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https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 16:31:05 +02:00
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4 Commits
online-play
...
v0.1.23
| Author | SHA1 | Date | |
|---|---|---|---|
| 6625391f76 | |||
| c40dcd6159 | |||
| 5a0f9ab06d | |||
| d872010209 |
@@ -38,8 +38,18 @@ local state = {
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unsubs = {},
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pid = nil,
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loggedAbsent = false, -- one quiet note when Discord isn't running
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game = nil, -- kept for the "friend clicked join" -> push a screen path
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joinCode = nil, -- the online-match/tournament code to advertise as a join secret, if any
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joinKind = "match", -- "match" (LinkState online) or "tournament"
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partySize = 1, -- current headcount for the party.size Discord shows
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partyMax = 2,
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subscribedJoin = false, -- SUBSCRIBE ACTIVITY_JOIN sent on this connection?
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}
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-- MSG_DONTWAIT differs by OS (Darwin 0x80, Linux 0x40); only used for the
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-- ongoing per-frame inbound poll, never for the one-time connect/handshake
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local MSG_DONTWAIT_BY_OS = { ["OS X"] = 0x80, Linux = 0x40 }
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local function disabledByEnv()
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return os.getenv("POKEPORT_NO_DISCORD") == "1"
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or os.getenv("POKEPORT_AUTOPILOT") ~= nil
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@@ -378,6 +388,15 @@ local function connect()
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state.dirty = true
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state.lastSentKey = nil
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state.loggedAbsent = false
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state.subscribedJoin = false
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-- ask for "friend clicked join" dispatches; a plain outbound write, so
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-- it's harmless to send even on Windows, where the inbound poll below
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-- isn't implemented yet (see pollJoinRequest)
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if sendFrame(OP_FRAME, Json.encode({
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cmd = "SUBSCRIBE", evt = "ACTIVITY_JOIN", nonce = nonce(),
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})) then
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state.subscribedJoin = true
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end
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Logger.info("discord: rich presence connected")
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return true
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end)
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@@ -427,7 +446,7 @@ local function buildActivity()
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activityState = "At the title screen"
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end
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return {
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local activity = {
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details = details,
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state = activityState,
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timestamps = { start = state.startedAt },
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@@ -436,10 +455,25 @@ local function buildActivity()
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large_text = "Pokemon Gen1Recomp",
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},
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}
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-- a party/join-secret pair is what makes Discord show "Ask to Join" on
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-- the profile card; the secret carries our own room/tournament code plus
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-- a one-letter kind tag ("m"/"t") so the click handler on the other end
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-- knows which screen to jump into -- Discord only echoes the string
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-- back, so the kind has to ride inside it
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if state.joinCode then
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local kindTag = state.joinKind == "tournament" and "t" or "m"
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activity.party = { id = "pokeport-" .. state.joinCode,
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size = { state.partySize, state.partyMax } }
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activity.secrets = { join = "join:" .. kindTag .. ":" .. state.joinCode }
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end
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return activity
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end
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local function activityKey(activity)
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return (activity.details or "") .. "|" .. (activity.state or "")
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local partyKey = activity.party
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and (activity.party.size[1] .. "/" .. activity.party.size[2]) or ""
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return (activity.details or "") .. "|" .. (activity.state or "") .. "|"
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.. (activity.secrets and activity.secrets.join or "") .. "|" .. partyKey
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end
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local function flush(force)
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@@ -567,6 +601,96 @@ local function subscribe(game)
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end)
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end
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-- Advertise (or clear, with code=nil) an online-match/tournament code as a
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-- Discord join secret. LinkState/Tournament call this once they have a
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-- real code from the relay, and clear it again once paired/started or the
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-- hosting screen exits (an invite that's already full or gone is worse
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-- than no invite). kind is "match" (default) or "tournament"; size/max are
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-- the party.size Discord shows (default 1/2, a plain 1v1 room) -- a
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-- tournament passes its live roster count and a generous cap instead, and
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-- should call this again whenever the roster changes, not just once.
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function DiscordPresence.setJoinCode(code, kind, size, max)
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pcall(function()
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state.joinCode = code
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state.joinKind = kind or "match"
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state.partySize = size or 1
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state.partyMax = max or 2
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state.dirty = true
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flush(false)
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end)
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end
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-- A friend clicked "Ask to Join" on our profile and Discord delivered the
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-- secret back over this same connection. Only act from a safe spot (never
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-- yank the player out of a battle or an already-running link session) --
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-- "exploring"/"menu" are the coarse buckets subscribe() above already
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-- tracks; anything more specific (a shop, a dialogue box) is a rarer miss
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-- worth accepting rather than adding a second, finer-grained state tracker
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-- just for this.
