mirror of
https://github.com/smogon/pokemon-showdown.git
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1313 lines
40 KiB
TypeScript
1313 lines
40 KiB
TypeScript
/**
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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
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*/
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import {execSync} from "child_process";
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import {FS} from "../lib/fs";
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import {Utils} from '../lib/utils';
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import {StreamProcessManager} from "../lib/process-manager";
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import {Repl} from "../lib/repl";
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import {BattleStream} from "../sim/battle-stream";
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import * as RoomGames from "./room-game";
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type ChannelIndex = 0 | 1 | 2 | 3 | 4;
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type PlayerIndex = 1 | 2 | 3 | 4;
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export type ChallengeType = 'rated' | 'unrated' | 'challenge' | 'tour';
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interface BattleRequestTracker {
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rqid: number;
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request: string;
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/**
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* - true = user has decided,
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* - false = user has yet to decide,
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* - 'cantUndo' = waiting on other user (U-turn, faint-switch) or uncancellable (trapping ability)
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*/
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isWait: 'cantUndo' | true | false;
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choice: string;
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}
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/** 5 seconds */
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const TICK_TIME = 5;
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const SECONDS = 1000;
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// Timer constants: In seconds, should be multiple of TICK_TIME
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const STARTING_TIME = 150;
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const MAX_TURN_TIME = 150;
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const STARTING_TIME_CHALLENGE = 300;
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const STARTING_GRACE_TIME = 60;
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const MAX_TURN_TIME_CHALLENGE = 300;
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const DISCONNECTION_TIME = 60;
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const DISCONNECTION_BANK_TIME = 300;
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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 * SECONDS;
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export class RoomBattlePlayer extends RoomGames.RoomGamePlayer {
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readonly slot: SideID;
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readonly channelIndex: ChannelIndex;
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request: BattleRequestTracker;
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wantsTie: boolean;
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active: boolean;
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eliminated: boolean;
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/**
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* Total timer.
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*
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* Starts at 210 per player in a ladder battle. Goes down by 5
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* every tick. Goes up by 10 every turn (with some complications -
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* see `nextRequest`), capped at starting time. The player loses if
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* this reaches 0.
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*
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* The equivalent of "Your Time" in VGC.
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*
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*/
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secondsLeft: number;
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/**
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* Turn timer.
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*
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* Set equal to the player's overall timer, but capped at 150
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* seconds in a ladder battle. Goes down by 5 every tick.
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* Tracked separately from the overall timer, and the player also
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* loses if this reaches 0.
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*/
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turnSecondsLeft: number;
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/**
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* Disconnect timer.
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* Starts at 60 seconds. While the player is disconnected, this
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* will go down by 5 every tick. Tracked separately from the
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* overall timer, and the player also loses if this reaches 0.
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*
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* Mostly exists so impatient players don't have to wait the full
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* 150 seconds against a disconnected opponent.
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*/
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dcSecondsLeft: number;
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/**
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* Used to track a user's last known connection status, and display
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* the proper message when it changes.
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*/
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connected: boolean;
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constructor(user: User | string | null, game: RoomBattle, num: PlayerIndex) {
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super(user, game, num);
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if (typeof user === 'string') user = null;
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this.slot = `p${num}` as SideID;
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this.channelIndex = (game.gameType === 'multi' && num > 2 ? num - 2 : num) as ChannelIndex;
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this.request = {rqid: 0, request: '', isWait: 'cantUndo', choice: ''};
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this.wantsTie = false;
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this.active = true;
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this.eliminated = false;
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this.secondsLeft = 1;
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this.turnSecondsLeft = 1;
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this.dcSecondsLeft = 1;
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this.connected = true;
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if (user) {
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user.games.add(this.game.roomid);
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user.updateSearch();
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for (const connection of user.connections) {
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if (connection.inRooms.has(game.roomid)) {
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Sockets.channelMove(connection.worker, this.game.roomid, this.channelIndex, connection.socketid);
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}
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}
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}
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}
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getUser() {
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return (this.id && Users.get(this.id)) || null;
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}
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unlinkUser() {
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const user = this.getUser();
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if (user) {
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for (const connection of user.connections) {
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Sockets.channelMove(connection.worker, this.game.roomid, 0, connection.socketid);
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}
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user.games.delete(this.game.roomid);
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user.updateSearch();
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}
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this.id = '';
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this.connected = false;
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this.active = false;
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}
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updateChannel(user: User | Connection) {
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if (user instanceof Users.Connection) {
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// "user" is actually a connection
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Sockets.channelMove(user.worker, this.game.roomid, this.channelIndex, 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.channelMove(connection.worker, this.game.roomid, this.channelIndex, connection.socketid);
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}
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}
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toString() {
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return this.id;
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}
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send(data: string) {
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const user = this.getUser();
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if (user) user.send(data);
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}
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sendRoom(data: string) {
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const user = this.getUser();
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if (user) user.sendTo(this.game.roomid, data);
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}
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}
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export class RoomBattleTimer {
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readonly battle: RoomBattle;
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readonly timerRequesters: Set<ID>;
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timer: NodeJS.Timer | null;
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isFirstTurn: boolean;
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/**
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* Last tick, as milliseconds since UNIX epoch.
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* Represents the last time a tick happened.
