mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 00:10:56 +02:00
bazinga
This commit is contained in:
@@ -151,6 +151,30 @@ tradeoff vs. the relay). Headless tests drive the protocol over an
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in-memory loopback (`Net.loopbackPair`); under LÖVE the same test file
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also exercises real UDP pairing.
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## Fair play in link and online matches
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A link session is decided by the battle and nothing else, so for its
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duration:
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- **Game speed is pinned to normal.** The GAME SPEED option and
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`POKEPORT_SPEED` are ignored from the moment LINK PLAY opens until it
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closes, and apply again after. Fast-forward otherwise runs one peer's
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queue faster than the peer it is locked to and drains a tournament shot
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clock faster than the opponent racing it.
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- **Online play runs vanilla.** Picking ONLINE MATCH or TOURNAMENT with
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mods enabled offers to switch them all off and relaunch (mods merge at
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boot, so a restart is the only way). The restart is confirmed, not
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silent. They stay listed as disabled, ready to switch back on.
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- **Only a meaningful split ends a match.** The per-turn state signature
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both peers exchange is split three ways: `actives` and `bench` carry
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species, HP, status, stat stages, PP and the rest of the party, and a
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divergence there ends the match as a draw. `volatile` carries per-turn
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flags both sides recompute anyway - a divergence there is logged and
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reported to mods, and play continues.
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The relay logs which component diverged on which turn, so a desync report
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names something specific.
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## Custom boot text
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The boot sequence replaces the Nintendo / GAME FREAK identifiers with
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+51
-12
@@ -1240,6 +1240,31 @@ local function clearTrapping(battler)
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battler.trapDamage = nil
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end
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-- core.asm:297-300: both sides' FLINCHED bits are cleared as a turn's move
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-- selection opens, but the clear is skipped for a mon that must recharge or
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-- is locked into Rage (core.asm:293-295 -- the Hyper Beam flinch-recharge
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-- glitch).
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--
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-- A method rather than three lines inside the menu branch, because two
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-- other places need the identical rule at the identical point in the turn
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-- and both got it wrong by not having it:
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--
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-- * guarded PER BATTLER, not off self.player alone. This runs on
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-- whichever machine is looking at its own menu, and in a lockstep link
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-- battle "self.player" is the host's mon on one peer and the guest's on
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-- the other, so one shared guard let one peer clear both flags while
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-- the other cleared neither -- a bogus desync draw in a winnable match.
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-- * a tournament spectator never enters the menu phase at all (it has no
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-- decision to make), so nothing cleared a flinch in its replay: the
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-- flag survived into the next turn, ate a move the real players saw
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-- land, and from there the replay was watching a different battle.
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-- LinkBattle.newSpectator calls this at the head of every turn.
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function BattleState:clearTurnFlinches()
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for _, b in ipairs({ self.player, self.enemy }) do
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if b and not (b.mustRecharge or b.rageMove) then b.flinched = false end
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end
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end
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-- Actions that skip DisplayBattleMenu entirely (core.asm:300-310):
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-- recharge, Rage, thrash, charge. Bide / trapping / being held do NOT
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-- skip the menu -- the player can still item/switch (and must press
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@@ -1260,11 +1285,17 @@ function BattleState:fightLockedAction(battler)
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end
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if battler.bideTurns then return { special = "bide" } end
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-- held while the OPPONENT's trapping bit is set (live mirror so a
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-- trap ended early by paralysis/faint frees the victim immediately)
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-- trap ended early by paralysis/faint frees the victim immediately).
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-- Read, not written: executeAction refreshes battler.boundTurns from the
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-- same expression when the action actually runs, and that site runs on
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-- both peers of a link battle. Storing it here instead wrote a hashed
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-- field on whichever machine happened to open its own FIGHT menu, which
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-- left the two peers holding boundTurns=0 against nil for the same
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-- battler and ended the match as a desync over a mirror of a mirror.
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local opp = battler.isPlayer and self.enemy or self.player
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battler.boundTurns = opp and opp.trappingTurns
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and math.max(1, opp.trappingTurns) or nil
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if battler.boundTurns then
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local bound = opp and opp.trappingTurns
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and math.max(1, opp.trappingTurns) or nil
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if bound then
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return { special = "bound" }
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end
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return nil
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@@ -1301,9 +1332,23 @@ function BattleState:swapMoves(i, j)
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require("src.core.Sound").play(self.data, "Swap")
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end
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function BattleState:update(dt)
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-- One frame of the presentational clock: the BGP flash sequences, the
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-- per-battler pic slide/hide programs, the send-out grow-in, the intro
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-- slide and the screen-shake programs all advance in updateFx and nowhere
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-- else. It lives behind its own entry point because a caller that has to
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-- skip the rest of update() for a frame must still tick this, and a link
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-- battle does exactly that on two hot paths -- waiting on the peer's action,
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-- and draining a resolved lockstep turn. Skipping it there froze whatever
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-- was mid-flight: a flash stuck on its inverted BGP step repainted the whole
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-- UI in inverted shades, and a pic part-way through a slide-off or a grow-in
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-- simply stayed gone -- for as long as the opponent took to choose.
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function BattleState:tickFx()
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self.frame = self.frame + 1
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self:updateFx()
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end
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function BattleState:update(dt)
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self:tickFx()
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local input = self.game.input
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-- safety net: HP/status changed outside a queued drain (level-up heals,
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@@ -1386,13 +1431,7 @@ function BattleState:update(dt)
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end
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return
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end
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-- core.asm:297-300: both sides' FLINCHED bits are cleared during
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-- move selection, but the clear is skipped while the player must
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-- recharge or is locked into Rage (core.asm:293-295 -- the Hyper
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-- Beam flinch-recharge glitch)
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if not (self.player.mustRecharge or self.player.rageMove) then
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self.player.flinched, self.enemy.flinched = false, false
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end
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self:clearTurnFlinches()
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-- only recharge/Rage/thrash/charge skip DisplayBattleMenu; trapping
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-- victims (and wrappers) still get FIGHT/PKMN/ITEM/RUN (core.asm:312)
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local locked = self:menuLockedAction(self.player)
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@@ -191,6 +191,15 @@ end
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-- or screenshot run does not depend on whatever the player last chose.
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function Game:logicSpeed()
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local GameSpeed = require("src.core.GameSpeed")
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-- Link play is always 1X on both machines, and this wins over every other
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-- source including POKEPORT_SPEED. Fast-forward multiplies the logic
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-- clock, so a peer at 10X burned a tournament shot clock ten times faster
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-- than the opponent it is racing, and drove its own animation/message
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-- queue at a different rate than the peer it is locked to. Nothing about
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-- a match should depend on what either player set this to.
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if self.linkSession or (self.linkNet and not self.linkNet.closed) then
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return 1
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end
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if self.speedOverride then return GameSpeed.clamp(self.speedOverride) end
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local opts = self.save and self.save.options
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return GameSpeed.clamp(opts and opts.speed or GameSpeed.DEFAULT)
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+63
-4
@@ -112,6 +112,19 @@ local function scalar(v)
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return tostring(v)
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end
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-- A volatile slot is "off" three interchangeable ways -- absent, false, or
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-- a counter sitting at 0 -- because every reader tests `if b.key then` or
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-- `key > 0`. They have to hash the same, or a match ends over a difference
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-- that does not exist. They routinely disagree: the menu-phase flinch
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-- clear (BattleState:update) and the FIGHT-branch boundTurns mirror
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-- (fightLockedAction) are written by whichever machine is sitting at ITS
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-- OWN menu, and in a link battle that is a different battler on each side,
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-- so one peer holds flinched=false / boundTurns=0 where the other still
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-- holds nil with two identical simulations underneath.
