import copy import json import threading import time from common.log import logUtils as log from constants import dataTypes from constants import matchModModes from constants import matchScoringTypes from constants import matchTeamTypes from constants import matchTeams from constants import serverPackets from constants import slotStatuses from helpers import chatHelper as chat from objects import glob class slot: def __init__(self): self.status = slotStatuses.FREE self.team = matchTeams.NO_TEAM self.userID = -1 self.user = None self.mods = 0 self.loaded = False self.skip = False self.complete = False self.score = 0 self.failed = False self.passed = True class match: def __init__(self, matchID, matchName, matchPassword, beatmapID, beatmapName, beatmapMD5, gameMode, hostUserID, isTourney=False): """ Create a new match object :param matchID: match progressive identifier :param matchName: match name, string :param matchPassword: match md5 password. Leave empty for no password :param beatmapID: beatmap ID :param beatmapName: beatmap name, string :param beatmapMD5: beatmap md5 hash, string :param gameMode: game mode ID. See gameModes.py :param hostUserID: user id of the host """ self.matchID = matchID self.streamName = "multi/{}".format(self.matchID) self.playingStreamName = "{}/playing".format(self.streamName) self.inProgress = False self.mods = 0 self.matchName = matchName self.matchPassword = matchPassword self.beatmapID = beatmapID self.beatmapName = beatmapName self.beatmapMD5 = beatmapMD5 self.hostUserID = hostUserID self.gameMode = gameMode self.matchScoringType = matchScoringTypes.SCORE # default values self.matchTeamType = matchTeamTypes.HEAD_TO_HEAD # default value self.matchModMode = matchModModes.NORMAL # default value self.seed = 0 self.matchDataCache = bytes() self.isTourney = isTourney self.isLocked = False # if True, users can't change slots/teams. Used in tourney matches self.isStarting = False self._lock = threading.Lock() self.createTime = int(time.time()) self.vinseID = None self.bloodcatAlert = False # Create all slots and reset them self.slots = [] for _ in range(0,16): self.slots.append(slot()) # Create streams glob.streams.add(self.streamName) glob.streams.add(self.playingStreamName) # Create #multiplayer channel glob.channels.addHiddenChannel("#multi_{}".format(self.matchID)) log.info("MPROOM{}: {} match created!".format(self.matchID, "Tourney" if self.isTourney else "Normal")) def getMatchData(self, censored = False): """ Return binary match data structure for packetHelper Return binary match data structure for packetHelper :return: """ # General match info # TODO: Test without safe copy, the error might have been caused by outdated python bytecode cache # safeMatch = copy.deepcopy(self) struct = [ [self.matchID, dataTypes.UINT16], [int(self.inProgress), dataTypes.BYTE], [0, dataTypes.BYTE], [self.mods, dataTypes.UINT32], [self.matchName, dataTypes.STRING] ] if censored and self.matchPassword: struct.append(["redacted", dataTypes.STRING]) else: struct.append([self.matchPassword, dataTypes.STRING]) struct.extend([ [self.beatmapName, dataTypes.STRING], [self.beatmapID, dataTypes.UINT32], [self.beatmapMD5, dataTypes.STRING] ]) # Slots status IDs, always 16 elements for i in range(0,16): struct.append([self.slots[i].status, dataTypes.BYTE]) # Slot teams, always 16 elements for i in range(0,16): struct.append([self.slots[i].team, dataTypes.BYTE]) # Slot user ID. Write only if slot is occupied for i in range(0,16): if self.slots[i].user is not None and self.slots[i].user in glob.tokens.tokens: struct.append([glob.tokens.tokens[self.slots[i].user].userID, dataTypes.UINT32]) # Other match data struct.extend([ [self.hostUserID, dataTypes.SINT32], [self.gameMode, dataTypes.BYTE], [self.matchScoringType, dataTypes.BYTE], [self.matchTeamType, dataTypes.BYTE], [self.matchModMode, dataTypes.BYTE], ]) # Slot