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*/
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lastTick: number;
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/** Debug mode; true to output detailed timer info every tick */
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debug: boolean;
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lastDisabledTime: number;
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lastDisabledByUser: null | ID;
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settings: GameTimerSettings;
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constructor(battle: RoomBattle) {
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this.battle = battle;
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this.timer = null;
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this.timerRequesters = new Set();
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this.isFirstTurn = true;
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this.lastTick = 0;
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this.debug = false;
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this.lastDisabledTime = 0;
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this.lastDisabledByUser = null;
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const hasLongTurns = Dex.getFormat(battle.format, true).gameType !== 'singles';
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const isChallenge = (!battle.rated && !battle.room.tour);
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const timerEntry = Dex.getRuleTable(Dex.getFormat(battle.format, true)).timer;
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const timerSettings = timerEntry?.[0];
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// so that Object.assign doesn't overwrite anything with `undefined`
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for (const k in timerSettings) {
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// @ts-ignore
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if (timerSettings[k] === undefined) delete timerSettings[k];
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}
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this.settings = {
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dcTimer: !isChallenge,
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dcTimerBank: isChallenge,
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starting: isChallenge ? STARTING_TIME_CHALLENGE : STARTING_TIME,
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grace: STARTING_GRACE_TIME,
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addPerTurn: hasLongTurns ? 25 : 10,
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maxPerTurn: isChallenge ? MAX_TURN_TIME_CHALLENGE : MAX_TURN_TIME,
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maxFirstTurn: isChallenge ? MAX_TURN_TIME_CHALLENGE : MAX_TURN_TIME,
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timeoutAutoChoose: false,
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accelerate: !timerSettings,
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...timerSettings,
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};
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if (this.settings.maxPerTurn <= 0) this.settings.maxPerTurn = Infinity;
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for (const player of this.battle.players) {
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player.secondsLeft = this.settings.starting + this.settings.grace;
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player.turnSecondsLeft = -1;
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player.dcSecondsLeft = this.settings.dcTimerBank ? DISCONNECTION_BANK_TIME : DISCONNECTION_TIME;
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}
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}
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start(requester?: User) {
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const userid = requester ? requester.id : 'staff' as ID;
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if (this.timerRequesters.has(userid)) return false;
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if (this.timer) {
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this.battle.room.add(`|inactive|${requester ? requester.name : userid} 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.playerTable[requester.id] && this.lastDisabledByUser === requester.id) {
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const remainingCooldownMs = (this.lastDisabledTime || 0) + TIMER_COOLDOWN - Date.now();
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if (remainingCooldownMs > 0) {
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this.battle.playerTable[requester.id].sendRoom(
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`|inactiveoff|The timer can't be re-enabled so soon after disabling it (${Math.ceil(remainingCooldownMs / SECONDS)} seconds remaining).`
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);
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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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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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this.nextRequest();
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return true;
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}
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stop(requester?: User) {
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if (requester) {
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if (!this.timerRequesters.has(requester.id)) return false;
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this.timerRequesters.delete(requester.id);
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this.lastDisabledByUser = requester.id;
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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.end()) {
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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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return false;
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}
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end() {
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this.timerRequesters.clear();
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if (!this.timer) return false;
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clearTimeout(this.timer);
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this.timer = null;
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return true;
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}
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nextRequest() {
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if (this.timer) {
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clearTimeout(this.timer);
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this.timer = null;
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}
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if (!this.timerRequesters.size) return;
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const players = this.battle.players;
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if (players.some(player => player.secondsLeft <= 0)) return;
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/** false = U-turn or single faint, true = "new turn" */
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let isFull = true;
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let isEmpty = true;
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for (const player of players) {
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if (player.request.isWait) isFull = false;
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if (player.request.isWait !== 'cantUndo') isEmpty = false;
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}
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if (isEmpty) {
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// there are no active requests
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return;
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}
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const isFirst = this.isFirstTurn;
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this.isFirstTurn = false;
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const maxTurnTime = (isFirst ? this.settings.maxFirstTurn : 0) || this.settings.maxPerTurn;
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let addPerTurn = isFirst ? 0 : this.settings.addPerTurn;
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if (this.settings.accelerate && addPerTurn) {
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// after turn 100ish: 15s/turn -> 10s/turn
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if (this.battle.requestCount > 200 && addPerTurn > TICK_TIME) {
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addPerTurn -= TICK_TIME;
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}
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// after turn 200ish: 10s/turn -> 7s/turn
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if (this.battle.requestCount > 400 && Math.floor(this.battle.requestCount / 2) % 2) {
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addPerTurn = 0;
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}
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}
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if (!isFull && addPerTurn > TICK_TIME) {
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addPerTurn = TICK_TIME;
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}
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const room = this.battle.room;
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for (const player of players) {
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if (!isFirst) {
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player.secondsLeft = Math.min(player.secondsLeft + addPerTurn, this.settings.starting);
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}
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player.turnSecondsLeft = Math.min(player.secondsLeft, maxTurnTime);
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const secondsLeft = player.turnSecondsLeft;
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let grace = player.secondsLeft - this.settings.starting;
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if (grace < 0) grace = 0;
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if (player) {
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player.sendRoom(`|inactive|Time left: ${secondsLeft} sec this turn | ${player.secondsLeft - grace} sec total` + (grace ? ` | ${grace} sec grace` : ``));
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}
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if (secondsLeft <= 30 && secondsLeft < this.settings.starting) {
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room.add(`|inactive|${player.name} has ${secondsLeft} seconds left this turn.`);
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}
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if (this.debug) {
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room.add(`||${player.name} | Time left: ${secondsLeft} sec this turn | ${player.secondsLeft} sec total | +${addPerTurn} seconds`);
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}
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}
