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Author SHA1 Message Date
bryanthaboi 6625391f76 online play updates and fixes and tweaks and cheeks 2026-07-24 14:36:10 -04:00
bryanthaboi c40dcd6159 Merge branch 'online-play' 2026-07-24 13:31:07 -04:00
bryanthaboi 35f5c9513c Update BattleState.lua 2026-07-24 13:30:54 -04:00
bryanthaboi 5a0f9ab06d Online play (#156)
* new options, and hot keys and readme clean up

* oooooooooooh bazinga
2026-07-24 13:11:40 -04:00
bryanthaboi 13b58dc51e oooooooooooh bazinga 2026-07-24 13:09:00 -04:00
bryanthaboi 6306975352 new options, and hot keys and readme clean up 2026-07-24 10:10:51 -04:00
17 changed files with 2178 additions and 43 deletions
+8 -1
View File
@@ -2393,10 +2393,17 @@ function BattleState:performMove(user, target, moveInst, isCalled)
-- PP: not for continuations, struggle, called moves, or (under
-- gen1_faithful) wild/trainer enemies — pokered DecrementPP only ever
-- mutates wBattleMonPP / party PP (engine/battle/decrement_pp.asm).
-- That rule doesn't apply in a link battle: "the enemy" there is a real
-- human peer independently tracking their own PP the normal way, not an
-- AI Gen 1 never bothered to decrement -- applying it made each side
-- silently skip decrementing the OTHER side's PP for the move it just
-- used, so both simulations' party state diverged by exactly 1 PP on
-- the very first move either side made, failing the lockstep hash
-- check turn 1 of literally every link battle.
local isContinuation = releasing
or (user.thrashTurns and user.thrashTurns > 0 and moveInst == user.thrashMove)
or moveInst == user.rageMove
local enemyUnlimited = not user.isPlayer
local enemyUnlimited = not user.isPlayer and self.kind ~= "link"
and self.ruleset and self.ruleset.enemyUnlimitedPP
if not isContinuation and not moveInst.struggle and not isCalled
and not enemyUnlimited then
+131 -2
View File
@@ -38,8 +38,18 @@ local state = {
unsubs = {},
pid = nil,
loggedAbsent = false, -- one quiet note when Discord isn't running
game = nil, -- kept for the "friend clicked join" -> push a screen path
joinCode = nil, -- the online-match/tournament code to advertise as a join secret, if any
joinKind = "match", -- "match" (LinkState online) or "tournament"
partySize = 1, -- current headcount for the party.size Discord shows
partyMax = 2,
subscribedJoin = false, -- SUBSCRIBE ACTIVITY_JOIN sent on this connection?
}
-- MSG_DONTWAIT differs by OS (Darwin 0x80, Linux 0x40); only used for the
-- ongoing per-frame inbound poll, never for the one-time connect/handshake
local MSG_DONTWAIT_BY_OS = { ["OS X"] = 0x80, Linux = 0x40 }
local function disabledByEnv()
return os.getenv("POKEPORT_NO_DISCORD") == "1"
or os.getenv("POKEPORT_AUTOPILOT") ~= nil
@@ -378,6 +388,15 @@ local function connect()
state.dirty = true
state.lastSentKey = nil
state.loggedAbsent = false
state.subscribedJoin = false
-- ask for "friend clicked join" dispatches; a plain outbound write, so
-- it's harmless to send even on Windows, where the inbound poll below
-- isn't implemented yet (see pollJoinRequest)
if sendFrame(OP_FRAME, Json.encode({
cmd = "SUBSCRIBE", evt = "ACTIVITY_JOIN", nonce = nonce(),
})) then
state.subscribedJoin = true
end
Logger.info("discord: rich presence connected")
return true
end)
@@ -427,7 +446,7 @@ local function buildActivity()
activityState = "At the title screen"
end
return {
local activity = {
details = details,
state = activityState,
timestamps = { start = state.startedAt },
@@ -436,10 +455,25 @@ local function buildActivity()
large_text = "Pokemon Gen1Recomp",
},
}
-- a party/join-secret pair is what makes Discord show "Ask to Join" on
-- the profile card; the secret carries our own room/tournament code plus
-- a one-letter kind tag ("m"/"t") so the click handler on the other end
-- knows which screen to jump into -- Discord only echoes the string
-- back, so the kind has to ride inside it
if state.joinCode then
local kindTag = state.joinKind == "tournament" and "t" or "m"
activity.party = { id = "pokeport-" .. state.joinCode,
size = { state.partySize, state.partyMax } }
activity.secrets = { join = "join:" .. kindTag .. ":" .. state.joinCode }
end
return activity
end
local function activityKey(activity)
return (activity.details or "") .. "|" .. (activity.state or "")
local partyKey = activity.party
and (activity.party.size[1] .. "/" .. activity.party.size[2]) or ""
return (activity.details or "") .. "|" .. (activity.state or "") .. "|"
.. (activity.secrets and activity.secrets.join or "") .. "|" .. partyKey
end
local function flush(force)
@@ -567,6 +601,96 @@ local function subscribe(game)
end)
end
-- Advertise (or clear, with code=nil) an online-match/tournament code as a
-- Discord join secret. LinkState/Tournament call this once they have a
-- real code from the relay, and clear it again once paired/started or the
-- hosting screen exits (an invite that's already full or gone is worse
-- than no invite). kind is "match" (default) or "tournament"; size/max are
-- the party.size Discord shows (default 1/2, a plain 1v1 room) -- a
-- tournament passes its live roster count and a generous cap instead, and
-- should call this again whenever the roster changes, not just once.