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local function off(v)
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return v == nil or v == false or v == 0
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end
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local function stageStr(b)
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local out = {}
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for i, stat in ipairs(STAGES) do
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@@ -131,7 +144,7 @@ end
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local function volStr(b)
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local out = {}
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for _, key in ipairs(VOLATILE) do
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if b[key] ~= nil then
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if not off(b[key]) then
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out[#out + 1] = key .. "=" .. scalar(b[key])
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end
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end
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@@ -168,6 +181,17 @@ end
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local PARTS = { "actives", "volatile", "bench" }
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-- Which components are allowed to end a match. `actives` and `bench` carry
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-- what decides one -- species, HP, status, stat stages, PP, the rest of the
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-- party -- so a divergence there is a real split between the two
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-- simulations and stays a draw. `volatile` is per-turn bookkeeping that
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-- both sides recompute from the authoritative state every turn (see `off`
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-- above): it can disagree for a turn without either side being wrong, and
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-- when it does mean something real it lands in `actives` as damage or
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-- status within a turn or two, where it is caught. Ending a match on it
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-- alone cost players games they were winning, over nothing.
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local FATAL_PART = { actives = true, bench = true }
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-- opts: { myParty = packed, theirParty = packed, theirName, role =
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-- "host"/"guest", seed, verdict, strict }. Returns nil plus a reason when
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-- the handshake says the two link surfaces don't match: a lockstep
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@@ -315,12 +339,23 @@ function LinkBattle.new(game, net, opts)
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Logger.warn("link: desync turn %s component=%s (%s vs %s)",
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tostring(turn), component, tostring(localH), tostring(remoteH))
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Runtime.emit("link.desync", { turn = turn, component = component,
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localHash = localH, remoteHash = remoteH })
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localHash = localH, remoteHash = remoteH,
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fatal = true })
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endAsDraw(s, Strings(
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"Link desync!\n%s differs.\fAre both games\nrunning the same\nmods?",
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component))
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end
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-- a non-fatal component split: both sides log it and carry on, so the
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-- match is decided by the battle rather than by bookkeeping
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local function noteDrift(s, turn, component, localH, remoteH)
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Logger.warn("link: %s drift on turn %s (%s vs %s) -- match continues",
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component, tostring(turn), tostring(localH), tostring(remoteH))
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Runtime.emit("link.desync", { turn = turn, component = component,
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localHash = localH, remoteHash = remoteH,
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fatal = false })
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end
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-- a verified turn stays recorded: consuming it here left a finished
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-- battle holding 0-1 entries, so the whole-battle sweep the link suite
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-- runs over localHashes had nothing left to compare
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@@ -333,8 +368,11 @@ function LinkBattle.new(game, net, opts)
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if mine and theirs then
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for _, component in ipairs(PARTS) do
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if mine[component] ~= theirs[component] then
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reportDesync(s, turn, component, mine[component], theirs[component])
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return
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if FATAL_PART[component] then
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reportDesync(s, turn, component, mine[component], theirs[component])
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return
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end
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noteDrift(s, turn, component, mine[component], theirs[component])
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end
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end
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end
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@@ -565,10 +603,19 @@ function LinkBattle.new(game, net, opts)
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if net.closed and not s.linkEnded and not s.result then
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endAsDraw(s)
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end
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-- Both early returns below skip baseUpdate, which is where the
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-- presentational clock normally advances -- so tick it here, in the same
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-- order baseUpdate would (fx, then the queue). Without this an
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-- animation caught mid-flight froze for the whole wait: a flash stopped
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-- on its inverted BGP step and repainted the UI in inverted shades, and
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-- a pic part-way through a slide or grow-in stayed off screen, which is
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-- the "the screen went inverted" / "a Pokemon just vanished" pair.
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if s.phase == "waitRemote" then
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s:tickFx()
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return -- the other side is still choosing
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end
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if s.phase == "messages" and s.afterQueue == "linkNext" then
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s:tickFx()
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if not s:updateQueue() then
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s.afterQueue = "menu"
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s.phase = "menu"
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@@ -742,6 +789,13 @@ function LinkBattle.newSpectator(game, net, opts)
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end
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s:act(function()
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-- the two real players cleared their flinch flags when their move
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-- menu opened; a spectator has no menu, so it does it here instead,
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-- at the same point in the turn (see BattleState:clearTurnFlinches).
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-- Without this a flinch survived into the next turn and ate a move
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-- that landed in the real match, and the replay -- sharing the RNG
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-- stream -- was watching a different battle from that point on.
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s:clearTurnFlinches()
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local hostAction = hostMsg.kind ~= "switch" and hostMsg.kind ~= "run"
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and decodeWireAction(s, hostMsg, s.player) or nil
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local guestAction = guestMsg.kind ~= "switch" and guestMsg.kind ~= "run"
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@@ -837,7 +891,11 @@ function LinkBattle.newSpectator(game, net, opts)
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if net.closed and not s.linkEnded and not s.result then
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endSpectate(s)
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end
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-- same as the real-participant loop: every path that skips baseUpdate
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||||
-- still has to advance the presentational clock, and a spectator sits in
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-- waitBoth between every single turn
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if s.phase == "messages" and s.afterQueue == "linkNext" then
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||||
s:tickFx()
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if not s:updateQueue() then
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s.afterQueue = "waitBoth"
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s.phase = "waitBoth"
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@@ -845,6 +903,7 @@ function LinkBattle.newSpectator(game, net, opts)
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return
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end
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if s.phase == "menu" or s.phase == "waitBoth" then
|
||||
s:tickFx()
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||||
return -- frozen between resolved turns; never a real decision here
|
||||
end
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baseUpdate(s, dt)
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||||
|
||||
+46
-1
@@ -73,6 +73,9 @@ end
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||||
function LinkState.new(game)
|
||||
local self = setmetatable({}, LinkState)
|
||||
self.game = game
|
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-- a link session runs at 1X on both machines whatever either player set
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-- GAME SPEED to (see Game:logicSpeed); cleared in exitWith
|
||||
game.linkSession = true
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self.stage = "menu"
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||||
self.index = 1
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self.addr = ipDigits(Net.lanIP())
|
||||
@@ -98,6 +101,7 @@ end
|
||||
|
||||
function LinkState:exitWith(message, reason)
|
||||
DiscordPresence.setJoinCode(nil)
|
||||
self.game.linkSession = nil -- back to the player's own GAME SPEED
|
||||
Runtime.emit("link.ended", { reason = reason or (message and "error" or "bye") })
|
||||
if self.net then self.net:close() end
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||||
self.game.stack:pop()
|
||||
@@ -106,6 +110,46 @@ function LinkState:exitWith(message, reason)
|
||||
end
|
||||
end
|
||||
|
||||
-- Online play meets strangers, so it requires vanilla on both ends
|
||||
-- (Handshake.onlineAllowed). Mods merge into the shared Data registries at
|
||||
-- boot and there is no unmerge, so switching them off has to go through a
|
||||
-- relaunch -- but the player should not have to go find the mod manager and
|
||||
-- work out which mods count. This turns every enabled mod off, records
|
||||
-- them so the mod manager can put them back, and relaunches. The restart
|
||||
-- is confirmed rather than silent: it drops unsaved progress.
|
||||
function LinkState:offerVanillaRestart()
|
||||
local game = self.game
|
||||
local loader = game.mods
|
||||
local mods = Handshake.mods(game)
|
||||
local names = {}
|
||||
for i, mod in ipairs(mods) do
|
||||
if i > 2 then break end
|
||||
names[#names + 1] = tostring(mod.id):upper():sub(1, 12)
|
||||
end
|
||||
local list = table.concat(names, ", ")
|
||||
if #mods > #names then list = list .. (" +%d"):format(#mods - #names) end
|
||||
local text = Strings(
|
||||
"Online play runs\nvanilla for both\nplayers.\fTurn off %s\nand restart?", list)
|
||||
self.game.linkSession = nil
|
||||
Runtime.emit("link.ended", { reason = "error" })
|
||||
if self.net then self.net:close() end
|
||||
game.stack:pop()
|
||||
game.stack:push(TextBox.new(game, text, nil, { choice = function(yes)
|
||||
if not yes then return end
|
||||
-- setEnabled persists the toggle itself (Loader:_saveState), so the
|
||||
-- relaunch comes up vanilla and the mod manager lists them as disabled
|
||||
-- for the player to switch back on afterwards
|
||||
for _, mod in ipairs(mods) do
|
||||
if loader and loader.setEnabled then loader:setEnabled(mod.id, false) end
|
||||
end
|
||||
if game.restartWithMods then
|
||||
game:restartWithMods()
|
||||
elseif love.event and love.event.quit then
|
||||
love.event.quit("restart")
|
||||
end
|
||||
end }))
|
||||
end
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
-- handshake v2 (D8): both peers announce engine version, api version and
|
||||
-- a fingerprint of their link surface, and the verdict comes from the two
|
||||
@@ -202,7 +246,7 @@ function LinkState:update(dt)
|
||||
self.index = 1
|
||||
elseif self.index == 2 or self.index == 3 then
|
||||
if not Handshake.onlineAllowed(self.game) then
|
||||
self:exitWith(Strings("Online play needs\nno mods enabled.\fDisable them in\nSTART > MODS."))
