Pokemon_server / dist /server /room-battle.js
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"use strict";
var __defProp = Object.defineProperty;
var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
var __getOwnPropNames = Object.getOwnPropertyNames;
var __hasOwnProp = Object.prototype.hasOwnProperty;
var __export = (target, all) => {
for (var name in all)
__defProp(target, name, { get: all[name], enumerable: true });
};
var __copyProps = (to, from, except, desc) => {
if (from && typeof from === "object" || typeof from === "function") {
for (let key of __getOwnPropNames(from))
if (!__hasOwnProp.call(to, key) && key !== except)
__defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
}
return to;
};
var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
var room_battle_exports = {};
__export(room_battle_exports, {
PM: () => PM,
RoomBattle: () => RoomBattle,
RoomBattlePlayer: () => RoomBattlePlayer,
RoomBattleStream: () => RoomBattleStream,
RoomBattleTimer: () => RoomBattleTimer
});
module.exports = __toCommonJS(room_battle_exports);
var import_child_process = require("child_process");
var import_lib = require("../lib");
var import_battle_stream = require("../sim/battle-stream");
var import_room_game = require("./room-game");
/**
* Room Battle
* Pokemon Showdown - http://pokemonshowdown.com/
*
* This file wraps the simulator in an implementation of the RoomGame
* interface. It also abstracts away the multi-process nature of the
* simulator.
*
* For the actual battle simulation, see sim/
*
* @license MIT
*/
const TICK_TIME = 5;
const SECONDS = 1e3;
const STARTING_TIME = 150;
const MAX_TURN_TIME = 150;
const STARTING_TIME_CHALLENGE = 300;
const STARTING_GRACE_TIME = 60;
const MAX_TURN_TIME_CHALLENGE = 300;
const DISCONNECTION_TIME = 60;
const DISCONNECTION_BANK_TIME = 300;
const TIMER_COOLDOWN = 20 * SECONDS;
const LOCKDOWN_PERIOD = 30 * 60 * 1e3;
class RoomBattlePlayer extends import_room_game.RoomGamePlayer {
constructor(user, game, num) {
super(user, game, num);
if (typeof user === "string")
user = null;
this.slot = `p${num}`;
this.channelIndex = game.gameType === "multi" && num > 2 ? num - 2 : num;
this.request = { rqid: 0, request: "", isWait: "cantUndo", choice: "" };
this.wantsTie = false;
this.wantsOpenTeamSheets = null;
this.active = !!user?.connected;
this.eliminated = false;
this.secondsLeft = 1;
this.turnSecondsLeft = 1;
this.dcSecondsLeft = 1;
this.knownActive = true;
this.invite = "";
this.hasTeam = false;
if (user) {
user.games.add(this.game.roomid);
user.updateSearch();
for (const connection of user.connections) {
if (connection.inRooms.has(game.roomid)) {
Sockets.channelMove(connection.worker, this.game.roomid, this.channelIndex, connection.socketid);
}
}
}
}
destroy() {
const user = this.getUser();
if (user) {
this.updateChannel(user, 0);
}
this.knownActive = false;
this.active = false;
}
updateChannel(user, channel = this.channelIndex) {
for (const connection of user.connections || [user]) {
Sockets.channelMove(connection.worker, this.game.roomid, channel, connection.socketid);
}
}
}
class RoomBattleTimer {
constructor(battle) {
this.battle = battle;
this.timer = null;
this.timerRequesters = /* @__PURE__ */ new Set();
this.isFirstTurn = true;
this.lastTick = 0;
this.debug = false;
this.lastDisabledTime = 0;
this.lastDisabledByUser = null;
const format = Dex.formats.get(battle.format, true);
const hasLongTurns = format.gameType !== "singles";
const isChallenge = battle.challengeType === "challenge";
const timerEntry = Dex.formats.getRuleTable(format).timer;
const timerSettings = timerEntry?.[0];
for (const k in timerSettings) {
if (timerSettings[k] === void 0)
delete timerSettings[k];
}
this.settings = {
dcTimer: !isChallenge,
dcTimerBank: isChallenge,
starting: isChallenge ? STARTING_TIME_CHALLENGE : STARTING_TIME,
grace: STARTING_GRACE_TIME,
addPerTurn: hasLongTurns ? 25 : 10,
maxPerTurn: isChallenge ? MAX_TURN_TIME_CHALLENGE : MAX_TURN_TIME,
