pokemon-showdown/server/room-game.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

429 lines
13 KiB
TypeScript

/**
* Room games
* Pokemon Showdown - http://pokemonshowdown.com/
*
* Room games are an abstract representation of an activity that a room
* can be focused on, such as a battle, tournament, or chat game like
* Hangman. Rooms are limited to one roomgame at a time.
*
* Room games can keep track of designated players. If a user is a player,
* they will not be allowed to change name until their games are complete.
*
* The player system is optional: Some games, like Hangman, don't designate
* players and just allow any user in the room to play.
*
* @license MIT
*/
/**
* Available globally as `Rooms.RoomGamePlayer`.
*
* Players are an abstraction for the people playing a `RoomGame`. They
* may or may not be associated with a user. If they are, the game will
* appear on the user's games list.
*
* Either way, they give a level of abstraction to players, allowing you
* to easily sub out users or otherwise associate/dissociate users.
*
* You should mostly only be adding/removing players with functions like
* `addPlayer`, `removePlayer`, etc, and changing the associated user
* with `setPlayerUser` or `setEnded`.
*
* Do not modify `playerTable` or `player.id` yourself, it will make
* users' games lists get out of sync.
*/
export class RoomGamePlayer<GameClass extends RoomGame = SimpleRoomGame> {
readonly num: number;
readonly game: GameClass;
/**
* Will be the username of the user playing, but with some exceptions:
*
* - Creating a game with no users will initialize player names to
* "Player 1", "Player 2", etc.
* - Players will retain the name of the last active user, even if that
* user abandons the game.
*/
name: string;
/**
* This will be '' if there's no user associated with the player.
*
* After the game ends, this will still be the user's ID, but it
* won't be in the user's game list anymore.
*
* We intentionally don't hold a direct reference to the user.
*
* Do not modify directly. You usually want `game.updatePlayer`
* (respects allowRenames) or `game.setPlayerUser` (overrides
* allowRenames) or `game.renamePlayer` (overrides allowRenames
* and also skips gamelist updates if the change was a simple
* user rename).
*
* If force-modifying: remember to sync `this.game.playerTable` and
* `this.getUser().games`.
*/
readonly id: ID;
completed?: boolean;
constructor(user: User | string | null, game: GameClass, num = 0) {
this.num = num;
if (!user) user = num ? `Player ${num}` : `Player`;
this.game = game;
this.name = (typeof user === 'string' ? user : user.name);
if (typeof user === 'string') user = null;
this.id = user ? user.id : '';
if (user && !this.game.isSubGame) {
user.games.add(this.game.roomid);
user.updateSearch();
}
}
destroy() {
(this.game as any) = null;
}
toString() {
return this.id;
}
getUser() {
return this.id ? Users.getExact(this.id) : null;
}
send(data: string) {
this.getUser()?.send(data);
}
sendRoom(data: string) {
this.getUser()?.sendTo(this.game.roomid, data);
}
}
/**
* globally Rooms.RoomGame
*
* If you don't want to define your own player class, you should extend SimpleRoomGame.
*/
export abstract class RoomGame<PlayerClass extends RoomGamePlayer = RoomGamePlayer> {
abstract gameid: ID;
roomid: RoomID;
/**
* The room this roomgame is in. Rooms can have two RoomGames at a time,
* which are available as `this.room.game === this` and `this.room.subGame === this`.
*/
room: Room;
title = 'Game';
allowRenames = false;
isSubGame: boolean;
/**
* userid:player table.
*
* Does not contain userless players: use this.players for the full list.
*
* Do not iterate. You usually want to iterate `game.players` instead.
*
* Do not modify directly. You usually want `game.addPlayer` or
* `game.removePlayer` instead.
*
* Not a source of truth. Should be kept in sync with
* `Object.fromEntries(this.players.filter(p => p.id).map(p => [p.id, p]))`
*/
playerTable: { [userid: string]: PlayerClass } = Object.create(null);
players: PlayerClass[] = [];
playerCount = 0;
playerCap = 0;
/** should only be set by setEnded */
readonly ended: boolean = false;
/** Does `/guess` or `/choose` require the user to be able to talk? */
checkChat = false;
/**
* We should really resolve this collision at _some_ point, but it will have
* to be later. The /timer command is written to be resilient to this.