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local function handleJoinRequest(secret)
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if not secret or secret == "" then return end
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if state.activity == "battle" then return end
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local game = state.game
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if not game or not game.stack then return end
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local top = game.stack:top()
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if top and top.stage and top.net then return end -- already in a link session
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local kindTag, code = secret:match("^(%a):(.+)$")
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if not kindTag then kindTag, code = "m", secret end -- older/plain secret: assume match
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Runtime.emit("discord.join_requested", { code = code, kind = kindTag })
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if kindTag == "t" then
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local ok, Tournament = pcall(require, "src.link.Tournament")
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if ok and Tournament.newJoinOnline then
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game.stack:push(Tournament.newJoinOnline(game, code))
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end
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else
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local ok, LinkState = pcall(require, "src.link.LinkState")
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if ok and LinkState.newJoinOnline then
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game.stack:push(LinkState.newJoinOnline(game, code))
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end
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end
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end
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-- non-blocking peek for an incoming ACTIVITY_JOIN dispatch. Unix (FFI)
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-- only for now: reading a Windows named pipe without risking a stall needs
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-- a HANDLE-level PeekNamedPipe that the plain io.open() connection below
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-- doesn't give us, so a Windows player's presence/party/join-secret still
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-- all work (they can still be seen and clicked), the click just isn't
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-- delivered back to their own game session yet.
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local function pollJoinRequest()
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if state.isWindows or not state.ffi or not state.socket or not state.subscribedJoin then
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return
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end
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pcall(function()
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local ffi = state.ffi
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local dontwait = MSG_DONTWAIT_BY_OS[love.system.getOS()] or 0
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local hbuf = ffi.new("char[8]")
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local n = ffi.C.recv(state.socket, hbuf, 8, dontwait)
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if not n or tonumber(n) <= 0 then return end -- nothing waiting right now
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local header = ffi.string(hbuf, 8)
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local opcode = unpackU32(header:sub(1, 4))
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local length = unpackU32(header:sub(5, 8))
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if not opcode or not length or length < 0 or length > 65536 then return end
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-- the body may lag the header by a packet; the connection's normal
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-- (short-timeout) blocking read is fine here since it has already
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-- announced its exact length
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local body = length > 0 and readExact(length) or ""
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if body == nil then return end
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if opcode == 3 then -- PING -> PONG, keeps Discord from closing on us
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sendFrame(4, body)
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return
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end
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if opcode ~= 1 then return end
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local decoded = Json.decode(body)
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if decoded and decoded.evt == "ACTIVITY_JOIN" then
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local secret = decoded.data and decoded.data.secret
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if type(secret) == "string" and secret ~= "" then
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if secret:sub(1, 5) == "join:" then secret = secret:sub(6) end
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handleJoinRequest(secret)
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end
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end
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end)
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end
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function DiscordPresence.init(game)
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local ok, err = pcall(function()
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DiscordPresence.shutdown()
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@@ -579,6 +703,8 @@ function DiscordPresence.init(game)
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state.location = "Title screen"
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state.mapId = nil
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state.battleLabel = nil
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state.joinCode = nil
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state.game = game
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state.dirty = true
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state.nextReconnectAt = 0
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state.loggedAbsent = false
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@@ -621,6 +747,7 @@ function DiscordPresence.update(_dt)
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end
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return
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end
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pollJoinRequest()
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if state.dirty then flush(false) end
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end)
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end
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@@ -649,6 +776,8 @@ function DiscordPresence.shutdown()
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state.lastSentKey = nil
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state.connected = false
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state.socket = nil
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state.subscribedJoin = false
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state.joinCode = nil
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end
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-- test / debug helpers
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@@ -182,7 +182,7 @@ function LinkBattle.new(game, net, opts)
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-- both parties pass through the same pack->unpack clamp on both
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-- machines, so the copies are identical everywhere
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local unpackOpts = { strict = opts.strict or false }
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local unpackOpts = { strict = opts.strict or false, forceLevel = opts.forceLevel }
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local myParty, myErr = unpackParty(game, opts.myParty, unpackOpts, function(p)
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return ("Your %s can't\nbattle on the\nother game."):format(tostring(p.species))
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end)
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@@ -646,7 +646,7 @@ function LinkBattle.newSpectator(game, net, opts)
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return nil, "Link battle needs\nthe same mods on\nboth games."