maxFirstTurn: isChallenge ? MAX_TURN_TIME_CHALLENGE : MAX_TURN_TIME,
timeoutAutoChoose: false,
accelerate: !timerSettings && !isChallenge,
...timerSettings
};
if (this.settings.maxPerTurn <= 0)
this.settings.maxPerTurn = Infinity;
for (const player of this.battle.players) {
player.secondsLeft = this.settings.starting + this.settings.grace;
player.turnSecondsLeft = -1;
player.dcSecondsLeft = this.settings.dcTimerBank ? DISCONNECTION_BANK_TIME : DISCONNECTION_TIME;
}
}
start(requester) {
const userid = requester ? requester.id : "staff";
if (this.timerRequesters.has(userid))
return false;
if (this.battle.ended) {
requester?.sendTo(this.battle.roomid, `|inactiveoff|The timer can't be enabled after a battle has ended.`);
return false;
}
if (this.timer) {
this.battle.room.add(`|inactive|${requester ? requester.name : userid} also wants the timer to be on.`).update();
this.timerRequesters.add(userid);
return false;
}
if (requester && this.battle.playerTable[requester.id] && this.lastDisabledByUser === requester.id) {
const remainingCooldownMs = (this.lastDisabledTime || 0) + TIMER_COOLDOWN - Date.now();
if (remainingCooldownMs > 0) {
this.battle.playerTable[requester.id].sendRoom(
`|inactiveoff|The timer can't be re-enabled so soon after disabling it (${Math.ceil(remainingCooldownMs / SECONDS)} seconds remaining).`
);
return false;
}
}
this.timerRequesters.add(userid);
const requestedBy = requester ? ` (requested by ${requester.name})` : ``;
this.battle.room.add(`|inactive|Battle timer is ON: inactive players will automatically lose when time's up.${requestedBy}`).update();
this.checkActivity();
this.nextRequest();
return true;
}
stop(requester) {
if (requester) {
if (!this.timerRequesters.has(requester.id))
return false;
this.timerRequesters.delete(requester.id);
this.lastDisabledByUser = requester.id;
this.lastDisabledTime = Date.now();
} else {
this.timerRequesters.clear();
}
if (this.timerRequesters.size) {
this.battle.room.add(`|inactive|${requester.name} no longer wants the timer on, but the timer is staying on because ${[...this.timerRequesters].join(", ")} still does.`).update();
return false;
}
if (this.end()) {
this.battle.room.add(`|inactiveoff|Battle timer is now OFF.`).update();
return true;
}
return false;
}
end() {
this.timerRequesters.clear();
if (!this.timer)
return false;
clearTimeout(this.timer);
this.timer = null;
return true;
}
nextRequest() {
if (this.timer) {
clearTimeout(this.timer);
this.timer = null;
}
if (!this.timerRequesters.size)
return;
const players = this.battle.players;
if (players.some((player) => player.secondsLeft <= 0))
return;
let isFull = true;
let isEmpty = true;
for (const player of players) {
if (player.request.isWait)
isFull = false;
if (player.request.isWait !== "cantUndo")
isEmpty = false;
}
if (isEmpty) {
return;
}
const isFirst = this.isFirstTurn;
this.isFirstTurn = false;
const maxTurnTime = (isFirst ? this.settings.maxFirstTurn : 0) || this.settings.maxPerTurn;
let addPerTurn = isFirst ? 0 : this.settings.addPerTurn;
if (this.settings.accelerate && addPerTurn) {
if (this.battle.requestCount > 200 && addPerTurn > TICK_TIME) {
addPerTurn -= TICK_TIME;
}
if (this.battle.requestCount > 400 && Math.floor(this.battle.requestCount / 2) % 2) {
addPerTurn = 0;
}
}
if (!isFull && addPerTurn > TICK_TIME) {
addPerTurn = TICK_TIME;
}
const room = this.battle.room;
for (const player of players) {
if (!isFirst) {
player.secondsLeft = Math.min(player.secondsLeft + addPerTurn, this.settings.starting);
}
player.turnSecondsLeft = Math.min(player.secondsLeft, maxTurnTime);
const secondsLeft = player.turnSecondsLeft;
let grace = player.secondsLeft - this.settings.starting;
if (grace < 0)
grace = 0;
player.sendRoom(`|inactive|Time left: ${secondsLeft} sec this turn | ${player.secondsLeft - grace} sec total` + (grace ? ` | ${grace} sec grace` : ``));
if (secondsLeft <= 30 && secondsLeft < this.settings.starting) {
