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/** | |
* 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 | |
*/ | |
import { execSync } from "child_process"; | |
import { Repl, ProcessManager, type Streams } from '../lib'; | |
import { BattleStream } from "../sim/battle-stream"; | |
import { RoomGamePlayer, RoomGame } from "./room-game"; | |
import type { Tournament } from './tournaments/index'; | |
import type { RoomSettings } from './rooms'; | |
import type { BestOfGame } from './room-battle-bestof'; | |
import type { GameTimerSettings } from '../sim/dex-formats'; | |
type ChannelIndex = 0 | 1 | 2 | 3 | 4; | |
export type PlayerIndex = 1 | 2 | 3 | 4; | |
export type ChallengeType = 'rated' | 'unrated' | 'challenge' | 'tour'; | |
interface BattleRequestTracker { | |
rqid: number; | |
request: string; | |
/** | |
* - true = user has decided, | |
* - false = user has yet to decide, | |
* - 'cantUndo' = waiting on other user (U-turn, faint-switch) or uncancellable (trapping ability) | |
*/ | |
isWait: 'cantUndo' | true | false; | |
choice: string; | |
} | |
/** 5 seconds */ | |
const TICK_TIME = 5; | |
const SECONDS = 1000; | |
// Timer constants: In seconds, should be multiple of TICK_TIME | |
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; | |
// time after a player disabling the timer before they can re-enable it | |
const TIMER_COOLDOWN = 20 * SECONDS; | |
const LOCKDOWN_PERIOD = 30 * 60 * 1000; // 30 minutes | |
export class RoomBattlePlayer extends RoomGamePlayer<RoomBattle> { | |
readonly slot: SideID; | |
readonly channelIndex: ChannelIndex; | |
request: BattleRequestTracker; | |
wantsTie: boolean; | |
wantsOpenTeamSheets: boolean | null; | |
eliminated: boolean; | |
/** | |
* Total timer. | |
* | |
* Starts at 210 per player in a ladder battle. Goes down by 5 | |
* every tick. Goes up by 10 every turn (with some complications - | |
* see `nextRequest`), capped at starting time. The player loses if | |
* this reaches 0. | |
* | |
* The equivalent of "Your Time" in VGC. | |
* | |
*/ | |
secondsLeft: number; | |
/** | |
* Current turn timer. | |
* | |
* Set equal to the player's overall timer, but capped at 150 | |
* seconds in a ladder battle. Goes down by 5 every tick. | |
* Tracked separately from the overall timer, and the player also | |
* loses if this reaches 0 (except in VGC where the default choice | |
* is chosen if it reaches 0). | |
*/ | |
turnSecondsLeft: number; | |
/** | |
* Disconnect timer. | |
* | |
* Starts at 60 seconds. While the player is disconnected, this | |
* will go down by 5 every tick. Tracked separately from the | |
* overall timer, and the player also loses if this reaches 0. | |
* | |
* Mostly exists so impatient players don't have to wait the full | |
* 150 seconds against a disconnected opponent. | |
*/ | |
dcSecondsLeft: number; | |
/** | |
* Is the user actually in the room? | |
*/ | |
active: boolean; | |
/** | |
* Used to track a user's last known connection status, and display | |
* the proper message when it changes. | |
* | |
* `.active` is set right when the user joins/leaves, but `.knownActive` | |
* is only set after the timer knows about it. | |
*/ | |
knownActive: boolean; | |
invite: ID; | |
/** | |
* Has the simulator received this player's team yet? | |
* Basically always yes except when creating a 4-player battle, | |
* in which case players will need to bring their own team. | |
*/ | |
hasTeam: boolean; | |
constructor(user: User | string | null, game: RoomBattle, num: PlayerIndex) { | |
super(user, game, num); | |
if (typeof user === 'string') user = null; | |
this.slot = `p${num}` as SideID; | |
this.channelIndex = (game.gameType === 'multi' && num > 2 ? num - 2 : num) as ChannelIndex; | |
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); | |
} | |
} | |
} | |
} | |
override destroy() { | |
const user = this.getUser(); | |
if (user) { | |
this.updateChannel(user, 0); | |
} | |
this.knownActive = false; | |
