const osu = require("osu-packet"), UserPresenceBundle = require("./Packets/UserPresenceBundle.js"), UserPresence = require("./Packets/UserPresence.js"), StatusUpdate = require("./Packets/StatusUpdate.js"), MultiplayerMatch = require("./MultiplayerMatch.js"), User = require("./User.js"); module.exports = class { constructor() { this.matches = []; } userEnterLobby(currentUser) { // If the user is currently already in a match force them to leave if (currentUser.currentMatch != null) currentUser.currentMatch.leaveMatch(currentUser); // Add user to the stream for the lobby global.StreamsHandler.addUserToStream("multiplayer_lobby", currentUser.uuid); // Send user ids of all online users to all users in the lobby global.StreamsHandler.sendToStream("multiplayer_lobby", UserPresenceBundle(currentUser, false), null); // Loop through all matches for (let i = 0; i < this.matches.length; i++) { // Loop through all the users in this match for (let i1 = 0; i1 < this.matches[i].slots.length; i1++) { const slot = this.matches[i].slots[i1]; // Make sure there is a player / the slot is not locked if (slot.playerId == -1 || slot.status == 2) continue; // Send information for this user to all users in the lobby global.StreamsHandler.sendToStream("multiplayer_lobby", UserPresence(currentUser, slot.playerId, false), null); global.StreamsHandler.sendToStream("multiplayer_lobby", StatusUpdate(currentUser, slot.playerId, false), null); } const osuPacketWriter = new osu.Bancho.Writer; // List the match on the client osuPacketWriter.MatchNew(this.matches[i].createOsuMatchJSON()); currentUser.addActionToQueue(osuPacketWriter.toBuffer); } const osuPacketWriter = new osu.Bancho.Writer; // Add the user to the #lobby channel if (!global.StreamsHandler.isUserInStream("#lobby", currentUser.uuid)) { global.StreamsHandler.addUserToStream("#lobby", currentUser.uuid); osuPacketWriter.ChannelJoinSuccess("#lobby"); } currentUser.addActionToQueue(osuPacketWriter.toBuffer); } userLeaveLobby(currentUser) { // Remove user from the stream for the multiplayer lobby if they are a part of it if (global.StreamsHandler.isUserInStream("multiplayer_lobby", currentUser.uuid)) global.StreamsHandler.removeUserFromStream("multiplayer_lobby", currentUser.uuid); } updateMatchListing() { // Send user ids of all online users to all users in the lobby global.StreamsHandler.sendToStream("multiplayer_lobby", UserPresenceBundle(null, false), null); // List through all matches for (let i = 0; i < this.matches.length; i++) { // List through all users in the match for (let i1 = 0; i1 < this.matches[i].slots.length; i1++) { const slot = this.matches[i].slots[i1]; // Make sure the slot has a user in it / isn't locked if (slot.playerId == -1 || slot.status == 2) continue; // Send information for this user to all users in the lobby global.StreamsHandler.sendToStream("multiplayer_lobby", UserPresence(null, slot.playerId, false), null); global.StreamsHandler.sendToStream("multiplayer_lobby", StatusUpdate(null, slot.playerId, false), null); } const osuPacketWriter = new osu.Bancho.Writer; // List the match on the client osuPacketWriter.MatchNew(this.matches[i].createOsuMatchJSON()); // Send this data back to every user in the lobby global.StreamsHandler.sendToStream("multiplayer_lobby", osuPacketWriter.toBuffer, null); } } createMultiplayerMatch(MatchHost, MatchData) { let matchClass = null; this.matches.push(matchClass = new MultiplayerMatch(MatchHost, MatchData)); // Join the user to the newly created match this.joinMultiplayerMatch(MatchHost, { matchId: matchClass.matchId, gamePassword: matchClass.gamePassword }); } joinMultiplayerMatch(JoiningUser, JoinInfo) { try { let osuPacketWriter = new osu.Bancho.Writer; const osuPacketWriter1 = new osu.Bancho.Writer; let matchIndex = 0; for (let i = 0; i < this.matches.length; i++) { if (this.matches[i].matchId == JoinInfo.matchId) { matchIndex = i; break; } } const streamName = this.matches[matchIndex].matchStreamName; const chatStreamName = this.matches[matchIndex].matchChatStreamName; const match = this.matches[matchIndex]; let full = true; // Loop through all slots to find an empty one for (let i = 0; i < match.slots.length; i++) { const slot = match.slots[i]; // Make sure the slot doesn't have a player in it / the slot is locked if (slot.playerId !== -1 || slot.status === 2) continue; // Slot is empty and not locked, we can join the match! full = false; slot.playerId = JoiningUser.id; JoiningUser.matchSlotId = i; slot.status = 4; break; } const matchJSON = match.createOsuMatchJSON(); osuPacketWriter1.MatchUpdate(matchJSON); osuPacketWriter.MatchJoinSuccess(matchJSON); if (full) { throw "MatchFullException"; } // Set the user's current match to this match JoiningUser.currentMatch = match; JoiningUser.inMatch = true; // Add user to the stream for the match global.StreamsHandler.addUserToStream(streamName, JoiningUser.uuid); global.StreamsHandler.addUserToStream(chatStreamName, JoiningUser.uuid); // Inform all users in the match that a new user has joined global.StreamsHandler.sendToStream(streamName, osuPacketWriter1.toBuffer, null); osuPacketWriter.ChannelJoinSuccess("#multiplayer"); // Inform joining client they they have joined the match JoiningUser.addActionToQueue(osuPacketWriter.toBuffer); // Update the match listing for all users in the lobby since // A user has joined a match this.updateMatchListing(); } catch (e) { // Inform the client that there was an issue joining the match const osuPacketWriter = new osu.Bancho.Writer; osuPacketWriter.MatchJoinFail(); JoiningUser.addActionToQueue(osuPacketWriter.toBuffer); this.updateMatchListing(); } } leaveMultiplayerMatch(MatchUser = new User) { // Make sure the user is in a match if (MatchUser.currentMatch == null) return; const mpMatch = MatchUser.currentMatch; mpMatch.leaveMatch(MatchUser); let empty = true; // Check if the match is empty 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; // There is a user in the match empty = false; break; } // The match is empty, proceed to remove it. if (empty) { let matchIndex; // Loop through all matches for (let i = 0; i < this.matches.length; i++) { // If the match matches the match the user has left if (this.matches[i].matchStreamName == MatchUser.currentMatch.matchStreamName) { matchIndex = i; break; } } // Make sure we got a match index if (matchIndex == null) return; // Remove this match from the list of active matches this.matches.splice(matchIndex, 1); } MatchUser.currentMatch = null; MatchUser.matchSlotId = -1; MatchUser.inMatch = false; // Update the match listing to reflect this change (either removal or user leaving) this.updateMatchListing(); // Delay a 2nd match listing update setTimeout(() => { this.updateMatchListing(); }, 1000); } getMatch(MatchID) { for (let match in this.matches) { if (match.matchId == MatchID) return match; } return null; } }