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end
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local unpackOpts = { strict = opts.strict or false }
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local unpackOpts = { strict = opts.strict or false, forceLevel = opts.forceLevel }
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local hostParty, hostErr = unpackParty(game, opts.hostParty, unpackOpts, function(p)
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return ("%s's %s can't\nbattle on this\ngame."):format(hostName, tostring(p.species))
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end)
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+77
-2
@@ -3,6 +3,7 @@
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-- lua-enet (bundled with LÖVE), no relay server.
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local CodeEntry = require("src.link.CodeEntry")
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local DiscordPresence = require("src.core.DiscordPresence")
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local Font = require("src.render.Font")
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local Handshake = require("src.link.Handshake")
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local Net = require("src.link.Net")
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@@ -16,6 +17,26 @@ LinkState.__index = LinkState
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LinkState.isOpaque = true
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local CURSOR = 0xED
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local ANY = "ANY" -- sentinel: a leading nil array entry breaks ipairs under
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-- LuaJIT even though # still reports the full size, so
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-- the level picker cycles this string instead of nil,
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-- converted to nil only on the wire (see levelForWire)
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local FORCE_LEVEL_STEPS = { ANY, 50, 100 }
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local function indexOf(list, value)
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for i, v in ipairs(list) do
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if v == value then return i end
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end
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return 1
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end
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local function levelForWire(v)
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return v == ANY and nil or v
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end
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local function forceLevelLabel(v)
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return (v == ANY or v == nil) and "ANY" or ("AUTO " .. tostring(v))
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end
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-- stages before any Net object is meaningfully "this session's link" --
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-- .net can still be a leftover failed attempt sitting on self, so error/
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@@ -54,7 +75,23 @@ function LinkState.new(game)
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return self
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end
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-- entry point for a Discord "Ask to Join" click (see DiscordPresence.lua):
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-- skips the whole LAN/ONLINE/TOURNAMENT menu and jumps straight to
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-- "connecting with this code", same as if the player had typed it in
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function LinkState.newJoinOnline(game, code)
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local self = LinkState.new(game)
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self.net = Net.new()
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if self.net:joinOnline(nil, code) then
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self.stage = "onlineJoining"
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else
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self.stage = "menu" -- exitWith below needs a real stage to unwind from
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self:exitWith("Link error:\n" .. (self.net.error or "?"))
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end
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return self
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end
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function LinkState:exitWith(message, reason)
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DiscordPresence.setJoinCode(nil)
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Runtime.emit("link.ended", { reason = reason or (message and "error" or "bye") })
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if self.net then self.net:close() end
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self.game.stack:pop()
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@@ -108,7 +145,12 @@ function LinkState:decideCompat(mode, isHost)
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mods = peer and peer.mods, fingerprint = peer and peer.fingerprint },
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})
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if self.verdict == "full" or self.verdict == "vanilla_peer" then
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self:startMode(mode, isHost)
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if isHost and mode == "battle" then
