds). Goes up by 1 every request (2
|
|
* if below 15). The player loses if this reaches 0.
|
|
* @type {[number]}
|
|
*/
|
|
this.ticksLeft = [];
|
|
/**
|
|
* Turn timer.
|
|
* Set equal to the player's overall timer, but capped at 15 in a
|
|
* ladder battle. Goes down by 1 every tick. Tracked separately from
|
|
* the overall timer, and the player also loses if this reaches 0.
|
|
* @type {[number]}
|
|
*/
|
|
this.turnTicksLeft = [];
|
|
/**
|
|
* Disconnect timer.
|
|
* Normally 7 while the player is connected. If the player
|
|
* disconnects, this will go down by 1 every tick. If the player
|
|
* reconnects, this will reset to 7. Tracked separately from the
|
|
* overall timer, and the player also loses if this reaches 0.
|
|
* @type {[number]}
|
|
*/
|
|
this.dcTicksLeft = [];
|
|
|
|
this.lastDisabledTime = 0;
|
|
this.lastDisabledByUser = null;
|
|
|
|
this.isChallenge = !battle.rated && !battle.room.tour;
|
|
|
|
const ticksLeft = (this.isChallenge ? STARTING_TICKS_CHALLENGE : STARTING_TICKS);
|
|
for (let slotNum = 0; slotNum < 2; slotNum++) {
|
|
this.ticksLeft.push(ticksLeft);
|
|
this.turnTicksLeft.push(-1);
|
|
this.dcTicksLeft.push(10);
|
|
}
|
|
}
|
|
start(requester) {
|
|
let userid = requester ? requester.userid : 'staff';
|
|
if (this.timerRequesters.has(userid)) return false;
|
|
if (this.timer && requester) {
|
|
this.battle.room.send(`|inactive|${requester.userid} also wants the timer to be on`);
|
|
this.timerRequesters.add(userid);
|
|
return false;
|
|
}
|
|
if (requester && this.battle.players[requester.userid] && this.lastDisabledByUser === requester.userid) {
|
|
const remainingCooldownTime = (this.lastDisabledTime || 0) + TIMER_COOLDOWN - Date.now();
|
|
if (remainingCooldownTime > 0) {
|
|
this.battle.players[requester.userid].sendRoom(`|inactive|The timer can't be re-enabled so soon after disabling it (${Math.ceil(remainingCooldownTime / 1000)} seconds remaining).`);
|
|
return false;
|
|
}
|
|
}
|
|
this.timerRequesters.add(userid);
|
|
this.nextRequest();
|
|
const requestedBy = requester ? ` (requested by ${requester.name})` : ``;
|
|
this.battle.room.add(`|inactive|Battle timer is ON: inactive players will automatically lose when time's up.${requestedBy}`);
|
|
return true;
|
|
}
|
|
stop(requester) {
|
|
if (requester) {
|
|
if (!this.timerRequesters.has(requester.userid)) return false;
|
|
this.timerRequesters.delete(requester.userid);
|
|
this.lastDisabledByUser = requester.userid;
|
|
this.lastDisabledTime = Date.now();
|
|
} else {
|
|
this.timerRequesters.clear();
|
|
}
|
|
if (this.timerRequesters.size) {
|
|
this.battle.room.send(`|inactive|${requester.name} no longer wants the timer on, but the timer is staying on because ${[...this.timerRequesters].join(', ')} still does.`);
|
|
return false;
|
|
}
|
|
if (!this.timer) return false;
|
|
clearTimeout(this.timer);
|
|
this.timer = undefined;
|
|
this.battle.room.send(`|inactiveoff|Battle timer is now OFF.`);
|
|
return true;
|
|
}
|
|
isActive(slot) {
|
|
if (!this.battle[slot] || !this.battle[slot].active) return false;
|
|
if (!this.battle.requests[slot][2]) return false;
|
|
return true;
|
|
}
|
|
nextRequest() {
|
|
if (this.timer) clearTimeout(this.timer);
|
|
if (!this.timerRequesters.size) return;
|
|