|
||||
self:offerVanillaRestart()
|
||||
return
|
||||
end
|
||||
if self.index == 2 then
|
||||
@@ -509,6 +553,7 @@ function LinkState:updateTrade(input)
|
||||
if self.game.writeSave then self.game:writeSave() end
|
||||
local name = received.nickname or self.game.data.pokemon[received.species].name
|
||||
Runtime.emit("link.ended", { reason = "done" })
|
||||
self.game.linkSession = nil -- this path pops without exitWith
|
||||
self.net:close()
|
||||
self.game.stack:pop()
|
||||
local game = self.game
|
||||
|
||||
@@ -91,6 +91,11 @@ function Tournament.new(game)
|
||||
self.settingsIndex = 1
|
||||
self.roster = {}
|
||||
self.spectatorRoster = {}
|
||||
-- everything from here to exitWith runs at 1X regardless of the GAME
|
||||
-- SPEED option (see Game:logicSpeed): a tournament's shot clock counts
|
||||
-- down on the logic step, so fast-forward would hand one player less
|
||||
-- real time to choose than the opponent they are racing
|
||||
game.linkSession = true
|
||||
Sound.startLoop(game.data, MUSIC)
|
||||
return self
|
||||
end
|
||||
@@ -113,6 +118,7 @@ end
|
||||
|
||||
function Tournament:exitWith(message)
|
||||
DiscordPresence.setJoinCode(nil)
|
||||
self.game.linkSession = nil -- back to the player's own GAME SPEED
|
||||
Sound.stopLoop(MUSIC)
|
||||
Runtime.emit("link.ended", { reason = message and "error" or "bye" })
|
||||
if self.net then self.net:close() end
|
||||
|
||||
@@ -0,0 +1,144 @@
|
||||
-- Driver: play a real online match, hosting side.
|
||||
--
|
||||
-- Pair with tests/drivers/online_match_join.lua in a second instance:
|
||||
--
|
||||
-- POKEPORT_IDENTITY=pokehost ONLINE_CODE_FILE=/tmp/poke_code.txt \
|
||||
-- POKEPORT_DRIVER=tests/drivers/online_match_host.lua love .
|
||||
-- POKEPORT_IDENTITY=pokeguest ONLINE_CODE_FILE=/tmp/poke_code.txt \
|
||||
-- POKEPORT_DRIVER=tests/drivers/online_match_join.lua love .
|
||||
--
|
||||
-- Two real windows, the real relay (POKEPORT_RELAY_ADDR to point elsewhere),
|
||||
-- the real LinkState menus and the real lockstep battle -- the loopback
|
||||
-- suites can't see anything the transport, the two separate processes or
|
||||
-- the two save identities contribute. The host writes its room code to
|
||||
-- ONLINE_CODE_FILE for the joiner to pick up, since on a real screen that
|
||||
-- code is read aloud to a friend.
|
||||
--
|
||||
-- Prints ONLINE_MATCH_HOST: lines; the wrapper script greps them.
|
||||
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pokemon = require("src.pokemon.Pokemon")
|
||||
local LinkState = require("src.link.LinkState")
|
||||
local Runtime = require("src.mods.Runtime")
|
||||
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
|
||||
local CODE_FILE = os.getenv("ONLINE_CODE_FILE") or "/tmp/poke_code.txt"
|
||||
local TAG = "ONLINE_MATCH_HOST:"
|
||||
|
||||
local function log(...) U.log(TAG, ...) end
|
||||
|
||||
-- a desync is the whole point of the exercise, so make it loud
|
||||
local desyncs = {}
|
||||
-- wrap emit rather than subscribing: with no mods loaded Runtime.events is
|
||||
-- the null sink, and a vanilla online run is exactly the case under test
|
||||
local realEmit = Runtime.emit
|
||||
Runtime.emit = function(name, p)
|
||||
if name == "link.desync" and p then
|
||||
desyncs[#desyncs + 1] = p
|
||||
log(("DESYNC turn=%s component=%s fatal=%s"):format(
|
||||
tostring(p.turn), tostring(p.component), tostring(p.fatal)))
|
||||
end
|
||||
return realEmit(name, p)
|
||||
end
|
||||
|
||||
game.save.player.name = "HOST"
|
||||
game.save.party = {
|
||||
Pokemon.new(game.data, "CHARIZARD", 50),
|
||||
Pokemon.new(game.data, "SNORLAX", 50),
|
||||
Pokemon.new(game.data, "ALAKAZAM", 50),
|
||||
}
|
||||
U.teleport(game, "PALLET_TOWN", 10, 8, "down")
|
||||
U.wait(30)
|
||||
|
||||
local link = LinkState.new(game)
|
||||
game.stack:push(link)
|
||||
U.wait(10)
|
||||
|
||||
-- the GAME SPEED forcing under test: a link session pins the logic clock
|
||||
-- to 1X no matter what the option or POKEPORT_SPEED says
|
||||
game.save.options.speed = 10
|
||||
U.wait(2)
|
||||
log("logicSpeed with GAME SPEED=10 during link:", game:logicSpeed())
|
||||
|
||||
-- top menu: LAN / ONLINE MATCH / TOURNAMENT
|
||||
U.tap(game, "down"); U.wait(3)
|
||||
U.tap(game, "a"); U.wait(5) -- ONLINE MATCH
|
||||
if link.stage ~= "onlineMenu" then
|
||||
log("FAIL expected onlineMenu, at", tostring(link.stage))
|
||||
-- a mods-enabled build lands on the vanilla-restart prompt instead
|
||||
U.wait(60)
|
||||
U.shot(game, DIR .. "/online_host_blocked.png")
|
||||
return
|
||||
end
|
||||
U.tap(game, "a"); U.wait(10) -- HOST ONLINE
|
||||
|
||||
-- wait for the relay to hand back a room code
|
||||
local code
|
||||
for _ = 1, 900 do
|
||||
if link.net and link.net.code then code = link.net.code break end
|
||||
U.wait(1)
|
||||
end
|
||||
if not code then
|
||||
log("FAIL no room code from the relay:", tostring(link.net and link.net.error))
|
||||
U.shot(game, DIR .. "/online_host_nocode.png")
|
||||
return
|
||||
end
|
||||
log("hosting code", code)
|
||||
U.shot(game, DIR .. "/online_host_1_code.png")
|
||||
local f = io.open(CODE_FILE, "w")
|
||||
if f then f:write(code) f:close() end
|
||||
|
||||
-- wait for the joiner
|
||||
for _ = 1, 1800 do
|
||||
if link.stage == "modeSelect" then break end
|
||||
U.wait(1)
|
||||
end
|
||||
if link.stage ~= "modeSelect" then
|
||||
log("FAIL nobody joined (stage " .. tostring(link.stage) .. ")")
|
||||
return
|
||||
end
|
||||
log("paired with", tostring(link.peerName))
|
||||
U.shot(game, DIR .. "/online_host_2_paired.png")
|
||||
|
||||
U.tap(game, "down"); U.wait(3) -- TRADE / BATTLE -> BATTLE
|
||||
U.tap(game, "a"); U.wait(10)
|
||||
-- host owns the level rule; ANY is the default row
|
||||
for _ = 1, 600 do
|
||||
if link.stage == "battleOptions" then break end
|
||||
U.wait(1)
|
||||
end
|
||||
if link.stage == "battleOptions" then
|
||||
U.shot(game, DIR .. "/online_host_3_options.png")
|
||||
U.tap(game, "a"); U.wait(5)
|
||||
end
|
||||
|
||||
-- the battle: mash A, exactly like a player who just wants it over with
|
||||
local battle
|
||||
for _ = 1, 1800 do
|
||||
local top = game.stack:top()
|
||||
if top and top.kind == "link" then battle = top break end
|
||||
U.wait(1)
|
||||
end
|
||||
if not battle then
|
||||
log("FAIL battle never started (stage " .. tostring(link.stage) .. ")")
|
||||
U.shot(game, DIR .. "/online_host_nobattle.png")
|
||||
return
|
||||
end
|
||||
log("battle started vs", tostring(battle.opponentName))
|
||||
U.shot(game, DIR .. "/online_host_4_battle.png")
|
||||
|
||||
local shots = 0
|
||||
for i = 1, 200000 do
|
||||
if battle.result then break end
|
||||
U.tap(game, "a")
|
||||
if i % 900 == 0 and shots < 3 then
|
||||
shots = shots + 1
|
||||
U.shot(game, DIR .. ("/online_host_5_turn%d.png"):format(shots))
|
||||
end
|
||||
end
|
||||
U.wait(60)
|
||||
U.shot(game, DIR .. "/online_host_6_result.png")
|
||||
log("result", tostring(battle.result), "turns", tostring(battle.turnCount))
|
||||
log("desyncs", #desyncs)
|
||||
log("DONE")
|
||||
end
|
||||
@@ -0,0 +1,129 @@
|
||||
-- Driver: play a real online match, joining side.
