pokemon-showdown/server/room-battle.js
Guangcong Luo b7c252fbd6 Automatically end BattleStreams at end of battle
PS prefers to keep battle streams open (for `/evalbattle`) until
manually ended, but this is confusing some other users. We now
automatically end streams unless the `keepAlive` option is set.

Fixes #5157
2019-02-09 21:16:45 -06:00

1075 lines
32 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
*/
'use strict';
const FS = require('../lib/fs');
/** 5 seconds */
const TICK_TIME = 5;
const SECONDS = 1000;
// Timer constants: In seconds, should be multiple of TICK_TIME
const STARTING_TIME = 150;
const MAX_TURN_TIME = 150;
const STARTING_TIME_CHALLENGE = 300;
const STARTING_GRACE_TIME = 60;
const MAX_TURN_TIME_CHALLENGE = 300;
const DISCONNECTION_TIME = 60;
const DISCONNECTION_BANK_TIME = 300;
// time after a player disabling the timer before they can re-enable it
const TIMER_COOLDOWN = 20 * SECONDS;
class BattlePlayer {
/**
* @param {User} user
* @param {Battle} game
* @param {PlayerSlot} slot
*/
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 (const connection of user.connections) {
if (connection.inRooms.has(game.id)) {
Sockets.channelMove(connection.worker, this.game.id, this.slotNum + 1, connection.socketid);
}
}
}
destroy() {
let user = Users(this.userid);
if (user) {
for (const connection of user.connections) {
Sockets.channelMove(connection.worker, this.game.id, 0, connection.socketid);
}
user.games.delete(this.game.id);
user.updateSearch();
}
this.game[this.slot] = null;
}
updateChannel(/** @type {User | Connection} */ user) {
if (user instanceof Users.Connection) {
// "user" is actually a connection
Sockets.channelMove(user.worker, this.game.id, this.slotNum + 1, user.socketid);
return;
}
for (const connection of user.connections) {
Sockets.channelMove(connection.worker, this.game.id, this.slotNum + 1, connection.socketid);
}
}
toString() {
return this.userid;
}
send(/** @type {string} */ data) {
let user = Users(this.userid);
if (user) user.send(data);
}
sendRoom(/** @type {string} */ data) {
let user = Users(this.userid);
if (user) user.sendTo(this.game.id, data);
}
}
class BattleTimer {
/**
* @param {Battle} battle
*/
constructor(battle) {
/** @type {Battle} */
this.battle = battle;
/** @type {NodeJS.Timer?} */
this.timer = null;
/** @type {Set<string>} */
this.timerRequesters = new Set();
/**
* Total timer.
*
* Starts at 210 per player in a ladder battle. Goes down by 5
* every tick. Goes up by 10 every turn (with some complications -
* see `nextRequest`), capped at starting time. The player loses if
* this reaches 0.
*
* The equivalent of "Your Time" in VGC.
*
* @type {number[]}
*/
this.secondsLeft = [];
/**
* Turn timer.
*
* Set equal to the player's overall timer, but capped at 150
* seconds in a ladder battle. Goes down by 5 every tick.
* Tracked separately from the overall timer, and the player also
* loses if this reaches 0.
*
* @type {number[]}
*/
this.turnSecondsLeft = [];
/**
* Disconnect timer.
* Starts at 60 seconds. While the player is disconnected, this
* will go down by 5 every tick. Tracked separately from the
* overall timer, and the player also loses if this reaches 0.
*
* Mostly exists so impatient players don't have to wait the full
* 150 seconds against a disconnected opponent.
*
* @type {number[]}
*/
this.dcSecondsLeft = [];
/**
* Used to track a user's last known connection status, and display
* the proper message when it changes.
* @type {boolean[]}
*/
this.connected = [];
/**
* Last tick, as milliseconds since UNIX epoch.
* Represents the last time a tick happened.