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-- host picks the level rule now, before the parties are exchanged
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self.stage = "battleOptions"
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else
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self:startMode(mode, isHost)
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end
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return
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end
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-- naming the difference up front is the whole point: the old behaviour
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@@ -208,8 +250,13 @@ function LinkState:update(dt)
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end
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elseif self.stage == "onlineHosting" then
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if not self.discordCodeSet and self.net.code then
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DiscordPresence.setJoinCode(self.net.code)
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self.discordCodeSet = true
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end
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if input:wasPressed("b") then self:exitWith(nil) return end
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if self.net.paired then
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DiscordPresence.setJoinCode(nil) -- someone's here now; stop advertising
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self.stage = "modeSelect"
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self.index = 1
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end
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@@ -300,6 +347,23 @@ function LinkState:update(dt)
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self:exitWith(nil)
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end
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elseif self.stage == "battleOptions" then -- host picks the level rule,
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-- once compat is confirmed and
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-- before parties are exchanged
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self.levelChoice = self.levelChoice or ANY
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if input:wasPressed("b") then
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self:exitWith(nil)
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elseif input:wasPressed("up") or input:wasPressed("down")
|
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or input:wasPressed("left") or input:wasPressed("right") then
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local delta = (input:wasPressed("down") or input:wasPressed("left")) and -1 or 1
|
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local i = indexOf(FORCE_LEVEL_STEPS, self.levelChoice)
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i = ((i - 1 + delta) % #FORCE_LEVEL_STEPS) + 1
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self.levelChoice = FORCE_LEVEL_STEPS[i]
|
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elseif input:wasPressed("a") then
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self.forceLevel = levelForWire(self.levelChoice)
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self:startMode(self.pendingMode, true)
|
||||
end
|
||||
|
||||
elseif self.stage == "waitHello" then -- host waits for the peer's hello
|
||||
if input:wasPressed("b") then self:exitWith(nil) return end
|
||||
local got, other = self:pollHello()
|
||||
@@ -343,6 +407,9 @@ function LinkState:update(dt)
|
||||
local msgs = self.net:poll()
|
||||
for i, msg in ipairs(msgs) do
|
||||
if msg.type == "party" then
|
||||
-- the host owns this rule (same as mode); the guest only learns
|
||||
-- it here, off the host's own party message
|
||||
if not self.isHost then self.forceLevel = msg.forceLevel end
|
||||
local LinkBattle = require("src.link.LinkBattle")
|
||||
local opts = {
|
||||
myParty = Protocol.packParty(self.game.save.party),
|
||||
@@ -351,6 +418,7 @@ function LinkState:update(dt)
|
||||
seed = self.isHost and self.linkSeed or msg.seed,
|
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verdict = self.verdict,
|
||||
strict = Handshake.strict(self.verdict),
|
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forceLevel = self.forceLevel,
|
||||
}
|
||||
local battle, why
|
||||
if self.isHost then
|
||||
@@ -401,7 +469,8 @@ function LinkState:startMode(mode, isHost)
|
||||
end
|
||||
self.net:send({ type = "party",
|
||||
mons = Protocol.packParty(self.game.save.party),
|
||||
seed = self.linkSeed })
|
||||
seed = self.linkSeed,
|
||||
forceLevel = isHost and self.forceLevel or nil })
|
||||
end
|
||||
end
|
||||
|
||||
@@ -557,6 +626,12 @@ function LinkState:draw()
|
||||
Font.draw("BATTLE", 32, 68)
|
||||
Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
|
||||
|
||||
elseif self.stage == "battleOptions" then
|
||||
drawTitle("BATTLE OPTIONS")
|
||||
Font.draw("LEVELS:", 16, 56)
|
||||
Font.draw(forceLevelLabel(self.levelChoice or ANY), 88, 56)
|
||||
Font.draw("A: continue B: back", 8, 128)
|
||||
|
||||
elseif self.stage == "waitMode" or self.stage == "waitHello" then
|
||||
drawTitle("CONNECTED!")
|
||||
if self.stage == "waitHello" then
|
||||
|
||||
+17
-2
@@ -77,6 +77,13 @@ function Protocol.unpackMon(data, packed, opts)
|
||||
return nil
|
||||
end
|
||||
local level = math.max(2, math.min(100, math.floor(packed.level or 5)))
|
||||
-- "auto-level" tournaments/matches: every participant's real level is
|
||||
-- ignored and everyone rebuilds at the same fixed level instead, so a
|
||||
-- Lv12 and a Lv100 party can battle on equal footing. Both sides pass
|
||||
-- the identical forceLevel for a given match, so this stays symmetric.