room.add(`|inactive|${player.name} has ${secondsLeft} seconds left this turn.`);
}
if (this.debug) {
room.add(`||${player.name} | Time left: ${secondsLeft} sec this turn | ${player.secondsLeft} sec total | +${addPerTurn} seconds`);
}
}
room.update();
this.lastTick = Date.now();
this.timer = setTimeout(() => this.nextTick(), TICK_TIME * SECONDS);
}
nextTick() {
if (this.timer)
clearTimeout(this.timer);
if (this.battle.ended)
return;
const room = this.battle.room;
for (const player of this.battle.players) {
if (player.request.isWait)
continue;
if (player.knownActive) {
player.secondsLeft -= TICK_TIME;
player.turnSecondsLeft -= TICK_TIME;
} else {
player.dcSecondsLeft -= TICK_TIME;
if (!this.settings.dcTimerBank) {
player.secondsLeft -= TICK_TIME;
player.turnSecondsLeft -= TICK_TIME;
}
}
const dcSecondsLeft = player.dcSecondsLeft;
if (dcSecondsLeft <= 0) {
player.turnSecondsLeft = 0;
}
const secondsLeft = player.turnSecondsLeft;
if (!secondsLeft)
continue;
if (!player.knownActive && (dcSecondsLeft <= secondsLeft || this.settings.dcTimerBank)) {
if (dcSecondsLeft % 30 === 0 || dcSecondsLeft <= 20) {
room.add(`|inactive|${player.name} has ${dcSecondsLeft} seconds to reconnect!`);
}
} else {
if (secondsLeft % 30 === 0 || secondsLeft <= 20) {
room.add(`|inactive|${player.name} has ${secondsLeft} seconds left.`);
}
}
if (this.debug) {
room.add(`||[${player.name} has ${player.turnSecondsLeft}s this turn / ${player.secondsLeft}s total]`);
}
}
room.update();
if (!this.checkTimeout()) {
this.timer = setTimeout(() => this.nextTick(), TICK_TIME * 1e3);
}
}
checkActivity() {
if (this.battle.ended)
return;
for (const player of this.battle.players) {
const isActive = !!player.active;
if (isActive === player.knownActive)
continue;
if (!isActive) {
player.knownActive = false;
if (!this.settings.dcTimerBank) {
if (this.settings.dcTimer) {
player.dcSecondsLeft = DISCONNECTION_TIME;
} else {
player.dcSecondsLeft = DISCONNECTION_TIME * 10;
}
}
if (this.timerRequesters.size) {
let msg = `!`;
if (this.settings.dcTimer) {
msg = ` and has a minute to reconnect!`;
}
if (this.settings.dcTimerBank) {
if (player.dcSecondsLeft > 0) {
msg = ` and has ${player.dcSecondsLeft} seconds to reconnect!`;
} else {
msg = ` and has no disconnection time left!`;
}
}
this.battle.room.add(`|inactive|${player.name} disconnected${msg}`).update();
}
} else {
player.knownActive = true;
if (this.timerRequesters.size) {
let timeLeft = ``;
if (!player.request.isWait) {
timeLeft = ` and has ${player.turnSecondsLeft} seconds left`;
}
this.battle.room.add(`|inactive|${player.name} reconnected${timeLeft}.`).update();
}
}
}
}
checkTimeout() {
const players = this.battle.players;
if (players.every((player) => player.turnSecondsLeft <= 0)) {
if (!this.settings.timeoutAutoChoose || players.every((player) => player.secondsLeft <= 0)) {
this.battle.room.add(`|-message|All players are inactive.`).update();
this.battle.tie();
return true;
}
}
let didSomething = false;
for (const player of players) {
if (!player.id)
continue;
if (player.turnSecondsLeft > 0)
continue;
if (this.settings.timeoutAutoChoose && player.secondsLeft > 0 && player.knownActive) {
void this.battle.stream.write(`>${player.slot} default`);
didSomething = true;
} else {
this.battle.forfeitPlayer(player, " lost due to inactivity.");
return true;
}
}
return didSomething;
}
}
class RoomBattle extends import_room_game.RoomGame {
constructor(room, options) {
super(room);
this.gameid = "battle";
/**
* userid that requested extraction -> playerids that accepted the extraction
*/
this.allowExtraction = {};
this.started = false;
this.active = false;
this.replaySaved = false;
this.forcedSettings = {};
this.p1 = null;
this.p2 = null;
this.p3 = null;
this.p4 = null;
this.inviteOnlySetter = null;
this.logData = null;
this.endType = "normal";
/**
* If the battle is ended: an array of the number of Pokemon left for each side.