const maxTicksLeft = (this.isChallenge ? MAX_TURN_TICKS_CHALLENGE : MAX_TURN_TICKS);
|
|
|
|
for (const slotNum of this.ticksLeft.keys()) {
|
|
const slot = 'p' + (slotNum + 1);
|
|
const player = this.battle[slot];
|
|
|
|
this.ticksLeft[slotNum]++;
|
|
// add 10 seconds to bank if they're below 160 seconds
|
|
if (this.ticksLeft[slotNum] < 16) this.ticksLeft[slotNum]++;
|
|
this.turnTicksLeft[slotNum] = Math.min(this.ticksLeft[slotNum], maxTicksLeft);
|
|
|
|
const ticksLeft = this.turnTicksLeft[slotNum];
|
|
if (player) player.sendRoom(`|inactive|You have ${ticksLeft * 10} seconds to make your decision.`);
|
|
}
|
|
this.timer = setTimeout(() => this.nextTick(), TICK_TIME);
|
|
}
|
|
nextTick() {
|
|
if (this.timer) clearTimeout(this.timer);
|
|
if (this.battle.ended) return;
|
|
for (const slotNum of this.ticksLeft.keys()) {
|
|
const slot = 'p' + (slotNum + 1);
|
|
|
|
if (this.isActive(slot)) continue;
|
|
this.ticksLeft[slotNum]--;
|
|
this.turnTicksLeft[slotNum]--;
|
|
|
|
if (this.dcTicksLeft[slotNum] < 10) {
|
|
this.dcTicksLeft[slotNum]--;
|
|
}
|
|
|
|
let dcTicksLeft = this.dcTicksLeft[slotNum];
|
|
if (!dcTicksLeft) this.turnTicksLeft[slotNum] = 0;
|
|
const ticksLeft = this.turnTicksLeft[slotNum];
|
|
if (!ticksLeft) continue;
|
|
if (ticksLeft < dcTicksLeft) dcTicksLeft = 10; // turn timer supersedes dc timer
|
|
|
|
if (dcTicksLeft <= 4) {
|
|
this.battle.room.send(`|inactive|${this.battle.playerNames[slotNum]} has ${dcTicksLeft * 10} seconds to reconnect!`);
|
|
}
|
|
if (dcTicksLeft < 10) continue;
|
|
if (ticksLeft % 3 === 0 || ticksLeft <= 4) {
|
|
this.battle.room.send(`|inactive|${this.battle.playerNames[slotNum]} has ${ticksLeft * 10} seconds left.`);
|
|
}
|
|
}
|
|
if (!this.checkTimeout()) {
|
|
this.timer = setTimeout(() => this.nextTick(), TICK_TIME);
|
|
}
|
|
}
|
|
checkActivity() {
|
|
if (!this.timerRequesters.size) return;
|
|
for (const slotNum of this.ticksLeft.keys()) {
|
|
const slot = 'p' + (slotNum + 1);
|
|
const player = this.battle[slot];
|
|
|
|
// if a player has disconnected, don't wait longer than 6 ticks (1 minute)
|
|
if (!player || !player.active) {
|
|
if (this.dcTicksLeft[slotNum] === 10) {
|
|
this.dcTicksLeft[slotNum] = 7;
|
|
this.battle.room.send(`|inactive|${this.battle.playerNames[slotNum]} disconnected and has a minute to reconnect!`);
|
|
}
|
|
} else if (this.dcTicksLeft[slotNum] < 10) {
|
|
this.dcTicksLeft[slotNum] = 10;
|
|
let timeLeft = ``;
|
|
if (!this.isActive(slot)) {
|
|
const ticksLeft = this.turnTicksLeft[slotNum];
|
|
timeLeft = ` and has ${ticksLeft * 10} seconds left`;
|
|
}
|
|
this.battle.room.send(`|inactive|${this.battle.playerNames[slotNum]} reconnected${timeLeft}.`);
|
|
}
|
|
}
|
|
}
|
|
checkTimeout() {
|
|
if (this.turnTicksLeft.every(c => !c)) {
|
|
this.battle.room.add(`|-message|All players are inactive.`);
|
|
this.battle.tie();
|
|
return true;
|
|
}
|
|
for (const [slotNum, ticks] of this.turnTicksLeft.entries()) {
|
|
if (ticks) continue;
|
|
this.battle.forfeit(null, ' lost due to inactivity.', slotNum);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
class Battle {
|
|
constructor(room, format, rated, supplementaryRuleset) {
|
|
this.id = room.id;
|
|
this.room = room;
|
|
this.title = Dex.getFormat(format).name;
|
|
if (!this.title.endsWith(" Battle")) this.title += " Battle";
