mirror of
https://github.com/smogon/pokemon-showdown.git
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920 lines
27 KiB
JavaScript
920 lines
27 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 license
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*/
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'use strict';
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const FS = require('./fs');
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const ProcessManager = require('./process-manager');
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/** 5 seconds */
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const TICK_TIME = 5;
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// Timer constants: In seconds, should be multiple of TICK_TIME
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const STARTING_TIME = 210;
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const MAX_TURN_TIME = 150;
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const STARTING_TIME_CHALLENGE = 280;
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const MAX_TURN_TIME_CHALLENGE = 300;
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const NOT_DISCONNECTED = 100;
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const DISCONNECTION_TICKS = 13;
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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 * 1000;
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global.Config = require('./config/config');
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class SimulatorManager extends ProcessManager {
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onMessageUpstream(message) {
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let lines = message.split('\n');
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let battle = this.pendingTasks.get(lines[0]);
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if (battle) battle.receive(lines);
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}
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eval(code) {
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for (let process of this.processes) {
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process.send(`|eval|${code}`);
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}
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}
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}
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const SimulatorProcess = new SimulatorManager({
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execFile: __filename,
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maxProcesses: global.Config ? Config.simulatorprocesses : 1,
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isChatBased: false,
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});
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class BattlePlayer {
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constructor(user, game, slot) {
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this.userid = user.userid;
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this.name = user.name;
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this.game = game;
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user.games.add(this.game.id);
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user.updateSearch();
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this.slot = slot;
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this.slotNum = Number(slot.charAt(1)) - 1;
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this.active = true;
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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.subchannelMove(connection.worker, this.game.id, this.slotNum + 1, connection.socketid);
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}
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}
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}
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destroy() {
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if (this.active) this.simSend('leave');
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let user = Users(this.userid);
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if (user) {
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for (const connection of user.connections) {
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Sockets.subchannelMove(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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this.game[this.slot] = null;
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}
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updateSubchannel(user) {
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if (!user.connections) {
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// "user" is actually a connection
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Sockets.subchannelMove(user.worker, this.game.id, this.slotNum + 1, 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.subchannelMove(connection.worker, this.game.id, this.slotNum + 1, 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(data) {
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let user = Users(this.userid);
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if (user) user.send(data);
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}
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sendRoom(data) {
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let user = Users(this.userid);
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if (user) user.sendTo(this.game.id, data);
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}
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simSend(action, ...rest) {
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this.game.send(action, this.slot, ...rest);
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}
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}
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class BattleTimer {
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constructor(battle) {
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/** @type {Battle} */
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this.battle = battle;
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/** @type {?NodeJS.Timer} */
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this.timer = undefined;
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/** @type {Set<string>} */
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this.timerRequesters = new Set();
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/**
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* Overall timer.
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* Starts at 21 per player (210 seconds) in a ladder battle. Goes
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* down by 1 every tick (10 seconds). Goes up by 1 every request (2
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* if below 15). The player loses if this reaches 0.
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* @type {[number]}
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*/
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this.ticksLeft = [];
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/**
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* Turn timer.
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* Set equal to the player's overall timer, but capped at 15 in a
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* ladder battle. Goes down by 1 every tick. Tracked separately from
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* the overall timer, and the player also loses if this reaches 0.
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* @type {[number]}
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*/
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this.turnTicksLeft = [];
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/**
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* Disconnect timer.
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* Normally 7 while the player is connected. If the player
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* disconnects, this will go down by 1 every tick. If the player
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* reconnects, this will reset to 7. Tracked separately from the
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* overall timer, and the player also loses if this reaches 0.
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* @type {[number]}
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*/
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this.dcTicksLeft = [];
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/**
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* Last tick.