*/
this.lastTick = 0;
/** Debug mode; true to output detailed timer info every tick */
this.debug = false;
this.lastDisabledTime = 0;
this.lastDisabledByUser = null;
const hasLongTurns = Dex.getFormat(battle.format, true).gameType !== 'singles';
const isChallenge = (!battle.rated && !battle.room.tour);
const timerSettings = Dex.getFormat(battle.format, true).timer;
// so that Object.assign doesn't overwrite anything with `undefined`
for (const k in timerSettings) {
// @ts-ignore
if (timerSettings[k] === undefined) delete timerSettings[k];
}
/** @type {GameTimerSettings} */
this.settings = Object.assign({
dcTimer: !isChallenge,
dcTimerBank: isChallenge,
starting: isChallenge ? STARTING_TIME_CHALLENGE : STARTING_TIME,
grace: STARTING_GRACE_TIME,
addPerTurn: hasLongTurns ? 25 : 10,
maxPerTurn: isChallenge ? MAX_TURN_TIME_CHALLENGE : MAX_TURN_TIME,
maxFirstTurn: isChallenge ? MAX_TURN_TIME_CHALLENGE : MAX_TURN_TIME,
timeoutAutoChoose: false,
accelerate: !timerSettings,
}, timerSettings);
if (this.settings.maxPerTurn <= 0) this.settings.maxPerTurn = Infinity;
for (let slotNum = 0; slotNum < 2; slotNum++) {
this.secondsLeft.push(this.settings.starting + this.settings.grace);
this.turnSecondsLeft.push(-1);
this.dcSecondsLeft.push(this.settings.dcTimerBank ? DISCONNECTION_BANK_TIME : DISCONNECTION_TIME);
this.connected.push(true);
}
}
start(/** @type {User} */ requester) {
let userid = requester ? requester.userid : 'staff';
if (this.timerRequesters.has(userid)) return false;
if (this.timer) {
this.battle.room.add(`|inactive|${requester ? requester.name : userid} also wants the timer to be on.`).update();
this.timerRequesters.add(userid);
return false;
}
if (requester && this.battle.players[requester.userid] && this.lastDisabledByUser === requester.userid) {
const remainingCooldownMs = (this.lastDisabledTime || 0) + TIMER_COOLDOWN - Date.now();
if (remainingCooldownMs > 0) {
this.battle.players[requester.userid].sendRoom(`|inactiveoff|The timer can't be re-enabled so soon after disabling it (${Math.ceil(remainingCooldownMs / SECONDS)} seconds remaining).`);
return false;
}
}
this.timerRequesters.add(userid);
this.nextRequest(true);
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}`).update();
return true;
}
stop(/** @type {User} */ 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.add(`|inactive|${requester.name} no longer wants the timer on, but the timer is staying on because ${[...this.timerRequesters].join(', ')} still does.`).update();
return false;
}
if (!this.timer) return false;
clearTimeout(this.timer);
this.timer = null;
this.battle.room.add(`|inactiveoff|Battle timer is now OFF.`).update();
return true;
}
waitingForChoice(/** @type {PlayerSlot} */ slot) {
return !this.battle.requests[slot].isWait;
}
nextRequest(isFirst = false) {
if (this.timer) clearTimeout(this.timer);
if (!this.timerRequesters.size) return;
if (this.secondsLeft.some(t => t <= 0)) return;
const maxTurnTime = (isFirst ? this.settings.maxFirstTurn : 0) || this.settings.maxPerTurn;
let addPerTurn = isFirst ? 0 : this.settings.addPerTurn;
if (this.settings.accelerate && addPerTurn) {
// after turn 100ish: 15s/turn -> 10s/turn
if (this.battle.requestCount > 200) {
addPerTurn -= TICK_TIME;
}
// after turn 200ish: 10s/turn -> 7s/turn
if (this.battle.requestCount > 400 && this.battle.requestCount % 2) {