mods if free mod is enabled if self.matchModMode == matchModModes.FREE_MOD: for i in range(0,16): struct.append([self.slots[i].mods, dataTypes.UINT32]) # Seed idk # TODO: Implement this, it should be used for mania "random" mod struct.append([self.seed, dataTypes.UINT32]) return struct def setHost(self, newHost): """ Set room host to newHost and send him host packet :param newHost: new host userID :return: """ slotID = self.getUserSlotID(newHost) if slotID is None or self.slots[slotID].user not in glob.tokens.tokens: return False token = glob.tokens.tokens[self.slots[slotID].user] self.hostUserID = newHost token.enqueue(serverPackets.matchTransferHost()) self.sendUpdates() log.info("MPROOM{}: {} is now the host".format(self.matchID, token.username)) return True def removeHost(self): """ Removes the host (for tourney matches) :return: """ self.hostUserID = -1 self.sendUpdates() log.info("MPROOM{}: Removed host".format(self.matchID)) def setSlot(self, slotID, status = None, team = None, user = "", mods = None, loaded = None, skip = None, complete = None): """ Set data for a specific slot. All fields but slotID are optional. Skipped fields won't be edited. :param slotID: slot ID :param status: new status :param team: new team :param user: new user id :param mods: new mods :param loaded: new loaded status :param skip: new skip value :param complete: new completed value :return: """ if status is not None: self.slots[slotID].status = status if team is not None: self.slots[slotID].team = team if user is not "": self.slots[slotID].user = user if mods is not None: self.slots[slotID].mods = mods if loaded is not None: self.slots[slotID].loaded = loaded if skip is not None: self.slots[slotID].skip = skip if complete is not None: self.slots[slotID].complete = complete def setSlotMods(self, slotID, mods): """ Set slotID mods. Same as calling setSlot and then sendUpdate :param slotID: slot number :param mods: new mods :return: """ # Set new slot data and send update self.setSlot(slotID, mods=mods) self.sendUpdates() log.info("MPROOM{}: Slot{} mods changed to {}".format(self.matchID, slotID, mods)) def toggleSlotReady(self, slotID): """ Switch slotID ready/not ready status Same as calling setSlot and then sendUpdate :param slotID: slot number :return: """ # Update ready status and setnd update if self.slots[slotID].user is None or self.isStarting: return oldStatus = self.slots[slotID].status if oldStatus == slotStatuses.READY: newStatus = slotStatuses.NOT_READY else: newStatus = slotStatuses.READY self.setSlot(slotID, newStatus) self.sendUpdates() log.info("MPROOM{}: Slot{} changed ready status to {}".format(self.matchID, slotID, self.slots[slotID].status)) def toggleSlotLocked(self, slotID): """ Lock a slot Same as calling setSlot and then sendUpdate :param slotID: slot number :return: """ # Check if slot is already locked if self.slots[slotID].status == slotStatuses.LOCKED: newStatus = slotStatuses.FREE else: newStatus = slotStatuses.LOCKED # Send updated settings to kicked user, so they will return to the lobby. if self.slots[slotID].user is not None and self.slots[slotID].user in glob.tokens.tokens: glob.tokens.tokens[self.slots[slotID].user].enqueue(serverPackets.updateMatch(self.matchID)) # Set new slot status self.setSlot(slotID, status=newStatus, team=0, user=None, mods=0) # Send updates to everyone else self.sendUpdates() log.info("MPROOM{}: Slot{} {}".format(self.matchID, slotID, "locked" if newStatus == slotStatuses.LOCKED else "unlocked")) def playerLoaded(self, userID): """ Set a player loaded status to True :param userID: ID of user :return: """ slotID = self.getUserSlotID(userID) if slotID is None: return # Set loaded to True self.slots[slotID].loaded = True log.info("MPROOM{}: User {} loaded".format(self.matchID, userID)) # Check all loaded total = 0 loaded = 0 for