this.active = false; | |
} | |
updateChannel(user: User | Connection, channel = this.channelIndex) { | |
for (const connection of (user.connections || [user])) { | |
Sockets.channelMove(connection.worker, this.game.roomid, channel, connection.socketid); | |
} | |
} | |
} | |
export class RoomBattleTimer { | |
readonly battle: RoomBattle; | |
readonly timerRequesters: Set<ID>; | |
timer: NodeJS.Timeout | null; | |
isFirstTurn: boolean; | |
/** | |
* Last tick, as milliseconds since UNIX epoch. | |
* Represents the last time a tick happened. | |
*/ | |
lastTick: number; | |
/** Debug mode; true to output detailed timer info every tick */ | |
debug: boolean; | |
lastDisabledTime: number; | |
lastDisabledByUser: null | ID; | |
settings: GameTimerSettings; | |
constructor(battle: RoomBattle) { | |
this.battle = battle; | |
this.timer = null; | |
this.timerRequesters = 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]; | |
// so that Object.assign doesn't overwrite anything with `undefined` | |
for (const k in timerSettings) { | |
// @ts-expect-error prop access | |
if (timerSettings[k] === undefined) 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?: User) { | |
const userid = requester ? requester.id : 'staff' as ID; | |
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?: User) { | |
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; | |
/** false = U-turn or single faint, true = "new turn" */ | |
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) { | |
// there are no active requests | |
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) { | |
// after turn 100ish: 15s/turn -> 10s/turn | |
if (this.battle.requestCount > 200 && addPerTurn > TICK_TIME) { | |
addPerTurn -= TICK_TIME; | |
} | |
// after turn 200ish: 10s/turn -> 7s/turn | |
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)) { | |
// dc timer is shown only if it's lower than turn timer or you're in timer bank mode | |
if (dcSecondsLeft % 30 === 0 || dcSecondsLeft <= 20) { | |
room.add(`|inactive|${player.name} has ${dcSecondsLeft} seconds to reconnect!`); | |
} | |
} else { | |
// regular turn timer shown | |
if (secondsLeft % 30 === 0 || secondsLeft <= 20) { | |
room.add(`|inactive|${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 * 1000); | |
} | |
} | |
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 has disconnected | |
player.knownActive = false; | |
if (!this.settings.dcTimerBank) { | |
// don't wait longer than 6 ticks (1 minute) | |
if (this.settings.dcTimer) { | |
player.dcSecondsLeft = DISCONNECTION_TIME; | |
} else { | |
// arbitrary large number | |
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 has reconnected | |
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${timeLeft}.`).update(); | |
} | |
} | |
} | |
} | |
checkTimeout() { | |
const players = this.battle.players; | |
if (players.every(player => player.turnSecondsLeft <= 0)) { | |
if (!this.settings.timeoutAutoChoose || players.every(player => player.secondsLeft <= 0)) { | |
this.battle.room.add(`|-message|All players are inactive.`).update(); | |
this.battle.tie(); | |
return true; | |
} | |
} | |
let didSomething = false; | |
for (const player of players) { | |
if (!player.id) continue; // already eliminated, relevant for FFA gamesif it | |
// https://play.pokemonshowdown.com/battle-gen9unratedrandombattle-2255606027-5a6bcd9zlb93e6id5pp7juvhcg5w41spw | |
// why is this line here? | |
if (player.turnSecondsLeft > 0) continue; | |
if (this.settings.timeoutAutoChoose && player.secondsLeft > 0 && player.knownActive) { | |
void this.battle.stream.write(`>${player.slot} default`); | |
didSomething = true; | |
} else { | |
this.battle.forfeitPlayer(player, ' lost due to inactivity.'); | |
return true; | |
} | |
} | |
return didSomething; | |
} | |
} | |
export interface RoomBattlePlayerOptions { | |
user: User; | |
/** should be '' for random teams */ | |
team?: string; | |
rating?: number; | |