*/
this.score = null;
this.inputLog = null;
this.turn = 0;
this.rqid = 1;
this.requestCount = 0;
const format = Dex.formats.get(options.format, true);
this.title = format.name;
this.options = options;
if (!this.title.endsWith(" Battle"))
this.title += " Battle";
this.allowRenames = options.allowRenames !== void 0 ? !!options.allowRenames : !options.rated && !options.tour;
this.format = options.format;
this.gameType = format.gameType;
this.challengeType = options.challengeType || "challenge";
this.rated = options.rated === true ? 1 : options.rated || 0;
this.ladder = typeof format.rated === "string" ? toID(format.rated) : options.format;
this.playerCap = format.playerCount;
this.stream = PM.createStream();
let 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();
if (options.players.length > this.playerCap) {
throw new Error(`${options.players.length} players passed to battle ${room.roomid} but ${this.playerCap} players expected`);
}
for (let i = 0; i < this.playerCap; i++) {
const p = options.players[i];
const player = this.addPlayer(p?.user || null, p || null);
if (!player)
throw new Error(`failed to create player ${i + 1} in ${room.roomid}`);
}
if (options.inputLog) {
let scanIndex = 0;
for (const player of this.players) {
const nameIndex1 = options.inputLog.indexOf(`"name":"`, scanIndex);
const nameIndex2 = options.inputLog.indexOf(`"`, nameIndex1 + 8);
if (nameIndex1 < 0 || nameIndex2 < 0)
break;
scanIndex = nameIndex2 + 1;
const name = options.inputLog.slice(nameIndex1 + 8, nameIndex2);
player.name = name;
player.hasTeam = true;
}
}
this.timer = new RoomBattleTimer(this);
if (Config.forcetimer || this.format.includes("blitz"))
this.timer.start();
this.start();
}
checkActive() {
const active = this.started && !this.ended && this.players.every((p) => p.active);
Rooms.global.battleCount += (active ? 1 : 0) - (this.active ? 1 : 0);
this.room.active = active;
this.active = active;
if (Rooms.global.battleCount === 0)
Rooms.global.automaticKillRequest();
}
choose(user, data) {
if (this.frozen) {
user.popup(`Your battle is currently paused, so you cannot move right now.`);
return;
}
const player = this.playerTable[user.id];
const [choice, rqid] = data.split("|", 2);
if (!player)
return;
const request = player.request;
if (request.isWait !== false && request.isWait !== true) {
player.sendRoom(`|error|[Invalid choice] There's nothing to choose`);
return;
}
const allPlayersWait = this.players.every((p) => !!p.request.isWait);
if (allPlayersWait || rqid && rqid !== `${request.rqid}`) {
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} ${choice}`);
}
undo(user, data) {
const player = this.playerTable[user.id];
const [, rqid] = data.split("|", 2);
if (!player)
return;
const request = player.request;
if (request.isWait !== true) {
player.sendRoom(`|error|[Invalid choice] There's nothing to cancel`);
return;
}
const allPlayersWait = this.players.every((p) => !!p.request.isWait);
if (allPlayersWait || rqid && rqid !== `${request.rqid}`) {
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, slot, playerOpts) {
if (user.id in this.playerTable) {
user.popup(`You have already joined this battle.`);
return false;
}
const validSlots = this.players.filter((player) => !player.id).map((player) => 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 ${this.playerCap} players.`);
return false;
}
slot ?? (slot = this.players.find((player) => player.invite === user.id)?.slot);
if (!slot && validSlots.length > 1) {
user.popup(`Which slot would you like to join into? Use something like \`/joingame ${validSlots[0]}\``);
return false;
}
slot ?? (slot = validSlots[0]);
if (this[slot].invite === user.id) {
this.room.auth.set(user.id, Users.PLAYER_SYMBOL);
} else if (!user.can("joinbattle", null, this.room)) {
user.popup(`You must be 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;
}
this.setPlayerUser(this[slot], user, playerOpts);
if (validSlots.length - 1 <= 0) {
const users = this.players.map((player) => player.getUser()).filter(Boolean);
Rooms.global.onCreateBattleRoom(users, this.room, { rated: this.rated });