i in range(0,16): if self.slots[i].status == slotStatuses.PLAYING: total+=1 if self.slots[i].loaded: loaded+=1 if total == loaded: self.allPlayersLoaded() def allPlayersLoaded(self): """ Send allPlayersLoaded packet to every playing usr in match :return: """ glob.streams.broadcast(self.playingStreamName, serverPackets.allPlayersLoaded()) log.info("MPROOM{}: All players loaded! Match starting...".format(self.matchID)) def playerSkip(self, userID): """ Set a player skip status to True :param userID: ID of user :return: """ slotID = self.getUserSlotID(userID) if slotID is None: return # Set skip to True self.slots[slotID].skip = True log.info("MPROOM{}: User {} skipped".format(self.matchID, userID)) # Send skip packet to every playing user #glob.streams.broadcast(self.playingStreamName, serverPackets.playerSkipped(glob.tokens.tokens[self.slots[slotID].user].userID)) glob.streams.broadcast(self.playingStreamName, serverPackets.playerSkipped(slotID)) # Check all skipped total = 0 skipped = 0 for i in range(0,16): if self.slots[i].status == slotStatuses.PLAYING: total+=1 if self.slots[i].skip: skipped+=1 if total == skipped: self.allPlayersSkipped() def allPlayersSkipped(self): """ Send allPlayersSkipped packet to every playing usr in match :return: """ glob.streams.broadcast(self.playingStreamName, serverPackets.allPlayersSkipped()) log.info("MPROOM{}: All players have skipped!".format(self.matchID)) def updateScore(self, slotID, score): """ Update score for a slot :param slotID: the slot that the user that is updating their score is in :param score: the new score to update :return: """ self.slots[slotID].score = score def updateHP(self, slotID, hp): """ Update HP for a slot :param slotID: the slot that the user that is updating their hp is in :param hp: the new hp to update :return: """ self.slots[slotID].failed = True if hp == 254 else False def playerCompleted(self, userID): """ Set userID's slot completed to True :param userID: ID of user """ slotID = self.getUserSlotID(userID) if slotID is None: return self.setSlot(slotID, complete=True) # Console output log.info("MPROOM{}: User {} has completed his play".format(self.matchID, userID)) # Check all completed total = 0 completed = 0 for i in range(0,16): if self.slots[i].status == slotStatuses.PLAYING: total+=1 if self.slots[i].complete: completed+=1 if total == completed: self.allPlayersCompleted() def allPlayersCompleted(self): """ Cleanup match stuff and send match end packet to everyone :return: """ # Collect some info about the match that just ended to send to the api infoToSend = { "id": self.matchID, "name": self.matchName, "beatmap_id": self.beatmapID, "mods": self.mods, "game_mode": self.gameMode, "scores": {} } # Add score info for each player for i in range(0,16): if self.slots[i].user is not None and self.slots[i].status == slotStatuses.PLAYING: infoToSend["scores"][glob.tokens.tokens[self.slots[i].user].userID] = { "score": self.slots[i].score, "mods": self.slots[i].mods, "failed": self.slots[i].failed, "pass": self.slots[i].passed, "team": self.slots[i].team } # Send the info to the api glob.redis.publish("api:mp_complete_match", json.dumps(infoToSend)) # Reset inProgress self.inProgress = False # Reset slots self.resetSlots() # Send match update self.sendUpdates() # Send match complete glob.streams.broadcast(self.streamName, serverPackets.matchComplete()) # Destroy playing stream glob.streams.dispose(self.playingStreamName) glob.streams.remove(self.playingStreamName) # Console output log.info("MPROOM{}: Match completed".format(self.matchID)) # Set vinse id if needed chanName = "#multi_{}".format(self.matchID) if self.vinseID is None: self.vinseID = (int(time.time()) // (60 * 15)) << 32 | self.matchID chat.sendMessage("FokaBot", chanName, "Match history available [{} here]".format( "https://vinse.ripple.moe/match/{}".format(self.vinseID) )) if