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room.update();
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this.lastTick = Date.now();
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this.timer = setTimeout(() => this.nextTick(), TICK_TIME * SECONDS);
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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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const room = this.battle.room;
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for (const player of this.battle.players) {
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if (player.request.isWait) continue;
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if (player.connected) {
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player.secondsLeft -= TICK_TIME;
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player.turnSecondsLeft -= TICK_TIME;
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} else {
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player.dcSecondsLeft -= TICK_TIME;
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if (!this.settings.dcTimerBank) {
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player.secondsLeft -= TICK_TIME;
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player.turnSecondsLeft -= TICK_TIME;
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}
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}
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const dcSecondsLeft = player.dcSecondsLeft;
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if (dcSecondsLeft <= 0) player.turnSecondsLeft = 0;
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const secondsLeft = player.turnSecondsLeft;
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if (!secondsLeft) continue;
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if (!player.connected && (dcSecondsLeft <= secondsLeft || this.settings.dcTimerBank)) {
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// dc timer is shown only if it's lower than turn timer or you're in timer bank mode
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if (dcSecondsLeft % 30 === 0 || dcSecondsLeft <= 20) {
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room.add(`|inactive|${player.name} has ${dcSecondsLeft} seconds to reconnect!`);
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}
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} else {
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// regular turn timer shown
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if (secondsLeft % 30 === 0 || secondsLeft <= 20) {
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room.add(`|inactive|${player.name} has ${secondsLeft} seconds left.`);
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}
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}
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if (this.debug) {
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room.add(`||[${player.name} has ${player.turnSecondsLeft}s this turn / ${player.secondsLeft}s total]`);
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}
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}
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room.update();
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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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if (this.battle.ended) return;
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for (const player of this.battle.players) {
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const isConnected = !!player?.active;
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if (isConnected === player.connected) continue;
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if (!isConnected) {
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// player has disconnected
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player.connected = false;
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if (!this.settings.dcTimerBank) {
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// don't wait longer than 6 ticks (1 minute)
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if (this.settings.dcTimer) {
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player.dcSecondsLeft = DISCONNECTION_TIME;
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} else {
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// arbitrary large number
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player.dcSecondsLeft = DISCONNECTION_TIME * 10;
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}
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}
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if (this.timerRequesters.size) {
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let msg = `!`;
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if (this.settings.dcTimer) {
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msg = ` and has a minute to reconnect!`;
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}
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if (this.settings.dcTimerBank) {
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if (player.dcSecondsLeft > 0) {
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msg = ` and has ${player.dcSecondsLeft} seconds to reconnect!`;
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} else {
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msg = ` and has no disconnection time left!`;
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}
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}
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this.battle.room.add(`|inactive|${player.name} disconnected${msg}`).update();
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}
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} else {
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// player has reconnected
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player.connected = true;
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if (this.timerRequesters.size) {
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let timeLeft = ``;
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if (!player.request.isWait) {
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timeLeft = ` and has ${player.turnSecondsLeft} seconds left`;
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}
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this.battle.room.add(`|inactive|${player.name} reconnected${timeLeft}.`).update();
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}
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}
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}
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}
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checkTimeout() {
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const players = this.battle.players;
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if (players.every(player => player.turnSecondsLeft <= 0)) {
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if (!this.settings.timeoutAutoChoose || players.every(player => player.secondsLeft <= 0)) {
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this.battle.room.add(`|-message|All players are inactive.`).update();
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this.battle.tie();
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return true;
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}
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}
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let didSomething = false;
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for (const player of players) {
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if (player.turnSecondsLeft > 0) continue;
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if (this.settings.timeoutAutoChoose && player.secondsLeft > 0 && player.connected) {
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void this.battle.stream.write(`>${player.slot} default`);
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didSomething = true;
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} else {
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this.battle.forfeitPlayer(player, ' lost due to inactivity.');
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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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export class RoomBattle extends RoomGames.RoomGame {
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readonly gameid: ID;
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readonly room: GameRoom;
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readonly title: string;
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readonly allowRenames: boolean;
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readonly format: string;
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/** Will exist even if the game is unrated, in case it's later forced to be rated */
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readonly ladder: string;
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readonly gameType: string | undefined;
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readonly challengeType: ChallengeType;
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/**
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* The lower player's rating, for searching purposes.
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* 0 for unrated battles. 1 for unknown ratings.
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*/
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readonly rated: number;
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/**
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* userid that requested extraction -> playerids that accepted the extraction
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*/
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readonly allowExtraction: {[k: string]: Set<ID>};
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readonly stream: Streams.ObjectReadWriteStream<string>;
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readonly timer: RoomBattleTimer;
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missingBattleStartMessage: boolean;
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started: boolean;
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ended: boolean;
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active: boolean;
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replaySaved: boolean;
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forcePublic: string | null = null;
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playerTable: {[userid: string]: RoomBattlePlayer};
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players: RoomBattlePlayer[];
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p1: RoomBattlePlayer;
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p2: RoomBattlePlayer;
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p3: RoomBattlePlayer;
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p4: RoomBattlePlayer;
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inviteOnlySetter: ID | null;
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logData: AnyObject | null;
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endType: string;
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/**
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* If the battle is ended: an array of the number of Pokemon left for each side.