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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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this.lastDisabledTime = 0;
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this.lastDisabledByUser = null;
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const hasLongTurns = Dex.getFormat(battle.format).gameType !== 'singles';
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const isChallenge = (!battle.rated && !battle.room.tour);
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this.settings = Object.assign({}, Dex.getFormat(battle.format).timer);
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if (this.settings.perTurn === undefined) {
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this.settings.perTurn = hasLongTurns ? 25 : 10;
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}
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if (this.settings.starting === undefined) {
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this.settings.starting = isChallenge ? STARTING_TIME_CHALLENGE : STARTING_TIME;
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}
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if (this.settings.maxPerTurn === undefined) {
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this.settings.maxPerTurn = isChallenge ? MAX_TURN_TIME_CHALLENGE : MAX_TURN_TIME;
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}
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if (this.settings.maxPerTurn <= 0) this.settings.maxPerTurn = Infinity;
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this.settings.perTurnTicks = Math.floor(this.settings.perTurn / TICK_TIME);
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this.settings.startingTicks = Math.ceil(this.settings.starting / TICK_TIME);
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this.settings.maxPerTurnTicks = Math.ceil(this.settings.maxPerTurn / TICK_TIME);
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this.settings.maxFirstTurnTicks = Math.ceil((this.settings.maxFirstTurn || 0) / TICK_TIME);
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for (let slotNum = 0; slotNum < 2; slotNum++) {
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this.ticksLeft.push(this.settings.startingTicks);
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this.turnTicksLeft.push(-1);
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this.dcTicksLeft.push(NOT_DISCONNECTED);
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}
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}
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start(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 && requester) {
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this.battle.room.add(`|inactive|${requester.name} 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.players[requester.userid] && this.lastDisabledByUser === requester.userid) {
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const remainingCooldownTime = (this.lastDisabledTime || 0) + TIMER_COOLDOWN - Date.now();
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if (remainingCooldownTime > 0) {
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this.battle.players[requester.userid].sendRoom(`|inactiveoff|The timer can't be re-enabled so soon after disabling it (${Math.ceil(remainingCooldownTime / 1000)} 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(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 = undefined;
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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(slot) {
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return !this.battle.requests[slot][2];
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}
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nextRequest(isFirst) {
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if (this.timer) clearTimeout(this.timer);
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if (!this.timerRequesters.size) return;
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const maxTurnTicks = (isFirst ? this.settings.maxFirstTurnTicks : 0) || this.settings.maxPerTurnTicks;
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for (const slotNum of this.ticksLeft.keys()) {
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const slot = 'p' + (slotNum + 1);
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const player = this.battle[slot];
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this.ticksLeft[slotNum] += this.settings.perTurnTicks;
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this.turnTicksLeft[slotNum] = Math.min(this.ticksLeft[slotNum], maxTurnTicks);
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const ticksLeft = this.turnTicksLeft[slotNum];
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if (player) player.sendRoom(`|inactive|Time left: ${ticksLeft * TICK_TIME} sec this turn | ${this.ticksLeft[slotNum] * TICK_TIME} sec total`);
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}
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this.timer = setTimeout(() => this.nextTick(), TICK_TIME * 1000);
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}
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nextTick() {
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if (this.timer) clearTimeout(this.timer);
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if (this.battle.ended) return;
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for (const slotNum of this.ticksLeft.keys()) {
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const slot = 'p' + (slotNum + 1);
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if (!this.waitingForChoice(slot)) continue;
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this.ticksLeft[slotNum]--;
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this.turnTicksLeft[slotNum]--;
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if (this.dcTicksLeft[slotNum] !== NOT_DISCONNECTED) {
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this.dcTicksLeft[slotNum]--;
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}
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let dcTicksLeft = this.dcTicksLeft[slotNum];
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if (dcTicksLeft <= 0) this.turnTicksLeft[slotNum] = 0;
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const ticksLeft = this.turnTicksLeft[slotNum];
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if (!ticksLeft) continue;
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if (ticksLeft < dcTicksLeft) dcTicksLeft = NOT_DISCONNECTED; // turn timer supersedes dc timer
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if (dcTicksLeft <= 4) {
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this.battle.room.add(`|inactive|${this.battle.playerNames[slotNum]} has ${dcTicksLeft * TICK_TIME} seconds to reconnect!`).update();
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}
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if (dcTicksLeft !== NOT_DISCONNECTED) continue;
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if (ticksLeft % 3 === 0 || ticksLeft <= 4) {
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this.battle.room.add(`|inactive|${this.battle.playerNames[slotNum]} has ${ticksLeft * TICK_TIME} seconds left.`).update();
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}
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}
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if (!this.checkTimeout()) {
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this.timer = setTimeout(() => this.nextTick(), TICK_TIME * 1000);
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}
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}
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checkActivity() {
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for (const slotNum of this.ticksLeft.keys()) {
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const slot = 'p' + (slotNum + 1);
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const player = this.battle[slot];
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const isConnected = player && player.active;
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if (!!isConnected === !!(this.dcTicksLeft[slotNum] === NOT_DISCONNECTED)) continue;
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if (!isConnected) {
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// player has disconnected: don't wait longer than 6 ticks (1 minute)
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this.dcTicksLeft[slotNum] = DISCONNECTION_TICKS;
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if (this.timerRequesters.size) {
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this.battle.room.add(`|inactive|${this.battle.playerNames[slotNum]} disconnected and has a minute to reconnect!`).update();
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}
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} else {
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// player has reconnected
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this.dcTicksLeft[slotNum] = NOT_DISCONNECTED;
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if (this.timerRequesters.size) {
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let timeLeft = ``;
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if (this.waitingForChoice(slot)) {
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const ticksLeft = this.turnTicksLeft[slotNum];
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timeLeft = ` and has ${ticksLeft * TICK_TIME} seconds left`;
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}
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this.battle.room.add(`|inactive|${this.battle.playerNames[slotNum]} 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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if (this.turnTicksLeft.every(c => !c)) {
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if (!this.settings.timeoutAutoChoose || this.ticksLeft.every(c => !c)) {
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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 [slotNum, ticks] of this.turnTicksLeft.entries()) {
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if (ticks) continue;