inviteOnly?: boolean; | |
hidden?: boolean; | |
} | |
export interface RoomBattleOptions { | |
format: string; | |
/** | |
* length should be equal to the format's playerCount, except in two | |
* special cases: | |
* - `/importinputlog`, where it's empty (players have to be invited/restored) | |
* - challenge ffa/multi, where it's 2 (the rest have to be invited) | |
* - restoring saved battles after a restart (players should be manually restored) | |
* In all special cases, either `delayedStart` or `inputLog` must be set | |
*/ | |
players: RoomBattlePlayerOptions[]; | |
delayedStart?: boolean | 'multi'; | |
challengeType?: ChallengeType; | |
allowRenames?: boolean; | |
rated?: number | boolean | null; | |
tour?: Tournament | null; | |
inputLog?: string; | |
ratedMessage?: string; | |
seed?: PRNGSeed; | |
roomid?: RoomID; | |
/** For battles restored after a restart */ | |
delayedTimer?: boolean; | |
/** | |
* If false and the format is a best-of format, creates a best-of game | |
* rather than a battle. | |
*/ | |
isBestOfSubBattle?: boolean; | |
} | |
export class RoomBattle extends RoomGame<RoomBattlePlayer> { | |
override readonly gameid = 'battle' as ID; | |
override readonly room!: GameRoom; | |
override readonly title: string; | |
override readonly allowRenames: boolean; | |
readonly format: string; | |
/** Will exist even if the game is unrated, in case it's later forced to be rated */ | |
readonly ladder: string; | |
readonly gameType: string | undefined; | |
readonly challengeType: ChallengeType; | |
/** | |
* The lower player's rating, for searching purposes. | |
* 0 for unrated battles. 1 for unknown ratings. | |
*/ | |
readonly rated: number; | |
/** | |
* userid that requested extraction -> playerids that accepted the extraction | |
*/ | |
readonly allowExtraction: { [k: string]: Set<ID> } = {}; | |
readonly stream: Streams.ObjectReadWriteStream<string>; | |
override readonly timer: RoomBattleTimer; | |
started = false; | |
active = false; | |
replaySaved: boolean | 'auto' = false; | |
forcedSettings: { modchat?: string | null, privacy?: string | null } = {}; | |
p1: RoomBattlePlayer = null!; | |
p2: RoomBattlePlayer = null!; | |
p3: RoomBattlePlayer = null!; | |
p4: RoomBattlePlayer = null!; | |
inviteOnlySetter: ID | null = null; | |
logData: AnyObject | null = null; | |
endType: 'forfeit' | 'forced' | 'normal' = 'normal'; | |
/** | |
* If the battle is ended: an array of the number of Pokemon left for each side. | |
*/ | |
score: number[] | null = null; | |
inputLog: string[] | null = null; | |
turn = 0; | |
rqid = 1; | |
requestCount = 0; | |
options: RoomBattleOptions; | |
frozen?: boolean; | |
dataResolvers?: [((args: string[]) => void), ((error: Error) => void)][]; | |
constructor(room: GameRoom, options: RoomBattleOptions) { | |
super(room); | |
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 !== undefined ? !!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 ${room.roomid}`); | |
} | |
if (options.inputLog) { | |
let scanIndex = 0; | |
for (const player of this.players) { | |
const nameIndex1 = options.inputLog.indexOf(`"name":"`, scanIndex); | |
const nameIndex2 = options.inputLog.indexOf(`"`, nameIndex1 + 8); | |
if (nameIndex1 < 0 || nameIndex2 < 0) break; // shouldn't happen. incomplete inputlog? | |
scanIndex = nameIndex2 + 1; | |
const name = options.inputLog.slice(nameIndex1 + 8, nameIndex2); | |
player.name = name; | |
player.hasTeam = true; | |
} | |
} | |
this.timer = new RoomBattleTimer(this); | |
if (Config.forcetimer || this.format.includes('blitz')) this.timer.start(); | |
this.start(); | |
} | |
checkActive() { | |
const active = (this.started && !this.ended && this.players.every(p => p.active)); | |
Rooms.global.battleCount += (active ? 1 : 0) - (this.active ? 1 : 0); | |
this.room.active = active; | |
this.active = active; | |
if (Rooms.global.battleCount === 0) Rooms.global.automaticKillRequest(); | |
} | |