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*/
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score: number[] | null;
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inputLog: string[] | null;
|
|
turn: number;
|
|
rqid: number;
|
|
requestCount: number;
|
|
dataResolvers?: [((args: string[]) => void), ((error: Error) => void)][];
|
|
constructor(room: GameRoom, formatid: string, options: AnyObject) {
|
|
super(room);
|
|
const format = Dex.getFormat(formatid, true);
|
|
this.gameid = 'battle' as ID;
|
|
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;
|
|
this.gameType = format.gameType;
|
|
this.challengeType = options.challengeType;
|
|
this.rated = options.rated || 0;
|
|
this.ladder = typeof format.rated === 'string' ? toID(format.rated) : formatid;
|
|
// true when onCreateBattleRoom has been called
|
|
this.missingBattleStartMessage = !!options.inputLog;
|
|
this.started = false;
|
|
this.ended = false;
|
|
this.active = false;
|
|
this.replaySaved = false;
|
|
|
|
// TypeScript bug: no `T extends RoomGamePlayer`
|
|
this.playerTable = Object.create(null);
|
|
// TypeScript bug: no `T extends RoomGamePlayer`
|
|
this.players = [];
|
|
|
|
this.playerCap = this.gameType === 'multi' || this.gameType === 'free-for-all' ? 4 : 2;
|
|
this.p1 = null!;
|
|
this.p2 = null!;
|
|
this.p3 = null!;
|
|
this.p4 = null!;
|
|
this.inviteOnlySetter = null!;
|
|
|
|
// data to be logged
|
|
this.allowExtraction = {};
|
|
|
|
this.logData = null;
|
|
this.endType = 'normal';
|
|
this.score = null;
|
|
this.inputLog = null;
|
|
this.turn = 0;
|
|
|
|
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';
|
|
}
|
|
|
|
this.room.battle = this;
|
|
|
|
const battleOptions = {
|
|
formatid: this.format,
|
|
roomid: this.roomid,
|
|
rated: ratedMessage,
|
|
seed: options.seed,
|
|
};
|
|
if (options.inputLog) {
|
|
void this.stream.write(options.inputLog);
|
|
} else {
|
|
void this.stream.write(`>start ` + JSON.stringify(battleOptions));
|
|
}
|
|
|
|
void this.listen();
|
|
|
|
this.addPlayer(options.p1, options.p1team || '', options.p1rating);
|
|
this.addPlayer(options.p2, options.p2team || '', options.p2rating);
|
|
if (this.playerCap > 2) {
|
|
this.addPlayer(options.p3, options.p3team || '', options.p3rating);
|
|
this.addPlayer(options.p4, options.p4team || '', options.p4rating);
|
|
}
|
|
this.timer = new RoomBattleTimer(this);
|
|
if (Config.forcetimer || this.format.includes('blitz')) this.timer.start();
|
|
this.start();
|
|
}
|
|
|
|
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;
|
|
} else if (this.playerCap > 2) {
|
|
if (!this.p3 || !this.p3.active) {
|
|
active = false;
|
|
} else if (!this.p4 || !this.p4.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();
|
|
}
|
|
choose(user: User, data: string) {
|
|
const player = this.playerTable[user.id];
|
|
const [choice, rqid] = data.split('|', 2);
|
|
if (!player) return;
|
|
const request = player.request;
|
|
if (request.isWait !== false && request.isWait !== true) {
|
|
player.sendRoom(`|error|[Invalid choice] There's nothing to choose`);
|
|
return;
|
|
}
|
|
const allPlayersWait = this.players.every(p => !!p.request.isWait);
|
|
if (allPlayersWait || // 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;
|
|
}
|
|
request.isWait = true;
|
|
request.choice = choice;
|
|
|
|
void this.stream.write(`>${player.slot} ${choice}`);
|
|
}
|
|
undo(user: User, data: string) {
|
|
const player = this.playerTable[user.id];
|
|
const [, rqid] = data.split('|', 2);
|
|
if (!player) return;
|
|
const request = player.request;
|
|
if (request.isWait !== true) {
|
|
player.sendRoom(`|error|[Invalid choice] There's nothing to cancel`);
|
|
return;
|
|
}
|
|
const allPlayersWait = this.players.every(p => !!p.request.isWait);
|
|
if (allPlayersWait || // too late
|
|
(rqid && rqid !== '' + request.rqid)) { // WAY too late
|
|
player.sendRoom(`|error|[Invalid choice] Sorry, too late to cancel; the next turn has already started`);
|
|
return;
|
|
}
|
|
request.isWait = false;
|
|
|
|
void this.stream.write(`>${player.slot} undo`);
|
|
}
|
|
joinGame(user: User, slot?: SideID) {
|
|
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 (user.id in this.playerTable) {
|
|
user.popup(`You have already joined this battle.`);
|
|
return false;
|
|
}
|
|
|
|
const validSlots: SideID[] = [];
|
|
for (const player of this.players) {
|
|
if (!player.id) validSlots.push(player.slot);
|
|
}
|
|
|
|
if (slot && !validSlots.includes(slot)) {
|
|
user.popup(`This battle already has a user in slot ${slot}.`);
|
|
return false;
|
|
}
|
|
|
|
if (!validSlots.length) {
|
|
user.popup(`This battle already has two players.`);
|
|
return false;
|
|
}
|
|
|
|
if (!slot && validSlots.length > 1) {
|
|