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if (this.settings.timeoutAutoChoose && this.ticksLeft[slotNum]) {
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const slot = 'p' + (slotNum + 1);
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this.battle.send('choose', slot, 'default');
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didSomething = true;
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} else {
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this.battle.forfeit(null, ' lost due to inactivity.', slotNum);
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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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class Battle {
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constructor(room, formatid, options) {
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let format = Dex.getFormat(formatid);
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this.id = room.id;
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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.rated && !options.tour);
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this.format = formatid;
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this.rated = options.rated;
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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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this.players = Object.create(null);
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this.playerCount = 0;
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this.playerCap = 2;
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this.p1 = null;
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this.p2 = null;
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/**
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* p1 and p2 may be null in unrated games, but playerNames retains
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* the most recent usernames in those slots, for use by various
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* functions that need names for the slots.
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*/
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this.playerNames = ["Player 1", "Player 2"];
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/** {playerid: [rqid, request, isWait, choice]} */
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this.requests = {
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p1: [0, '', 'cantUndo', ''],
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p2: [0, '', 'cantUndo', ''],
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};
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this.timer = new BattleTimer(this);
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// data to be logged
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this.logData = null;
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this.endType = 'normal';
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this.rqid = 1;
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this.process = SimulatorProcess.acquire();
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if (this.process.pendingTasks.has(room.id)) {
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throw new Error(`Battle with ID ${room.id} already exists.`);
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}
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let ratedMessage = '';
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if (this.rated) {
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ratedMessage = 'Rated battle';
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} else if (this.room.tour) {
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ratedMessage = 'Tournament battle';
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}
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this.send('init', this.format, ratedMessage);
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this.process.pendingTasks.set(room.id, this);
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if (Config.forcetimer) this.timer.start();
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}
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send(...args) {
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this.activeIp = Monitor.activeIp;
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this.process.send(`${this.id}|${args.join('|')}`);
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}
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sendFor(user, action, ...rest) {
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let player = this.players[user];
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if (!player) return;
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this.send(action, player.slot, ...rest);
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}
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checkActive() {
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let active = true;
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if (this.ended || !this.started) {
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active = false;
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} else if (!this.p1 || !this.p1.active) {
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active = false;
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} else if (!this.p2 || !this.p2.active) {
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active = false;
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}
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Rooms.global.battleCount += (active ? 1 : 0) - (this.active ? 1 : 0);
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this.room.active = active;
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this.active = active;
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if (Rooms.global.battleCount === 0) Rooms.global.automaticKillRequest();
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}
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choose(user, data) {
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const player = this.players[user];
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const [choice, rqid] = data.split('|', 2);
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if (!player) return;
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let request = this.requests[player.slot];
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if (request[2] !== false && request[2] !== true) {
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player.sendRoom(`|error|[Invalid choice] There's nothing to choose`);
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return;
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}
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if ((this.requests.p1[2] && this.requests.p2[2]) || // too late
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(rqid && rqid !== '' + request[0])) { // WAY too late
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player.sendRoom(`|error|[Invalid choice] Sorry, too late to make a different move; the next turn has already started`);
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return;
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}
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request[2] = true;
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request[3] = choice;
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this.sendFor(user, 'choose', choice);
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}
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undo(user, data) {
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const player = this.players[user];
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const [, rqid] = data.split('|', 2);
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if (!player) return;
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let request = this.requests[player.slot];
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if (request[2] !== true) {
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player.sendRoom(`|error|[Invalid choice] There's nothing to cancel`);
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return;
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}
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if ((this.requests.p1[2] && this.requests.p2[2]) || // too late
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(rqid && rqid !== '' + request[0])) { // WAY too late
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player.sendRoom(`|error|[Invalid choice] Sorry, too late to cancel; the next turn has already started`);
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return;
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}
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request[2] = false;
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this.sendFor(user, 'undo');
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}
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joinGame(user, team) {
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if (this.playerCount >= 2) {
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user.popup(`This battle already has two players.`);
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return false;
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}
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if (!user.can('joinbattle', null, this.room)) {
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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.`);
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return false;
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}
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if (!this.addPlayer(user, team)) {
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user.popup(`Failed to join battle.`);
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return false;
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}
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this.room.update();
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return true;
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}
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leaveGame(user) {
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if (!user) return false; // ...