|
||||
if opts and opts.forceLevel then
|
||||
level = math.max(2, math.min(100, math.floor(opts.forceLevel)))
|
||||
end
|
||||
local dvs = {}
|
||||
for _, k in ipairs({ "hp", "attack", "defense", "speed", "special" }) do
|
||||
dvs[k] = math.max(0, math.min(15, math.floor((packed.dvs or {})[k] or 0)))
|
||||
@@ -104,6 +111,14 @@ function Protocol.unpackMon(data, packed, opts)
|
||||
if strict then return nil, "no shared moves" end
|
||||
moves = { { id = "TACKLE", pp = 35 } }
|
||||
end
|
||||
-- a forced level scales every stat including max HP, so the real party's
|
||||
-- current HP/status (a different level's numbers, possibly mid-fight)
|
||||
-- isn't meaningful anymore -- auto-level starts everyone full and fresh,
|
||||
-- same as a standardized tournament format would
|
||||
local forced = opts and opts.forceLevel
|
||||
local hp = forced and stats.hp
|
||||
or math.max(0, math.min(stats.hp, math.floor(packed.hp or stats.hp)))
|
||||
local status = forced and nil or packed.status
|
||||
return {
|
||||
species = packed.species,
|
||||
level = level,
|
||||
@@ -111,8 +126,8 @@ function Protocol.unpackMon(data, packed, opts)
|
||||
dvs = dvs,
|
||||
statExp = statExp,
|
||||
stats = stats,
|
||||
hp = math.max(0, math.min(stats.hp, math.floor(packed.hp or stats.hp))),
|
||||
status = packed.status,
|
||||
hp = hp,
|
||||
status = status,
|
||||
nickname = packed.nickname,
|
||||
moves = moves,
|
||||
-- a namespace whose mod this install lacks survives untouched, so the
|
||||
|
||||
+60
-3
@@ -9,6 +9,7 @@
|
||||
-- time, uninterrupted by individual matches.
|
||||
|
||||
local CodeEntry = require("src.link.CodeEntry")
|
||||
local DiscordPresence = require("src.core.DiscordPresence")
|
||||
local Font = require("src.render.Font")
|
||||
local Handshake = require("src.link.Handshake")
|
||||
local LinkBattle = require("src.link.LinkBattle")
|
||||
@@ -33,7 +34,14 @@ local ANY = "ANY" -- sentinel: a leading *nil* array entry breaks ipairs
|
||||
-- to nil only on the wire
|
||||
local LEVEL_STEPS = { ANY, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65,
|
||||
70, 75, 80, 85, 90, 95, 100 }
|
||||
local SETTINGS_ROWS = 5 -- POKEMON, MIN LV, MAX LV, TIMER, PLAYING
|
||||
local SETTINGS_ROWS = 6 -- POKEMON, MIN LV, MAX LV, TIMER, LEVELS, PLAYING
|
||||
-- LEVELS cycles through this: ANY (real levels) or a fixed level every
|
||||
-- match normalizes to, regardless of each side's real party
|
||||
local FORCE_LEVEL_STEPS = { ANY, 50, 100 }
|
||||
-- tournaments have no real participant cap (any number can join before
|
||||
-- start); this is just generous headroom so Discord's party.size never
|
||||
-- reads as "full" and blocks a real invite click
|
||||
local TOURNAMENT_PARTY_MAX = 16
|
||||
|
||||
local function indexOf(list, value)
|
||||
for i, v in ipairs(list) do
|
||||
@@ -52,6 +60,10 @@ local function levelForWire(v)
|
||||
return v == ANY and nil or v
|
||||
end
|
||||
|
||||
local function forceLevelLabel(v)
|
||||
return (v == ANY or v == nil) and "ANY" or ("AUTO " .. tostring(v))
|
||||
end
|
||||
|
||||
local function partyStats(party)
|
||||
local size, minLevel, maxLevel = 0, nil, nil
|
||||
for _, mon in ipairs(party or {}) do
|
||||
@@ -69,7 +81,7 @@ function Tournament.new(game)
|
||||
self.stage = "menu"
|
||||
self.index = 1
|
||||
self.settings = { turnLimit = 6, requiredPartySize = 3, minLevel = ANY, maxLevel = ANY,
|
||||
participating = true }
|
||||
forceLevel = ANY, participating = true }
|
||||
self.settingsIndex = 1
|
||||
self.roster = {}
|
||||
self.spectatorRoster = {}
|
||||
@@ -77,7 +89,24 @@ function Tournament.new(game)
|
||||
return self
|
||||
end
|
||||
|
||||
-- entry point for a Discord "Ask to Join" click on a tournament invite
|
||||
-- (see DiscordPresence.lua): skips the HOST/JOIN menu and code entry,
|
||||
-- straight to "connecting with this code"