not self.bloodcatAlert: chat.sendMessage( "FokaBot", chanName, "Oh by the way, in case you're playing unranked or broken maps " "that are now available through ripple's osu!direct, you can " "type '!bloodcat' in the chat to get a download link for the " "currently selected map from Bloodcat!" ) self.bloodcatAlert = True # If this is a tournament match, then we send a notification in the chat # saying that the match has completed. if self.isTourney and (chanName in glob.channels.channels): chat.sendMessage(glob.BOT_NAME, chanName, "Match has just finished.") def resetSlots(self): for i in range(0,16): if self.slots[i].user is not None and self.slots[i].status == slotStatuses.PLAYING: self.slots[i].status = slotStatuses.NOT_READY self.slots[i].loaded = False self.slots[i].skip = False self.slots[i].complete = False self.slots[i].score = 0 self.slots[i].failed = False self.slots[i].passed = True def getUserSlotID(self, userID): """ Get slot ID occupied by userID :return: slot id if found, None if user is not in room """ for i in range(0,16): if self.slots[i].user is not None and self.slots[i].user in glob.tokens.tokens and glob.tokens.tokens[self.slots[i].user].userID == userID: return i return None def userJoin(self, user): """ Add someone to users in match :param user: user object of the user :return: True if join success, False if fail (room is full) """ # Make sure we're not in this match for i in range(0,16): if self.slots[i].user == user.token: # Set bugged slot to free self.setSlot(i, slotStatuses.FREE, 0, None, 0) # Find first free slot for i in range(0,16): if self.slots[i].status == slotStatuses.FREE: # Occupy slot team = matchTeams.NO_TEAM if self.matchTeamType == matchTeamTypes.TEAM_VS or self.matchTeamType == matchTeamTypes.TAG_TEAM_VS: team = matchTeams.RED if i % 2 == 0 else matchTeams.BLUE self.setSlot(i, slotStatuses.NOT_READY, team, user.token, 0) # Send updated match data self.sendUpdates() # Console output log.info("MPROOM{}: {} joined the room".format(self.matchID, user.username)) return True return False def userLeft(self, user, disposeMatch=True): """ Remove someone from users in match :param user: user object of the user :param disposeMatch: if `True`, will try to dispose match if there are no users in the room :return: """ # Make sure the user is in room slotID = self.getUserSlotID(user.userID) if slotID is None: return # Set that slot to free self.setSlot(slotID, slotStatuses.FREE, 0, None, 0) # Check if everyone left if self.countUsers() == 0 and disposeMatch and not self.isTourney: # Dispose match glob.matches.disposeMatch(self.matchID) log.info("MPROOM{}: Room disposed because all users left".format(self.matchID)) return # Check if host left if user.userID == self.hostUserID: # Give host to someone else for i in range(0,16): if self.slots[i].user is not None and self.slots[i].user in glob.tokens.tokens: self.setHost(glob.tokens.tokens[self.slots[i].user].userID) break # Send updated match data self.sendUpdates() # Console output log.info("MPROOM{}: {} left the room".format(self.matchID, user.username)) def userChangeSlot(self, userID, newSlotID): """ Change userID slot to newSlotID :param userID: user that changed slot :param newSlotID: slot id of new slot :return: """ # Make sure the match is not locked if self.isLocked or self.isStarting: return False # Make sure the user is in room oldSlotID = self.getUserSlotID(userID) if oldSlotID is None: return False # Make sure there is no one inside new slot if self.slots[newSlotID].user is not None or self.slots[newSlotID].status != slotStatuses.FREE: return False # Get old slot data #oldData = dill.copy(self.slots[oldSlotID]) oldData = copy.deepcopy(self.slots[oldSlotID]) # Free old slot self.setSlot(oldSlotID, slotStatuses.FREE, 0, None, 0, False, False, False) # Occupy new slot