*/
timer?: { timerRequesters?: Set<ID>, start: (force?: User) => void, stop: (force?: User) => void } |
NodeJS.Timeout | null;
constructor(room: Room, isSubGame = false) {
this.roomid = room.roomid;
this.room = room;
this.isSubGame = isSubGame;
if (this.isSubGame) {
this.room.subGame = this;
} else {
this.room.game = this;
}
}
destroy() {
this.setEnded();
if (this.isSubGame) {
this.room.subGame = null;
} else {
this.room.game = null;
}
(this as any).room = null;
for (const player of this.players) {
player.destroy();
}
(this as any).players = null;
(this as any).playerTable = null;
}
addPlayer(user: User | string | null = null, ...rest: any[]): PlayerClass | null {
if (typeof user !== 'string' && user) {
if (user.id in this.playerTable) return null;
}
if (this.playerCap > 0 && this.playerCount >= this.playerCap) return null;
const player = this.makePlayer(user, ...rest);
if (!player) return null;
if (typeof user === 'string') user = null;
this.players.push(player);
if (user) {
this.playerTable[user.id] = player;
this.playerCount++;
}
return player;
}
updatePlayer(player: PlayerClass, userOrName: User | string | null) {
if (!this.allowRenames) return;
this.setPlayerUser(player, userOrName);
}
setPlayerUser(player: PlayerClass, userOrName: User | string | null) {
if (this.ended) return;
if (player.id === toID(userOrName)) return;
if (player.id) {
delete this.playerTable[player.id];
const user = Users.getExact(player.id);
if (user) {
user.games.delete(this.roomid);
user.updateSearch();
}
}
if (userOrName) {
const { name, id } = typeof userOrName === 'string' ? { name: userOrName, id: toID(userOrName) } : userOrName;
(player.id as string) = id;
player.name = name;
this.playerTable[player.id] = player;
if (this.room.roomid.startsWith('battle-') || this.room.roomid.startsWith('game-')) {
this.room.auth.set(id, Users.PLAYER_SYMBOL);
}
const user = typeof userOrName === 'string' ? Users.getExact(id) : userOrName;
if (user) {
user.games.add(this.roomid);
user.updateSearch();
}
} else {
(player.id as string) = '';
}
}
abstract makePlayer(user: User | string | null, ...rest: any[]): PlayerClass;
removePlayer(player: PlayerClass) {
this.setPlayerUser(player, null);
const playerIndex = this.players.indexOf(player);
if (playerIndex < 0) return false;
this.players.splice(playerIndex, 1);
player.destroy();
this.playerCount--;
return true;
}
/**
* Like `setPlayerUser`, but bypasses some unnecessary game list updates if
* the user renamed directly from the old userid.
*
* `this.playerTable[oldUserid]` must exist or this will crash.
*/
renamePlayer(user: User, oldUserid: ID) {
if (user.id === oldUserid) {
this.playerTable[user.id].name = user.name;
} else {
this.playerTable[user.id] = this.playerTable[oldUserid];
(this.playerTable[user.id].id as string) = user.id;
this.playerTable[user.id].name = user.name;
delete this.playerTable[oldUserid];
}
}
/**
* This is purely for cleanup, suitable for calling from `destroy()`.
* You should make a different function, call it `end` or something,
* to end a game properly. See BestOfGame for an example of an `end`
* function.
*/
setEnded() {
if (this.ended) return;
(this.ended as boolean) = true;
if (this.isSubGame) return;
for (const player of this.players) {
const user = player.getUser();
if (user) {
user.games.delete(this.roomid);
user.updateSearch();
}
}
}
renameRoom(roomid: RoomID) {
for (const player of this.players) {
const user = player.getUser();
user?.games.delete(this.roomid);
user?.games.add(roomid);
}
this.roomid = roomid;
}
// Commands:
// These are all optional to implement:
/**
* Called when a user uses /forfeit
* Also used for some force-forfeit situations, such
* as when a user changes their name and .allowRenames === false
* This is strongly recommended to be supported, as the user is
* extremely unlikely to keep playing after this function is
* called.