function DiscordPresence.setJoinCode(code, kind, size, max)
pcall(function()
state.joinCode = code
state.joinKind = kind or "match"
state.partySize = size or 1
state.partyMax = max or 2
state.dirty = true
flush(false)
end)
end
-- A friend clicked "Ask to Join" on our profile and Discord delivered the
-- secret back over this same connection. Only act from a safe spot (never
-- yank the player out of a battle or an already-running link session) --
-- "exploring"/"menu" are the coarse buckets subscribe() above already
-- tracks; anything more specific (a shop, a dialogue box) is a rarer miss
-- worth accepting rather than adding a second, finer-grained state tracker
-- just for this.
local function handleJoinRequest(secret)
if not secret or secret == "" then return end
if state.activity == "battle" then return end
local game = state.game
if not game or not game.stack then return end
local top = game.stack:top()
if top and top.stage and top.net then return end -- already in a link session
local kindTag, code = secret:match("^(%a):(.+)$")
if not kindTag then kindTag, code = "m", secret end -- older/plain secret: assume match
Runtime.emit("discord.join_requested", { code = code, kind = kindTag })
if kindTag == "t" then
local ok, Tournament = pcall(require, "src.link.Tournament")
if ok and Tournament.newJoinOnline then
game.stack:push(Tournament.newJoinOnline(game, code))
end
else
local ok, LinkState = pcall(require, "src.link.LinkState")
if ok and LinkState.newJoinOnline then
game.stack:push(LinkState.newJoinOnline(game, code))
end
end
end
-- non-blocking peek for an incoming ACTIVITY_JOIN dispatch. Unix (FFI)
-- only for now: reading a Windows named pipe without risking a stall needs
-- a HANDLE-level PeekNamedPipe that the plain io.open() connection below
-- doesn't give us, so a Windows player's presence/party/join-secret still
-- all work (they can still be seen and clicked), the click just isn't
-- delivered back to their own game session yet.
local function pollJoinRequest()
if state.isWindows or not state.ffi or not state.socket or not state.subscribedJoin then
return
end
pcall(function()
local ffi = state.ffi
local dontwait = MSG_DONTWAIT_BY_OS[love.system.getOS()] or 0
local hbuf = ffi.new("char[8]")
local n = ffi.C.recv(state.socket, hbuf, 8, dontwait)
if not n or tonumber(n) <= 0 then return end -- nothing waiting right now
local header = ffi.string(hbuf, 8)
local opcode = unpackU32(header:sub(1, 4))
local length = unpackU32(header:sub(5, 8))
if not opcode or not length or length < 0 or length > 65536 then return end
-- the body may lag the header by a packet; the connection's normal
-- (short-timeout) blocking read is fine here since it has already
-- announced its exact length
local body = length > 0 and readExact(length) or ""
if body == nil then return end
if opcode == 3 then -- PING -> PONG, keeps Discord from closing on us
sendFrame(4, body)
return
end
if opcode ~= 1 then return end
local decoded = Json.decode(body)
if decoded and decoded.evt == "ACTIVITY_JOIN" then
local secret = decoded.data and decoded.data.secret
if type(secret) == "string" and secret ~= "" then
if secret:sub(1, 5) == "join:" then secret = secret:sub(6) end
handleJoinRequest(secret)
end
end
end)
end
function DiscordPresence.init(game)
local ok, err = pcall(function()
DiscordPresence.shutdown()
@@ -579,6 +703,8 @@ function DiscordPresence.init(game)
state.location = "Title screen"
state.mapId = nil
state.battleLabel = nil
state.joinCode = nil
state.game = game
state.dirty = true
state.nextReconnectAt = 0
state.loggedAbsent = false
@@ -621,6 +747,7 @@ function DiscordPresence.update(_dt)
end
return
end
pollJoinRequest()
if state.dirty then flush(false) end
end)
end
@@ -649,6 +776,8 @@ function DiscordPresence.shutdown()
state.lastSentKey = nil
state.connected = false
state.socket = nil
state.subscribedJoin = false
state.joinCode = nil
end
-- test / debug helpers
+44
View File
@@ -0,0 +1,44 @@
-- Shared 6-slot room-code entry widget: the digit-scrub interaction
-- LinkState's own `ipDigits`/`addrPos` already uses for IP entry, over the
-- Crockford-32-style alphabet pokeserver room/tournament codes are drawn
-- from (23456789ABCDEFGHJKMNPQRSTUVWXYZ -- no 0/O/1/I/L, so a code read
-- aloud or handwritten never has to be checked twice).
local CodeEntry = {}
CodeEntry.CHARSET = "23456789ABCDEFGHJKMNPQRSTUVWXYZ"
CodeEntry.LENGTH = 6
function CodeEntry.new()
local chars = {}
for i = 1, CodeEntry.LENGTH do chars[i] = 1 end -- index into CHARSET, 1-based
return { chars = chars, pos = 1 }
end
local N = #CodeEntry.CHARSET
function CodeEntry.up(state)
state.chars[state.pos] = state.chars[state.pos] % N + 1
end
function CodeEntry.down(state)
state.chars[state.pos] = (state.chars[state.pos] - 2) % N + 1
end
function CodeEntry.left(state)
state.pos = math.max(1, state.pos - 1)
end
function CodeEntry.right(state)
state.pos = math.min(CodeEntry.LENGTH, state.pos + 1)
end
function CodeEntry.text(state)
local out = {}
for i = 1, CodeEntry.LENGTH do
out[i] = CodeEntry.CHARSET:sub(state.chars[i], state.chars[i])
end
return table.concat(out)
end
return CodeEntry
+11
View File
@@ -67,6 +67,17 @@ function Handshake.linkModified(game)
return false
end
-- online play (the relay-based online match / tournament flows in
-- LinkState/Tournament) meets strangers, not a coordinating friend, so it
-- skips the LAN path's per-peer compatibility negotiation entirely and
-- just requires vanilla on both ends: no mod-added Pokemon, no surprises.