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if (this.room.rated || this.room.tour) {
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user.popup(`Players can't be swapped out in a ${this.room.tour ? "tournament" : "rated"} battle.`);
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return false;
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}
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if (!this.removePlayer(user)) {
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user.popup(`Failed to leave battle.`);
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return false;
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}
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this.room.auth[user.userid] = '+';
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this.room.update();
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return true;
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}
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receive(lines) {
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Monitor.activeIp = this.activeIp;
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switch (lines[1]) {
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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.onEnd(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;
|
|
}
|
|
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.
|
|
if (this.room.rated) {
|
|
this.room.rated = false;
|
|
let p1 = this.p1;
|
|
let p2 = this.p2;
|
|
|
|
if (winnerid === p1.userid) {
|
|
p1score = 1;
|
|
} else if (winnerid === p2.userid) {
|
|
p1score = 0;
|
|
}
|
|
|
|
let p1name = p1.name;
|
|
let p2name = p2.name;
|
|
|
|
winner = Users.get(winnerid);
|
|
if (winner && !winner.registered) {
|
|
this.room.sendUser(winner, '|askreg|' + winner.userid);
|
|
}
|
|
const result = await Ladders(this.format).updateRating(p1name, p2name, p1score, this.room);
|
|
this.logBattle(...result);
|
|
} else if (Config.logchallenges) {
|
|
if (winnerid === this.room.p1.userid) {
|
|
p1score = 1;
|
|
} else if (winnerid === this.room.p2.userid) {
|
|
p1score = 0;
|
|
}
|
|
this.logBattle(p1score);
|
|
} else {
|
|
this.logData = null;
|
|
}
|
|
if (Config.autosavereplays) {
|
|
let uploader = Users.get(winnerid);
|
|
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();
|
|
}
|
|
async logBattle(p1score, p1rating, p2rating) {
|
|
if (Dex.getFormat(this.format).noLog) return;
|
|
let logData = this.logData;
|
|
if (!logData) return;
|
|
this.logData = null; // deallocate to save space
|
|
logData.log = Rooms.GameRoom.prototype.getLog.call(logData, 3); // replay log (exact damage)
|
|
|
|
// delete some redundant data
|
|
if (p1rating) {
|
|
delete p1rating.formatid;
|
|
delete p1rating.username;
|
|
delete p1rating.rpsigma;
|
|
delete p1rating.sigma;
|
|
}
|
|
if (p2rating) {
|
|
delete p2rating.formatid;
|
|
delete p2rating.username;
|
|
delete p2rating.rpsigma;
|
|
delete p2rating.sigma;
|
|
}
|
|
|
|
logData.p1rating = p1rating;
|
|
logData.p2rating = p2rating;
|
|
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}/${logsubfolder}/`;
|
|
await FS(logpath).mkdirp();
|
|
await FS(logpath + this.room.id + '.log.json').write(JSON.stringify(logData));
|
|
//console.log(JSON.stringify(logData));
|
|
}
|
|
onConnect(user, connection) {
|
|
// this handles joining a battle in which a user is a participant,
|
|
// where the user has already identified before attempting to join
|
|
// the battle
|
|
const player = this.players[user];
|
|
if (!player) return;
|
|
player.updateSubchannel(connection || user);