self.setSlot(newSlotID, oldData.status, oldData.team, oldData.user, oldData.mods) # Send updated match data self.sendUpdates() # Console output log.info("MPROOM{}: {} moved to slot {}".format(self.matchID, userID, newSlotID)) return True def changePassword(self, newPassword): """ Change match password to newPassword :param newPassword: new password string :return: """ self.matchPassword = newPassword # Send password change to every user in match glob.streams.broadcast(self.streamName, serverPackets.changeMatchPassword(self.matchPassword)) # Send new match settings too self.sendUpdates() # Console output log.info("MPROOM{}: Password changed to {}".format(self.matchID, self.matchPassword)) def changeMods(self, mods): """ Set match global mods :param mods: mods bitwise int thing :return: """ # Set new mods and send update self.mods = mods self.sendUpdates() log.info("MPROOM{}: Mods changed to {}".format(self.matchID, self.mods)) def userHasBeatmap(self, userID, has = True): """ Set no beatmap status for userID :param userID: ID of user :param has: True if has beatmap, false if not :return: """ # Make sure the user is in room slotID = self.getUserSlotID(userID) if slotID is None: return # Set slot self.setSlot(slotID, slotStatuses.NO_MAP if not has else slotStatuses.NOT_READY) # Send updates self.sendUpdates() def transferHost(self, slotID): """ Transfer host to slotID :param slotID: ID of slot :return: """ # Make sure there is someone in that slot if self.slots[slotID].user is None or self.slots[slotID].user not in glob.tokens.tokens: return # Transfer host self.setHost(glob.tokens.tokens[self.slots[slotID].user].userID) # Send updates # self.sendUpdates() def playerFailed(self, userID): """ Send userID's failed packet to everyone in match :param userID: ID of user :return: """ # Make sure the user is in room slotID = self.getUserSlotID(userID) if slotID is None: return self.slots[slotID].passed = False # Send packet to everyone glob.streams.broadcast(self.playingStreamName, serverPackets.playerFailed(slotID)) # Console output log.info("MPROOM{}: {} has failed!".format(self.matchID, userID)) def invite(self, fro, to): """ Fro invites to in this match. :param fro: sender userID :param to: receiver userID :return: """ # Get tokens froToken = glob.tokens.getTokenFromUserID(fro) toToken = glob.tokens.getTokenFromUserID(to) if froToken is None or toToken is None: return # FokaBot is too busy if to == 999: chat.sendMessage(glob.BOT_NAME, froToken.username, "I would love to join your match, but I'm busy keeping ripple up and running. Sorry. Beep Boop.") # Send message message = "Come join my multiplayer match: \"[osump://{}/{} {}]\"".format(self.matchID, self.matchPassword.replace(" ", "_"), self.matchName) chat.sendMessage(token=froToken, to=toToken.username, message=message) def countUsers(self): """ Return how many players are in that match :return: number of users """ c = 0 for i in range(0,16): if self.slots[i].user is not None: c+=1 return c def changeTeam(self, userID, newTeam=None): """ Change userID's team :param userID: id of user :return: """ # Make sure this match's mode has teams if self.matchTeamType != matchTeamTypes.TEAM_VS and self.matchTeamType != matchTeamTypes.TAG_TEAM_VS: return # Make sure the match is not locked if self.isLocked or self.isStarting: return # Make sure the user is in room slotID = self.getUserSlotID(userID) if slotID is None: return # Update slot and send update if newTeam is None: newTeam = matchTeams.BLUE if self.slots[slotID].team == matchTeams.RED else matchTeams.RED self.setSlot(slotID, None, newTeam) self.sendUpdates() def sendUpdates(self): """ Send match updates packet to everyone in lobby and room streams :return: """ self.matchDataCache = serverPackets.updateMatch(self.matchID) censoredDataCache = serverPackets.updateMatch(self.matchID, censored=True) if self.matchDataCache