addPerTurn = 0;
}
}
const room = this.battle.room;
for (const slotNum of this.secondsLeft.keys()) {
const slot = /** @type {PlayerSlot} */ ('p' + (slotNum + 1));
const player = this.battle[slot];
const playerName = this.battle.playerNames[slotNum];
if (!isFirst) {
this.secondsLeft[slotNum] = Math.min(this.secondsLeft[slotNum] + addPerTurn, this.settings.starting);
}
this.turnSecondsLeft[slotNum] = Math.min(this.secondsLeft[slotNum], maxTurnTime);
const secondsLeft = this.turnSecondsLeft[slotNum];
let grace = this.secondsLeft[slotNum] - this.settings.starting;
if (grace < 0) grace = 0;
if (player) player.sendRoom(`|inactive|Time left: ${secondsLeft} sec this turn | ${this.secondsLeft[slotNum] - grace} sec total` + (grace ? ` | ${grace} sec grace` : ``));
if (secondsLeft <= 30) {
room.add(`|inactive|${playerName} has ${secondsLeft} seconds left this turn.`);
}
if (this.debug) {
room.add(`||${playerName} | Time left: ${secondsLeft} sec this turn | ${this.secondsLeft[slotNum]} sec total | +${addPerTurn} seconds`);
}
}
room.update();
this.lastTick = Date.now();
this.timer = setTimeout(() => this.nextTick(), TICK_TIME * SECONDS);
}
nextTick() {
if (this.timer) clearTimeout(this.timer);
if (this.battle.ended) return;
const room = this.battle.room;
for (const slotNum of this.secondsLeft.keys()) {
const slot = /** @type {PlayerSlot} */ ('p' + (slotNum + 1));
const connected = this.connected[slotNum];
if (!this.waitingForChoice(slot)) continue;
if (connected) {
this.secondsLeft[slotNum] -= TICK_TIME;
this.turnSecondsLeft[slotNum] -= TICK_TIME;
} else {
this.dcSecondsLeft[slotNum] -= TICK_TIME;
if (!this.settings.dcTimerBank) {
this.secondsLeft[slotNum] -= TICK_TIME;
this.turnSecondsLeft[slotNum] -= TICK_TIME;
}
}
let dcSecondsLeft = this.dcSecondsLeft[slotNum];
if (dcSecondsLeft <= 0) this.turnSecondsLeft[slotNum] = 0;
const secondsLeft = this.turnSecondsLeft[slotNum];
if (!secondsLeft) continue;
if (!connected && (dcSecondsLeft <= secondsLeft || this.settings.dcTimerBank)) {
// dc timer is shown only if it's lower than turn timer or you're in timer bank mode
if (dcSecondsLeft % 30 === 0 || dcSecondsLeft <= 20) {
room.add(`|inactive|${this.battle.playerNames[slotNum]} has ${dcSecondsLeft} seconds to reconnect!`);
}
} else {
// regular turn timer shown
if (secondsLeft % 30 === 0 || secondsLeft <= 20) {
room.add(`|inactive|${this.battle.playerNames[slotNum]} has ${secondsLeft} seconds left.`);
}
}
}
if (this.debug) {
room.add(`||[${this.battle.playerNames[0]} has ${this.turnSecondsLeft[0]}s this turn / ${this.secondsLeft[0]}s total]`);
room.add(`||[${this.battle.playerNames[0]} has ${this.turnSecondsLeft[0]}s this turn / ${this.secondsLeft[0]}s total]`);
}
room.update();
if (!this.checkTimeout()) {
this.timer = setTimeout(() => this.nextTick(), TICK_TIME * 1000);
}
}
checkActivity() {
for (const slotNum of this.secondsLeft.keys()) {
const slot = /** @type {PlayerSlot} */ ('p' + (slotNum + 1));
const player = this.battle[slot];
const isConnected = !!(player && player.active);
if (isConnected === this.connected[slotNum]) continue;
if (!isConnected) {
// player has disconnected
this.connected[slotNum] = false;
if (!this.settings.dcTimerBank) {
// don't wait longer than 6 ticks (1 minute)
if (this.settings.dcTimer) {
this.dcSecondsLeft[slotNum] = DISCONNECTION_TIME;