override choose(user: User, data: string) { | |
if (this.frozen) { | |
user.popup(`Your battle is currently paused, so you cannot move right now.`); | |
return; | |
} | |
const player = this.playerTable[user.id]; | |
const [choice, rqid] = data.split('|', 2); | |
if (!player) return; | |
const request = player.request; | |
if (request.isWait !== false && request.isWait !== true) { | |
player.sendRoom(`|error|[Invalid choice] There's nothing to choose`); | |
return; | |
} | |
const allPlayersWait = this.players.every(p => !!p.request.isWait); | |
if (allPlayersWait || // too late | |
(rqid && rqid !== `${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} ${choice}`); | |
} | |
override undo(user: User, data: string) { | |
const player = this.playerTable[user.id]; | |
const [, rqid] = data.split('|', 2); | |
if (!player) return; | |
const request = player.request; | |
if (request.isWait !== true) { | |
player.sendRoom(`|error|[Invalid choice] There's nothing to cancel`); | |
return; | |
} | |
const allPlayersWait = this.players.every(p => !!p.request.isWait); | |
if (allPlayersWait || // too late | |
(rqid && rqid !== `${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`); | |
} | |
override joinGame(user: User, slot?: SideID, playerOpts?: { team?: string }) { | |
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 ??= 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 ??= 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) { | |
// all players have joined, start the battle | |
// onCreateBattleRoom crashes if some users are unavailable at start of battle | |
// what do we do??? no clue but I guess just exclude them from the array for now | |
const users = this.players.map(player => player.getUser()).filter(Boolean) as User[]; | |
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; | |
} | |
override 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; | |
} | |
Chat.runHandlers('onBattleLeave', user, this.room); | |
this.updatePlayer(player, null); | |
this.room.update(); | |
return true; | |
} | |
override startTimer() { | |
this.timer.start(); | |
} | |
async listen() { | |
let disconnected = false; | |
try { | |
for await (const next of this.stream) { | |
if (!this.room) return; // room deleted in the middle of simulation | |
this.receive(next.split('\n')); | |
} | |
} catch (err: any) { | |
// 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.setEnded(); | |
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 `) && 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] 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 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() * 1000 < LOCKDOWN_PERIOD) { | |
const error = new Error(); | |
error.stack = lines.slice(1).join('\n'); | |
// lock down the server | |
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: unknown) { | |
if (this.ended) return; | |
this.setEnded(); | |
this.checkActive(); | |
this.timer.end(); | |
// Declare variables here in case we need them for non-rated battles logging. | |
let p1score = 0.5; | |
const winnerid = toID(winnerName); | |
// Check if the battle was rated to update the ladder, return its response, and log the battle. | |
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 the room's replay was hidden, don't let users join after the game is over | |
if (this.room.hideReplay) { | |
this.room.settings.modjoin = '%'; | |
this.room.setPrivate('hidden'); | |
} | |
this.room.update(); | |
// so it stops showing up in the users' games list | |
for (const player of this.players) { | |
player.getUser()?.games.delete(this.roomid); | |
} | |
// 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 options = Config.autosavereplays === 'private' ? undefined : 'silent'; | |
return this.room.uploadReplay(undefined, undefined, options); | |
} | |
} | |
async updateLadder(p1score: number, winnerid: ID) { | |
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: number, p1rating: AnyObject | null = null, p2rating: AnyObject | null = null, | |