|
||||
function Tournament.newJoinOnline(game, code)
|
||||
local self = Tournament.new(game)
|
||||
self:startJoining(code)
|
||||
return self
|
||||
end
|
||||
|
||||
-- headcount for Discord's party.size: the roster only ever lists
|
||||
-- competing players, so a non-participating (organizer-only) host isn't
|
||||
-- in it even though they're right here running the thing
|
||||
function Tournament:discordPartySize()
|
||||
return #self.roster + (self.participating == false and 1 or 0)
|
||||
end
|
||||
|
||||
function Tournament:exitWith(message)
|
||||
DiscordPresence.setJoinCode(nil)
|
||||
Sound.stopLoop(MUSIC)
|
||||
Runtime.emit("link.ended", { reason = message and "error" or "bye" })
|
||||
if self.net then self.net:close() end
|
||||
@@ -106,6 +135,7 @@ function Tournament:startHosting()
|
||||
requiredPartySize = self.settings.requiredPartySize,
|
||||
minLevel = levelForWire(self.settings.minLevel),
|
||||
maxLevel = levelForWire(self.settings.maxLevel),
|
||||
forceLevel = levelForWire(self.settings.forceLevel),
|
||||
participating = self.settings.participating,
|
||||
name = self.game.save.player.name,
|
||||
partySize = size, partyMinLevel = minL, partyMaxLevel = maxL,
|
||||
@@ -145,8 +175,22 @@ function Tournament:handleMessage(msg)
|
||||
if msg.type == "tournament_hosted" then
|
||||
self.code = msg.code
|
||||
self.settings.turnLimit = msg.turnLimit
|
||||
self.settings.forceLevel = msg.forceLevel == nil and ANY or msg.forceLevel
|
||||
self.participating = msg.participating
|
||||
self.stage = "bracket"
|
||||
-- the server already seeded t.players/spectators with the creator at
|
||||
-- creation time; mirror that here so the Discord party size (and the
|
||||
-- "waiting for players" list) show the host from the very first frame,
|
||||
-- not just once someone else joins and a real roster broadcast arrives
|
||||
if self.participating then
|
||||
self.roster = { self.game.save.player.name }
|
||||
else
|
||||
self.spectatorRoster = { self.game.save.player.name }
|
||||
end
|
||||
if self.isCreator then
|
||||
DiscordPresence.setJoinCode(self.code, "tournament",
|
||||
self:discordPartySize(), TOURNAMENT_PARTY_MAX)
|
||||
end
|
||||
elseif msg.type == "tournament_host_error" then
|
||||
if msg.reason == "party_ineligible" then
|
||||
self:exitWith(("Can't host:\nneed %d Pokemon\nLv %s-%s."):format(
|
||||
@@ -168,7 +212,12 @@ function Tournament:handleMessage(msg)
|
||||
self.settings.requiredPartySize = msg.requiredPartySize
|
||||
self.settings.minLevel = msg.minLevel == nil and ANY or msg.minLevel
|
||||
self.settings.maxLevel = msg.maxLevel == nil and ANY or msg.maxLevel
|
||||
self.settings.forceLevel = msg.forceLevel == nil and ANY or msg.forceLevel
|
||||
self.stage = "bracket"
|
||||
if self.isCreator and self.code then
|
||||
DiscordPresence.setJoinCode(self.code, "tournament",
|
||||
self:discordPartySize(), TOURNAMENT_PARTY_MAX)
|
||||
end
|
||||
elseif msg.type == "bracket_update" then
|
||||
self.bracket = msg.tournament
|
||||
self.code = self.bracket.code
|
||||
@@ -238,6 +287,7 @@ function Tournament:beginMatchBattle()
|
||||
verdict = verdict,
|
||||
strict = Handshake.strict(verdict),
|
||||
turnLimit = self.matchTurnLimit,
|
||||
forceLevel = levelForWire(self.settings.forceLevel),
|
||||
keepNetOpen = true, -- this is the tournament's own connection, not a
|
||||
-- dedicated match socket -- don't let finish() close it
|
||||
}
|
||||
@@ -360,6 +410,7 @@ function Tournament:update(dt)
|
||||
hostParty = self.spectate.hostParty, guestParty = self.spectate.guestParty,
|
||||
hostName = self.spectate.hostName, guestName = self.spectate.guestName,
|
||||
seed = self.spectate.seed,
|
||||
forceLevel = levelForWire(self.settings.forceLevel),
|
||||
})
|
||||
if not battle then
|
||||
self:exitWith(why or "Can't watch this\nmatch.")