this.started = true;
this.room.add(`|uhtmlchange|invites|`);
} else if (!this.started && this.invitesFull()) {
this.sendInviteForm(true);
}
if (user.inRooms.has(this.roomid))
this.onConnect(user);
this.room.update();
return true;
}
leaveGame(user) {
if (!user)
return false;
if (this.room.rated || this.room.tour) {
user.popup(`Players can't be swapped out in a ${this.room.tour ? "tournament" : "rated"} battle.`);
return false;
}
const player = this.playerTable[user.id];
if (!player) {
user.popup(`Failed to leave battle - you're not a player.`);
return false;
}
Chat.runHandlers("onBattleLeave", user, this.room);
this.updatePlayer(player, null);
this.room.update();
return true;
}
startTimer() {
this.timer.start();
}
async listen() {
let disconnected = false;
try {
for await (const next of this.stream) {
if (!this.room)
return;
this.receive(next.split("\n"));
}
} catch (err) {
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.setEnded();
this.checkActive();
}
}
receive(lines) {
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 `) && Config.allowrequestingties && !this.room.tour) {
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];
const player = this[slot];
if (lines[2].startsWith(`|error|[Invalid choice] Can't do anything`)) {
} else if (lines[2].startsWith(`|error|[Invalid choice]`)) {
const undoFailed = lines[2].includes(`Can't undo`);
const request = this[slot].request;
request.isWait = undoFailed ? "cantUndo" : 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++;
player?.sendRoom(`|request|${requestJSON}`);
break;
}
player?.sendRoom(lines[2]);
break;
}
case "error": {
if (process.uptime() * 1e3 < LOCKDOWN_PERIOD) {
const error = new Error();
error.stack = lines.slice(1).join("\n");
Rooms.global.startLockdown(error);
}
break;
}
case "end":
this.logData = JSON.parse(lines[1]);
this.score = this.logData.score;
this.inputLog = this.logData.inputLog;
this.started = true;
void this.end(this.logData.winner);
break;
}
}
end(winnerName) {
if (this.ended)
return;
this.setEnded();
this.checkActive();
this.timer.end();
let p1score = 0.5;
const winnerid = toID(winnerName);
if (winnerid === this.p1.id) {
p1score = 1;
} else if (winnerid === this.p2.id) {
p1score = 0;
}
Chat.runHandlers("onBattleEnd", this, winnerid, this.players.map((p) => p.id));
if (this.room.rated && !this.options.isBestOfSubBattle) {
void this.updateLadder(p1score, winnerid);
} else if (Config.logchallenges) {
void this.logBattle(p1score);
} else if (!this.options.isBestOfSubBattle) {
this.logData = null;
}
this.room.parent?.game?.onBattleWin?.(this.room, winnerid);
if (this.room.hideReplay) {
this.room.settings.modjoin = "%";
this.room.setPrivate("hidden");
}
this.room.update();
for (const player of this.players) {
player.getUser()?.games.delete(this.roomid);
}
if (this.replaySaved || Config.autosavereplays) {
const options = Config.autosavereplays === "private" ? void 0 : "silent";
return this.room.uploadReplay(void 0, void 0, options);
}
}
async updateLadder(p1score, winnerid) {
this.room.rated = 0;
const winner = Users.get(winnerid);
if (winner && !winner.registered) {
this.room.sendUser(winner, "|askreg|" + winner.id);
}
const [score, p1rating, p2rating] = await Ladders(this.ladder).updateRating(
this.p1.name,
this.p2.name,
p1score,
this.room
);
void this.logBattle(score, p1rating, p2rating);
Chat.runHandlers("onBattleRanked", this, winnerid, [p1rating, p2rating], [this.p1.id, this.p2.id]);
}
async logBattle(p1score, p1rating = null, p2rating = null, p3rating = null, p4rating = null) {
if (Dex.formats.get(this.format, true).noLog)
return;
const logData = this.logData;
if (!logData)
return;
this.logData = null;
logData.log = this.room.getLog(-1).split("\n");
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;
if (this.replaySaved)
logData.replaySaved = this.replaySaved;
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 = `${date}`;
logData.roomid = this.room.roomid;
logData.format = this.room.format;
const logsubfolder = Chat.toTimestamp(date).split(" ")[0];