-- Mods only ever get baked in at boot (Loader:load), so this is a gate on
-- attempting to go online, not a live mod toggle -- the player disables
-- mods via the mod manager and relaunches.
function Handshake.onlineAllowed(game)
return #Handshake.mods(game) == 0
end
-- mode is nil on the guest: it pairs and announces itself before the host
-- has picked, and compatibility is decided from the two hellos, not the mode
function Handshake.hello(game, mode)
+338 -30
View File
@@ -15,6 +15,7 @@
-- them in link battles).
local Fingerprint = require("src.link.Fingerprint")
local Font = require("src.render.Font")
local Handshake = require("src.link.Handshake")
local Logger = require("src.core.Logger")
local Protocol = require("src.link.Protocol")
@@ -45,6 +46,38 @@ local function mkBattler(data, mon, isPlayer)
return BattleState.makeBattler(data, mon, isPlayer, nil)
end
-- shared by LinkBattle.new (myParty/theirParty) and LinkBattle.newSpectator
-- (hostParty/guestParty): pack->unpack clamp so every perspective watching
-- a given match holds identical mon copies. errFmt(packedMon, why) builds
-- the message shown when strict mode refuses an unrebuildable mon.
local function unpackParty(game, packed, unpackOpts, errFmt)
local out = {}
for _, p in ipairs(packed or {}) do
local mon, why = Protocol.unpackMon(game.data, p, unpackOpts)
if mon then
table.insert(out, mon)
elseif unpackOpts.strict then
return nil, errFmt(p, why)
end
end
return out
end
-- decode a wire action message against whichever battler it belongs to
-- (the opponent's, from a real participant's perspective; either side's,
-- from a spectator's)
local function decodeWireAction(s, msg, battler)
if msg.kind == "move" then
local slot = math.max(1, math.min(#battler.curMoves, math.floor(msg.slot or 1)))
return battler.curMoves[slot]
elseif msg.kind == "struggle" then
return { id = "STRUGGLE", pp = 1, struggle = true }
elseif msg.kind == "locked" then
return s:lockedAction(battler)
end
return nil
end
-- canonical (host-side-first) state hash, unchanged since v1: it stays on
-- the wire as `value` so a pre-mod peer still compares something it agrees
-- with, while the components below carry the real coverage
@@ -149,26 +182,15 @@ function LinkBattle.new(game, net, opts)
-- both parties pass through the same pack->unpack clamp on both
-- machines, so the copies are identical everywhere
local unpackOpts = { strict = opts.strict or false }
local myParty, theirParty = {}, {}
for _, p in ipairs(opts.myParty or {}) do
local mon = Protocol.unpackMon(game.data, p, unpackOpts)
if mon then
table.insert(myParty, mon)
elseif unpackOpts.strict then
return nil, ("Your %s can't\nbattle on the\nother game."):format(
tostring(p.species))
end
end
for _, p in ipairs(opts.theirParty or {}) do
local mon, why = Protocol.unpackMon(game.data, p, unpackOpts)
if mon then
table.insert(theirParty, mon)
elseif unpackOpts.strict then
return nil, ("Their %s isn't\nin this game.\n(%s)"):format(
tostring(p.species), tostring(why))
end
end
local unpackOpts = { strict = opts.strict or false, forceLevel = opts.forceLevel }
local myParty, myErr = unpackParty(game, opts.myParty, unpackOpts, function(p)
return ("Your %s can't\nbattle on the\nother game."):format(tostring(p.species))
end)
if not myParty then return nil, myErr end
local theirParty, theirErr = unpackParty(game, opts.theirParty, unpackOpts, function(p, why)
return ("Their %s isn't\nin this game.\n(%s)"):format(tostring(p.species), tostring(why))
end)
if not theirParty then return nil, theirErr end
if #myParty == 0 or #theirParty == 0 then
Logger.warn("link: empty party on one side")
end
@@ -227,6 +249,17 @@ function LinkBattle.new(game, net, opts)
if text then s:say(text) end
end
-- a tournament shot clock (opts.turnLimit) costs the slow player
-- specifically, unlike RUN or a desync -- both of which stay a draw --
-- so it needs its own result rather than reusing endAsDraw
local function endWithResult(s, result, text)
if s.linkEnded then return end
s.result = result
s.afterQueue = "finish"
s.phase = "messages"
if text then s:say(text) end
end
local function orderMove(action)
if action and action.id then return game.data.moves[action.id] end
return nil
@@ -271,15 +304,7 @@ function LinkBattle.new(game, net, opts)
-- decode a remote action message against the enemy battler
local function decodeTheirAction(s, msg)
if msg.kind == "move" then
local slot = math.max(1, math.min(#s.enemy.curMoves, math.floor(msg.slot or 1)))
return s.enemy.curMoves[slot]
elseif msg.kind == "struggle" then
return { id = "STRUGGLE", pp = 1, struggle = true }
elseif msg.kind == "locked" then
return s:lockedAction(s.enemy)
end
return nil
return decodeWireAction(s, msg, s.enemy)
end
-- with the handshake guaranteeing both games share a link surface, a
@@ -520,6 +545,19 @@ function LinkBattle.new(game, net, opts)
if not s.result then
endAsDraw(s, ("%s left the\nbattle."):format(theirName))
end
elseif msg.type == "forfeit" then
-- the peer's own shot clock ran out; unlike a mutual RUN/desync
-- draw, this has a definite winner (us)
if not s.result then
endWithResult(s, "win", ("%s ran out of\ntime!"):format(theirName))
end
else
-- a tournament control message (bracket_update, the next
-- match_start, ...) can arrive while this match is still
-- finishing up; Tournament.lua drains this once it regains the
-- stack top rather than losing it to this poll loop
s.pendingTournamentMessages = s.pendingTournamentMessages or {}
table.insert(s.pendingTournamentMessages, msg)
end
end
if net.closed and not s.linkEnded and not s.result then
@@ -535,16 +573,48 @@ function LinkBattle.new(game, net, opts)
end
return
end
if opts.turnLimit and s.phase == "menu" then
if not s.turnClockActive then
s.turnClockActive = true
s.turnClock = opts.turnLimit
end
s.turnClock = s.turnClock - dt
if s.turnClock <= 0 then
s.turnClockActive = false
send({ type = "forfeit" })
endWithResult(s, "lose", "Time's up! You\nforfeit the match.")