} else {
// arbitrary large number
this.dcSecondsLeft[slotNum] = DISCONNECTION_TIME * 10;
}
}
if (this.timerRequesters.size) {
let msg = `!`;
if (this.settings.dcTimer) {
msg = ` and has a minute to reconnect!`;
}
if (this.settings.dcTimerBank) {
if (this.dcSecondsLeft[slotNum] > 0) {
msg = ` and has ${this.dcSecondsLeft[slotNum]} seconds to reconnect!`;
} else {
msg = ` and has no disconnection time left!`;
}
}
this.battle.room.add(`|inactive|${this.battle.playerNames[slotNum]} disconnected${msg}`).update();
}
} else {
// player has reconnected
this.connected[slotNum] = true;
if (this.timerRequesters.size) {
let timeLeft = ``;
if (this.waitingForChoice(slot)) {
timeLeft = ` and has ${this.turnSecondsLeft[slotNum]} seconds left`;
}
this.battle.room.add(`|inactive|${this.battle.playerNames[slotNum]} reconnected${timeLeft}.`).update();
}
}
}
}
checkTimeout() {
if (this.turnSecondsLeft.every(t => t <= 0)) {
if (!this.settings.timeoutAutoChoose || this.secondsLeft.every(t => t <= 0)) {
this.battle.room.add(`|-message|All players are inactive.`).update();
this.battle.tie();
return true;
}
}
let didSomething = false;
for (const [slotNum, seconds] of this.turnSecondsLeft.entries()) {
if (seconds) continue;
if (this.settings.timeoutAutoChoose && this.secondsLeft[slotNum] > 0 && this.connected[slotNum]) {
const slot = 'p' + (slotNum + 1);
this.battle.stream.write(`>${slot} default`);
didSomething = true;
} else {
this.battle.forfeitSlot(slotNum, ' lost due to inactivity.');
return true;
}
}
return didSomething;
}
}
/**
* @typedef {object} BattleRequestTracker
* @property {number} rqid
* @property {string} request
* @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)
* @property {string} choice
*/
class Battle {
/**
* @param {GameRoom} room
* @param {string} formatid
* @param {AnyObject} options
*/
constructor(room, formatid, options) {
let format = Dex.getFormat(formatid, true);
this.gameid = 'battle';
this.id = room.id;
/** @type {GameRoom} */
this.room = room;
this.title = format.name;
if (!this.title.endsWith(" Battle")) this.title += " Battle";
this.allowRenames = options.allowRenames !== undefined ? !!options.allowRenames : (!options.rated && !options.tour);
this.format = formatid;
/**
* The lower player's rating, for searching purposes.
* 0 for unrated battles. 1 for unknown ratings.
* @type {number}
*/
this.rated = options.rated || 0;
this.started = false;
this.ended = false;
this.active = false;
/** @type {{[userid: string]: BattlePlayer}} */
this.players = Object.create(null);
this.playerCount = 0;
this.playerCap = 2;
/** @type {BattlePlayer?} */
this.p1 = null;
/** @type {BattlePlayer?} */
this.p2 = null;
/**
* p1 and p2 may be null in unrated games, but playerNames retains
* the most recent usernames in those slots, for use by various
* functions that need names for the slots.
*/
this.playerNames = ["Player 1", "Player 2"];
/**
* @type {{p1: BattleRequestTracker, p2: BattleRequestTracker}}
*/
this.requests = {
p1: /** @type {BattleRequestTracker} */ ({rqid: 0, request: '', isWait: 'cantUndo', choice: ''}),
p2: /** @type {BattleRequestTracker} */ ({rqid: 0, request: '', isWait: 'cantUndo', choice: ''}),
};
this.timer = new BattleTimer(this);
// data to be logged
/**
* Has this player consented to input log export? If so, set this
* to the userid allowed to export.