const logfolder = logsubfolder.split("-", 2).join("-");
const tier = Dex.formats.get(this.room.format).id;
const logpath = `${logfolder}/${tier}/${logsubfolder}/`;
await Monitor.logPath(logpath).mkdirp();
await Monitor.logPath(`${logpath}${this.room.getReplayData().id}.log.json`).write(JSON.stringify(logData));
}
onConnect(user, connection = null) {
if (this.ended && this.room.parent?.game?.constructor.name === "BestOfGame") {
const parentGame = this.room.parent.game;
parentGame.playerTable[user.id]?.updateReadyButton();
}
const player = this.playerTable[user.id];
if (!player)
return;
player.updateChannel(connection || user);
const request = player.request;
if (request) {
let data = `|request|${request.request}`;
if (request.choice)
data += `
|sentchoice|${request.choice}`;
(connection || user).sendTo(this.roomid, data);
}
if (!this.started) {
this.sendInviteForm(connection || user);
}
if (!player.active)
this.onJoin(user);
}
onRename(user, oldUserid, isJoining, isForceRenamed) {
if (user.id === oldUserid)
return;
if (!this.playerTable) {
user.games.delete(this.roomid);
return;
}
if (!(oldUserid in this.playerTable)) {
if (user.id in this.playerTable) {
this.onConnect(user);
}
return;
}
if (!this.allowRenames) {
const player2 = this.playerTable[oldUserid];
if (player2) {
const message = isForceRenamed ? " lost by having an inappropriate name." : " forfeited by changing their name.";
this.forfeitPlayer(player2, 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 ${player.slot} ` + JSON.stringify(options));
}
onJoin(user) {
const player = this.playerTable[user.id];
if (player && !player.active) {
player.active = true;
this.timer.checkActivity();
this.room.add(`|player|${player.slot}|${user.name}|${user.avatar}|`);
Chat.runHandlers("onBattleJoin", player.slot, user, this);
}
}
onLeave(user, oldUserid) {
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) {
if (!user) {
this.tie();
return true;
}
const player = this.playerTable[user.id];
if (!player)
return false;
void this.stream.write(`>forcewin ${player.slot}`);
}
tie() {
void this.stream.write(`>forcetie`);
}
tiebreak() {
void this.stream.write(`>tiebreak`);
}
forfeit(user, message = "") {
if (typeof user !== "string")
user = user.id;
else
user = toID(user);
if (!(user in this.playerTable))
return false;
return this.forfeitPlayer(this.playerTable[user], message);
}
forfeitPlayer(player, message = "") {
if (this.ended || !this.started || player.eliminated)
return false;
player.eliminated = true;
this.room.add(`|-message|${player.name}${message || " forfeited."}`);
this.endType = "forfeit";
if (this.playerCap > 2) {
player.sendRoom(`|request|null`);
this.setPlayerUser(player, null);
}
void this.stream.write(`>forcelose ${player.slot}`);
return true;
}
/**
* playerOpts should be empty only if importing an inputlog
* (so the player isn't recreated)
*/
addPlayer(user, playerOpts) {
const player = super.addPlayer(user);
if (typeof user === "string")
user = null;
if (!player)
return null;
const slot = player.slot;
this[slot] = player;
if (playerOpts) {
const options = {
name: player.name,
avatar: user ? `${user.avatar}` : "",
team: playerOpts.team || void 0,
rating: Math.round(playerOpts.rating || 0)
};
void this.stream.write(`>player ${slot} ${JSON.stringify(options)}`);
player.hasTeam = true;
}
if (user) {
this.room.auth.set(player.id, Users.PLAYER_SYMBOL);
}
if (user?.inRooms.has(this.roomid))
this.onConnect(user);
return player;
}
checkPrivacySettings(options) {
let inviteOnly = false;
const privacySetter = /* @__PURE__ */ new Set([]);
for (const p of options.players) {
if (p.user) {
if (p.inviteOnly) {
inviteOnly = true;
privacySetter.add(p.user.id);
} else if (p.hidden) {
privacySetter.add(p.user.id);
}
this.checkForcedUserSettings(p.user);
}
}
if (privacySetter.size) {
const room = this.room;
if (this.forcedSettings.privacy) {
room.setPrivate(false);
room.settings.modjoin = null;
room.add(`|raw|<div class="broadcast-blue"><strong>This battle is required to be public due to a player having a name starting with '${this.forcedSettings.privacy}'.</div>`);