end
elseif opts.turnLimit then
s.turnClockActive = false
end
baseUpdate(s, dt)
end
if opts.turnLimit then
local baseDraw = self.draw
self.draw = function(s, ...)
baseDraw(s, ...)
if s.phase == "menu" and s.turnClockActive then
love.graphics.setColor(1, 1, 1, 1)
Font.draw(tostring(math.max(0, math.ceil(s.turnClock))), 144, 4)
end
end
end
local baseFinish = self.finish
self.finish = function(s)
if not s.linkEnded then
s.linkEnded = true
send({ type = "bye" })
end
net:close()
-- opts.keepNetOpen: a tournament match's `net` is the caller's
-- long-lived tournament connection (still needed for the next round,
-- spectating, bracket updates, ...), not a dedicated match socket --
-- closing it here the way a plain 1v1 link battle does would sever
-- the whole tournament, not just this match.
if not opts.keepNetOpen then
net:close()
end
if game.linkNet == net then game.linkNet = nil end
baseFinish(s)
end
@@ -552,6 +622,244 @@ function LinkBattle.new(game, net, opts)
return self
end
-- A tournament spectator: reconstructs the exact same lockstep battle a
-- live match's two real participants are playing, from a copy of the
-- traffic the relay fans out to onlookers (see pokeserver's `spectate`
-- envelope). No local input drives anything here -- both sides' actions
-- arrive over the wire, tagged by which real player sent them -- so it's
-- a read-only replay, not a third participant: no hash/desync checking
-- (a spectator has nothing to verify against), no shot clock (nothing to
-- act on), and `finish` must NOT close `net`, since that's the caller's
-- long-lived tournament connection, not a dedicated match socket.
--
-- opts: { hostParty = packed, guestParty = packed, hostName, guestName,
-- seed, verdict, strict }. `self.player` is always the host's battler and
-- `self.enemy` the guest's, which is what makes TurnOrder.firstMover's
-- tie-break (below) land on the same result the host's own instance
-- already computed with invertTie=false.
function LinkBattle.newSpectator(game, net, opts)
local BattleState = require("src.battle.BattleState")
local hostName = opts.hostName or "HOST"
local guestName = opts.guestName or "GUEST"
if not Handshake.battleAllowed(opts.verdict) then
return nil, "Link battle needs\nthe same mods on\nboth games."
end
local unpackOpts = { strict = opts.strict or false, forceLevel = opts.forceLevel }
local hostParty, hostErr = unpackParty(game, opts.hostParty, unpackOpts, function(p)
return ("%s's %s can't\nbattle on this\ngame."):format(hostName, tostring(p.species))
end)
if not hostParty then return nil, hostErr end
local guestParty, guestErr = unpackParty(game, opts.guestParty, unpackOpts, function(p, why)
return ("%s's %s can't\nbattle on this\ngame.\n(%s)"):format(
guestName, tostring(p.species), tostring(why))
end)
if not guestParty then return nil, guestErr end
if #hostParty == 0 or #guestParty == 0 then
Logger.warn("link: empty party on one side (spectator)")
end
local self = BattleState.newWild(game, guestParty[1] and guestParty[1].species
or "RATTATA", 5)
self.kind = "link" -- exact same visual treatment as a real link battle
self.spectating = true -- Tournament.lua's marker: don't report a result for this one
self.net = net
game.linkNet = net
self.rng = makeRng(opts.seed or 1)
self.player = mkBattler(game.data, hostParty[1], true)
self.enemy = mkBattler(game.data, guestParty[1], false)
self.enemyParty = guestParty
self.playerParty = hostParty
self.opponentName = guestName
self.introText = ("%s vs %s!"):format(hostName, guestName)
local function orderMove(action)
if action and action.id then return game.data.moves[action.id] end
return nil
end
local function endSpectate(s, text)
if s.linkEnded then return end
s.result = s.result or "ended"
s.afterQueue = "finish"
s.phase = "messages"
if text then s:say(text) end
end
local function sendOutHost(s, mon)
local previous = s.player
s.player = mkBattler(game.data, mon, true)
s:syncSides()
Runtime.emit("battle.battler_switched", {
battle = s, side = s.sides[1], battler = s.player, previous = previous,
})
s.sendingOut = true
s:sayNext(s:sendOutText(s.player.name))
s:animNext("POOF_ANIM", false)
s:actNext(function()
s.sendingOut = false
s:startGrowIn(s.player)
require("src.core.Sound").playCry(s.data, s.player.mon.species)
end)
end
local function sendOutGuest(s, mon)
local previous = s.enemy
s.enemy = mkBattler(game.data, mon, false)
s:syncSides()
Runtime.emit("battle.battler_switched", {
battle = s, side = s.sides[2], battler = s.enemy, previous = previous,
})
s.enemySendingOut = true
s:sayNext(("%s sent\nout %s!"):format(guestName, s.enemy.name))
s:actNext(function()
s.enemySendingOut = false
s:startGrowIn(s.enemy)
s:actNext(function()
require("src.core.Sound").playCry(s.data, s.enemy.mon.species)
end)
end)
end
local function resolveSpecTurn(s, hostMsg, guestMsg)
if hostMsg.kind == "run" or guestMsg.kind == "run" then
endSpectate(s, "The match ended.")