|
||||
-- See tests/drivers/online_match_host.lua for how to run the pair.
|
||||
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pokemon = require("src.pokemon.Pokemon")
|
||||
local LinkState = require("src.link.LinkState")
|
||||
local CodeEntry = require("src.link.CodeEntry")
|
||||
local Runtime = require("src.mods.Runtime")
|
||||
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
|
||||
local CODE_FILE = os.getenv("ONLINE_CODE_FILE") or "/tmp/poke_code.txt"
|
||||
local TAG = "ONLINE_MATCH_JOIN:"
|
||||
|
||||
local function log(...) U.log(TAG, ...) end
|
||||
|
||||
local desyncs = {}
|
||||
-- wrap emit rather than subscribing: with no mods loaded Runtime.events is
|
||||
-- the null sink, and a vanilla online run is exactly the case under test
|
||||
local realEmit = Runtime.emit
|
||||
Runtime.emit = function(name, p)
|
||||
if name == "link.desync" and p then
|
||||
desyncs[#desyncs + 1] = p
|
||||
log(("DESYNC turn=%s component=%s fatal=%s"):format(
|
||||
tostring(p.turn), tostring(p.component), tostring(p.fatal)))
|
||||
end
|
||||
return realEmit(name, p)
|
||||
end
|
||||
|
||||
game.save.player.name = "GUEST"
|
||||
game.save.party = {
|
||||
Pokemon.new(game.data, "BLASTOISE", 50),
|
||||
Pokemon.new(game.data, "GENGAR", 50),
|
||||
Pokemon.new(game.data, "DRAGONITE", 50),
|
||||
}
|
||||
U.teleport(game, "PALLET_TOWN", 10, 8, "down")
|
||||
U.wait(30)
|
||||
|
||||
-- the host writes its room code out once the relay assigns one
|
||||
local code
|
||||
for _ = 1, 3600 do
|
||||
local f = io.open(CODE_FILE, "r")
|
||||
if f then
|
||||
local text = (f:read("*a") or ""):gsub("%s+", "")
|
||||
f:close()
|
||||
if #text == CodeEntry.LENGTH then code = text break end
|
||||
end
|
||||
U.wait(1)
|
||||
end
|
||||
if not code then
|
||||
log("FAIL host never published a code")
|
||||
return
|
||||
end
|
||||
log("joining code", code)
|
||||
|
||||
local link = LinkState.new(game)
|
||||
game.stack:push(link)
|
||||
U.wait(10)
|
||||
game.save.options.speed = 20
|
||||
U.wait(2)
|
||||
log("logicSpeed with GAME SPEED=20 during link:", game:logicSpeed())
|
||||
|
||||
log("before nav: stage", tostring(link.stage), "index", tostring(link.index),
|
||||
"top", tostring(game.stack:top() == link), "mods", #require("src.link.Handshake").mods(game))
|
||||
U.tap(game, "down"); U.wait(3)
|
||||
log("after down: stage", tostring(link.stage), "index", tostring(link.index))
|
||||
U.tap(game, "a"); U.wait(5) -- ONLINE MATCH
|
||||
log("after a: stage", tostring(link.stage), "index", tostring(link.index))
|
||||
if link.stage ~= "onlineMenu" then
|
||||
log("FAIL expected onlineMenu, at", tostring(link.stage))
|
||||
U.wait(60)
|
||||
U.shot(game, DIR .. "/online_join_blocked.png")
|
||||
return
|
||||
end
|
||||
U.tap(game, "down"); U.wait(3)
|
||||
U.tap(game, "a"); U.wait(5) -- JOIN ONLINE -> code entry
|
||||
if link.stage ~= "codeEntry" then
|
||||
log("FAIL expected codeEntry, at", tostring(link.stage))
|
||||
return
|
||||
end
|
||||
-- set the six slots straight rather than scrubbing each one with UP
|
||||
-- presses; the scrub interaction has its own coverage (online_play_test)
|
||||
for i = 1, CodeEntry.LENGTH do
|
||||
local idx = CodeEntry.CHARSET:find(code:sub(i, i), 1, true)
|
||||
link.codeEntry.chars[i] = idx or 1
|
||||
end
|
||||
U.wait(2)
|
||||
U.shot(game, DIR .. "/online_join_1_code.png")
|
||||
U.tap(game, "a"); U.wait(10)
|
||||
|
||||
for _ = 1, 1800 do
|
||||
if link.stage == "waitMode" or link.stage == "battleWait" then break end
|
||||
if link.net and link.net.error then
|
||||
log("FAIL join error:", tostring(link.net.error))
|
||||
return
|
||||
end
|
||||
U.wait(1)
|
||||
end
|
||||
log("connected, stage", tostring(link.stage))
|
||||
U.shot(game, DIR .. "/online_join_2_connected.png")
|
||||
|
||||
local battle
|
||||
for _ = 1, 1800 do
|
||||
local top = game.stack:top()
|
||||
if top and top.kind == "link" then battle = top break end
|
||||
U.wait(1)
|
||||
end
|
||||
if not battle then
|
||||
log("FAIL battle never started (stage " .. tostring(link.stage) .. ")")
|
||||
U.shot(game, DIR .. "/online_join_nobattle.png")
|
||||
return
|
||||
end
|
||||
log("battle started vs", tostring(battle.opponentName))
|
||||
U.shot(game, DIR .. "/online_join_3_battle.png")
|
||||
|
||||
local shots = 0
|
||||
for i = 1, 200000 do
|
||||
if battle.result then break end
|
||||
U.tap(game, "a")
|
||||
if i % 900 == 0 and shots < 3 then
|
||||
shots = shots + 1
|
||||
U.shot(game, DIR .. ("/online_join_4_turn%d.png"):format(shots))
|
||||
end
|
||||
end
|
||||
U.wait(60)
|
||||
U.shot(game, DIR .. "/online_join_5_result.png")
|
||||
log("result", tostring(battle.result), "turns", tostring(battle.turnCount))
|
||||
log("desyncs", #desyncs)
|
||||
log("DONE")
|
||||
end
|
||||
@@ -0,0 +1,260 @@
|
||||
-- Lockstep desync fuzz: two full LinkBattle simulations over a loopback,
|
||||
-- driven the way a player drives them, checked turn by turn.