* @type {[string, string]?}
*/
this.allowExtraction = null;
this.logData = null;
this.endType = 'normal';
this.score = null;
this.inputLog = null;
this.rqid = 1;
this.requestCount = 0;
this.stream = PM.createStream();
let ratedMessage = '';
if (options.ratedMessage) {
ratedMessage = options.ratedMessage;
} if (this.rated) {
ratedMessage = 'Rated battle';
} else if (this.room.tour) {
ratedMessage = 'Tournament battle';
}
// @ts-ignore
this.room.game = this;
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();
if (options.p1) this.addPlayer(options.p1, 'p1', options.p1team, true);
if (options.p2) this.addPlayer(options.p2, 'p2', options.p2team, true);
}
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;
if (Rooms.global.battleCount === 0) Rooms.global.automaticKillRequest();
}
/**
* @param {User} user
* @param {string} data
*/
choose(user, data) {
const player = this.players[user.userid];
const [choice, rqid] = data.split('|', 2);
if (!player) return;
let request = this.requests[player.slot];
if (request.isWait !== false && request.isWait !== true) {
player.sendRoom(`|error|[Invalid choice] There's nothing to choose`);
return;
}
if ((this.requests.p1.isWait && this.requests.p2.isWait) || // 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} ${choice}`);
}
/**
* @param {User} user
* @param {string} data
*/
undo(user, data) {
const player = this.players[user.userid];
const [, rqid] = data.split('|', 2);
if (!player) return;
let request = this.requests[player.slot];
if (request.isWait !== true) {
player.sendRoom(`|error|[Invalid choice] There's nothing to cancel`);
return;
}
if ((this.requests.p1.isWait && this.requests.p2.isWait) || // too late
(rqid && rqid !== '' + request.rqid)) { // WAY too late
player.sendRoom(`|error|[Invalid choice] Sorry, too late to cancel; the next turn has already started`);
return;
}
request.isWait = false;
this.stream.write(`>${player.slot} undo`);
}
/**
* @param {User} user
*/
joinGame(user) {
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)) {
user.popup(`Failed to join battle.`);
return false;
}
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 ${this.room.tour ? "tournament" : "rated"} battle.`);
return false;
}
if (!this.removePlayer(user)) {
user.popup(`Failed to leave battle.`);
return false;
}
this.room.auth[user.userid] = '+';
this.room.update();
return true;
}
async listen() {
let next;
while ((next = await this.stream.read())) {
this.receive(next.split('\n'));
}
if (!this.ended) {
this.room.add(`|bigerror|The simulator process has crashed. We've been notified and will fix this ASAP.`);
Monitor.crashlog(new Error(`Process disconnected`), `A battle`);
this.started = true;
this.ended = true;
this.checkActive();
}
}
receive(/** @type {string[]} */ lines) {
switch (lines[0]) {
case 'update':
for (const line of lines.slice(1)) {
this.room.add(line);
}
this.room.update();
if (!this.ended) this.timer.nextRequest();
this.checkActive();
break;
case 'sideupdate': {
let slot = /** @type {PlayerSlot} */ (lines[1]);
let player = this[slot];
if (lines[2].startsWith(`|error|[Invalid choice] Can't do anything`)) {
// ... should not happen
} else if (lines[2].startsWith(`|error|[Invalid choice]`)) {
let request = this.requests[slot];
request.isWait = false;
request.choice = '';
} else if (lines[2].startsWith(`|request|`)) {
this.rqid++;
let request = JSON.parse(lines[2].slice(9));
request.rqid = this.rqid;
const requestJSON = JSON.stringify(request);
this.requests[slot] = {
rqid: this.rqid,
request: requestJSON,
isWait: request.wait ? 'cantUndo' : false,
choice: '',
};
this.requestCount++;
if (player) player.sendRoom(`|request|${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.removeAllPlayers();
}
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.playerNames[0];
let p2name = this.playerNames[1];
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
*/
async logBattle(p1score, p1rating = null, p2rating = 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
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}/${logsubfolder}/`;
await FS(logpath).mkdirp();
await FS(logpath + this.room.id + '.log.json').write(JSON.stringify(logData));
//console.log(JSON.stringify(logData));
}
/**
* @param {User} user
* @param {Connection?} connection
*/
onConnect(user, connection = null) {
// this handles joining a battle in which a user is a participant,
// where the user has already identified before attempting to join
// the battle
const player = this.players[user.userid];
if (!player) return;
player.updateChannel(connection || user);
const request = this.requests[player.slot];
if (request) {
let data = `|request|${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.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.forfeitSlot(player.slotNum, message);
}