|
|
this.allowRenames = !rated;
|
|
|
|
this.format = toId(format);
|
|
this.rated = rated;
|
|
this.started = false;
|
|
this.ended = false;
|
|
this.active = false;
|
|
|
|
this.players = Object.create(null);
|
|
this.playerCount = 0;
|
|
this.playerCap = 2;
|
|
this.p1 = null;
|
|
this.p2 = null;
|
|
|
|
this.playerNames = ["Player 1", "Player 2"];
|
|
/** {playerid: [rqid, request, isWait, choice]} */
|
|
this.requests = {
|
|
p1: [0, '', 'cantUndo', ''],
|
|
p2: [0, '', 'cantUndo', ''],
|
|
};
|
|
this.timer = new BattleTimer(this);
|
|
|
|
// data to be logged
|
|
this.logData = null;
|
|
this.endType = 'normal';
|
|
this.supplementaryRuleset = !!supplementaryRuleset;
|
|
|
|
this.rqid = 1;
|
|
|
|
this.process = SimulatorProcess.acquire();
|
|
if (this.process.pendingTasks.has(room.id)) {
|
|
throw new Error(`Battle with ID ${room.id} already exists.`);
|
|
}
|
|
|
|
this.send('init', this.format, rated ? '1' : '', supplementaryRuleset ? supplementaryRuleset.join(',') : '');
|
|
this.process.pendingTasks.set(room.id, this);
|
|
}
|
|
|
|
send(...args) {
|
|
this.activeIp = Monitor.activeIp;
|
|
this.process.send(`${this.id}|${args.join('|')}`);
|
|
}
|
|
sendFor(user, action, ...rest) {
|
|
let player = this.players[user];
|
|
if (!player) return;
|
|
|
|
this.send(action, player.slot, ...rest);
|
|
}
|
|
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;
|
|
}
|
|
Rooms.global.battleCount += (active ? 1 : 0) - (this.active ? 1 : 0);
|
|
this.room.active = active;
|
|
this.active = active;
|
|
}
|
|
choose(user, data) {
|
|
const player = this.players[user];
|
|
const [choice, rqid] = data.split('|', 2);
|
|
if (!player) return;
|
|
let request = this.requests[player.slot];
|
|
if (request[2] !== false && request[2] !== true) {
|
|
player.sendRoom(`|error|[Invalid choice] There's nothing to choose`);
|
|
return;
|
|
}
|
|
if ((this.requests.p1[2] && this.requests.p2[2]) || // too late
|
|
(rqid && rqid !== '' + request[0])) { // WAY too late
|
|
player.sendRoom(`|error|[Invalid choice] Sorry, too late to make a different move; the next turn has already started`);
|
|
return;
|
|
}
|
|
request[2] = true;
|
|
request[3] = choice;
|
|
|
|
this.sendFor(user, 'choose', choice);
|
|
}
|
|
undo(user, data) {
|
|
const player = this.players[user];
|
|
const [, rqid] = data.split('|', 2);
|
|
if (!player) return;
|
|
let request = this.requests[player.slot];
|
|
if (request[2] !== true) {
|
|
player.sendRoom(`|error|[Invalid choice] There's nothing to cancel`);
|
|
return;
|
|
}
|
|
if ((this.requests.p1[2] && this.requests.p2[2]) || // too late
|
|
(rqid && rqid !== '' + request[0])) { // WAY too late
|
|
player.sendRoom(`|error|[Invalid choice] Sorry, too late to cancel; the next turn has already started`);
|
|
return;
|
|
}
|
|
request[2] = false;
|
|
|
|
this.sendFor(user, 'undo');
|
|
}
|
|
joinGame(user, team) {
|
|
if (this.playerCount >= 2) {
|
|
user.popup(`This battle already has two players.`);
|
|
return false;
|
|
}
|
|
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;
|
|
}
|
|
|
|
if (!this.addPlayer(user, team)) {
|
|
user.popup(`Failed to join battle.`);
|
|
return false;
|
|
}
|
|
this.room.update();
|
|
return true;
|
|
}
|
|
leaveGame(user) {
|
|
if (!user) return false; // ...