|
||||
--
|
||||
-- The suite in run_link_tests.lua battles one Charizard against one
|
||||
-- Blastoise with the A button held, which reaches exactly one code path:
|
||||
-- move slot 1, no switch, no faint, no status, no locked action. Every
|
||||
-- desync players actually hit lived outside it. This walks the rest:
|
||||
-- random multi-mon parties with random movesets, random move choices,
|
||||
-- switches, faints and replacements, and -- the part that matters -- two
|
||||
-- sides that are NOT identical clients. Three things differ between two
|
||||
-- real players and never differ inside one test process:
|
||||
--
|
||||
-- options animations on/off, text speed, battle style change how long a
|
||||
-- side spends in its message queue
|
||||
-- speed the GAME SPEED option multiplies the logic clock, so one side
|
||||
-- takes several fixed steps per frame while the other takes one
|
||||
-- lag the relay is not instantaneous, so a peer's action lands while
|
||||
-- this side is somewhere in the middle of its own turn
|
||||
--
|
||||
-- None of those may change the outcome: a lockstep battle is decided by the
|
||||
-- two actions and the shared RNG stream, nothing else. What they DID change
|
||||
-- was when each machine wrote per-turn bookkeeping flags, and the state hash
|
||||
-- read `false`/`0` against `nil` as a divergence and ended winnable matches
|
||||
-- as draws (LinkBattle's `off`, BattleState's per-battler flinch clear, and
|
||||
-- fightLockedAction no longer storing its boundTurns mirror).
|
||||
--
|
||||
-- Self-contained; run directly or via run_link_tests.lua:
|
||||
-- luajit tests/link_desync_fuzz.lua [runs] [firstSeed]
|
||||
|
||||
package.path = "./?.lua;./?/init.lua;" .. package.path
|
||||
love = love or require("tests.love_stub")
|
||||
|
||||
local Data = require("src.core.Data")
|
||||
if not Data.pokemon then Data:load() end
|
||||
local Pokemon = require("src.pokemon.Pokemon")
|
||||
local Protocol = require("src.link.Protocol")
|
||||
local Net = require("src.link.Net")
|
||||
local Json = require("src.link.Json")
|
||||
local Input = require("src.core.Input")
|
||||
local LinkBattle = require("src.link.LinkBattle")
|
||||
Input:init()
|
||||
require("src.render.Font").load(Data)
|
||||
|
||||
-- one PRNG per run so a failure replays from its seed alone
|
||||
local function makeRandom(seed)
|
||||
local s = seed % 2147483647
|
||||
if s <= 0 then s = s + 2147483646 end
|
||||
return function(a, b)
|
||||
s = (s * 16807) % 2147483647
|
||||
if a == nil then return s / 2147483647 end
|
||||
if b == nil then a, b = 1, a end
|
||||
return a + (s % (b - a + 1))
|
||||
end
|
||||
end
|
||||
|
||||
local SPECIES = {}
|
||||
for id in pairs(Data.pokemon) do SPECIES[#SPECIES + 1] = id end
|
||||
table.sort(SPECIES) -- pairs order is not stable; the seed has to be the only input
|
||||
local MOVES = {}
|
||||
for id, m in pairs(Data.moves) do
|
||||
if id ~= "STRUGGLE" and m.pp and m.pp > 0 then MOVES[#MOVES + 1] = id end
|
||||
end
|
||||
table.sort(MOVES)
|
||||
|
||||
-- a loopback pair that holds each message for `delay` pumps before it lands
|
||||
-- in the peer's inbox, so one side is mid-queue when the other's action
|
||||
-- arrives (Net.loopbackPair on its own delivers instantly, which is the one
|
||||
-- thing the real relay never does)
|
||||
local function laggyPair(delayA, delayB)
|
||||
local a, b = Net.loopbackPair()
|
||||
a.wire, b.wire = {}, {}
|
||||
a.delay, b.delay = delayA or 0, delayB or 0
|
||||
local function send(self, msg)
|
||||
if self.closed then return end
|
||||
local decoded = Json.decode(Json.encode(msg)) -- same round trip as the wire
|
||||
if decoded then table.insert(self.wire, { msg = decoded, at = self.delay }) end
|
||||
end
|
||||
local function update(self)
|
||||
for i = #self.wire, 1, -1 do
|
||||
local row = self.wire[i]
|
||||
row.at = row.at - 1
|
||||
if row.at <= 0 then
|
||||
table.remove(self.wire, i)
|
||||
if not self.peerEnd.closed then table.insert(self.peerEnd.inbox, row.msg) end
|
||||
end
|
||||
end
|
||||
end
|
||||
a.send, b.send = send, send
|
||||
a.update, b.update = update, update
|
||||
return a, b
|
||||
end
|
||||
|
||||
local function makeFakeGame(name, options)
|
||||
local save = require("src.core.SaveData").newGame()
|
||||
save.player.name = name
|
||||
for k, v in pairs(options or {}) do save.options[k] = v end
|
||||
local stack = { list = {} }
|
||||
function stack:push(s, ...)
|
||||
table.insert(self.list, s)
|
||||
if s.enter then s:enter(...) end
|
||||
end
|
||||
function stack:pop() table.remove(self.list) end
|
||||
function stack:top() return self.list[#self.list] end
|
||||
function stack:update(dt)
|
||||
local t = self:top()
|
||||
if t and t.update then t:update(dt) end
|
||||
end
|
||||
return { data = Data, input = Input, stack = stack, save = save }
|
||||
end
|
||||
|
||||
-- random movesets, not level-up ones: status, trapping, thrash, bide,
|
||||
-- Hyper Beam and Rage are where the locked-action paths live
|
||||
local function randomParty(rnd, size)
|
||||
local party = {}
|
||||
for _ = 1, size do
|
||||
local mon = Pokemon.new(Data, SPECIES[rnd(1, #SPECIES)], rnd(5, 60))
|
||||
mon.moves = {}
|
||||
for _ = 1, rnd(1, 4) do
|
||||
local id = MOVES[rnd(1, #MOVES)]
|
||||
table.insert(mon.moves, { id = id, pp = Data.moves[id].pp })
|
||||
end
|
||||
party[#party + 1] = mon
|
||||
end
|
||||
return party
|
||||
end
|
||||
|
||||
local PARTS = { "actives", "volatile", "bench" }
|
||||
local function firstMismatch(a, b)
|
||||
local turns = {}
|
||||
for t in pairs(a.localParts) do turns[t] = true end
|
||||
for t in pairs(b.localParts) do turns[t] = true end
|
||||
local ordered = {}
|
||||
for t in pairs(turns) do ordered[#ordered + 1] = t end
|
||||
table.sort(ordered)
|
||||
for _, t in ipairs(ordered) do
|
||||
local mine, theirs = a.localParts[t], b.localParts[t]
|
||||
if mine and theirs then
|
||||
for _, part in ipairs(PARTS) do
|
||||
if mine[part] ~= theirs[part] then return t, part end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Returns nil when the run agreed, or a description of how it split.
