pokemon-showdown/server/ladders-remote.ts
Guangcong Luo 78439b4a02
Update to ESLint 9 (#10926)
ESLint has a whole new config format, so I figure it's a good time to
make the config system saner.

- First, we no longer have separate eslint-no-types configs. Lint
  performance shouldn't be enough of a problem to justify the
  relevant maintenance complexity.

- Second, our base config should work out-of-the-box now. `npx eslint`
  will work as expected, without any CLI flags. You should still use
  `npm run lint` which adds the `--cached` flag for performance.

- Third, whatever updates I did fixed style linting, which apparently
  has been bugged for quite some time, considering all the obvious
  mixed-tabs-and-spaces issues I found in the upgrade.

Also here are some changes to our style rules. In particular:

- Curly brackets (for objects etc) now have spaces inside them. Sorry
  for the huge change. ESLint doesn't support our old style, and most
  projects use Prettier style, so we might as well match them in this way.
  See https://github.com/eslint-stylistic/eslint-stylistic/issues/415

- String + number concatenation is no longer allowed. We now
  consistently use template strings for this.
2025-02-25 20:03:46 -08:00

180 lines
5.9 KiB
TypeScript

/**
* Main server ladder library
* Pokemon Showdown - http://pokemonshowdown.com/
*
* This file handles ladders for the main server on
* play.pokemonshowdown.com.
*
* Ladders for all other servers is handled by ladders.ts.
*
* Matchmaking is currently still implemented in rooms.ts.
*
* @license MIT
*/
import { Utils } from '../lib';
export class LadderStore {
formatid: string;
static readonly formatsListPrefix = '';
constructor(formatid: string) {
this.formatid = formatid;
}
/**
* Returns [formatid, html], where html is an the HTML source of a
* ladder toplist, to be displayed directly in the ladder tab of the
* client.
*/
// This requires to be `async` because it must conform with the `LadderStore` interface
// eslint-disable-next-line @typescript-eslint/require-await
async getTop(prefix?: string): Promise<[string, string] | null> {
return null;
}
/**
* Returns a Promise for the Elo rating of a user
*/
async getRating(userid: string) {
const formatid = this.formatid;
const user = Users.getExact(userid);
if (user?.mmrCache[formatid]) {
return user.mmrCache[formatid];
}
const [data] = await LoginServer.request('mmr', {
format: formatid,
user: userid,
});
let mmr = NaN;
if (data && !data.errorip) {
mmr = Number(data);
}
if (isNaN(mmr)) return 1000;
if (user && user.id === userid) {
user.mmrCache[formatid] = mmr;
}
return mmr;
}
/**
* Update the Elo rating for two players after a battle, and display
* the results in the passed room.
*/
async updateRating(p1name: string, p2name: string, p1score: number, room: AnyObject): Promise<[
number, AnyObject | undefined | null, AnyObject | undefined | null,
]> {
if (Ladders.disabled) {
room.addRaw(`Ratings not updated. The ladders are currently disabled.`).update();
return [p1score, null, null];
}
const formatid = this.formatid;
const p1 = Users.getExact(p1name);
const p2 = Users.getExact(p2name);
const p1id = toID(p1name);
const p2id = toID(p2name);
const ladderUpdatePromise = LoginServer.request('ladderupdate', {
p1: p1name,
p2: p2name,
score: p1score,
format: formatid,
});
// calculate new Elo scores and display to room while loginserver updates the ladder
const [p1OldElo, p2OldElo] = (await Promise.all([this.getRating(p1id), this.getRating(p2id)])).map(Math.round);
const p1NewElo = Math.round(this.calculateElo(p1OldElo, p1score, p2OldElo));
const p2NewElo = Math.round(this.calculateElo(p2OldElo, 1 - p1score, p1OldElo));
const p1Act = (p1score > 0.9 ? `winning` : (p1score < 0.1 ? `losing` : `tying`));
let p1Reasons = `${p1NewElo - p1OldElo} for ${p1Act}`;
if (!p1Reasons.startsWith('-')) p1Reasons = '+' + p1Reasons;
room.addRaw(Utils.html`${p1name}'s rating: ${p1OldElo} &rarr; <strong>${p1NewElo}</strong><br />(${p1Reasons})`);
const p2Act = (p1score > 0.9 || p1score < 0 ? `losing` : (p1score < 0.1 ? `winning` : `tying`));
let p2Reasons = `${p2NewElo - p2OldElo} for ${p2Act}`;
if (!p2Reasons.startsWith('-')) p2Reasons = '+' + p2Reasons;
room.addRaw(Utils.html`${p2name}'s rating: ${p2OldElo} &rarr; <strong>${p2NewElo}</strong><br />(${p2Reasons})`);
room.rated = Math.min(p1NewElo, p2NewElo);
if (p1) p1.mmrCache[formatid] = +p1NewElo;
if (p2) p2.mmrCache[formatid] = +p2NewElo;
room.update();
const [data, error] = await ladderUpdatePromise;
let problem = false;
if (error) {
if (error.message !== 'stream interrupt') {
room.add(`||Ladder isn't responding, score probably updated but might not have (${error.message}).`);
problem = true;
}
} else if (!room.battle) {
problem = true;
} else if (!data) {
room.add(`|error|Unexpected response ${data} from ladder server.`);
room.update();
problem = true;
} else if (data.errorip) {
room.add(`|error|This server's request IP ${data.errorip} is not a registered server.`);
room.add(`|error|You should be using ladders.js and not ladders-remote.js for ladder tracking.`);
room.update();
problem = true;
}
if (problem) {
// We used to clear mmrCache for the format to get the users updated rating next search
// we now no longer do that because that results in the user getting paired with other users as though they have 1000 elo
// if the next query times out, which happens very frequently. This results in a lot of confusion, so we're just
// going to not clear this cache. If the user gets the proper rating later - great. If they don't,
// this will ensure they still get matched up in a much more accurate fashion.
return [p1score, null, null];
}
return [p1score, data?.p1rating, data?.p2rating];
}
/**
* Returns a Promise for an array of strings of <tr>s for ladder ratings of the user
*/
// This requires to be `async` because it must conform with the `LadderStore` interface
// eslint-disable-next-line @typescript-eslint/require-await
static async visualizeAll(username: string) {
return [`<tr><td><strong>Please use the official client at play.pokemonshowdown.com</strong></td></tr>`];
}
/**
* Calculates Elo based on a match result
*/
calculateElo(oldElo: number, score: number, foeElo: number): number {
// see lib/ntbb-ladder.lib.php in the pokemon-showdown-client repo for the login server implementation
// *intentionally* different from calculation in ladders-local, due to the high activity on the main server
// The K factor determines how much your Elo changes when you win or
// lose games. Larger K means more change.
// In the "original" Elo, K is constant, but it's common for K to
// get smaller as your rating goes up
let K = 50;
// dynamic K-scaling (optional)
if (oldElo < 1100) {
if (score < 0.5) {
K = 20 + (oldElo - 1000) * 30 / 100;
} else if (score > 0.5) {
K = 80 - (oldElo - 1000) * 30 / 100;
}
} else if (oldElo > 1300) {
K = 40;
}
// main Elo formula
const E = 1 / (1 + 10 ** ((foeElo - oldElo) / 400));
const newElo = oldElo + K * (score - E);
return Math.max(newElo, 1000);
}
}