|
|
if (this.room.rated || this.room.tour) {
|
|
user.popup(`Players can't be swapped out in a ${this.room.tour ? "tournament" : "rated"} battle.`);
|
|
return false;
|
|
}
|
|
if (!this.removePlayer(user)) {
|
|
user.popup(`Failed to leave battle.`);
|
|
return false;
|
|
}
|
|
this.room.auth[user.userid] = '+';
|
|
this.room.update();
|
|
return true;
|
|
}
|
|
|
|
receive(lines) {
|
|
Monitor.activeIp = this.activeIp;
|
|
switch (lines[1]) {
|
|
case 'update':
|
|
this.checkActive();
|
|
this.room.push(lines.slice(2));
|
|
this.room.update();
|
|
this.timer.nextRequest();
|
|
break;
|
|
|
|
case 'winupdate':
|
|
this.room.push(lines.slice(3));
|
|
this.started = true;
|
|
if (!this.ended) {
|
|
this.ended = true;
|
|
this.room.win(lines[2]);
|
|
this.removeAllPlayers();
|
|
}
|
|
this.checkActive();
|
|
break;
|
|
|
|
case 'sideupdate': {
|
|
let player = this[lines[2]];
|
|
if (player) {
|
|
player.sendRoom(lines[3]);
|
|
if (lines[3].startsWith(`|error|[Invalid choice] Can't do anything`)) {
|
|
// ... should not happen
|
|
} else if (lines[3].startsWith(`|error|[Invalid choice]`)) {
|
|
let request = this.requests[player.slot];
|
|
request[2] = false;
|
|
request[3] = '';
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case 'request': {
|
|
let player = this[lines[2]];
|
|
|
|
this.rqid++;
|
|
if (player) {
|
|
let request = JSON.parse(lines[3]);
|
|
request.rqid = this.rqid;
|
|
const requestJSON = JSON.stringify(request);
|
|
this.requests[player.slot] = [this.rqid, requestJSON, request.wait ? 'cantUndo' : false, ''];
|
|
player.sendRoom(`|request|${requestJSON}`);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case 'log':
|
|
this.logData = JSON.parse(lines[2]);
|
|
break;
|
|
|
|
case 'score':
|
|
this.score = [parseInt(lines[2]), parseInt(lines[3])];
|
|
break;
|
|
}
|
|
Monitor.activeIp = null;
|
|
}
|
|
|
|
onConnect(user, connection) {
|
|
// 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.players[user];
|
|
if (!player) return;
|
|
player.updateSubchannel(connection || user);
|
|
const request = this.requests[player.slot];
|
|
if (request) {
|
|
let data = `|request|${request[1]}`;
|
|
if (request[3]) data += `\n|sentchoice|${request[3]}`;
|
|
(connection || user).sendTo(this.id, data);
|
|
}
|
|
}
|
|
onUpdateConnection(user, connection) {
|
|
this.onConnect(user, connection);
|
|
}
|
|
onRename(user, oldUserid, isJoining, isForceRenamed) {
|
|
if (user.userid === oldUserid) return;
|
|
if (!this.players) {
|
|
// !! should never happen but somehow still does
|
|
user.games.delete(this.id);
|
|
return;
|
|
}
|
|
if (!(oldUserid in this.players)) {
|
|
if (user.userid in this.players) {
|
|
// 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.players[oldUserid];
|
|
if (player) {
|
|
const message = isForceRenamed ? " lost by having an inappropriate name." : " forfeited by changing their name.";
|
|
this.forfeit(null, message, player.slotNum);
|
|
}
|
|
if (!(user.userid in this.players)) {
|
|
user.games.delete(this.id);
|
|
}
|
|
return;
|
|
}
|
|
if (user.userid in this.players) return;
|
|
let player = this.players[oldUserid];
|
|
this.players[user.userid] = player;
|
|
player.userid = user.userid;
|
|
player.name = user.name;
|
|
delete this.players[oldUserid];
|
|
player.simSend('join', user.name, user.avatar);
|
|
}
|
|
onJoin(user) {
|
|
let player = this.players[user];
|
|
if (player && !player.active) {
|
|
player.active = true;
|
|
this.timer.checkActivity();
|
|
this.room.add(`|player|${player.slot}|${user.name}|${user.avatar}`);
|
|
}
|
|
}
|
|
onLeave(user) {
|
|
let player = this.players[user];
|
|
if (player && player.active) {
|
|
player.sendRoom(`|request|null`);
|
|
player.active = false;
|
|
this.timer.checkActivity();
|
|
this.room.add(`|player|${player.slot}|`);
