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BattleRoom is now GameRoom, a slightly more abstract room type capable of holding any of a number of possible roomgames. Currently, battles are the only such roomgame, but any future roomgame could possibly use it. Differences between ChatRoom and GameRoom: - GameRooms start at the left, ChatRooms start at the right - GameRooms have chat on the right, and a game area on the left, with a view area at the top left and a controls area at the bottom left - GameRooms retain all their logs, ChatRooms only retain the latest 100 lines - GameRooms expire after 40 minutes of inactivity or 10 minutes of zero online users (configurable in the future) - GameRooms are guaranteed to have an associated game, while ChatRooms may or may not
146 lines
4.2 KiB
JavaScript
146 lines
4.2 KiB
JavaScript
'use strict';
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const assert = require('assert');
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global.Ladders = require('../../ladders');
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const {Connection, User} = require('../../dev-tools/users-utils');
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let matchmaker = Ladders.matchmaker;
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describe('Matchmaker', function () {
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const FORMATID = 'gen7ou';
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const addSearch = (player, rating = 1000, formatid = FORMATID) => {
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let search = new Ladders.Search(player.userid, player.team, rating);
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matchmaker.addSearch(search, player, formatid);
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return search;
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};
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const destroyPlayer = player => {
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player.resetName();
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player.disconnectAll();
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player.destroy();
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return null;
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};
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before(function () {
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clearInterval(matchmaker.periodicMatchInterval);
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matchmaker.periodicMatchInterval = null;
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});
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beforeEach(function () {
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this.p1 = new User(new Connection('127.0.0.1'));
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this.p1.forceRename('Morfent', true);
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this.p1.connected = true;
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this.p1.team = 'Gengar||||lick||252,252,4,,,|||||';
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Users.users.set(this.p1.userid, this.p1);
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this.p2 = new User(new Connection('0.0.0.0'));
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this.p2.forceRename('Mrofnet', true);
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this.p2.connected = true;
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this.p2.team = 'Gengar||||lick||252,252,4,,,|||||';
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Users.users.set(this.p2.userid, this.p2);
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});
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afterEach(function () {
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this.p1 = destroyPlayer(this.p1);
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this.p2 = destroyPlayer(this.p2);
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});
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it('should add a search', function () {
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let s1 = addSearch(this.p1);
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assert.ok(matchmaker.searches.has(FORMATID));
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let formatSearches = matchmaker.searches.get(FORMATID);
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assert.ok(formatSearches instanceof Map);
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assert.strictEqual(formatSearches.size, 1);
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assert.strictEqual(s1.userid, this.p1.userid);
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assert.strictEqual(s1.team, this.p1.team);
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assert.strictEqual(s1.rating, 1000);
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});
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it('should matchmake users when appropriate', function () {
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addSearch(this.p1);
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addSearch(this.p2);
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assert.strictEqual(matchmaker.searches.get(FORMATID).size, 0);
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});
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it('should matchmake users within a reasonable rating range', function () {
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addSearch(this.p1);
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addSearch(this.p2, 2000);
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assert.strictEqual(matchmaker.searches.get(FORMATID).size, 2);
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});
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it('should cancel searches', function () {
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addSearch(this.p1);
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matchmaker.cancelSearch(this.p1, FORMATID);
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matchmaker.cancelSearches(this.p2);
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assert.strictEqual(matchmaker.searches.get(FORMATID).size, 0);
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});
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it('should periodically matchmake users when appropriate', function () {
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addSearch(this.p1);
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let s2 = addSearch(this.p2, 2000);
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assert.strictEqual(matchmaker.searches.get(FORMATID).size, 2);
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s2.rating = 1000;
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matchmaker.periodicMatch();
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assert.strictEqual(matchmaker.searches.get(FORMATID).size, 0);
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});
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it('should create a new battle room after matchmaking', function () {
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assert.strictEqual(this.p1.games.size, 0);
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addSearch(this.p1);
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addSearch(this.p2);
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assert.strictEqual(this.p1.games.size, 1);
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for (const roomid of this.p1.games) {
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assert.ok(Rooms(roomid).battle);
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}
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});
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it('should cancel search on disconnect', function () {
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addSearch(this.p1);
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this.p1.onDisconnect(this.p1.connections[0]);
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assert.strictEqual(matchmaker.searches.get(FORMATID).size, 0);
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});
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it('should cancel search on merge', function () {
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addSearch(this.p1);
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this.p2.merge(this.p1);
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assert.strictEqual(matchmaker.searches.get(FORMATID).size, 0);
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});
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describe('#startBattle', function () {
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beforeEach(function () {
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this.s1 = addSearch(this.p1);
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this.s2 = addSearch(this.p2);
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});
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afterEach(function () {
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this.s1 = null;
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this.s2 = null;
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});
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it('should prevent battles from starting if both players are identical', function () {
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Object.assign(this.s2, this.s1);
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let room;
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try {
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room = Rooms.createBattle(FORMATID, {p1: this.p1, p2: this.p1, p1team: this.s1.team, p2team: this.s2.team, rated: 1000});
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} catch (e) {}
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assert.strictEqual(room, undefined);
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});
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before(function () {
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this.lockdown = Rooms.global.lockdown;
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Rooms.global.lockdown = true;
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});
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after(function () {
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Rooms.global.lockdown = this.lockdown;
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this.lockdown = null;
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});
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it('should prevent battles from starting if the server is in lockdown', function () {
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let room = Rooms.createBattle(FORMATID, {p1: this.p1, p2: this.p2, p1team: this.s1.team, p2team: this.s2.team, rated: 1000});
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assert.strictEqual(room, undefined);
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});
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});
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});
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