return
end
s.phase = "messages"
s.afterQueue = "linkNext"
s.turnCount = (s.turnCount or 0) + 1
if hostMsg.kind == "switch" then
local idx = hostMsg.index
s:act(function() sendOutHost(s, hostParty[idx]) end)
end
if guestMsg.kind == "switch" then
local idx = guestMsg.index
s:act(function() sendOutGuest(s, guestParty[idx]) end)
end
s:act(function()
local hostAction = hostMsg.kind ~= "switch" and hostMsg.kind ~= "run"
and decodeWireAction(s, hostMsg, s.player) or nil
local guestAction = guestMsg.kind ~= "switch" and guestMsg.kind ~= "run"
and decodeWireAction(s, guestMsg, s.enemy) or nil
Runtime.emit("battle.turn_started", {
battle = s, turn = s.turnCount,
playerAction = hostAction, enemyAction = guestAction,
})
if hostAction and guestAction then
local hostMove, guestMove = orderMove(hostAction), orderMove(guestAction)
local first
if Runtime.wantsHook("battle.turn_order") then
first = Runtime.call("battle.turn_order", function(a, aMove, b, bMove, c)
return TurnOrder.firstMover(a, aMove, b, bMove, c.rng, c.invertTie)
end, s.player, hostMove, s.enemy, guestMove, { rng = s.rng, invertTie = false })
else
first = TurnOrder.firstMover(s.player, hostMove, s.enemy, guestMove, s.rng, false)
end
local order
if first then
order = { { s.player, s.enemy, hostAction }, { s.enemy, s.player, guestAction } }
else
order = { { s.enemy, s.player, guestAction }, { s.player, s.enemy, hostAction } }
end
for _, entry in ipairs(order) do
s:act(function() s:executeAction(entry[1], entry[2], entry[3]) end)
end
elseif hostAction then
s:act(function() s:executeAction(s.player, s.enemy, hostAction) end)
elseif guestAction then
s:act(function() s:executeAction(s.enemy, s.player, guestAction) end)
end
s:act(function() s:endOfTurn() end)
end)
end
self.resolveTurn = function() end -- a spectator's own input never drives anything
self.resolveSwitch = function() end
self.tryRun = function() end
self.openParty = function(s) s.phase = "waitBoth" end
self.playerMonFainted = function(s)
for _, mon in ipairs(hostParty) do
if mon.hp > 0 then
s:act(function() sendOutHost(s, mon) end)
return
end
end
s:sayNext(("%s is out of\nPOKéMON!\f%s wins!"):format(hostName, guestName))
s.result = "guestWin"
s.afterQueue = "finish"
end
self.enemyMonFainted = function(s)
for _, mon in ipairs(guestParty) do
if mon.hp > 0 then
s:act(function() sendOutGuest(s, mon) end)
return
end
end
s:sayNext(("%s is out of\nPOKéMON!\f%s wins!"):format(guestName, hostName))
s.result = "hostWin"
s.afterQueue = "finish"
end
self.hostMsg, self.guestMsg = nil, nil
local baseUpdate = self.update
self.update = function(s, dt)
net:update()
for _, msg in ipairs(net:poll()) do
if msg.type == "spectate" then
local inner = msg.msg
if inner.type == "action" then
if msg.side == "host" then s.hostMsg = inner else s.guestMsg = inner end
if s.hostMsg and s.guestMsg then
local h, g = s.hostMsg, s.guestMsg
s.hostMsg, s.guestMsg = nil, nil
resolveSpecTurn(s, h, g)
end
elseif inner.type == "bye" or inner.type == "forfeit" then
if not s.result then endSpectate(s, "The match ended.") end
end
-- "hello"/"party"/"hash" ride along too (Tournament.lua already
-- consumed hello/party before building this battle); none of them
-- need any action here
else
-- same reasoning as the real-participant loop above: don't lose a
-- bracket_update/match_start_spectate that arrives mid-match
s.pendingTournamentMessages = s.pendingTournamentMessages or {}
table.insert(s.pendingTournamentMessages, msg)
end
end
if net.closed and not s.linkEnded and not s.result then
endSpectate(s)
end
if s.phase == "messages" and s.afterQueue == "linkNext" then
if not s:updateQueue() then
s.afterQueue = "waitBoth"
s.phase = "waitBoth"
end
return
end
if s.phase == "menu" or s.phase == "waitBoth" then
return -- frozen between resolved turns; never a real decision here
end
baseUpdate(s, dt)
end
local baseFinish = self.finish
self.finish = function(s)
s.linkEnded = true
if game.linkNet == net then game.linkNet = nil end
baseFinish(s) -- deliberately doesn't touch net: it's the caller's
-- tournament connection, still needed after this match
end
return self
end
-- backwards-compatible entry points (LinkState passes role explicitly)
function LinkBattle.newHost(game, net, opts)
opts.role = "host"
+211 -7
View File
@@ -2,6 +2,8 @@
-- the other joins by typing that address in. Direct peer-to-peer over
-- lua-enet (bundled with LÖVE), no relay server.