|
|
}
|
|
}
|
|
|
|
win(user) {
|
|
if (!user) {
|
|
this.tie();
|
|
return true;
|
|
}
|
|
let player = this.players[user];
|
|
if (!player) return false;
|
|
player.simSend('win');
|
|
}
|
|
tie() {
|
|
this.send('tie');
|
|
}
|
|
forfeit(user, message, side) {
|
|
if (this.ended || !this.started) return false;
|
|
|
|
if (!message) message = ' forfeited.';
|
|
|
|
if (side === undefined) {
|
|
if (!this.players) {
|
|
// should never happen
|
|
console.log("user is: " + user.name);
|
|
console.log(" alts: " + Object.keys(user.prevNames));
|
|
console.log(" battle: " + this.id);
|
|
return false;
|
|
}
|
|
if (user in this.players) side = this.players[user].slotNum;
|
|
}
|
|
if (side === undefined) return false;
|
|
|
|
let name = this.playerNames[side];
|
|
|
|
this.room.add(`|-message|${name}${message}`);
|
|
this.endType = 'forfeit';
|
|
const otherids = ['p2', 'p1'];
|
|
this.send('win', otherids[side]);
|
|
return true;
|
|
}
|
|
|
|
addPlayer(user, team) {
|
|
if (user.userid in this.players) return false;
|
|
if (this.playerCount >= this.playerCap) return false;
|
|
let player = this.makePlayer(user, team);
|
|
if (!player) return false;
|
|
this.players[user.userid] = player;
|
|
this.playerNames[this.playerCount] = player.name;
|
|
this.playerCount++;
|
|
this.room.auth[user.userid] = '\u2606';
|
|
if (this.playerCount >= 2) {
|
|
this.room.title = `${this.p1.name} vs. ${this.p2.name}`;
|
|
this.room.send(`|title|${this.room.title}`);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
makePlayer(user, team) {
|
|
let slotNum = 0;
|
|
while (this['p' + (slotNum + 1)]) slotNum++;
|
|
let slot = 'p' + (slotNum + 1);
|
|
// console.log('joining: ' + user.name + ' ' + slot);
|
|
|
|
let player = new BattlePlayer(user, this, slot);
|
|
this[slot] = player;
|
|
|
|
let message = '' + user.avatar;
|
|
if (!this.started) {
|
|
message += "\n" + team;
|
|
}
|
|
player.simSend('join', user.name, message);
|
|
if (this.p1 && this.p2) this.started = true;
|
|
return player;
|
|
}
|
|
|
|
removePlayer(user) {
|
|
if (!this.allowRenames) return false;
|
|
let player = this.players[user.userid];
|
|
if (!player) return false;
|
|
if (player.active) {
|
|
this.room.add(`|player|${player.slot}|`);
|
|
}
|
|
player.destroy();
|
|
delete this.players[user.userid];
|
|
this.playerCount--;
|
|
return true;
|
|
}
|
|
|
|
removeAllPlayers() {
|
|
for (let i in this.players) {
|
|
this.players[i].destroy();
|
|
delete this.players[i];
|
|
this.playerCount--;
|
|
}
|
|
}
|
|
|
|
destroy() {
|
|
this.send('dealloc');
|
|
if (this.active) {
|
|
Rooms.global.battleCount += -1;
|
|
this.active = false;
|
|
}
|
|
|
|
for (let i in this.players) {
|
|
this.players[i].destroy();
|
|
}
|
|
this.players = null;
|
|
this.room = null;
|
|
this.process.pendingTasks.delete(this.id);
|
|
this.process.release();
|
|
this.process = null;
|
|
}
|
|
}
|
|
|
|
exports.RoomBattlePlayer = BattlePlayer;
|
|
exports.RoomBattleTimer = BattleTimer;
|
|
exports.RoomBattle = Battle;
|
|
exports.SimulatorManager = SimulatorManager;
|
|
exports.SimulatorProcess = SimulatorProcess;
|
|
|
|
if (process.send && module === process.mainModule) {
|
|
// This is a child process!
|
|
|
|
global.Chat = require('./chat');
|
|
const Sim = require('./sim');
|
|
global.Dex = require('./sim/dex');
|
|
global.toId = Dex.getId;
|
|
|
|
if (Config.crashguard) {
|
|
// graceful crash - allow current battles to finish before restarting
|
|
process.on('uncaughtException', err => {
|
|
require('./crashlogger')(err, 'A simulator process');
|
|
});
|
|
}
|
|
|
|
require('./repl').start('sim-', process.pid, cmd => eval(cmd));
|
|
|
|
let Battles = new Map();
|
|
|
|
// Receive and process a message sent using Simulator.prototype.send in
|
|
// another process.