is not None: glob.streams.broadcast(self.streamName, self.matchDataCache) if censoredDataCache is not None: glob.streams.broadcast("lobby", censoredDataCache) else: log.error("MPROOM{}: Can't send match update packet, match data is None!!!".format(self.matchID)) def checkTeams(self): """ Check if match teams are valid :return: True if valid, False if invalid :return: """ if self.matchTeamType != matchTeamTypes.TEAM_VS and self.matchTeamType != matchTeamTypes.TAG_TEAM_VS: # Teams are always valid if we have no teams return True # We have teams, check if they are valid firstTeam = -1 for i in range(0,16): if self.slots[i].user is not None and (self.slots[i].status & slotStatuses.NO_MAP) == 0: if firstTeam == -1: firstTeam = self.slots[i].team elif firstTeam != self.slots[i].team: log.info("MPROOM{}: Teams are valid".format(self.matchID)) return True log.warning("MPROOM{}: Invalid teams!".format(self.matchID)) return False def start(self): """ Start the match :return: """ # Remove isStarting timer flag thingie self.isStarting = False # Make sure we have enough players if self.countUsers() < 2 or not self.checkTeams(): return False # Create playing channel glob.streams.add(self.playingStreamName) # Change inProgress value self.inProgress = True # Set playing to ready players and set load, skip and complete to False # Make clients join playing stream for i in range(0, 16): if self.slots[i].user in glob.tokens.tokens: self.slots[i].status = slotStatuses.PLAYING self.slots[i].loaded = False self.slots[i].skip = False self.slots[i].complete = False glob.tokens.tokens[self.slots[i].user].joinStream(self.playingStreamName) # Send match start packet glob.streams.broadcast(self.playingStreamName, serverPackets.matchStart(self.matchID)) # Send updates self.sendUpdates() return True def forceSize(self, matchSize): for i in range(0, matchSize): if self.slots[i].status == slotStatuses.LOCKED: self.toggleSlotLocked(i) for i in range(matchSize, 16): if self.slots[i].status != slotStatuses.LOCKED: self.toggleSlotLocked(i) def abort(self): if not self.inProgress: log.warning("MPROOM{}: Match is not in progress!".format(self.matchID)) return self.inProgress = False self.isStarting = False self.resetSlots() self.sendUpdates() glob.streams.broadcast(self.playingStreamName, serverPackets.matchAbort()) glob.streams.dispose(self.playingStreamName) glob.streams.remove(self.playingStreamName) log.info("MPROOM{}: Match aborted".format(self.matchID)) def initializeTeams(self): if self.matchTeamType == matchTeamTypes.TEAM_VS or self.matchTeamType == matchTeamTypes.TAG_TEAM_VS: # Set teams for i, _slot in enumerate(self.slots): _slot.team = matchTeams.RED if i % 2 == 0 else matchTeams.BLUE else: # Reset teams for _slot in self.slots: _slot.team = matchTeams.NO_TEAM def resetMods(self): for _slot in self.slots: _slot.mods = 0 def resetReady(self): for _slot in self.slots: if _slot.status == slotStatuses.READY: _slot.status = slotStatuses.NOT_READY def sendReadyStatus(self): chanName = "#multi_{}".format(self.matchID) # Make sure match exists before attempting to do anything else if chanName not in glob.channels.channels: return totalUsers = 0 readyUsers = 0 for slot in self.slots: # Make sure there is a user in this slot if slot.user is None: continue # In this slot there is a user, so we increase the amount of total users # in this multi room. totalUsers += 1 if slot.status == slotStatuses.READY: readyUsers += 1 message = "{} users ready out of {}.".format(readyUsers, totalUsers) if totalUsers == readyUsers: message += " All users ready!" # Check whether there is anyone left in this match. if totalUsers == 0: message = "The match is now empty." chat.sendMessage(glob.BOT_NAME, chanName, message) def __enter__(self): # 🌚🌚🌚🌚🌚 self._lock.acquire() return self def __exit__(self, exc_type, exc_val, exc_tb): self._lock.release()