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 Net = require("src.link.Net")
@@ -15,6 +17,32 @@ LinkState.__index = LinkState
LinkState.isOpaque = true
local CURSOR = 0xED
local ANY = "ANY" -- sentinel: a leading nil array entry breaks ipairs under
-- LuaJIT even though # still reports the full size, so
-- the level picker cycles this string instead of nil,
-- converted to nil only on the wire (see levelForWire)
local FORCE_LEVEL_STEPS = { ANY, 50, 100 }
local function indexOf(list, value)
for i, v in ipairs(list) do
if v == value then return i end
end
return 1
end
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
-- stages before any Net object is meaningfully "this session's link" --
-- .net can still be a leftover failed attempt sitting on self, so error/
-- closed checks below skip these rather than keying off self.net's
-- presence alone
local PRE_CONNECT_STAGES = { menu = true, lanMenu = true, onlineMenu = true }
-- how long the host waits for a v2 hello before deciding the peer predates
-- the handshake (a pre-mod guest sends nothing until it hears the mode)
@@ -47,7 +75,23 @@ function LinkState.new(game)
return self
end
-- entry point for a Discord "Ask to Join" click (see DiscordPresence.lua):
-- skips the whole LAN/ONLINE/TOURNAMENT menu and jumps straight to
-- "connecting with this code", same as if the player had typed it in
function LinkState.newJoinOnline(game, code)
local self = LinkState.new(game)
self.net = Net.new()
if self.net:joinOnline(nil, code) then
self.stage = "onlineJoining"
else
self.stage = "menu" -- exitWith below needs a real stage to unwind from
self:exitWith("Link error:\n" .. (self.net.error or "?"))
end
return self
end
function LinkState:exitWith(message, reason)
DiscordPresence.setJoinCode(nil)
Runtime.emit("link.ended", { reason = reason or (message and "error" or "bye") })
if self.net then self.net:close() end
self.game.stack:pop()
@@ -101,7 +145,12 @@ function LinkState:decideCompat(mode, isHost)
mods = peer and peer.mods, fingerprint = peer and peer.fingerprint },
})
if self.verdict == "full" or self.verdict == "vanilla_peer" then
self:startMode(mode, isHost)
if isHost and mode == "battle" then
-- host picks the level rule now, before the parties are exchanged
self.stage = "battleOptions"
else
self:startMode(mode, isHost)
end
return
end
-- naming the difference up front is the whole point: the old behaviour
@@ -119,25 +168,54 @@ function LinkState:update(dt)
local input = self.game.input
if self.net then
self.net:update()
if self.net.error and self.stage ~= "menu" then
if self.net.error and not PRE_CONNECT_STAGES[self.stage] then
self:exitWith("Link error:\n" .. self.net.error:sub(1, 60))
return
end
-- the peer vanished without a bye (only once the inbox is drained,
-- so a final message travelling with the disconnect still counts)
if self.net.closed and #self.net.inbox == 0
and self.stage ~= "menu" and self.stage ~= "addrEntry"
and self.stage ~= "notice" and self.stage ~= "battleRunning" then
and not PRE_CONNECT_STAGES[self.stage] and self.stage ~= "addrEntry"
and self.stage ~= "codeEntry" and self.stage ~= "notice"
and self.stage ~= "battleRunning" then
self:exitWith("The link was\nbroken.")
return
end
end
if self.stage == "menu" then
if input:wasPressed("down") then
self.index = self.index % 3 + 1
elseif input:wasPressed("up") then
self.index = (self.index - 2) % 3 + 1
elseif input:wasPressed("b") then
self:exitWith(nil)
elseif input:wasPressed("a") then
if self.index == 1 then
self.stage = "lanMenu"
self.index = 1
elseif self.index == 2 or self.index == 3 then
if not Handshake.onlineAllowed(self.game) then
self:exitWith("Online play needs\nno mods enabled.\fDisable them in\nSTART > MODS.")
return
end
if self.index == 2 then
self.stage = "onlineMenu"
else
local Tournament = require("src.link.Tournament")
self.game.stack:pop()
self.game.stack:push(Tournament.new(self.game))
end
self.index = 1
end
end
elseif self.stage == "lanMenu" then
if input:wasPressed("up") or input:wasPressed("down") then
self.index = self.index == 1 and 2 or 1
elseif input:wasPressed("b") then
self:exitWith(nil)
self.stage = "menu"
self.index = 1
elseif input:wasPressed("a") then
self.net = Net.new()
if self.index == 1 then
@@ -151,6 +229,67 @@ function LinkState:update(dt)
end
end
elseif self.stage == "onlineMenu" then
if input:wasPressed("up") or input:wasPressed("down") then
self.index = self.index == 1 and 2 or 1
elseif input:wasPressed("b") then
self.stage = "menu"
self.index = 2
elseif input:wasPressed("a") then
if self.index == 1 then
self.net = Net.new()
if self.net:hostOnline() then
self.stage = "onlineHosting"
else
self:exitWith("Link error:\n" .. (self.net.error or "?"))
end
else
self.stage = "codeEntry"
self.codeEntry = CodeEntry.new()
end
end
elseif self.stage == "onlineHosting" then
if not self.discordCodeSet and self.net.code then
DiscordPresence.setJoinCode(self.net.code)
self.discordCodeSet = true
end
if input:wasPressed("b") then self:exitWith(nil) return end
if self.net.paired then
DiscordPresence.setJoinCode(nil) -- someone's here now; stop advertising
self.stage = "modeSelect"
self.index = 1
end
elseif self.stage == "codeEntry" then
if input:wasPressed("b") then
self.stage = "onlineMenu"
self.index = 2
elseif input:wasPressed("up") then
CodeEntry.up(self.codeEntry)
elseif input:wasPressed("down") then
CodeEntry.down(self.codeEntry)
elseif input:wasPressed("left") then
CodeEntry.left(self.codeEntry)
elseif input:wasPressed("right") then
CodeEntry.right(self.codeEntry)
elseif input:wasPressed("a") then
local code = CodeEntry.text(self.codeEntry)
self.net = Net.new()
if self.net:joinOnline(nil, code) then
self.stage = "onlineJoining"
else
self:exitWith("Link error:\n" .. (self.net.error or "?"))