*
* @param user
* @param reason if a forced forfeit; should start with space
*/
forfeit?(user: User | string, reason?: string): void;
/**
* Called when a user uses /choose [text]
* If you have buttons, you are recommended to use this interface
* instead of making your own commands.
*/
choose?(user: User, text: string): void;
/**
* Called when a user uses /undo [text]
*/
undo?(user: User, text: string): void;
/**
* Called when a user uses /joingame [text]
*/
joinGame?(user: User, text?: string): void;
/**
* Called when a user uses /leavegame [text]
*/
leaveGame?(user: User, text?: string): void;
// Events:
// Note:
// A user can have multiple connections. For instance, if you have
// two tabs open and connected to PS, those tabs represent two
// connections, but a single PS user. Each tab can be in separate
// rooms.
/**
* Called when a user joins a room. (i.e. when the user's first
* connection joins)
*
* While connection is passed, it should not usually be used:
* Any handling of connections should happen in onConnect.
*/
onJoin(user: User, connection: Connection) {}
/**
* Called when a subroom game (battle or bestof) ends, on the
* parent game (bestof or tournament).
*/
onBattleWin?(room: GameRoom, winnerid: ID): void;
/**
* Called when a user is banned from the room this game is taking
* place in.
*/
removeBannedUser(user: User) {
this.forfeit?.(user, " lost by being banned.");
}
/**
* Called when a user in the game is renamed. `isJoining` is true
* if the user was previously a guest, but now has a username.
* Check `!user.named` for the case where a user previously had a
* username but is now a guest. By default, updates a player's
* name as long as allowRenames is set to true.
*/
onRename(user: User, oldUserid: ID, isJoining: boolean, isForceRenamed: boolean) {
if (!this.allowRenames || (!user.named && !isForceRenamed)) {
if (!(user.id in this.playerTable) && !this.isSubGame) {
user.games.delete(this.roomid);
user.updateSearch();
}
return;
}
if (!(oldUserid in this.playerTable)) return;
if (!user.named) {
return this.onLeave(user, oldUserid);
}
this.renamePlayer(user, oldUserid);
}
/**
* Called when a user leaves the room. (i.e. when the user's last
* connection leaves)
*/
onLeave(user: User, oldUserid?: ID) {}
/**
* Called each time a connection joins a room (after onJoin if
* applicable). By default, this is also called when connection
* is updated in some way (such as by changing user or renaming).
* If you don't want this behavior, override onUpdateConnection
* and/or onRename.
*
* This means that by default, it's called twice: once when
* connected to the server (as guest1763 or whatever), and once
* when logged in.
*/
onConnect(user: User, connection: Connection) {}
/**
* Called for each connection in a room that changes users by
* merging into a different user. By default, runs the onConnect
* handler.
*
* Player updates and an up-to-date report of what's going on in
* the game should be sent during `onConnect`. You should rarely
* need to handle the other events.
*/
onUpdateConnection(user: User, connection: Connection) {
this.onConnect(user, connection);
}
/**
* Called for every message a user sends while this game is active.
* Return an error message to prevent the message from being sent,
* an empty string to prevent it with no error message, or
* `undefined` to let it through.
*/
onChatMessage(message: string, user: User): string | void {}
/**
* Called for every message a user sends while this game is active.
* Unlike onChatMessage, this function runs after the message has been added to the room's log.
* Do not try to use this to block messages, use onChatMessage for that.
*/
onLogMessage(message: string, user: User) {}
/**
* Called when a game's timer needs to be started. Used mainly for tours.
*/
startTimer() {}
}
/**
* globally Rooms.SimpleRoomGame
*
* A RoomGame without a custom player class. Gives a default implementation for makePlayer.
*/
export abstract class SimpleRoomGame extends RoomGame {
makePlayer(user: User | string | null, ...rest: any[]): RoomGamePlayer {
const num = this.players.length ? this.players[this.players.length - 1].num : 1;
return new RoomGamePlayer(user, this, num);
}
}