|
|
const request = this.requests[player.slot];
|
|
if (request) {
|
|
let data = `|request|${request[1]}`;
|
|
if (request[3]) data += `\n|sentchoice|${request[3]}`;
|
|
(connection || user).sendTo(this.id, data);
|
|
}
|
|
if (!player.active) this.onJoin(user);
|
|
}
|
|
onUpdateConnection(user, connection) {
|
|
this.onConnect(user, connection);
|
|
}
|
|
onRename(user, oldUserid, isJoining, isForceRenamed) {
|
|
if (user.userid === oldUserid) return;
|
|
if (!this.players) {
|
|
// !! should never happen but somehow still does
|
|
user.games.delete(this.id);
|
|
return;
|
|
}
|
|
if (!(oldUserid in this.players)) {
|
|
if (user.userid in this.players) {
|
|
// this handles a user renaming themselves into a user in the
|
|
// battle (e.g. by using /nick)
|
|
this.onConnect(user);
|
|
}
|
|
return;
|
|
}
|
|
if (!this.allowRenames) {
|
|
let player = this.players[oldUserid];
|
|
if (player) {
|
|
const message = isForceRenamed ? " lost by having an inappropriate name." : " forfeited by changing their name.";
|
|
this.forfeit(null, message, player.slotNum);
|
|
}
|
|
if (!(user.userid in this.players)) {
|
|
user.games.delete(this.id);
|
|
}
|
|
return;
|
|
}
|
|
if (user.userid in this.players) return;
|
|
let player = this.players[oldUserid];
|
|
this.players[user.userid] = player;
|
|
player.userid = user.userid;
|
|
player.name = user.name;
|
|
delete this.players[oldUserid];
|
|
player.simSend('join', user.name, user.avatar);
|
|
}
|
|
onJoin(user) {
|
|
let player = this.players[user];
|
|
if (player && !player.active) {
|
|
player.active = true;
|
|
this.timer.checkActivity();
|
|
this.room.add(`|player|${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|${player.slot}|`);
|
|
}
|
|
}
|
|
|
|
win(user) {
|
|
if (!user) {
|
|
this.tie();
|
|
return true;
|
|
}
|
|
let player = this.players[user];
|
|
if (!player) return false;
|
|
player.simSend('win');
|
|
}
|
|
tie() {
|
|
this.send('tie');
|
|
}
|
|
tiebreak() {
|
|
this.send('tiebreak');
|
|
}
|
|
forfeit(user, message, side) {
|
|
if (this.ended || !this.started) return false;
|
|
|
|
if (!message) message = ' forfeited.';
|
|
|
|
if (side === undefined) {
|
|
if (!this.players) {
|
|
// should never happen
|
|
console.log("user is: " + user.name);
|
|
console.log(" alts: " + Object.keys(user.prevNames));
|
|
console.log(" battle: " + this.id);
|
|
return false;
|
|
}
|
|
if (user in this.players) side = this.players[user].slotNum;
|
|
}
|
|
if (side === undefined) return false;
|
|
|
|
let name = this.playerNames[side];
|
|
|
|
this.room.add(`|-message|${name}${message}`);
|
|
this.endType = 'forfeit';
|
|
const otherids = ['p2', 'p1'];
|
|
this.send('win', otherids[side]);
|
|
return true;
|
|
}
|
|
|
|
addPlayer(user, team) {
|
|
if (user.userid in this.players) return false;
|
|
if (this.playerCount >= this.playerCap) return false;
|
|
let player = this.makePlayer(user, team);
|
|
if (!player) return false;
|
|
this.players[user.userid] = player;
|
|
this.playerCount++;
|
|
this.room.auth[user.userid] = '\u2606';
|
|
if (this.playerCount >= 2) {
|
|
this.room.title = `${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;
|
|
this.playerNames[slotNum] = player.name;
|
|
|
|
let message = '' + user.avatar;
|
|
if (!this.started) {
|
|
message += "\n" + team;
|
|
}
|
|
player.simSend('join', user.name, message);
|
|
if (this.started) this.onUpdateConnection(user);
|
|
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 {
|
|
const battle = Sim.construct(data[2], !!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);
|
|
}
|