end
end
elseif self.stage == "onlineJoining" then
if input:wasPressed("b") then self:exitWith(nil) return end
if self.net.paired then
self.stage = "waitMode"
self:sendHello(nil) -- the host owns the mode; this is just who we are
end
elseif self.stage == "hosting" then
if input:wasPressed("b") then self:exitWith(nil) return end
if self.net.paired then
@@ -208,6 +347,23 @@ function LinkState:update(dt)
self:exitWith(nil)
end
elseif self.stage == "battleOptions" then -- host picks the level rule,
-- once compat is confirmed and
-- before parties are exchanged
self.levelChoice = self.levelChoice or ANY
if input:wasPressed("b") then
self:exitWith(nil)
elseif input:wasPressed("up") or input:wasPressed("down")
or input:wasPressed("left") or input:wasPressed("right") then
local delta = (input:wasPressed("down") or input:wasPressed("left")) and -1 or 1
local i = indexOf(FORCE_LEVEL_STEPS, self.levelChoice)
i = ((i - 1 + delta) % #FORCE_LEVEL_STEPS) + 1
self.levelChoice = FORCE_LEVEL_STEPS[i]
elseif input:wasPressed("a") then
self.forceLevel = levelForWire(self.levelChoice)
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()
@@ -251,6 +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),
@@ -259,6 +418,7 @@ function LinkState:update(dt)
seed = self.isHost and self.linkSeed or msg.seed,
verdict = self.verdict,
strict = Handshake.strict(self.verdict),
forceLevel = self.forceLevel,
}
local battle, why
if self.isHost then
@@ -309,7 +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
@@ -389,12 +550,49 @@ end
function LinkState:draw()
if self.stage == "menu" then
drawTitle("LINK CABLE CLUB")
drawTitle("BOIS CLUB LIVE")
Font.draw("LINK CABLE (LAN)", 32, 44)
Font.draw("ONLINE MATCH", 32, 60)
Font.draw("TOURNAMENT", 32, 76)
Font.drawCode(CURSOR, 24, 44 + (self.index - 1) * 16)
elseif self.stage == "lanMenu" then
drawTitle("LINK CABLE (LAN)")
Font.draw("HOST A GAME", 32, 48)
Font.draw("JOIN A GAME", 32, 68)
Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
Font.draw("UDP port " .. Net.defaultPort(), 8, 128)
elseif self.stage == "onlineMenu" then
drawTitle("ONLINE MATCH")
Font.draw("HOST ONLINE", 32, 48)
Font.draw("JOIN ONLINE", 32, 68)
Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
elseif self.stage == "onlineHosting" then
drawTitle("HOSTING ONLINE")
Font.draw("Tell your friend", 16, 40)
Font.draw("the code:", 16, 52)
Font.draw(self.net.code or "??????", 32, 68)
Font.draw("Waiting for join...", 8, 96)
elseif self.stage == "codeEntry" then
drawTitle("ENTER CODE")
for i = 1, CodeEntry.LENGTH do
local x = 16 + (i - 1) * 16
local ch = CodeEntry.CHARSET:sub(self.codeEntry.chars[i], self.codeEntry.chars[i])
Font.draw(ch, x, 64)
if i == self.codeEntry.pos then
Font.drawCode(0xEE, x, 76) -- ▼ under the active slot
end
end
Font.draw("A: connect B: back", 8, 128)
elseif self.stage == "onlineJoining" then
drawTitle("CONNECTING...")
Font.draw("Calling...", 8, 56)
Font.draw(self.net.target or "", 8, 72)
elseif self.stage == "hosting" then
drawTitle("HOSTING")
Font.draw("Friend joins at:", 16, 48)
@@ -428,6 +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
+170 -1
View File
@@ -14,6 +14,15 @@
-- Plain luajit (headless tests) has no enet; Net.available() reports
-- that, and Net.loopbackPair() returns two in-memory ends with the
-- same API so the protocol/battle logic stays testable offline.
--
-- A second backend, alongside the ENet one above, talks plain TCP to a
-- pokeserver relay instead of direct peer-to-peer: both sides dial out
-- to a public server (works through NAT with no hole-punching), the host
-- gets a 6-character room code instead of an IP, and the server forwards
-- messages between them. Same newline-delimited JSON on the wire, same
-- Net API (host/join/send/update/poll/.paired/.closed/.error) -- see
-- Net:hostOnline/Net:joinOnline below. LinkState/LinkBattle/Protocol don't
-- know or care which backend is in play.