p3rating: AnyObject | null = null, p4rating: AnyObject | null = null | |
) { | |
if (Dex.formats.get(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; | |
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)); | |
// console.log(JSON.stringify(logData)); | |
} | |
override onConnect(user: User, connection: Connection | null = null) { | |
if (this.ended && this.room.parent?.game?.constructor.name === 'BestOfGame') { | |
const parentGame = this.room.parent.game as BestOfGame; | |
parentGame.playerTable[user.id]?.updateReadyButton(); | |
} | |
// 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 (!this.started) { | |
this.sendInviteForm(connection || user); | |
} | |
if (!player.active) this.onJoin(user); | |
} | |
override 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 ${player.slot} ` + JSON.stringify(options)); | |
} | |
override onJoin(user: User) { | |
const player = this.playerTable[user.id]; | |
if (player && !player.active) { | |
player.active = true; | |
this.timer.checkActivity(); | |
this.room.add(`|player|${player.slot}|${user.name}|${user.avatar}|`); | |
Chat.runHandlers('onBattleJoin', player.slot, user, this); | |
} | |
} | |
override 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 ${player.slot}`); | |
} | |
tie() { | |
void this.stream.write(`>forcetie`); | |
} | |
tiebreak() { | |
void this.stream.write(`>tiebreak`); | |
} | |
override forfeit(user: User | string, message = '') { | |
if (typeof user !== 'string') user = user.id; | |
else user = toID(user); | |
if (!(user in this.playerTable)) return false; | |
return this.forfeitPlayer(this.playerTable[user], message); | |
} | |
forfeitPlayer(player: RoomBattlePlayer, message = '') { | |
if (this.ended || !this.started || player.eliminated) return false; | |
player.eliminated = true; | |
this.room.add(`|-message|${player.name}${message || ' forfeited.'}`); | |
this.endType = 'forfeit'; | |
if (this.playerCap > 2) { | |
player.sendRoom(`|request|null`); | |
this.setPlayerUser(player, null); | |
} | |
void this.stream.write(`>forcelose ${player.slot}`); | |
return true; | |
} | |
/** | |
* playerOpts should be empty only if importing an inputlog | |
* (so the player isn't recreated) | |
*/ | |
override addPlayer(user: User | string | null, playerOpts?: RoomBattlePlayerOptions | null) { | |
const player = super.addPlayer(user); | |
if (typeof user === 'string') user = null; | |
if (!player) return null; | |
const slot = player.slot; | |
this[slot] = player; | |
if (playerOpts) { | |
const options = { | |
name: player.name, | |
avatar: user ? `${user.avatar}` : '', | |
team: playerOpts.team || undefined, | |
rating: Math.round(playerOpts.rating || 0), | |
}; | |
void this.stream.write(`>player ${slot} ${JSON.stringify(options)}`); | |
player.hasTeam = true; | |
} | |
if (user) { | |
this.room.auth.set(player.id, Users.PLAYER_SYMBOL); | |
} | |
if (user?.inRooms.has(this.roomid)) this.onConnect(user); | |
return player; | |
} | |
checkPrivacySettings(options: RoomBattleOptions & Partial<RoomSettings>) { | |
let inviteOnly = false; | |
const privacySetter = new Set<ID>([]); | |
for (const p of options.players) { | |
if (p.user) { | |
if (p.inviteOnly) { | |
inviteOnly = true; | |
privacySetter.add(p.user.id); | |
} else if (p.hidden) { | |
privacySetter.add(p.user.id); | |
} | |
this.checkForcedUserSettings(p.user); | |
} | |
} | |
if (privacySetter.size) { | |
const room = this.room; | |
if (this.forcedSettings.privacy) { | |
room.setPrivate(false); | |
room.settings.modjoin = null; | |
room.add(`|raw|<div class="broadcast-blue"><strong>This battle is required to be public due to a player having a name starting with '${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: 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: User, key: 'modchat' | 'privacy') { | |
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: User) { | |
