const osu = require("osu-packet"), getUserById = require("./util/getUserById.js"), StatusUpdate = require("./Packets/StatusUpdate.js"), User = require("./User.js"); // TODO: Cache the player's slot position in their user class for a small optimisation module.exports = class { constructor(MatchHost = new User, MatchData = {matchId: -1,inProgress: false,matchType: 0,activeMods: 0,gameName: "",gamePassword: '',beatmapName: '',beatmapId: 1250198,beatmapChecksum: '',slots: [],host: 0,playMode: 0,matchScoringType: 0,matchTeamType: 0,specialModes: 0,seed: 0}) { this.matchId = global.getAndAddToHistoricalMultiplayerMatches(); this.inProgress = MatchData.inProgress; this.matchStartCountdownActive = false; this.matchType = MatchData.matchType; this.activeMods = MatchData.activeMods; this.gameName = MatchData.gameName; if (MatchData.gamePassword == '') MatchData.gamePassword == null; this.gamePassword = MatchData.gamePassword; this.beatmapName = MatchData.beatmapName; this.beatmapId = MatchData.beatmapId; this.beatmapChecksum = MatchData.beatmapChecksum; this.slots = MatchData.slots; for (let i = 0; i < this.slots.length; i++) { this.slots[i].mods = 0; } this.host = MatchData.host; this.playMode = MatchData.playMode; this.matchScoringType = MatchData.matchScoringType; this.matchTeamType = MatchData.matchTeamType; this.specialModes = MatchData.specialModes; this.seed = MatchData.seed; this.matchStreamName = `mp_${this.matchId}`; this.matchChatStreamName = `mp_chat_${this.matchId}`; this.matchLoadSlots = null; this.matchSkippedSlots = null; this.playerScores = null; this.multiplayerExtras = null; this.isTourneyMatch = false; this.tourneyClientUsers = []; const osuPacketWriter = new osu.Bancho.Writer; // Update the status of the current user StatusUpdate(MatchHost, MatchHost.id); osuPacketWriter.MatchNew(this.createOsuMatchJSON()); // Queue match creation for user MatchHost.addActionToQueue(osuPacketWriter.toBuffer); global.StreamsHandler.addStream(this.matchStreamName, true, this.matchId); global.StreamsHandler.addStream(this.matchChatStreamName, true, this.matchId); // Update the match listing for users in the multiplayer lobby global.MultiplayerManager.updateMatchListing(); } createOsuMatchJSON() { return { matchId: this.matchId, inProgress: this.inProgress, matchType: this.matchType, activeMods: this.activeMods, gameName: this.gameName, gamePassword: this.gamePassword, beatmapName: this.beatmapName, beatmapId: this.beatmapId, beatmapChecksum: this.beatmapChecksum, slots: this.slots, host: this.host, playMode: this.playMode, matchScoringType: this.matchScoringType, matchTeamType: this.matchTeamType, specialModes: this.specialModes, seed: this.seed }; } leaveMatch(MatchUser = new User) { // 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; // 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; // Remove user from the multiplayer channel for the match osuPacketWriter.ChannelRevoked("#multiplayer"); MatchUser.addActionToQueue(osuPacketWriter.toBuffer); } updateMatch(MatchUser = new User, MatchData) { // Update match with new data this.inProgress = MatchData.inProgress; this.matchType = MatchData.matchType; this.activeMods = MatchData.activeMods; this.gameName = MatchData.gameName; if (MatchData.gamePassword == '') MatchData.gamePassword == null; this.gamePassword = MatchData.gamePassword; this.beatmapName = MatchData.beatmapName; this.beatmapId = MatchData.beatmapId; this.beatmapChecksum = MatchData.beatmapChecksum; this.host = MatchData.host; this.playMode = MatchData.playMode; this.matchScoringType = MatchData.matchScoringType; this.matchTeamType = MatchData.matchTeamType; this.specialModes = MatchData.specialModes; this.seed = MatchData.seed; this.sendMatchUpdate(); // Update the match listing in the lobby to reflect these changes global.MultiplayerManager.updateMatchListing(); } sendMatchUpdate() { const osuPacketWriter = new osu.Bancho.Writer; osuPacketWriter.MatchUpdate(this.createOsuMatchJSON()); // Update all users in the match with new match information global.StreamsHandler.sendToStream(this.matchStreamName, osuPacketWriter.toBuffer, null); } moveToSlot(MatchUser = new User, SlotToMoveTo) { const oldSlot = this.slots[MatchUser.matchSlotId]; // Set the new slot's data to the user's old slot data this.slots[SlotToMoveTo].playerId = MatchUser.id; MatchUser.matchSlotId = SlotToMoveTo; this.slots[SlotToMoveTo].status = 4; // Set the old slot's data to open oldSlot.playerId = -1; oldSlot.status = 1; this.sendMatchUpdate(); // Update the match listing in the lobby to reflect this change global.MultiplayerManager.updateMatchListing(); } changeTeam(MatchUser = new User) { const slot = this.slots[MatchUser.matchSlotId]; slot.team = slot.team == 0 ? 