user.popup(`Which slot would you like to join into? Use something like \`/joingame ${validSlots[0]}\``);
|
|
return false;
|
|
}
|
|
|
|
if (!slot) slot = validSlots[0];
|
|
|
|
this.updatePlayer(this[slot], user);
|
|
if (validSlots.length - 1 < 1 && this.missingBattleStartMessage) {
|
|
const users = this.players.map(player => {
|
|
const u = player.getUser();
|
|
if (!u) throw new Error(`User ${player.name} not found on ${this.roomid} battle creation`);
|
|
return u;
|
|
});
|
|
Rooms.global.onCreateBattleRoom(users, this.room, {rated: this.rated});
|
|
this.missingBattleStartMessage = false;
|
|
}
|
|
if (user.inRooms.has(this.roomid)) this.onConnect(user);
|
|
this.room.update();
|
|
return true;
|
|
}
|
|
leaveGame(user: 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;
|
|
}
|
|
const player = this.playerTable[user.id];
|
|
if (!player) {
|
|
user.popup(`Failed to leave battle - you're not a player.`);
|
|
return false;
|
|
}
|
|
|
|
this.updatePlayer(player, null);
|
|
this.room.auth.set(user.id, '+');
|
|
this.room.update();
|
|
return true;
|
|
}
|
|
|
|
async listen() {
|
|
let disconnected = false;
|
|
try {
|
|
for await (const next of this.stream) {
|
|
this.receive(next.split('\n'));
|
|
}
|
|
} catch (err) {
|
|
// Disconnected processes are already crashlogged when they happen;
|
|
// also logging every battle room would overwhelm the crashlogger
|
|
if (err.message.includes('Process disconnected')) {
|
|
disconnected = true;
|
|
} else {
|
|
Monitor.crashlog(err, 'A sim stream');
|
|
}
|
|
}
|
|
if (!this.ended) {
|
|
this.room.add(`|bigerror|The simulator process crashed. We've been notified and will fix this ASAP.`);
|
|
if (!disconnected) Monitor.crashlog(new Error(`Sim stream interrupted`), `A sim stream`);
|
|
this.started = true;
|
|
this.ended = true;
|
|
this.checkActive();
|
|
}
|
|
}
|
|
receive(lines: string[]) {
|
|
for (const player of this.players) player.wantsTie = false;
|
|
|
|
switch (lines[0]) {
|
|
case 'requesteddata':
|
|
lines = lines.slice(1);
|
|
const [resolver] = this.dataResolvers!.shift()!;
|
|
resolver(lines);
|
|
break;
|
|
|
|
case 'update':
|
|
for (const line of lines.slice(1)) {
|
|
if (line.startsWith('|turn|')) {
|
|
this.turn = parseInt(line.slice(6));
|
|
}
|
|
this.room.add(line);
|
|
if (line.startsWith(`|bigerror|You will auto-tie if `)) {
|
|
if (Config.allowrequestingties) this.room.add(`|-hint|If you want to tie earlier, consider using \`/offertie\`.`);
|
|
}
|
|
}
|
|
this.room.update();
|
|
if (!this.ended) this.timer.nextRequest();
|
|
this.checkActive();
|
|
break;
|
|
|
|
case 'sideupdate': {
|
|
const slot = lines[1] as SideID;
|
|
const 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]`)) {
|
|
const request = this[slot].request;
|
|
request.isWait = false;
|
|
request.choice = '';
|
|
} else if (lines[2].startsWith(`|request|`)) {
|
|
this.rqid++;
|
|
const request = JSON.parse(lines[2].slice(9));
|
|
request.rqid = this.rqid;
|
|
const requestJSON = JSON.stringify(request);
|
|
this[slot].request = {
|
|
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;
|
|
void this.onEnd(this.logData!.winner);
|
|
this.clearPlayers();
|
|
}
|
|
this.checkActive();
|
|
break;
|
|
}
|
|
}
|
|
async onEnd(winner: any) {
|
|
this.timer.end();
|
|
// 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.
|
|
const p1name = this.p1.name;
|
|
const p2name = this.p2.name;
|
|
const p1id = toID(p1name);
|
|
const 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.id);
|
|
}
|
|
const [score, p1rating, p2rating] = await Ladders(this.ladder).updateRating(p1name, p2name, p1score, this.room);
|
|
void this.logBattle(score, p1rating, p2rating);
|
|
} else if (Config.logchallenges) {
|
|
if (winnerid === p1id) {
|
|
p1score = 1;
|
|
} else if (winnerid === p2id) {
|
|
p1score = 0;
|
|
}
|
|
void this.logBattle(p1score);
|
|
} else {
|
|
this.logData = null;
|
|
}
|
|
// If a replay was saved at any point or we were configured to autosavereplays,
|
|
// reupload when the battle is over to overwrite the partial data (and potentially
|
|
// reflect any changes that may have been made to the replay's hidden status).
|
|
if (this.replaySaved || Config.autosavereplays) {
|
|
const uploader = Users.get(winnerid || p1id);
|
|
if (uploader?.connections[0]) {
|
|
Chat.parse('/savereplay silent', this.room, uploader, uploader.connections[0]);
|
|
}
|
|
}
|
|
const parentGame = this.room.parent && this.room.parent.game;
|
|
// @ts-ignore - Tournaments aren't TS'd yet
|
|
if (parentGame?.onBattleWin) {
|
|
// @ts-ignore
|
|
parentGame.onBattleWin(this.room, winnerid);
|
|
}
|
|
// If the room's replay was hidden, disable users from joining after the game is over
|
|
if (this.room.hideReplay) {
|
|
this.room.settings.modjoin = '%';
|
|
this.room.setPrivate('hidden');
|
|
}
|
|
this.room.update();