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];
const options = {
name: user.name,
avatar: user.avatar,
};
this.stream.write(`>player ${player.slot} ` + JSON.stringify(options));
}
/**
* @param {User} user
*/
onJoin(user) {
let player = this.players[user.userid];
if (player && !player.active) {
player.active = true;
this.timer.checkActivity();
this.room.add(`|player|${player.slot}|${user.name}|${user.avatar}`);
}
}
/**
* @param {User} user
*/
onLeave(user) {
let player = this.players[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.players[user.userid];
if (!player) return false;
this.stream.write(`>forcewin ${player.slot}`);
}
tie() {
this.stream.write(`>forcetie`);
}
tiebreak() {
this.stream.write(`>tiebreak`);
}
/**
* @param {User} user
* @param {string} message
*/
forfeit(user, message = '') {
if (!this.players) {
// should never happen
console.log("user is: " + user.name);
console.log(" alts: " + Object.keys(user.prevNames));
console.log(" battle: " + this.id);
return false;
}
let slotNum = -1;
if (user.userid in this.players) slotNum = this.players[user.userid].slotNum;
if (slotNum === -1) return false;
return this.forfeitSlot(slotNum, message);
}
/**
* @param {number} slotNum
* @param {string} message
*/
forfeitSlot(slotNum, message = '') {
if (this.ended || !this.started) return false;
let name = this.playerNames[slotNum];
if (!message) message = ' forfeited.';
this.room.add(`|-message|${name}${message}`);
this.endType = 'forfeit';
const otherids = ['p2', 'p1'];
this.stream.write(`>forcewin ${otherids[slotNum]}`);
return true;
}
/**
* @param {User} user
* @param {PlayerSlot?} slot
* @param {string} team
*/
addPlayer(user, slot = null, team = '', initializing = false) {
if (user.userid in this.players) return false;
if (this.playerCount >= this.playerCap) return false;
let player = this.makePlayer(user, slot, team);
if (!player) return false;
this.players[user.userid] = player;
this.playerCount++;
this.room.auth[user.userid] = Users.PLAYER_SYMBOL;
if (user.inRooms.has(this.id)) this.onConnect(user);
if (this.playerCount >= 2) {
// @ts-ignore
this.room.title = `${this.p1.name} vs. ${this.p2.name}`;
this.room.send(`|title|${this.room.title}`);
}
if (!initializing) {
this.room.add(`|player|${player.slot}|${user.name}|${user.avatar}`);
}
return true;
}
/**
* @param {User} user
* @param {PlayerSlot?} slot
* @param {string} team
*/
makePlayer(user, slot = null, team = '') {
if (!slot) {
let slotNum = 0;
while (this[/** @type {PlayerSlot} */ ('p' + (slotNum + 1))]) slotNum++;
slot = /** @type {PlayerSlot} */ ('p' + (slotNum + 1));
}
// console.log('joining: ' + user.name + ' ' + slot);
if (this[slot]) throw new Error(`Player already exists in ${slot} in ${this.id}`);
let slotNum = parseInt(slot.charAt(1)) - 1;
let player = new BattlePlayer(user, this, slot);
this[slot] = player;
this.playerNames[slotNum] = player.name;
/**@type {{name: string, avatar: string, team?: string}} */
let options = {
name: player.name,
avatar: '' + user.avatar,
};
if (!this.started) {
options.team = team;
}
this.stream.write(`>player ${slot} ` + JSON.stringify(options));
if (this.started) this.onUpdateConnection(user);
if (this.p1 && this.p2) {
this.started = true;
const user1 = Users(this.p1.userid);
const user2 = Users(this.p2.userid);
if (!user1) throw new Error(`User ${this.p1.userid} not found on ${this.id} battle creation`);
if (!user2) throw new Error(`User ${this.p2.userid} not found on ${this.id} battle creation`);
Rooms.global.onCreateBattleRoom(user1, user2, this.room, {rated: this.rated});
}
return player;
}
/**
* @param {User} user
*/
removePlayer(user) {
if (!this.allowRenames) return false;
let player = this.players[user.userid];
if (!player) return false;
if (player.active) {
this.room.add(`|player|${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.ended = true;
this.stream.destroy();
if (this.active) {
Rooms.global.battleCount += -1;
this.active = false;
}
for (let i in this.players) {
this.players[i].destroy();
}
// @ts-ignore
this.players = null;
// @ts-ignore
this.room = null;
}
}
exports.RoomBattlePlayer = BattlePlayer;
exports.RoomBattleTimer = BattleTimer;
exports.RoomBattle = Battle;
/*********************************************************
* Process manager
*********************************************************/
const StreamProcessManager = require('../lib/process-manager').StreamProcessManager;
const PM = new StreamProcessManager(module, () => {
const BattleStream = require('../sim/battle-stream').BattleStream;
return new BattleStream({keepAlive: true});
});
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 => {
Monitor.crashlog(err, 'A simulator process Promise');
});
}
require('../lib/repl').start(`sim-${process.pid}`, cmd => eval(cmd));
} else {
PM.spawn(global.Config ? Config.simulatorprocesses : 1);
}
exports.PM = PM;