1 : 0; this.sendMatchUpdate(); } setStateReady(MatchUser = new User) { if (!MatchUser.inMatch) return; // Set the user's ready state to ready this.slots[MatchUser.matchSlotId].status = 8; this.sendMatchUpdate(); } setStateNotReady(MatchUser = new User) { if (!MatchUser.inMatch) return; // Set the user's ready state to not ready this.slots[MatchUser.matchSlotId].status = 4; this.sendMatchUpdate(); } lockMatchSlot(MatchUser = new User, MatchUserToKick) { // Make sure the user attempting to kick / lock is the host of the match if (this.host != MatchUser.id) return; // Make sure the user that is attempting to be kicked is not the host if (this.slots[MatchUserToKick].playerId === this.host) return; // Get the data of the slot at the index sent by the client const slot = this.slots[MatchUserToKick]; let isSlotEmpty = true; // If the slot is empty lock/unlock instead of kicking if (slot.playerId === -1) slot.status = slot.status === 1 ? 2 : 1; // The slot isn't empty, kick the player else { const kickedPlayer = getUserById(slot.playerId); kickedPlayer.matchSlotId = -1; slot.playerId = -1; slot.status = 1; isSlotEmpty = false; } this.sendMatchUpdate(); // Update the match listing in the lobby listing to reflect this change global.MultiplayerManager.updateMatchListing(); if (!isSlotEmpty) { let cachedPlayerToken = getUserById(slot.playerId).uuid; if (cachedPlayerToken !== null && cachedPlayerToken !== "") { // Remove the kicked user from the match stream global.StreamsHandler.removeUserFromStream(this.matchStreamName, cachedPlayerToken); } } } missingBeatmap(MatchUser = new User) { // User is missing the beatmap set the status to reflect it this.slots[MatchUser.matchSlotId].status = 16; this.sendMatchUpdate(); } notMissingBeatmap(MatchUser = new User) { // The user is not missing the beatmap, set the status to normal this.slots[MatchUser.matchSlotId].status = 4; this.sendMatchUpdate(); } matchSkip(MatchUser = new User) { if (this.matchSkippedSlots == null) { this.matchSkippedSlots = []; const skippedSlots = this.matchSkippedSlots; for (let slot of this.slots) { // Make sure the slot has a user in it if (slot.playerId === -1 || slot.status === 1 || slot.status === 2) continue; // Add the slot's user to the loaded checking array skippedSlots.push({playerId: slot.playerId, skipped: false}); } } let allSkipped = true; for (let skippedSlot of this.matchSkippedSlots) { // If loadslot belongs to this user then set loaded to true if (skippedSlot.playerId == MatchUser.id) { skippedSlot.skipped = true; } if (skippedSlot.skipped) continue; // A user hasn't skipped allSkipped = false; } // All players have finished playing, finish the match if (allSkipped) { const osuPacketWriter = new osu.Bancho.Writer; osuPacketWriter.MatchPlayerSkipped(MatchUser.id); osuPacketWriter.MatchSkip(); global.StreamsHandler.sendToStream(this.matchStreamName, osuPacketWriter.toBuffer, null); this.matchSkippedSlots = null; } else { const osuPacketWriter = new osu.Bancho.Writer; osuPacketWriter.MatchPlayerSkipped(MatchUser.id); global.StreamsHandler.sendToStream(this.matchStreamName, osuPacketWriter.toBuffer, null); } } transferHost(MatchUser = new User, SlotIDToTransferTo) { // Set the lobby's host to the new user this.host = this.slots[SlotIDToTransferTo].playerId; this.sendMatchUpdate(); } // TODO: Fix not being able to add DT when freemod is active updateMods(MatchUser = new User, MatchMods) { // Check if freemod is enabled if (this.specialModes === 1) { this.slots[MatchUser.matchSlotId].mods = MatchMods; this.sendMatchUpdate(); } else { // Make sure the person updating mods is the host of the match if (this.host !