|
||||
@@ -426,6 +477,10 @@ function Tournament:update(dt)
|
||||
i = ((i - 1 + delta) % #TURN_LIMITS) + 1
|
||||
self.settings.turnLimit = TURN_LIMITS[i]
|
||||
elseif self.settingsIndex == 5 then
|
||||
local i = indexOf(FORCE_LEVEL_STEPS, self.settings.forceLevel)
|
||||
i = ((i - 1 + delta) % #FORCE_LEVEL_STEPS) + 1
|
||||
self.settings.forceLevel = FORCE_LEVEL_STEPS[i]
|
||||
elseif self.settingsIndex == 6 then
|
||||
self.settings.participating = not self.settings.participating
|
||||
end
|
||||
elseif input:wasPressed("a") or input:wasPressed("start") then
|
||||
@@ -454,6 +509,7 @@ function Tournament:update(dt)
|
||||
elseif self.stage == "bracket" then
|
||||
if input:wasPressed("b") then self:exitWith(nil) return end
|
||||
if input:wasPressed("a") and self.isCreator and #self.roster >= 2 then
|
||||
DiscordPresence.setJoinCode(nil) -- roster's locking in; stop advertising
|
||||
self.net:send({ type = "start_tournament" })
|
||||
end
|
||||
|
||||
@@ -475,7 +531,7 @@ local function drawTitle(text)
|
||||
Font.draw(text, 8, 6)
|
||||
end
|
||||
|
||||
local SETTINGS_LABELS = { "POKEMON", "MIN LV", "MAX LV", "TIMER", "PLAYING" }
|
||||
local SETTINGS_LABELS = { "POKEMON", "MIN LV", "MAX LV", "TIMER", "LEVELS", "PLAYING" }
|
||||
|
||||
function Tournament:draw()
|
||||
if self.stage == "menu" then
|
||||
@@ -491,6 +547,7 @@ function Tournament:draw()
|
||||
levelLabel(self.settings.minLevel),
|
||||
levelLabel(self.settings.maxLevel),
|
||||
self.settings.turnLimit .. "s",
|
||||
forceLevelLabel(self.settings.forceLevel),
|
||||
self.settings.participating and "YES" or "NO",
|
||||
}
|
||||
for i, label in ipairs(SETTINGS_LABELS) do
|
||||
|
||||
@@ -0,0 +1,49 @@
|
||||
-- Driver: hosts a real online match (against the deployed relay) and
|
||||
-- reports Discord IPC connection/subscribe/join-code state, so the whole
|
||||
-- "Ask to Join" wiring can be checked against the actual local Discord
|
||||
-- client instead of guessing from code review alone.
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local DiscordPresence = require("src.core.DiscordPresence")
|
||||
local Pokemon = require("src.pokemon.Pokemon")
|
||||
|
||||
local function report(line)
|
||||
U.log(line)
|
||||
local f = io.open("/tmp/discord_test_status.txt", "a")
|
||||
if f then f:write(line .. "\n"); f:close() end
|
||||
end
|
||||
|
||||
game.save.party = { Pokemon.new(game.data, "PIKACHU", 25) }
|
||||
U.teleport(game, "PALLET_TOWN", 10, 8, "down")
|
||||
|
||||
U.wait(30) -- give the Discord IPC connection a moment to establish
|
||||
local s = DiscordPresence._state
|
||||
report(("discord: enabled=%s connected=%s subscribedJoin=%s"):format(
|
||||
tostring(s.enabled), tostring(s.connected), tostring(s.subscribedJoin)))
|
||||
|
||||
local LinkState = require("src.link.LinkState")
|
||||
local link = LinkState.new(game)
|
||||
game.stack:push(link)
|
||||
U.wait(3)
|
||||
U.tap(game, "down"); U.wait(2) -- ONLINE MATCH row
|
||||
U.tap(game, "a"); U.wait(3) -- into onlineMenu
|
||||
U.tap(game, "a"); U.wait(30) -- HOST ONLINE -> connect to the real relay
|
||||
|
||||
local waited = 0
|
||||
while not link.net.code and waited < 300 do
|
||||
U.wait(1)
|
||||
waited = waited + 1
|
||||
end
|
||||
report(("host code: %s net error: %s"):format(
|
||||
tostring(link.net.code), tostring(link.net.error)))
|
||||
|
||||
U.wait(60) -- let DiscordPresence pick up the code and push an activity
|
||||
report(("discord joinCode now: %s connected: %s"):format(
|
||||
tostring(s.joinCode), tostring(s.connected)))
|
||||
report("DISCORD_JOIN_TEST: check your Discord profile/status now -- it")
|
||||
report("should show an 'Ask to Join' button, code " .. tostring(link.net.code))
|
||||
|
||||
while true do
|
||||
coroutine.yield()
|
||||
end
|
||||
end
|
||||
@@ -0,0 +1,19 @@
|
||||
-- One-shot: injects a fake 3-mon party and writes it to disk for the
|
||||
-- current identity, then exits. Meant to be followed by a normal
|
||||
-- (driver-free) `love .` launch, since POKEPORT_DRIVER disables Discord
|
||||
-- presence for the run -- this is how to get a ready-made party AND a
|
||||
-- fully interactive session with real Discord presence.