|
||||
local function runOne(seed)
|
||||
local rnd = makeRandom(seed)
|
||||
-- the two sides are deliberately different clients
|
||||
local optsA = { animations = false, textSpeed = 1, battleStyle = "SET" }
|
||||
local optsB = { animations = true, textSpeed = 3, battleStyle = "SHIFT" }
|
||||
local stepsA, stepsB = rnd(1, 4), 1 -- A fast-forwards, B does not
|
||||
local lagA, lagB = rnd(0, 8), rnd(0, 8)
|
||||
|
||||
local gameA, gameB = makeFakeGame("RED", optsA), makeFakeGame("BLUE", optsB)
|
||||
gameA.save.party = randomParty(rnd, rnd(1, 4))
|
||||
gameB.save.party = randomParty(rnd, rnd(1, 4))
|
||||
|
||||
local netA, netB = laggyPair(lagA, lagB)
|
||||
local battleSeed = rnd(1, 2 ^ 30)
|
||||
local battleA = LinkBattle.newHost(gameA, netA, {
|
||||
myParty = Protocol.packParty(gameA.save.party),
|
||||
theirParty = Protocol.packParty(gameB.save.party),
|
||||
theirName = "BLUE", seed = battleSeed })
|
||||
local battleB = LinkBattle.newGuest(gameB, netB, {
|
||||
myParty = Protocol.packParty(gameB.save.party),
|
||||
theirParty = Protocol.packParty(gameA.save.party),
|
||||
theirName = "RED", seed = battleSeed })
|
||||
if not battleA or not battleB then return nil, 0 end
|
||||
|
||||
local resA, resB
|
||||
battleA.onFinish = function(r) resA = r end
|
||||
battleB.onFinish = function(r) resB = r end
|
||||
gameA.stack:push(battleA)
|
||||
gameB.stack:push(battleB)
|
||||
|
||||
local sides = {
|
||||
{ bt = battleA, game = gameA, party = battleA.playerParty, steps = stepsA },
|
||||
{ bt = battleB, game = gameB, party = battleB.playerParty, steps = stepsB },
|
||||
}
|
||||
|
||||
-- Only the cursor is steered; A (held below) does the committing, so the
|
||||
-- battle is reached through DisplayBattleMenu exactly as a player reaches
|
||||
-- it and every locked action (recharge / thrash / rage / bide / trapping /
|
||||
-- bound / Struggle) fires from its own code path rather than being
|
||||
-- injected. A switch waits for a second menu frame for the same reason:
|
||||
-- the real PKMN branch sits behind the menu-entry bookkeeping.
|
||||
local function drive(side)
|
||||
local bt = side.bt
|
||||
if bt.result then return end
|
||||
if bt.phase ~= "menu" then side.menuFrames = 0 end
|
||||
if bt.phase == "moveSelect" then
|
||||
local usable = {}
|
||||
for i, mv in ipairs(bt.player.curMoves) do
|
||||
if (mv.pp or 0) > 0 and bt.player.disabledSlot ~= i then usable[#usable + 1] = i end
|
||||
end
|
||||
if #usable > 0 then bt.moveIndex = usable[rnd(1, #usable)] end
|
||||
bt.menuIndex = 1
|
||||
elseif bt.phase == "menu" then
|
||||
bt.menuIndex = 1 -- FIGHT
|
||||
side.menuFrames = (side.menuFrames or 0) + 1
|
||||
if side.menuFrames >= 2 and not bt:menuLockedAction(bt.player)
|
||||
and rnd(1, 100) <= 10 then
|
||||
for _ = 1, 4 do
|
||||
local mon = side.party[rnd(1, #side.party)]
|
||||
if mon.hp > 0 and mon ~= bt.player.mon then
|
||||
bt:resolveSwitch(mon)
|
||||
side.menuFrames = 0
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local guard = 0
|
||||
while (resA == nil or resB == nil) and guard < 60000 do
|
||||
guard = guard + 1
|
||||
Input.pressed = { a = true }
|
||||
for _, side in ipairs(sides) do
|
||||
for _ = 1, side.steps do
|
||||
drive(side)
|
||||
side.game.stack:update(1 / 60)
|
||||
end
|
||||
end
|
||||
local turn, part = firstMismatch(battleA, battleB)
|
||||
if turn then
|
||||
return ("seed %d: turn %d %s split (lag %d/%d, steps %d/%d)"):format(
|
||||
seed, turn, part, lagA, lagB, stepsA, stepsB), battleA.turnCount or 0
|
||||
end
|
||||
end
|
||||
-- a battle still running at the guard is a stalemate (two mons that cannot
|
||||
-- KO each other), not a split; only a finished one can be checked mirrored
|
||||
if guard < 60000
|
||||
and (battleA.player.mon.hp ~= battleB.enemy.mon.hp
|
||||
or battleA.enemy.mon.hp ~= battleB.player.mon.hp) then
|
||||
return ("seed %d: final HP not mirrored (%d/%d vs %d/%d)"):format(
|
||||
seed, battleA.player.mon.hp, battleA.enemy.mon.hp,
|
||||
battleB.enemy.mon.hp, battleB.player.mon.hp), battleA.turnCount or 0
|
||||
end
|
||||
return nil, battleA.turnCount or 0
|
||||
end
|
||||
|
||||
local RUNS = tonumber(arg and arg[1]) or 40
|
||||
local FIRST = tonumber(arg and arg[2]) or 1
|
||||
|
||||
local failures, turns = 0, 0
|
||||
for seed = FIRST, FIRST + RUNS - 1 do
|
||||
local ok, why, t = pcall(runOne, seed)
|
||||
turns = turns + (t or 0)
|
||||
if not ok then
|
||||
failures = failures + 1
|
||||
print("FAIL link desync fuzz seed " .. seed .. ": " .. tostring(why))
|
||||
elseif why then
|
||||
failures = failures + 1
|
||||
print("FAIL link desync fuzz " .. why)
|
||||
end
|
||||
end
|
||||
print(("link desync fuzz: %d runs, %d turns, %d failures"):format(RUNS, turns, failures))
|
||||
assert(failures == 0, failures .. " lockstep run(s) diverged")
|
||||
return true
|
||||
@@ -0,0 +1,304 @@
|
||||
-- A full 16-player tournament, played out.
|
||||
--
|
||||
-- Sixteen distinct identities, six random Pokemon each, everyone mashing A,
|
||||
-- through every match of every round until one champion is left: 8 + 4 + 2 +
|
||||
-- 1 = 15 real lockstep battles, each with the tournament match shape
|
||||
-- (turnLimit shot clock, keepNetOpen, forceLevel) plus a live spectator
|
||||
-- rebuilding the same match from the relay's fan-out.
|
||||
--
|
||||
-- What this is actually checking, beyond "it finishes":
|
||||
-- * 15 consecutive lockstep matches agree turn by turn, so a desync is
|
||||
-- not something that only shows up deep into a bracket
|
||||
-- * every match produces one winner and one loser -- never a double-win,
|
||||
-- a double-loss, or a draw the server has to coin-flip (relay.js
|
||||
-- resolves conflicting results with crypto.randomInt, so a draw here is
|
||||
-- a real player's tournament decided by a coin toss)
|
||||
-- * the spectator's reconstruction matches the two players' own views,
|
||||
-- which is the tournament-only client path
|
||||
-- * the shot clock does not fire on its own during ordinary play
|
||||
--
|
||||
-- Bracket pairing/advancement itself is the relay's job and is covered
|
||||
-- server-side (pokeserver test/tournament16.js); this owns the client half.
|
||||
--
|
||||
-- luajit tests/link_tournament16.lua [seed]
|
||||
|
||||
package.path = "./?.lua;./?/init.lua;" .. package.path
|
||||
love = love or require("tests.love_stub")
|
||||
|
||||
local Data = require("src.core.Data")
|
||||
if not Data.pokemon then Data:load() end
|
||||
local Pokemon = require("src.pokemon.Pokemon")
|
||||
local Protocol = require("src.link.Protocol")
|
||||
local Net = require("src.link.Net")
|
||||
local Input = require("src.core.Input")
|
||||
local LinkBattle = require("src.link.LinkBattle")
|
||||
Input:init()
|
||||
require("src.render.Font").load(Data)
|
||||
|
||||
local PLAYERS = 16
|
||||
local PARTY_SIZE = 6
|
||||
local TURN_LIMIT = 6 -- one of relay.js's VALID_TURN_LIMITS
|
||||
|
||||
local failures = 0
|
||||
local function check(cond, msg)
|
||||
if cond then
|
||||
print("ok " .. msg)
|
||||
else
|
||||
failures = failures + 1
|
||||
print("FAIL " .. msg)
|
||||
end
|
||||
end
|
||||
|
||||
local function makeRandom(seed)
|
||||
local s = seed % 2147483647
|
||||
if s <= 0 then s = s + 2147483646 end
|
||||
return function(a, b)
|
||||
s = (s * 16807) % 2147483647
|
||||
if a == nil then return s / 2147483647 end
|
||||
if b == nil then a, b = 1, a end
|
||||
return a + (s % (b - a + 1))
|
||||
end
|
||||
end
|
||||
|
||||
local SPECIES = {}
|
||||
for id in pairs(Data.pokemon) do SPECIES[#SPECIES + 1] = id end
|
||||
table.sort(SPECIES)
|
||||
local MOVES = {}
|
||||
for id, m in pairs(Data.moves) do
|
||||
if id ~= "STRUGGLE" and m.pp and m.pp > 0 then MOVES[#MOVES + 1] = id end
|
||||
end
|
||||
table.sort(MOVES)
|
||||
|
||||
local function makeFakeGame(name)
|
||||
local save = require("src.core.SaveData").newGame()
|
||||
save.player.name = name
|
||||
local stack = { list = {} }
|
||||
function stack:push(s, ...)
