From b7a4e8c4512f9e9ca49a0baa8ec7bc93740550f0 Mon Sep 17 00:00:00 2001 From: Holly Date: Tue, 5 Jul 2022 08:13:45 +0100 Subject: [PATCH] fix multiplayer after 68c0f1a broke it --- server/MultiplayerManager.js | 15 ++++++--- server/MultiplayerMatch.js | 59 +++++++++++++++--------------------- 2 files changed, 35 insertions(+), 39 deletions(-) diff --git a/server/MultiplayerManager.js b/server/MultiplayerManager.js index 3f7e80a..58a9a10 100644 --- a/server/MultiplayerManager.js +++ b/server/MultiplayerManager.js @@ -2,7 +2,8 @@ const osu = require("osu-packet"), UserPresenceBundle = require("./Packets/UserPresenceBundle.js"), UserPresence = require("./Packets/UserPresence.js"), StatusUpdate = require("./Packets/StatusUpdate.js"), - MultiplayerMatch = require("./MultiplayerMatch.js"); + MultiplayerMatch = require("./MultiplayerMatch.js"), + User = require("./User.js"); module.exports = class { constructor() { @@ -164,16 +165,18 @@ module.exports = class { } } - leaveMultiplayerMatch(MatchUser) { + leaveMultiplayerMatch(MatchUser = new User) { // Make sure the user is in a match if (MatchUser.currentMatch == null) return; - const mpLobby = MatchUser.currentMatch.leaveMatch(MatchUser); + const mpMatch = MatchUser.currentMatch; + + mpMatch.leaveMatch(MatchUser); let empty = true; // Check if the match is empty - for (let i = 0; i < mpLobby.slots.length; i++) { - const slot = mpLobby.slots[i]; + for (let i = 0; i < mpMatch.slots.length; i++) { + const slot = mpMatch.slots[i]; // Check if the slot is avaliable if (slot.playerId === -1) continue; @@ -204,6 +207,8 @@ module.exports = class { MatchUser.currentMatch = null; MatchUser.matchSlotId = -1; + MatchUser.inMatch = false; + // Update the match listing to reflect this change (either removal or user leaving) this.updateMatchListing(); diff --git a/server/MultiplayerMatch.js b/server/MultiplayerMatch.js index 6979022..0ca6082 100644 --- a/server/MultiplayerMatch.js +++ b/server/MultiplayerMatch.js @@ -90,39 +90,29 @@ module.exports = class { } leaveMatch(MatchUser = new User) { - try { - // Make sure this leave call is valid - if (MatchUser.inMatch) return; - - // Get the user's slot - const slot = this.slots[MatchUser.matchSlotId]; + // Make sure this leave call is valid + if (!MatchUser.inMatch) return; + + // Get the user's slot + const slot = this.slots[MatchUser.matchSlotId]; - // Set the slot's status to avaliable - slot.playerId = -1; - slot.status = 1; + // Set the slot's status to avaliable + slot.playerId = -1; + slot.status = 1; - MatchUser.currentMatch = null; - MatchUser.matchSlotId = -1; + // Remove the leaving user from the match's stream + global.StreamsHandler.removeUserFromStream(this.matchStreamName, MatchUser.uuid); + global.StreamsHandler.removeUserFromStream(this.matchChatStreamName, MatchUser.uuid); - MatchUser.inMatch = false; - - this.sendMatchUpdate(); - - // Remove the leaving user from the match's stream - global.StreamsHandler.removeUserFromStream(this.matchStreamName, MatchUser.uuid); - global.StreamsHandler.removeUserFromStream(this.matchChatStreamName, MatchUser.uuid); + // Send this after removing the user from match streams to avoid a leave notification for self + this.sendMatchUpdate(); - const osuPacketWriter = new osu.Bancho.Writer; + const osuPacketWriter = new osu.Bancho.Writer; - // Remove user from the multiplayer channel for the match - osuPacketWriter.ChannelRevoked("#multiplayer"); + // Remove user from the multiplayer channel for the match + osuPacketWriter.ChannelRevoked("#multiplayer"); - MatchUser.addActionToQueue(osuPacketWriter.toBuffer); - - return this; - } catch (e) { - console.error(e); - } + MatchUser.addActionToQueue(osuPacketWriter.toBuffer); } updateMatch(MatchUser = new User, MatchData) { @@ -192,7 +182,7 @@ module.exports = class { } setStateReady(MatchUser = new User) { - if (MatchUser.inMatch) return; + if (!MatchUser.inMatch) return; // Set the user's ready state to ready this.slots[MatchUser.matchSlotId].status = 8; @@ -201,7 +191,7 @@ module.exports = class { } setStateNotReady(MatchUser = new User) { - if (MatchUser.inMatch) return; + if (!MatchUser.inMatch) return; // Set the user's ready state to not ready this.slots[MatchUser.matchSlotId].status = 4; @@ -399,7 +389,8 @@ module.exports = class { this.matchLoadSlots = null; this.playerScores = []; - for (let slot of this.slots) { + for (let i = 0; i < this.slots.length; i++) { + const slot = this.slots[i]; if (slot.playerId === -1 || slot.status === 1 || slot.status === 2) continue; this.playerScores.push({playerId: slot.playerId, slotId: i, score: 0, isCurrentlyFailed: false}); @@ -482,10 +473,10 @@ module.exports = class { MatchScoreData.id = MatchPlayer.matchSlotId; // Update the playerScores array accordingly - for (let i = 0; i < this.playerScores.length; i++) { - if (this.playerScores[i].playerId == MatchPlayer.id) { - this.playerScores[i].score = MatchScoreData.totalScore; - this.playerScores[i].isCurrentlyFailed = MatchScoreData.currentHp == 254; + for (let playerScore of this.playerScores) { + if (playerScore.playerId == MatchPlayer.id) { + playerScore.score = MatchScoreData.totalScore; + playerScore.isCurrentlyFailed = MatchScoreData.currentHp == 254; break; } }