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* Got something going * Style overwrites * width != height * More playing with lines * Migrations * Start bracket initial * Unhardcode stage generation params * Link to match page * Matches page initial * Support directly adding seed to map list generator * Add docs * Maps in matches page * Add invariant about tie breaker map pool * Fix PICNIC lacking tie breaker maps * Only link in bracket when tournament has started * Styled tournament roster inputs * Prefer IGN in tournament match page * ModeProgressIndicator * Some conditional rendering * Match action initial + better error display * Persist bestOf in DB * Resolve best of ahead of time * Move brackets-manager to core * Score reporting works * Clear winner on score report * ModeProgressIndicator: highlight winners * Fix inconsistent input * Better text when submitting match * mapCountPlayedInSetWithCertainty that works * UNDO_REPORT_SCORE implemented * Permission check when starting tournament * Remove IGN from upsert * View match results page * Source in DB * Match page waiting for teams * Move tournament bracket to feature folder * REOPEN_MATCH initial * Handle proper resetting of match * Inline bracket-manager * Syncify * Transactions * Handle match is locked gracefully * Match page auto refresh * Fix match refresh called "globally" * Bracket autoupdate * Move fillWithNullTillPowerOfTwo to utils with testing * Fix map lists not visible after tournament started * Optimize match events * Show UI while in progress to members * Fix start tournament alert not being responsive * Teams can check in * Fix map list 400 * xxx -> TODO * Seeds page * Remove map icons for team page * Don't display link to seeds after tournament has started * Admin actions initial * Change captain admin action * Make all hooks ts * Admin actions functioning * Fix validate error not displaying in CatchBoundary * Adjust validate args order * Remove admin loader * Make delete team button menancing * Only include checked in teams to bracket * Optimize to.id route loads * Working show map list generator toggle * Update full tournaments flow * Make full tournaments work with many start times * Handle undefined in crud * Dynamic stage banner * Handle default strat if map list generation fails * Fix crash on brackets if less than 2 teams * Add commented out test for reference * Add TODO * Add players from team during register * TrustRelationship * Prefers not to host feature * Last before merge * Rename some vars * More renames
99 lines
3.3 KiB
TypeScript
99 lines
3.3 KiB
TypeScript
import { Status } from "brackets-model";
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import { BaseUpdater } from "./base/updater";
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import * as helpers from "./helpers";
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export class Reset extends BaseUpdater {
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/**
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* Resets the results of a match.
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*
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* This will update related matches accordingly.
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*
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* @param matchId ID of the match.
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*/
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public matchResults(matchId: number): void {
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const stored = this.storage.select("match", matchId);
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if (!stored) throw Error("Match not found.");
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// The user can handle forfeits with matches which have child games in two possible ways:
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//
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// 1. Set forfeits for the parent match directly.
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// --> The child games will never be updated: not locked, not finished, without forfeit. They will just be ignored and never be played.
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// --> To reset the forfeits, the user has to reset the parent match, with `reset.matchResults()`.
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// --> `reset.matchResults()` will be usable **only** to reset the forfeit of the parent match. Otherwise it will throw the error below.
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//
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// 2. Set forfeits for each child game.
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// --> The parent match won't automatically have a forfeit, but will be updated with a computed score according to the forfeited match games.
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// --> To reset the forfeits, the user has to reset each child game on its own, with `reset.matchGameResults()`.
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// --> `reset.matchResults()` will throw the error below in all cases.
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if (!helpers.isMatchForfeitCompleted(stored) && stored.child_count > 0)
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throw Error(
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"The parent match is controlled by its child games and its result cannot be reset."
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);
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const stage = this.storage.select("stage", stored.stage_id);
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if (!stage) throw Error("Stage not found.");
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const group = this.storage.select("group", stored.group_id);
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if (!group) throw Error("Group not found.");
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const { roundNumber, roundCount } = this.getRoundPositionalInfo(
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stored.round_id
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);
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const matchLocation = helpers.getMatchLocation(stage.type, group.number);
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const nextMatches = this.getNextMatches(
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stored,
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matchLocation,
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stage,
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roundNumber,
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roundCount
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);
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if (
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nextMatches.some(
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(match) =>
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match &&
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match.status >= Status.Running &&
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!helpers.isMatchByeCompleted(match)
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)
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)
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throw Error("The match is locked.");
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helpers.resetMatchResults(stored);
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this.applyMatchUpdate(stored);
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if (!helpers.isRoundRobin(stage))
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this.updateRelatedMatches(stored, true, true);
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}
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/**
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* Resets the results of a match game.
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*
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* @param gameId ID of the match game.
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*/
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public matchGameResults(gameId: number): void {
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const stored = this.storage.select("match_game", gameId);
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if (!stored) throw Error("Match game not found.");
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const stage = this.storage.select("stage", stored.stage_id);
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if (!stage) throw Error("Stage not found.");
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const inRoundRobin = helpers.isRoundRobin(stage);
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helpers.resetMatchResults(stored);
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if (!this.storage.update("match_game", stored.id, stored))
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throw Error("Could not update the match game.");
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this.updateParentMatch(stored.parent_id, inRoundRobin);
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}
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/**
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* Resets the seeding of a stage.
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*
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* @param stageId ID of the stage.
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*/
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public seeding(stageId: number): void {
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this.updateSeeding(stageId, null);
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}
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}
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