== MatchUser.id) return; // Change the matches mods to these new mods // TODO: Do this per user if freemod is enabled this.activeMods = MatchMods; this.sendMatchUpdate(); } // Update match listing in the lobby to reflect this change global.MultiplayerManager.updateMatchListing(); } startMatch() { // Make sure the match is not already in progress // The client sometimes double fires the start packet if (this.inProgress) return; this.inProgress = true; // Create array for monitoring users until they are ready to play this.matchLoadSlots = []; // Loop through all slots in the match for (let slot of this.slots) { // Make sure the slot has a user in it if (slot.playerId === -1 || slot.status === 1 || slot.status === 2) continue; // Add the slot's user to the loaded checking array this.matchLoadSlots.push({ playerId: slot.playerId, loaded: false }); // Set the user's status to playing slot.status = 32; } const osuPacketWriter = new osu.Bancho.Writer; osuPacketWriter.MatchStart(this.createOsuMatchJSON()); // Inform all users in the match that it has started global.StreamsHandler.sendToStream(this.matchStreamName, osuPacketWriter.toBuffer, null); // Update all users in the match with new info this.sendMatchUpdate(); // Update match listing in lobby to show the game is in progress global.MultiplayerManager.updateMatchListing(); } matchPlayerLoaded(MatchUser = new User) { // Loop through all user load check items and check if all users are loaded let allLoaded = true; for (let loadedSlot of this.matchLoadSlots) { // If loadslot belongs to this user then set loaded to true if (loadedSlot.playerId == MatchUser.id) { loadedSlot.loaded = true; } if (loadedSlot.loaded) continue; allLoaded = false; } // All players have loaded the beatmap, start playing. if (allLoaded) { let osuPacketWriter = new osu.Bancho.Writer; osuPacketWriter.MatchAllPlayersLoaded(); global.StreamsHandler.sendToStream(this.matchStreamName, osuPacketWriter.toBuffer, null); // Blank out user loading array this.matchLoadSlots = null; this.playerScores = []; 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}); } } } onPlayerFinishMatch(MatchUser = new User) { if (this.matchLoadSlots == null) { // Repopulate user loading slots again this.matchLoadSlots = []; for (let slot of this.slots) { // Make sure the slot has a user if (slot.playerId === -1 || slot.status === 1 || slot.status === 2) continue; // Populate user loading slots with this user's id and load status this.matchLoadSlots.push({ playerId: slot.playerId, loaded: false }); } } let allLoaded = true; // Loop through all loaded slots to make sure all users have finished playing for (let loadedSlot of this.matchLoadSlots) { if (loadedSlot.playerId == MatchUser.id) { loadedSlot.loaded = true; } if (loadedSlot.loaded) continue; // A user hasn't finished playing allLoaded = false; } // All players have finished playing, finish the match if (allLoaded) this.finishMatch(); } finishMatch() { if (!this.inProgress) return; this.matchLoadSlots = null; this.inProgress = false; let osuPacketWriter = new osu.Bancho.Writer; // Loop through all slots in the match for (let slot of this.slots) { // Make sure the slot has a user if (slot.playerId === -1 || slot.status === 1 || slot.status === 2) continue; // Set the user's status back to normal from playing slot.status = 4; } osuPacketWriter.MatchComplete(); // Inform all users in the match that it is complete global.StreamsHandler.sendToStream(this.matchStreamName, osuPacketWriter.toBuffer, null); // Update all users in the match with new info this.sendMatchUpdate(); // Update match info in the lobby to reflect that the match has finished global.MultiplayerManager.updateMatchListing(); if (this.multiplayerExtras != null) this.multiplayerExtras.onMatchFinished(JSON.parse(JSON.stringify(this.playerScores))); this.playerScores = null; } updatePlayerScore(MatchPlayer = new User, MatchScoreData) { const osuPacketWriter = new osu.Bancho.Writer; // Make sure the user's slot ID is not invalid if (this.matchSlotId == -1) return; // Get the user's current slotID and append it to the givien data, just incase. MatchScoreData.id = MatchPlayer.matchSlotId; // Update the playerScores array accordingly for (let playerScore of this.playerScores) { if (playerScore.playerId == MatchPlayer.id) { playerScore.score = MatchScoreData.totalScore; playerScore.isCurrentlyFailed = MatchScoreData.currentHp == 254; break; } } osuPacketWriter.MatchScoreUpdate(MatchScoreData); // Send the newly updated score to all users in the match global.StreamsHandler.sendToStream(this.matchStreamName, osuPacketWriter.toBuffer, null); } matchFailed(MatchUser = new User) { const osuPacketWriter = new osu.Bancho.Writer; // Make sure the user's slot ID is not invalid if (MatchUser.matchSlotId == -1) return; osuPacketWriter.MatchPlayerFailed(MatchUser.id); global.StreamsHandler.sendToStream(this.matchStreamName, osuPacketWriter.toBuffer, null); } }