} else if (!options.tour || room.tour?.allowModjoin) {
room.setPrivate("hidden");
if (inviteOnly)
room.settings.modjoin = "%";
room.privacySetter = privacySetter;
if (inviteOnly) {
room.settings.modjoin = "%";
room.add(`|raw|<div class="broadcast-red"><strong>This battle is invite-only!</strong><br />Users must be invited with <code>/invite</code> (or be staff) to join</div>`);
}
}
}
}
checkForcedUserSettings(user) {
this.forcedSettings = {
modchat: this.forcedSettings.modchat || RoomBattle.battleForcedSetting(user, "modchat"),
privacy: !!this.options.rated && (this.forcedSettings.privacy || RoomBattle.battleForcedSetting(user, "privacy"))
};
if (this.players.some((p) => p.getUser()?.battleSettings.special) || this.rated && this.forcedSettings.modchat) {
this.room.settings.modchat = "\u2606";
}
}
static battleForcedSetting(user, key) {
if (Config.forcedpublicprefixes) {
for (const prefix of Config.forcedpublicprefixes) {
Chat.plugins["username-prefixes"]?.prefixManager.addPrefix(prefix, "privacy");
}
delete Config.forcedpublicprefixes;
}
if (!Config.forcedprefixes)
return null;
for (const { type, prefix } of Config.forcedprefixes) {
if (user.id.startsWith(toID(prefix)) && type === key)
return prefix;
}
return null;
}
makePlayer(user) {
const num = this.players.length + 1;
return new RoomBattlePlayer(user, this, num);
}
setPlayerUser(player, user, playerOpts) {
if (user === null && this.room.auth.get(player.id) === Users.PLAYER_SYMBOL) {
this.room.auth.set(player.id, "+");
}
super.setPlayerUser(player, user);
player.invite = "";
const slot = player.slot;
if (user) {
player.active = user.inRooms.has(this.roomid);
player.knownActive = true;
const options = {
name: player.name,
avatar: user.avatar,
team: playerOpts?.team
};
void this.stream.write(`>player ${slot} ` + JSON.stringify(options));
if (playerOpts)
player.hasTeam = true;
this.room.add(`|player|${slot}|${player.name}|${user.avatar}|`);
Chat.runHandlers("onBattleJoin", slot, user, this);
} else {
player.active = false;
player.knownActive = false;
const options = {
name: ""
};
void this.stream.write(`>player ${slot} ` + JSON.stringify(options));
this.room.add(`|player|${slot}|`);
}
}
start() {
if (this.gameType === "multi") {
this.room.title = `Team ${this.p1.name} vs. Team ${this.p2.name}`;
} else if (this.gameType === "freeforall") {
this.room.title = `${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] || Chat.plugins["suspect-tests"]?.suspectTests.suspects[this.format];
if (suspectTest) {
const format = Dex.formats.get(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();
}
if (this.options.inputLog && this.players.every((player) => player.hasTeam)) {
this.started = true;
}
const delayStart = this.options.delayedStart || !!this.options.inputLog;
const users = this.players.map((player) => {
const user = player.getUser();
if (!user && !delayStart) {
throw new Error(`User ${player.id} not found on ${this.roomid} battle creation`);
}
return user;
});
if (!delayStart) {
Rooms.global.onCreateBattleRoom(users, this.room, { rated: this.rated });
this.started = true;
} else if (delayStart === "multi") {
this.room.add(`|uhtml|invites|<div class="broadcast broadcast-blue"><strong>This is a 4-player challenge battle</strong><br />The players will need to add more players before the battle can start.</div>`);
}
}
invitesFull() {
return this.players.every((player) => player.id || player.invite);
}
/** true = send to every player; falsy = send to no one */
sendInviteForm(connection) {
if (connection === true) {
for (const player of this.players)
this.sendInviteForm(player.getUser());
return;
}
if (!connection)
return;
const playerForms = this.players.map((player) => player.id ? `<form><label>Player ${player.num}: <strong>${player.name}</strong></label></form>` : player.invite ? `<form data-submitsend="/msgroom ${this.roomid},/uninvitebattle ${player.invite}"><label>Player ${player.num}: <strong>${player.invite}</strong> (invited) <button>Uninvite</button></label></form>` : `<form data-submitsend="/msgroom ${this.roomid},/invitebattle {username}, p${player.num}"><label>Player ${player.num}: <input name="username" class="textbox" placeholder="Username" /></label> <button class="button">Add Player</button></form>`);