const num = (this.players.length + 1) as PlayerIndex; | |
return new RoomBattlePlayer(user, this, num); | |
} | |
override setPlayerUser(player: RoomBattlePlayer, user: User | null, playerOpts?: { team?: string }) { | |
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 as string, 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 ${this.p2.name}`; | |
} else if (this.gameType === 'freeforall') { | |
// p1 vs. p2 vs. p3 vs. p4 is too long of a title | |
this.room.title = `${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] || | |
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(); | |
} | |
// run onCreateBattleRoom handlers | |
if (this.options.inputLog && this.players.every(player => player.hasTeam)) { | |
// already started | |
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 as User[], 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: Connection | User | null | boolean) { | |
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 ${player.num}: <input name="username" class="textbox" placeholder="Username" /></label> <button class="button">Add Player</button></form>` | |
) | |
)); | |
if (this.gameType === 'multi') { | |
[playerForms[1], playerForms[2]] = [playerForms[2], playerForms[1]]; | |
playerForms.splice(2, 0, '— vs —'); | |
} | |
connection.sendTo( | |
this.room, | |
`|uhtmlchange|invites|<div class="broadcast broadcast-blue"><strong>This battle needs more players to start</strong><br /><br />${playerForms.join(``)}</div>` | |
); | |
} | |
override 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 as any).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 | string) { | |
// toID extracts user.id | |
const id = toID(user); | |
const player = this.playerTable[id]; | |
if (!player) return; | |
return this.getPlayerTeam(player); | |
} | |
async getPlayerTeam(player: RoomBattlePlayer) { | |
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 = Teams.unpack(resultStrings[0]); | |
return result; | |
} | |
override onChatMessage(message: string, user: User) { | |
const parts = message.split('\n'); | |
for (const line of parts) { | |
void this.stream.write(`>chat-inputlogonly ${user.getIdentity(this.room)}|${line}`); | |
} | |
} | |
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 { | |
override readonly battle: Battle; | |
constructor() { | |
super({ keepAlive: true }); | |
this.battle = null!; | |
} | |
override _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: any) { | |
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${side.id}\n|error|[Invalid choice] The battle crashed`); | |
} | |
} | |
} | |
// public crashlogs only have the stack anyways | |
this.push(`error\n${err.stack}`); | |
} | |
if (this.battle) this.battle.sendUpdates(); | |
const deltaTime = Date.now() - startTime; | |
if (deltaTime > 1000) { | |
Monitor.slow(`[slow battle] ${deltaTime}ms - ${chunk.replace(/\n/ig, ' | ')}`); | |
} | |
} | |
} | |
/********************************************************* | |
* Process manager | |
*********************************************************/ | |
export const PM = new ProcessManager.StreamProcessManager(module, () => new RoomBattleStream(), message => { | |
if (message.startsWith(`SLOW\n`)) { | |
Monitor.slow(message.slice(5)); | |
} | |
}); | |
if (!PM.isParentProcess) { | |
// This is a child process! | |
require('source-map-support').install(); | |
global.Config = require('./config-loader').Config; | |
global.Dex = require('../sim/dex').Dex; | |
global.Monitor = { | |
crashlog(error: Error, source = 'A simulator process', details: AnyObject | null = null) { | |
const repr = JSON.stringify([error.name, error.message, source, details]); | |
process.send!(`THROW\n@!!@${repr}\n${error.stack}`); | |
}, | |
slow(text: string) { | |
process.send!(`CALLBACK\nSLOW\n${text}`); | |
}, | |
}; | |
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 {} | |
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); | |
} | |