Pokemon_server / server /room-battle.ts
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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 ${player.num}: <input name="username" class="textbox" placeholder="Username" /></label> <button class="button">Add Player</button></form>`
)
));
if (this.gameType === 'multi') {
[playerForms[1], playerForms[2]] = [playerForms[2], playerForms[1]];
playerForms.splice(2, 0, '&mdash; vs &mdash;');
}
connection.sendTo(
this.room,
`|uhtmlchange|invites|<div class="broadcast broadcast-blue"><strong>This battle needs more players to start</strong><br /><br />${playerForms.join(``)}</div>`
);
}
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);
}