if (this.gameType === "multi") {
[playerForms[1], playerForms[2]] = [playerForms[2], playerForms[1]];
playerForms.splice(2, 0, "&mdash; vs &mdash;");
}
connection.sendTo(
this.room,
`|uhtmlchange|invites|<div class="broadcast broadcast-blue"><strong>This battle needs more players to start</strong><br /><br />${playerForms.join(``)}</div>`
);
}
destroy() {
if (!this.ended) {
this.setEnded();
this.room.parent?.game?.onBattleWin?.(this.room, "");
}
for (const player of this.players) {
player.destroy();
}
this.playerTable = {};
this.players = [];
this.p1 = null;
this.p2 = null;
this.p3 = null;
this.p4 = null;
void this.stream.destroy();
if (this.active) {
Rooms.global.battleCount += -1;
this.active = false;
}
this.room = null;
if (this.dataResolvers) {
for (const [, reject] of this.dataResolvers) {
reject(new Error("Battle was destroyed."));
}
}
}
async getTeam(user) {
const id = toID(user);
const player = this.playerTable[id];
if (!player)
return;
return this.getPlayerTeam(player);
}
async getPlayerTeam(player) {
void this.stream.write(`>requestteam ${player.slot}`);
const teamDataPromise = new Promise((resolve, reject) => {
if (!this.dataResolvers)
this.dataResolvers = [];
this.dataResolvers.push([resolve, reject]);
});
const resultStrings = await teamDataPromise;
if (!resultStrings)
return;
const result = Teams.unpack(resultStrings[0]);
return result;
}
onChatMessage(message, user) {
const parts = message.split("\n");
for (const line of parts) {
void this.stream.write(`>chat-inputlogonly ${user.getIdentity(this.room)}|${line}`);
}
}
async getLog() {
if (!this.logData)
this.logData = {};
void this.stream.write(">requestlog");
const logPromise = new Promise((resolve, reject) => {
if (!this.dataResolvers)
this.dataResolvers = [];
this.dataResolvers.push([resolve, reject]);
});
const result = await logPromise;
return result;
}
}
class RoomBattleStream extends import_battle_stream.BattleStream {
constructor() {
super({ keepAlive: true });
this.battle = null;
}
_write(chunk) {
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
|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
${side.id}
|error|[Invalid choice] The battle crashed`);
}
}
}
this.push(`error
${err.stack}`);
}
if (this.battle)
this.battle.sendUpdates();
const deltaTime = Date.now() - startTime;
if (deltaTime > 1e3) {
Monitor.slow(`[slow battle] ${deltaTime}ms - ${chunk.replace(/\n/ig, " | ")}`);
}
}
}
const PM = new import_lib.ProcessManager.StreamProcessManager(module, () => new RoomBattleStream(), (message) => {
if (message.startsWith(`SLOW
`)) {
Monitor.slow(message.slice(5));
}
});
if (!PM.isParentProcess) {
require("source-map-support").install();
global.Config = require("./config-loader").Config;
global.Dex = require("../sim/dex").Dex;
global.Monitor = {
crashlog(error, source = "A simulator process", details = null) {
const repr = JSON.stringify([error.name, error.message, source, details]);
process.send(`THROW
@!!@${repr}
${error.stack}`);
},
slow(text) {
process.send(`CALLBACK
SLOW
${text}`);
}
};
global.__version = { head: "" };
try {
const head = (0, import_child_process.execSync)("git rev-parse HEAD", {
stdio: ["ignore", "pipe", "ignore"]
});
const merge = (0, import_child_process.execSync)("git merge-base origin/master HEAD", {
stdio: ["ignore", "pipe", "ignore"]
});
global.__version.head = `${head}`.trim();
const origin = `${merge}`.trim();
if (origin !== global.__version.head)
global.__version.origin = origin;
} catch {
}
if (Config.crashguard) {
process.on("uncaughtException", (err) => {
Monitor.crashlog(err, "A simulator process");
});
process.on("unhandledRejection", (err) => {
Monitor.crashlog(err || {}, "A simulator process Promise");
});
}
import_lib.Repl.start(`sim-${process.pid}`, (cmd) => eval(cmd));
} else {
PM.spawn(global.Config ? Config.simulatorprocesses : 1);
}
//# sourceMappingURL=room-battle.js.map