|
|
}
|
|
async logBattle(
|
|
p1score: number, p1rating: AnyObject | null = null, p2rating: AnyObject | null = null,
|
|
p3rating: AnyObject | null = null, p4rating: AnyObject | null = null
|
|
) {
|
|
if (Dex.getFormat(this.format, true).noLog) return;
|
|
const logData = this.logData;
|
|
if (!logData) return;
|
|
this.logData = null; // deallocate to save space
|
|
logData.log = this.room.getLog(-1).split('\n'); // replay log (exact damage)
|
|
|
|
// delete some redundant data
|
|
for (const rating of [p1rating, p2rating, p3rating, p4rating]) {
|
|
if (rating) {
|
|
delete rating.formatid;
|
|
delete rating.username;
|
|
delete rating.rpsigma;
|
|
delete rating.sigma;
|
|
}
|
|
}
|
|
|
|
logData.p1rating = p1rating;
|
|
logData.p2rating = p2rating;
|
|
if (this.playerCap > 2) {
|
|
logData.p3rating = p3rating;
|
|
logData.p4rating = p4rating;
|
|
}
|
|
logData.endType = this.endType;
|
|
if (!p1rating) logData.ladderError = true;
|
|
const date = new Date();
|
|
logData.timestamp = '' + date;
|
|
logData.roomid = this.room.roomid;
|
|
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}${this.room.getReplayData().id}.log.json`).write(JSON.stringify(logData));
|
|
// console.log(JSON.stringify(logData));
|
|
}
|
|
onConnect(user: User, connection: Connection | null = null) {
|
|
// this handles joining a battle in which a user is a participant,
|
|
// where the user has already identified before attempting to join
|
|
// the battle
|
|
const player = this.playerTable[user.id];
|
|
if (!player) return;
|
|
player.updateChannel(connection || user);
|
|
const request = player.request;
|
|
if (request) {
|
|
let data = `|request|${request.request}`;
|
|
if (request.choice) data += `\n|sentchoice|${request.choice}`;
|
|
(connection || user).sendTo(this.roomid, data);
|
|
}
|
|
if (!player.active) this.onJoin(user);
|
|
}
|
|
onUpdateConnection(user: User, connection: Connection | null = null) {
|
|
this.onConnect(user, connection);
|
|
}
|
|
onRename(user: User, oldUserid: ID, isJoining: boolean, isForceRenamed: boolean) {
|
|
if (user.id === oldUserid) return;
|
|
if (!this.playerTable) {
|
|
// !! should never happen but somehow still does
|
|
user.games.delete(this.roomid);
|
|
return;
|
|
}
|
|
if (!(oldUserid in this.playerTable)) {
|
|
if (user.id in this.playerTable) {
|
|
// this handles a user renaming themselves into a user in the
|
|
// battle (e.g. by using /nick)
|
|
this.onConnect(user);
|
|
}
|
|
return;
|
|
}
|
|
if (!this.allowRenames) {
|
|
const player = this.playerTable[oldUserid];
|
|
if (player) {
|
|
const message = isForceRenamed ? " lost by having an inappropriate name." : " forfeited by changing their name.";
|
|
this.forfeitPlayer(player, message);
|
|
}
|
|
if (!(user.id in this.playerTable)) {
|
|
user.games.delete(this.roomid);
|
|
}
|
|
return;
|
|
}
|
|
if (!user.named) {
|
|
this.onLeave(user, oldUserid);
|
|
return;
|
|
}
|
|
if (user.id in this.playerTable) return;
|
|
const player = this.playerTable[oldUserid];
|
|
if (player) {
|
|
this.updatePlayer(player, user);
|
|
}
|
|
const options = {
|
|
name: user.name,
|
|
avatar: user.avatar,
|
|
};
|
|
void this.stream.write(`>player ${player.slot} ` + JSON.stringify(options));
|
|
}
|
|
onJoin(user: User) {
|
|
const player = this.playerTable[user.id];
|
|
if (player && !player.active) {
|
|
player.active = true;
|
|
this.timer.checkActivity();
|
|
this.room.add(`|player|${player.slot}|${user.name}|${user.avatar}`);
|
|
}
|
|
}
|
|
onLeave(user: User, oldUserid?: ID) {
|
|
const player = this.playerTable[oldUserid || user.id];
|
|
if (player?.active) {
|
|
player.sendRoom(`|request|null`);
|
|
player.active = false;
|
|
this.timer.checkActivity();
|
|
this.room.add(`|player|${player.slot}|`);
|
|
}
|
|
}
|
|
|
|
win(user: User) {
|
|
if (!user) {
|
|
this.tie();
|
|
return true;
|
|
}
|
|
const player = this.playerTable[user.id];
|
|
if (!player) return false;
|
|
void this.stream.write(`>forcewin ${player.slot}`);
|
|
}
|
|
tie() {
|
|
void this.stream.write(`>forcetie`);
|
|
}
|
|
tiebreak() {
|
|
void this.stream.write(`>tiebreak`);
|
|
}
|
|
forfeit(user: User | string, message = '') {
|
|
if (typeof user !== 'string') user = user.id;
|
|
else user = toID(user);
|
|
|
|
if (!(user in this.playerTable)) return false;
|
|
return this.forfeitPlayer(this.playerTable[user], message);
|
|
}
|
|
|
|
forfeitPlayer(player: RoomBattlePlayer, message = '') {
|
|
if (this.ended || !this.started) return false;
|
|
|
|
if (!message) message = ' forfeited.';
|
|
this.room.add(`|-message|${player.name}${message}`);
|
|
this.endType = 'forfeit';
|
|
const otherids = ['p2', 'p1'];
|
|
void this.stream.write(`>forcewin ${otherids[player.num - 1]}`);
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Team should be '' for random teams. `null` should be used only if importing