|
||||
table.insert(self.list, s)
|
||||
if s.enter then s:enter(...) end
|
||||
end
|
||||
function stack:pop() table.remove(self.list) end
|
||||
function stack:top() return self.list[#self.list] end
|
||||
function stack:update(dt)
|
||||
local t = self:top()
|
||||
if t and t.update then t:update(dt) end
|
||||
end
|
||||
return { data = Data, input = Input, stack = stack, save = save }
|
||||
end
|
||||
|
||||
-- six random species with random movesets, the tournament's required size
|
||||
local function randomParty(rnd)
|
||||
local party = {}
|
||||
for _ = 1, PARTY_SIZE do
|
||||
local mon = Pokemon.new(Data, SPECIES[rnd(1, #SPECIES)], rnd(20, 60))
|
||||
mon.moves = {}
|
||||
for _ = 1, rnd(1, 4) do
|
||||
local id = MOVES[rnd(1, #MOVES)]
|
||||
table.insert(mon.moves, { id = id, pp = Data.moves[id].pp })
|
||||
end
|
||||
party[#party + 1] = mon
|
||||
end
|
||||
return party
|
||||
end
|
||||
|
||||
-- a three-way loopback: the two players relay to each other, and every line
|
||||
-- is also fanned out to the spectator tagged with the side that sent it,
|
||||
-- which is the `spectate` envelope relay.js wraps tournament traffic in
|
||||
local function matchNets()
|
||||
local a, b = Net.loopbackPair()
|
||||
local spec = Net.new()
|
||||
spec.paired, spec.mode = true, "loopback"
|
||||
local function send(self, msg)
|
||||
if self.closed then return end
|
||||
local Json = require("src.link.Json")
|
||||
local decoded = Json.decode(Json.encode(msg))
|
||||
if not decoded then return end
|
||||
if not self.peerEnd.closed then table.insert(self.peerEnd.inbox, decoded) end
|
||||
if not spec.closed then
|
||||
table.insert(spec.inbox, { type = "spectate", side = self.matchSide,
|
||||
msg = Json.decode(Json.encode(msg)) })
|
||||
end
|
||||
end
|
||||
a.matchSide, b.matchSide = "host", "guest"
|
||||
a.send, b.send = send, send
|
||||
return a, b, spec
|
||||
end
|
||||
|
||||
local PARTS = { "actives", "volatile", "bench" }
|
||||
local function splitTurn(a, b)
|
||||
for turn, mine in pairs(a.localParts) do
|
||||
local theirs = b.localParts[turn]
|
||||
if theirs then
|
||||
for _, part in ipairs(PARTS) do
|
||||
if mine[part] ~= theirs[part] then return turn, part end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Plays one bracket match to a finish. Returns the winner/loser entries, or
|
||||
-- nil plus why it could not be decided.
|
||||
local function playMatch(hostEntry, guestEntry, rnd, label)
|
||||
local netH, netG, netS = matchNets()
|
||||
local packedH = Protocol.packParty(hostEntry.game.save.party)
|
||||
local packedG = Protocol.packParty(guestEntry.game.save.party)
|
||||
local seed = rnd(1, 2 ^ 30)
|
||||
local opts = { turnLimit = TURN_LIMIT, keepNetOpen = true,
|
||||
verdict = "full", strict = true }
|
||||
|
||||
local bH = LinkBattle.newHost(hostEntry.game, netH, {
|
||||
myParty = packedH, theirParty = packedG, theirName = guestEntry.name,
|
||||
seed = seed, turnLimit = opts.turnLimit, keepNetOpen = true,
|
||||
verdict = opts.verdict, strict = opts.strict })
|
||||
local bG = LinkBattle.newGuest(guestEntry.game, netG, {
|
||||
myParty = packedG, theirParty = packedH, theirName = hostEntry.name,
|
||||
seed = seed, turnLimit = opts.turnLimit, keepNetOpen = true,
|
||||
verdict = opts.verdict, strict = opts.strict })
|
||||
-- one of the fourteen players not in this match, watching it live (it has
|
||||
-- a party of its own like any eliminated entrant would -- the spectator
|
||||
-- never battles with it, but newWild builds its scaffold from one)
|
||||
local specEntry = makeFakeGame("WATCHER")
|
||||
specEntry.save.party = randomParty(rnd)
|
||||
local bS = LinkBattle.newSpectator(specEntry, netS, {
|
||||
hostParty = packedH, guestParty = packedG,
|
||||
hostName = hostEntry.name, guestName = guestEntry.name,
|
||||
seed = seed, verdict = opts.verdict, strict = opts.strict })
|
||||
if not (bH and bG and bS) then return nil, label .. ": a side refused to build" end
|
||||
|
||||
local resH, resG
|
||||
bH.onFinish = function(r) resH = r end
|
||||
bG.onFinish = function(r) resG = r end
|
||||
hostEntry.game.stack:push(bH)
|
||||
guestEntry.game.stack:push(bG)
|
||||
specEntry.stack:push(bS)
|
||||
|
||||
local sides = {
|
||||
{ bt = bH, game = hostEntry.game, party = bH.playerParty },
|
||||
{ bt = bG, game = guestEntry.game, party = bG.playerParty },
|
||||
}
|
||||
-- everyone mashes A: the cursor is only steered onto a legal move row,
|
||||
-- and occasionally onto a switch, so all six mons get used
|
||||
local function drive(side)
|
||||
local bt = side.bt
|
||||
if bt.result then return end
|
||||
if bt.phase ~= "menu" then side.menuFrames = 0 end
|
||||
if bt.phase == "moveSelect" then
|
||||
local usable = {}
|
||||
for i, mv in ipairs(bt.player.curMoves) do
|
||||
if (mv.pp or 0) > 0 and bt.player.disabledSlot ~= i then usable[#usable + 1] = i end
|
||||
end
|
||||
if #usable > 0 then bt.moveIndex = usable[rnd(1, #usable)] end
|
||||
bt.menuIndex = 1
|
||||
elseif bt.phase == "menu" then
|
||||
bt.menuIndex = 1
|
||||
side.menuFrames = (side.menuFrames or 0) + 1
|
||||
if side.menuFrames >= 2 and not bt:menuLockedAction(bt.player)
|
||||
and rnd(1, 100) <= 8 then
|
||||
for _ = 1, 4 do
|
||||
local mon = side.party[rnd(1, #side.party)]
|
||||
if mon.hp > 0 and mon ~= bt.player.mon then
|
||||
bt:resolveSwitch(mon)
|
||||
side.menuFrames = 0
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local guard = 0
|
||||
while (resH == nil or resG == nil) and guard < 200000 do
|
||||
guard = guard + 1
|
||||
Input.pressed = { a = true }
|
||||
for _, side in ipairs(sides) do
|
||||
drive(side)
|
||||
side.game.stack:update(1 / 60)
|
||||
end
|
||||
specEntry.stack:update(1 / 60)
|
||||
local turn, part = splitTurn(bH, bG)
|
||||
if turn then
|
||||
return nil, ("%s: turn %d %s split"):format(label, turn, part)
|
||||
end
|
||||
end
|
||||
if resH == nil or resG == nil then
|
||||
return nil, ("%s: unfinished after %d frames (turn %s)"):format(
|
||||
label, guard, tostring(bH.turnCount))
|
||||
end
|
||||
-- the two views of the same match have to be opposite verdicts; a draw
|
||||
-- means the server picks the winner with a coin flip
|
||||
if not ((resH == "win" and resG == "lose") or (resH == "lose" and resG == "win")) then
|
||||
return nil, ("%s: not a decisive result (%s / %s)"):format(label, resH, resG)
|
||||
end
|
||||
-- The spectator is a replay, so it is legitimately behind the two players
|
||||
-- when they finish -- it still has their last turns queued. Let it drain
|
||||
-- before comparing, or the check reads a mid-match frame.