|
|
process.on('message', message => {
|
|
//console.log('CHILD MESSAGE RECV: "' + message + '"');
|
|
let nlIndex = message.indexOf("\n");
|
|
let more = '';
|
|
if (nlIndex > 0) {
|
|
more = message.substr(nlIndex + 1);
|
|
message = message.substr(0, nlIndex);
|
|
}
|
|
let data = message.split('|');
|
|
if (data[1] === 'init') {
|
|
const id = data[0];
|
|
if (!Battles.has(id)) {
|
|
try {
|
|
let format = Dex.getFormat(data[2]);
|
|
if (data[4]) {
|
|
Dex.mod(format.mod || 'base').getBanlistTable(format);
|
|
format = Object.assign({}, format);
|
|
format.ruleset = format.ruleset ? format.ruleset.slice() : [];
|
|
const supplementaryRuleset = data[4].split(',');
|
|
for (let i = 0; i < supplementaryRuleset.length; i++) {
|
|
let rule = supplementaryRuleset[i];
|
|
let remove = false;
|
|
if (rule.charAt(0) === '!') {
|
|
remove = true;
|
|
rule = rule.substr(1);
|
|
}
|
|
if (!rule.startsWith('Rule:')) continue;
|
|
rule = rule.substr(5);
|
|
if (remove) {
|
|
if (format.ruleset.includes(rule)) format.ruleset.splice(format.ruleset.indexOf(rule), 1);
|
|
} else {
|
|
if (!format.ruleset.includes(rule)) format.ruleset.push(rule);
|
|
}
|
|
}
|
|
}
|
|
const battle = Sim.construct(format, data[3], sendBattleMessage);
|
|
battle.id = id;
|
|
Battles.set(id, battle);
|
|
} catch (err) {
|
|
if (require('./crashlogger')(err, 'A battle', {
|
|
message: message,
|
|
}) === 'lockdown') {
|
|
let ministack = Chat.escapeHTML(err.stack).split("\n").slice(0, 2).join("<br />");
|
|
process.send(id + '\nupdate\n|html|<div class="broadcast-red"><b>A BATTLE PROCESS HAS CRASHED:</b> ' + ministack + '</div>');
|
|
} else {
|
|
process.send(id + '\nupdate\n|html|<div class="broadcast-red"><b>The battle crashed!</b><br />Don\'t worry, we\'re working on fixing it.</div>');
|
|
}
|
|
}
|
|
}
|
|
} else if (data[1] === 'dealloc') {
|
|
const id = data[0];
|
|
if (Battles.has(id)) {
|
|
Battles.get(id).destroy();
|
|
|
|
// remove from battle list
|
|
Battles.delete(id);
|
|
} else {
|
|
require('./crashlogger')(new Error("Invalid dealloc"), 'A battle', {
|
|
message: message,
|
|
});
|
|
}
|
|
} else {
|
|
let battle = Battles.get(data[0]);
|
|
if (battle) {
|
|
let prevRequest = battle.currentRequest;
|
|
let prevRequestDetails = battle.currentRequestDetails || '';
|
|
try {
|
|
battle.receive(data, more);
|
|
} catch (err) {
|
|
require('./crashlogger')(err, 'A battle', {
|
|
message: message,
|
|
currentRequest: prevRequest,
|
|
log: '\n' + battle.log.join('\n').replace(/\n\|split\n[^\n]*\n[^\n]*\n[^\n]*\n/g, '\n'),
|
|
});
|
|
|
|
let logPos = battle.log.length;
|
|
battle.add('html', '<div class="broadcast-red"><b>The battle crashed</b><br />You can keep playing but it might crash again.</div>');
|
|
let nestedError;
|
|
try {
|
|
battle.makeRequest(prevRequest, prevRequestDetails);
|
|
} catch (e) {
|
|
nestedError = e;
|
|
}
|
|
battle.sendUpdates(logPos);
|
|
if (nestedError) {
|
|
throw nestedError;
|
|
}
|
|
}
|
|
} else if (data[1] === 'eval') {
|
|
try {
|
|
eval(data[2]);
|
|
} catch (e) {}
|
|
}
|
|
}
|
|
});
|
|
|
|
process.on('disconnect', () => {
|
|
process.exit();
|
|
});
|
|
} else {
|
|
// Create the initial set of simulator processes.
|
|
SimulatorProcess.spawn();
|
|
}
|
|
|
|
// Messages sent by this function are received and handled in
|
|
// Battle.prototype.receive in simulator.js (in another process).
|
|
function sendBattleMessage(type, data) {
|
|
if (Array.isArray(data)) data = data.join("\n");
|
|
process.send(this.id + "\n" + type + "\n" + data);
|
|
}
|