|
|
* an inputlog (so the player isn't recreated)
|
|
*/
|
|
addPlayer(user: User | null, team: string | null, rating = 0) {
|
|
// TypeScript bug: no `T extends RoomGamePlayer`
|
|
const player = super.addPlayer(user) as RoomBattlePlayer;
|
|
if (!player) return null;
|
|
const slot = player.slot;
|
|
this[slot] = player;
|
|
|
|
if (team !== null) {
|
|
const options = {
|
|
name: player.name,
|
|
avatar: user ? '' + user.avatar : '',
|
|
team,
|
|
rating: Math.round(rating),
|
|
};
|
|
void this.stream.write(`>player ${slot} ${JSON.stringify(options)}`);
|
|
}
|
|
|
|
if (user) {
|
|
this.room.auth.set(player.id, Users.PLAYER_SYMBOL);
|
|
if (this.rated && !this.forcePublic) {
|
|
this.forcePublic = user.battlesForcedPublic();
|
|
}
|
|
}
|
|
if (user?.inRooms.has(this.roomid)) this.onConnect(user);
|
|
return player;
|
|
}
|
|
|
|
makePlayer(user: User) {
|
|
const num = (this.players.length + 1) as PlayerIndex;
|
|
return new RoomBattlePlayer(user, this, num);
|
|
}
|
|
|
|
updatePlayer(player: RoomBattlePlayer, user: User | null) {
|
|
super.updatePlayer(player, user);
|
|
|
|
const slot = player.slot;
|
|
if (user) {
|
|
const options = {
|
|
name: player.name,
|
|
avatar: user.avatar,
|
|
};
|
|
void this.stream.write(`>player ${slot} ` + JSON.stringify(options));
|
|
|
|
this.room.add(`|player|${slot}|${player.name}|${user.avatar}`);
|
|
} else {
|
|
const options = {
|
|
name: '',
|
|
};
|
|
void this.stream.write(`>player ${slot} ` + JSON.stringify(options));
|
|
|
|
this.room.add(`|player|${slot}|`);
|
|
}
|
|
}
|
|
|
|
start() {
|
|
// on start
|
|
this.started = true;
|
|
const users = this.players.map(player => {
|
|
const user = player.getUser();
|
|
if (!user && !this.missingBattleStartMessage) {
|
|
throw new Error(`User ${player.name} not found on ${this.roomid} battle creation`);
|
|
}
|
|
return user;
|
|
});
|
|
if (!this.missingBattleStartMessage) {
|
|
// @ts-ignore The above error should throw if null is found, or this should be skipped
|
|
Rooms.global.onCreateBattleRoom(users, this.room, {rated: this.rated});
|
|
}
|
|
|
|
if (this.gameType === 'multi') {
|
|
this.room.title = `Team ${this.p1.name} vs. Team ${this.p2.name}`;
|
|
} else if (this.gameType === 'free-for-all') {
|
|
// p1 vs. p2 vs. p3 vs. p4 is too long of a title
|
|
this.room.title = `${this.p1.name} and friends`;
|
|
} else {
|
|
this.room.title = `${this.p1.name} vs. ${this.p2.name}`;
|
|
}
|
|
this.room.send(`|title|${this.room.title}`);
|
|
const suspectTest = Chat.plugins['suspect-tests']?.suspectTests[this.format];
|
|
if (suspectTest) {
|
|
const format = Dex.getFormat(this.format);
|
|
this.room.add(
|
|
`|html|<div class="broadcast-blue"><strong>${format.name} is currently suspecting ${suspectTest.suspect}! ` +
|
|
`For information on how to participate check out the <a href="${suspectTest.url}">suspect thread</a>.</strong></div>`
|
|
).update();
|
|
}
|
|
}
|
|
|
|
clearPlayers() {
|
|
for (const player of this.players) {
|
|
player.unlinkUser();
|
|
}
|
|
}
|
|
|
|
destroy() {
|
|
for (const player of this.players) {
|
|
player.destroy();
|
|
}
|
|
this.playerTable = {};
|
|
this.players = [];
|
|
// @ts-ignore
|
|
this.p1 = null;
|
|
// @ts-ignore
|
|
this.p2 = null;
|
|
// @ts-ignore
|
|
this.p3 = null;
|
|
// @ts-ignore
|
|
this.p4 = null;
|
|
|
|
this.ended = true;
|
|
void this.stream.destroy();
|
|
if (this.active) {
|
|
Rooms.global.battleCount += -1;
|
|
this.active = false;
|
|
}
|
|
|
|
// @ts-ignore
|
|
this.room = null;
|
|
if (this.dataResolvers) {
|
|
for (const [, reject] of this.dataResolvers) {
|
|
// reject the promise, make whatever function called it return undefined
|
|
reject(new Error('Battle was destroyed.'));
|
|
}
|
|
}
|
|
}
|
|
async getTeam(user: User) {
|
|
const id = user.id;
|
|
const player = this.playerTable[id];
|
|
if (!player) return;
|
|
void this.stream.write(`>requestteam ${player.slot}`);
|
|
const teamDataPromise = new Promise<string[]>((resolve, reject) => {
|
|
if (!this.dataResolvers) this.dataResolvers = [];
|
|
this.dataResolvers.push([resolve, reject]);
|
|
});
|
|
const resultStrings = await teamDataPromise;
|
|
if (!resultStrings) return;
|
|
const result = resultStrings.map(item => Dex.fastUnpackTeam(item))[0];
|
|
return result;
|
|
}
|
|
onChatMessage(message: string, user: User) {
|
|
void this.stream.write(`>chat-inputlogonly ${user.getIdentity(this.room.roomid)}|${message}`);
|
|
}
|
|
async getLog(): Promise<string[] | void> {
|
|
if (!this.logData) this.logData = {};
|
|
void this.stream.write('>requestlog');
|
|
const logPromise = new Promise<string[]>((resolve, reject) => {
|
|
if (!this.dataResolvers) this.dataResolvers = [];
|
|
this.dataResolvers.push([resolve, reject]);
