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