Binato/server/MultiplayerMatch.js

500 lines
No EOL
15 KiB
JavaScript

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);
}
}