|
|
});
|
|
const result = await logPromise;
|
|
return result;
|
|
}
|
|
}
|
|
|
|
export class RoomBattleStream extends BattleStream {
|
|
readonly battle: Battle;
|
|
constructor() {
|
|
super({keepAlive: true});
|
|
this.battle = null!;
|
|
}
|
|
|
|
_write(chunk: string) {
|
|
const startTime = Date.now();
|
|
if (this.battle && Config.debugsimprocesses && process.send) {
|
|
process.send('DEBUG\n' + this.battle.inputLog.join('\n') + '\n' + chunk);
|
|
}
|
|
try {
|
|
this._writeLines(chunk);
|
|
} catch (err) {
|
|
const battle = this.battle;
|
|
Monitor.crashlog(err, 'A battle', {
|
|
chunk,
|
|
inputLog: battle ? '\n' + battle.inputLog.join('\n') : '',
|
|
log: battle ? '\n' + battle.getDebugLog() : '',
|
|
});
|
|
|
|
this.push(`update\n|html|<div class="broadcast-red"><b>The battle crashed</b><br />Don't worry, we're working on fixing it.</div>`);
|
|
if (battle) {
|
|
for (const side of battle.sides) {
|
|
if (side?.requestState) {
|
|
this.push(`sideupdate\n${side.id}\n|error|[Invalid choice] The battle crashed`);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (this.battle) this.battle.sendUpdates();
|
|
const deltaTime = Date.now() - startTime;
|
|
if (deltaTime > 1000) {
|
|
console.log(`[slow battle] ${deltaTime}ms - ${chunk}`);
|
|
}
|
|
}
|
|
|
|
_writeLine(type: string, message: string) {
|
|
switch (type) {
|
|
case 'chat-inputlogonly':
|
|
this.battle.inputLog.push(`>chat ${message}`);
|
|
break;
|
|
case 'chat':
|
|
this.battle.inputLog.push(`>chat ${message}`);
|
|
this.battle.add('chat', `${message}`);
|
|
break;
|
|
case 'requestlog':
|
|
this.push(`requesteddata\n${this.battle.inputLog.join('\n')}`);
|
|
break;
|
|
case 'eval':
|
|
const battle = this.battle;
|
|
battle.inputLog.push(`>${type} ${message}`);
|
|
message = message.replace(/\f/g, '\n');
|
|
battle.add('', '>>> ' + message.replace(/\n/g, '\n||'));
|
|
try {
|
|
/* eslint-disable no-eval, @typescript-eslint/no-unused-vars */
|
|
const p1 = battle?.sides[0];
|
|
const p2 = battle?.sides[1];
|
|
const p3 = battle?.sides[2];
|
|
const p4 = battle?.sides[3];
|
|
const p1active = p1?.active[0];
|
|
const p2active = p2?.active[0];
|
|
const p3active = p3?.active[0];
|
|
const p4active = p4?.active[0];
|
|
let result = eval(message);
|
|
/* eslint-enable no-eval, @typescript-eslint/no-unused-vars */
|
|
|
|
if (result?.then) {
|
|
result.then((unwrappedResult: any) => {
|
|
unwrappedResult = Utils.visualize(unwrappedResult);
|
|
battle.add('', 'Promise -> ' + unwrappedResult);
|
|
battle.sendUpdates();
|
|
}, (error: Error) => {
|
|
battle.add('', '<<< error: ' + error.message);
|
|
battle.sendUpdates();
|
|
});
|
|
} else {
|
|
result = Utils.visualize(result);
|
|
result = result.replace(/\n/g, '\n||');
|
|
battle.add('', '<<< ' + result);
|
|
}
|
|
} catch (e) {
|
|
battle.add('', '<<< error: ' + e.message);
|
|
}
|
|
break;
|
|
case 'requestteam':
|
|
message = message.trim();
|
|
const slotNum = parseInt(message.slice(1)) - 1;
|
|
if (isNaN(slotNum) || slotNum < 0) {
|
|
throw new Error(`Team requested for slot ${message}, but that slot does not exist.`);
|
|
}
|
|
const side = this.battle.sides[slotNum];
|
|
const team = Dex.packTeam(side.team);
|
|
this.push(`requesteddata\n${team}`);
|
|
break;
|
|
default: super._writeLine(type, message);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*********************************************************
|
|
* Process manager
|
|
*********************************************************/
|
|
|
|
export const PM = new StreamProcessManager(module, () => new RoomBattleStream());
|
|
|
|
if (!PM.isParentProcess) {
|
|
// This is a child process!
|
|
global.Config = require('./config-loader').Config;
|
|
global.Chat = require('./chat').Chat;
|
|
global.Dex = require('../sim/dex').Dex;
|
|
global.Monitor = {
|
|
crashlog(error: Error, source = 'A simulator process', details: AnyObject | null = null) {
|
|
const repr = JSON.stringify([error.name, error.message, source, details]);
|
|
process.send!(`THROW\n@!!@${repr}\n${error.stack}`);
|
|
},
|
|
};
|
|
global.__version = {head: ''};
|
|
try {
|
|
const head = execSync('git rev-parse HEAD', {
|
|
stdio: ['ignore', 'pipe', 'ignore'],
|
|
});
|
|
const merge = execSync('git merge-base origin/master HEAD', {
|
|
stdio: ['ignore', 'pipe', 'ignore'],
|
|
});
|
|
global.__version.head = ('' + head).trim();
|
|
const origin = ('' + merge).trim();
|
|
if (origin !== global.__version.head) global.__version.origin = origin;
|
|
} 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 as any || {}, 'A simulator process Promise');
|
|
});
|
|
}
|
|
|
|
// eslint-disable-next-line no-eval
|
|
Repl.start(`sim-${process.pid}`, cmd => eval(cmd));
|
|
} else {
|
|
PM.spawn(global.Config ? Config.simulatorprocesses : 1);
|
|
}
|