|
||||
local settle = 0
|
||||
while settle < 20000 and not bS.finished do
|
||||
settle = settle + 1
|
||||
local before = bS.turnCount
|
||||
specEntry.stack:update(1 / 60)
|
||||
if bS.result and bS.turnCount == before and #bS.queue == 0 then break end
|
||||
end
|
||||
-- the spectator rebuilt the same battle from the relay copy
|
||||
local specOk = bS.player.mon.hp == bH.player.mon.hp
|
||||
and bS.enemy.mon.hp == bG.player.mon.hp
|
||||
if resH == "win" then
|
||||
return hostEntry, guestEntry, specOk
|
||||
end
|
||||
return guestEntry, hostEntry, specOk
|
||||
end
|
||||
|
||||
local seed = tonumber(arg and arg[1]) or 20260728
|
||||
local rnd = makeRandom(seed)
|
||||
|
||||
local entrants = {}
|
||||
for i = 1, PLAYERS do
|
||||
local name = ("PLAYER%02d"):format(i)
|
||||
local game = makeFakeGame(name)
|
||||
game.save.party = randomParty(rnd)
|
||||
game.save.player.id = rnd(0, 65535) -- distinct trainer identities
|
||||
entrants[i] = { name = name, game = game }
|
||||
end
|
||||
check(#entrants == PLAYERS, "16 distinct entrants registered")
|
||||
local sizesOk = true
|
||||
for _, e in ipairs(entrants) do
|
||||
if #e.game.save.party ~= PARTY_SIZE then sizesOk = false end
|
||||
end
|
||||
check(sizesOk, "every entrant brings a full party of " .. PARTY_SIZE)
|
||||
|
||||
-- 16 is a power of two, so no byes: 8 + 4 + 2 + 1 real matches
|
||||
local alive = entrants
|
||||
local round, matchesPlayed, specOkCount = 0, 0, 0
|
||||
while #alive > 1 and failures == 0 do
|
||||
round = round + 1
|
||||
local survivors = {}
|
||||
for i = 1, #alive, 2 do
|
||||
local label = ("round %d match %d"):format(round, (i + 1) / 2)
|
||||
local winner, loser, specOk = playMatch(alive[i], alive[i + 1], rnd, label)
|
||||
if not winner then
|
||||
check(false, tostring(loser))
|
||||
break
|
||||
end
|
||||
matchesPlayed = matchesPlayed + 1
|
||||
if specOk then specOkCount = specOkCount + 1 end
|
||||
survivors[#survivors + 1] = winner
|
||||
end
|
||||
if failures > 0 then break end
|
||||
check(#survivors == #alive / 2,
|
||||
("round %d halved the field (%d -> %d)"):format(round, #alive, #survivors))
|
||||
alive = survivors
|
||||
end
|
||||
|
||||
check(matchesPlayed == PLAYERS - 1,
|
||||
("every bracket match was played (%d of %d)"):format(matchesPlayed, PLAYERS - 1))
|
||||
check(round == 4, ("the bracket ran 4 rounds (ran %d)"):format(round))
|
||||
check(#alive == 1, "exactly one champion is left")
|
||||
if alive[1] then print(" champion: " .. alive[1].name) end
|
||||
check(specOkCount == matchesPlayed,
|
||||
("every match's spectator view matched the players' (%d of %d)"):format(
|
||||
specOkCount, matchesPlayed))
|
||||
|
||||
print(("\ntournament16: %s"):format(
|
||||
failures == 0 and "PASSED" or (failures .. " FAILURES")))
|
||||
assert(failures == 0, failures .. " tournament failure(s)")
|
||||
return true
|
||||
@@ -600,6 +600,51 @@ eq(battleSpec.player.mon.hp, battleE.player.mon.hp,
|
||||
eq(battleSpec.enemy.mon.hp, battleF.player.mon.hp,
|
||||
"spectator's guest-side HP matches the guest's own view")
|
||||
|
||||
-- ---------------------------------------------------------------- fx clock
|
||||
-- A link battle skips BattleState:update on two hot paths -- waiting for the
|
||||
-- peer's action, and draining a resolved turn -- and the presentational
|
||||
-- clock (BGP flash sequences, pic slide/hide programs, the send-out grow-in)
|
||||
-- only advances inside it. Frozen, a flash stopped on its inverted BGP step
|
||||
-- and repainted the UI in inverted shades, and a pic caught mid-slide stayed
|
||||
-- off screen, both for as long as the opponent took to choose. These assert
|
||||
-- the clock keeps running on every path a link battle can sit in.
|
||||
local fxGame = makeFakeGame("CHARIZARD")
|
||||
local fxNetA = select(1, Net.loopbackPair())
|
||||
local fxBattle = LinkBattle.newHost(fxGame, fxNetA, {
|
||||
myParty = Protocol.packParty(fxGame.save.party),
|
||||
theirParty = Protocol.packParty(makeFakeGame("BLASTOISE").save.party),
|
||||
theirName = "BLUE", seed = 99 })
|
||||
fxGame.stack:push(fxBattle)
|
||||
|
||||
local function fxAdvances(phase, afterQueue)
|
||||
fxBattle.phase = phase
|
||||
fxBattle.afterQueue = afterQueue
|
||||
-- a three-step flash sequence, exactly as an SE_* flash row starts one
|
||||
fxBattle.fx = fxBattle.fx or {}
|
||||
fxBattle.fx.bgpSeq = { steps = { { map = {}, frames = 2 },
|
||||
{ map = {}, frames = 2 },
|
||||
{ map = {}, frames = 2 } },
|
||||
idx = 1, left = 2 }
|
||||
local startFrame = fxBattle.frame
|
||||
for _ = 1, 4 do fxBattle:update(1 / 60) end
|
||||
local seq = fxBattle.fx.bgpSeq
|
||||
return fxBattle.frame > startFrame and (seq == nil or seq.idx > 1)
|
||||
end
|
||||
|
||||
check(fxAdvances("waitRemote", nil),
|
||||
"the fx clock keeps running while waiting for the peer's action")
|
||||
check(fxAdvances("messages", "linkNext"),
|
||||
"the fx clock keeps running while a resolved turn drains")
|
||||
|
||||
-- ---------------------------------------------------------------- desync fuzz
|
||||
-- The lockstep battle above holds A through one Charizard/Blastoise duel,
|
||||
-- which is one path. This walks the rest -- random parties, switches,
|
||||
-- faints, locked actions -- with the two sides deliberately configured as
|
||||
-- DIFFERENT clients (options, game speed, relay lag), which is the shape
|
||||
-- every desync players reported actually had.
|
||||
local fuzzOk, fuzzErr = pcall(dofile, "tests/link_desync_fuzz.lua")
|
||||
check(fuzzOk, "lockstep desync fuzz" .. (fuzzOk and "" or (": " .. tostring(fuzzErr))))
|
||||
|
||||
-- ---------------------------------------------------------------- mod link compat
|
||||
-- Self-contained like the tests/mod_*.lua suites: own bootstrap and
|
||||
-- assert-based checks, so it lands here as a single pass/fail line.
|
||||
|
||||
Reference in New Issue
Block a user