|
||||
return function(game)
|
||||
local Pokemon = require("src.pokemon.Pokemon")
|
||||
local SaveData = require("src.core.SaveData")
|
||||
|
||||
game.save.party = {
|
||||
Pokemon.new(game.data, "CHARIZARD", 50),
|
||||
Pokemon.new(game.data, "PIKACHU", 30),
|
||||
Pokemon.new(game.data, "SNORLAX", 40),
|
||||
}
|
||||
game.save.player.name = "RED"
|
||||
|
||||
local ok = SaveData.save(game.save)
|
||||
print("save_fake_party: saved =", ok)
|
||||
end
|
||||
@@ -364,6 +364,40 @@ eq(gameA.save.money, 3000, "no prize money in link battles")
|
||||
eq(gameA.save.party[1].hp, gameA.save.party[1].stats.hp,
|
||||
"the real party is untouched (battle used clamped copies)")
|
||||
|
||||
-- ---------------------------------------------------------------- forced-level ("auto 50") matches
|
||||
-- online matches/tournaments may force every participant's real level to a
|
||||
-- fixed value for the match (opts.forceLevel), regardless of their save's
|
||||
-- actual level -- this checks both sides normalize identically and stats
|
||||
-- recompute for the forced level rather than clamping the original level's
|
||||
local gameG = makeFakeGame("PIKACHU")
|
||||
gameG.save.party[1] = Pokemon.new(Data, "PIKACHU", 12)
|
||||
local gameH = makeFakeGame("GEODUDE")
|
||||
gameH.save.party[1] = Pokemon.new(Data, "GEODUDE", 100)
|
||||
gameH.save.player.name = "BLUE"
|
||||
local netG, netH = Net.loopbackPair()
|
||||
local packedG = Protocol.packParty(gameG.save.party)
|
||||
local packedH = Protocol.packParty(gameH.save.party)
|
||||
local seedGH = 13579
|
||||
|
||||
local battleG = LinkBattle.newHost(gameG, netG, {
|
||||
myParty = packedG, theirParty = packedH, theirName = "BLUE", seed = seedGH,
|
||||
forceLevel = 50,
|
||||
})
|
||||
local battleH = LinkBattle.newGuest(gameH, netH, {
|
||||
myParty = packedH, theirParty = packedG, theirName = "RED", seed = seedGH,
|
||||
forceLevel = 50,
|
||||
})
|
||||
eq(battleG.player.mon.level, 50, "forced level overrides a low real level (12 -> 50)")
|
||||
eq(battleG.enemy.mon.level, 50, "...and a high real level (100 -> 50) the same way")
|
||||
eq(battleH.player.mon.level, 50, "the guest's own mon is forced too")
|
||||
eq(battleH.enemy.mon.level, 50, "the guest sees the host's mon forced too")
|
||||
local expectedStats = require("src.pokemon.Stats").calc(
|
||||
Data.pokemon["PIKACHU"], 50, battleG.player.mon.dvs, battleG.player.mon.statExp)
|
||||
eq(battleG.player.mon.stats.hp, expectedStats.hp,
|
||||
"forced-level stats are recomputed for level 50, not clamped from level 12")
|
||||
eq(gameG.save.party[1].level, 12, "the real save data keeps its actual level")
|
||||
eq(gameH.save.party[1].level, 100, "...on both sides")
|
||||
|
||||
-- ---------------------------------------------------------------- tournament shot clock
|
||||
-- opts.turnLimit only applies to tournament matches; the guest mashes
|
||||
-- through its own menu every frame while the host never presses anything,
|
||||
|
||||
Reference in New Issue
Block a user