local Json = require("src.link.Json")
local Logger = require("src.core.Logger")
@@ -21,10 +30,14 @@ local Logger = require("src.core.Logger")
local hasEnet, enet = pcall(require, "enet")
if not hasEnet then enet = nil end
local hasSocket, socket = pcall(require, "socket")
if not hasSocket then socket = nil end
local Net = {}
Net.__index = Net
Net.DEFAULT_PORT = 7777
Net.DEFAULT_RELAY_ADDRESS = "147.182.215.255:7778"
function Net.available()
return enet ~= nil
@@ -34,6 +47,10 @@ function Net.defaultPort()
return tonumber(os.getenv("POKEPORT_LINK_PORT") or "") or Net.DEFAULT_PORT
end
function Net.defaultRelayAddress()
return os.getenv("POKEPORT_RELAY_ADDR") or Net.DEFAULT_RELAY_ADDRESS
end
-- monotonic-ish clock for the join timeout
local function now()
if love and love.timer and love.timer.getTime then
@@ -64,13 +81,17 @@ function Net.new()
enetHost = nil, -- our enet host object (both ends have one)
peer = nil, -- the connected remote peer
inbox = {},
outbox = {}, -- messages queued before pairing completes
outbox = {}, -- messages queued before pairing completes (enet only)
paired = false,
address = nil, -- host: "ip:port" the other player types in
error = nil,
closed = false,
mode = nil,
joinTimeout = 10,
tcpSocket = nil, -- relay backend: the luasocket TCP connection
rxBuf = "", -- relay backend: bytes read but not yet a full line
txBuf = "", -- relay backend: bytes queued but not yet written
code = nil, -- relay backend, hosting: the room/tournament code
}, Net)
end
@@ -133,8 +154,56 @@ function Net:join(address)
return true
end
-- opens a TCP connection to a pokeserver relay (blocking connect with a
-- short timeout -- this runs once, from a single explicit user action, not
-- from a per-frame poll, so blocking briefly is fine). Callers then send
-- whatever control message starts their session ({type="host"},
-- {type="join",...}, {type="host_tournament",...}, ...); every reply that
-- isn't one of the four generic ones below lands in the normal inbox for
-- the caller (LinkState, or Tournament.lua) to interpret.
function Net:connectTCP(addr)
if not socket then
self.error = "online play needs luasocket (bundled with LOVE)"
return false
end
local host, port = addr:match("^(.-):(%d+)$")
host = host or addr
port = tonumber(port) or 7778
local tcp = socket.tcp()
tcp:settimeout(5)
local ok, err = tcp:connect(host, port)
if not ok then
self.error = ("can't reach relay %s:%d\n(%s)"):format(host, port, tostring(err))
return false
end
tcp:settimeout(0)
self.tcpSocket = tcp
self.rxBuf = ""
self.txBuf = ""
return true
end
function Net:hostOnline(addr)
if not self:connectTCP(addr or Net.defaultRelayAddress()) then return false end
self.mode = "onlineHosting"
self:send({ type = "host" })
return true
end
function Net:joinOnline(addr, code)
if not self:connectTCP(addr or Net.defaultRelayAddress()) then return false end
self.mode = "onlineJoining"
self.target = code
self:send({ type = "join", code = code })
return true
end
function Net:send(msg)
if self.closed then return end
if self.tcpSocket then
self.txBuf = self.txBuf .. Json.encode(msg) .. "\n"
return
end
if self.peerEnd then -- loopback: re-encode through json like the wire
local decoded = Json.decode(Json.encode(msg))
if decoded and not self.peerEnd.closed then
@@ -155,8 +224,102 @@ function Net:send(msg)
end
end
-- one control message recognized on every relay connection, regardless of
-- what it's being used for (a 1v1 room or a tournament): "peer_gone" only
-- ever fires for a paired 1v1 room (tournaments signal disconnects through
-- bracket_update/tournament_over instead), so it's unambiguous here.
local function handleGenericRelayControl(self, msg)
if msg.type == "hosted" then
self.code = msg.code
return true
elseif msg.type == "paired" then
self.paired = true
return true
elseif msg.type == "join_error" then
self.error = ({
not_found = "That code wasn't\nfound.",
full = "That game already\nhas two players.",
expired = "That code has\nexpired.",
})[msg.reason] or ("Couldn't join:\n%s"):format(tostring(msg.reason))
self.closed = true
return true
elseif msg.type == "peer_gone" then
self.closed = true
return true
end
return false
end
function Net:handleTCPLine(line)
local msg = Json.decode(line)
if not msg then
Logger.warn("link: bad relay message %q", line:sub(1, 60))
return
end
if not handleGenericRelayControl(self, msg) then
table.insert(self.inbox, msg)
end
end
-- pulls every complete "\n"-terminated line out of rxBuf (leaving a
-- trailing partial line, if any, for the next call to complete) and hands
-- each to handleTCPLine. Pure buffer manipulation, no socket -- factored
-- out of updateTCP so the framing logic is testable without a real
-- connection (see the relay-path tests in tests/run_link_tests.lua).
function Net:drainLines()
while true do
local nl = self.rxBuf:find("\n", 1, true)
if not nl then break end
local line = self.rxBuf:sub(1, nl - 1)
self.rxBuf = self.rxBuf:sub(nl + 1)
if #line > 0 then self:handleTCPLine(line) end
end
end
-- non-blocking pump for the relay TCP backend: flush queued writes, drain
-- whatever's arrived into complete lines. Uses a byte-count receive
-- (rather than the "*l" pattern) because luasocket's "*l" doesn't let a
-- non-blocking caller recover the partial line across calls -- a
-- byte-count read hands back whatever's available via the third return
-- value on timeout, which we can buffer ourselves.
function Net:updateTCP()
if self.closed then return end
local sock = self.tcpSocket
if #self.txBuf > 0 then
local sent, err, lastByte = sock:send(self.txBuf)
if sent then
self.txBuf = ""
elseif err == "timeout" then
self.txBuf = self.txBuf:sub((lastByte or 0) + 1)
else
self.error = "send failed: " .. tostring(err)
self.closed = true
return
end
end
while true do
local data, err, partial = sock:receive(8192)
local chunk = data or partial or ""
if #chunk > 0 then self.rxBuf = self.rxBuf .. chunk end
if err == "closed" then
self.closed = true
break
elseif err and err ~= "timeout" then
self.error = tostring(err)
self.closed = true
break
end
if not data then break end -- nothing more buffered this frame
end
self:drainLines()
end
-- pump enet events; decoded JSON messages are queued for poll()
function Net:update()
if self.tcpSocket then
self:updateTCP()
return
end
if self.peerEnd then return end -- loopback needs no pumping
if not self.enetHost or self.closed then return end
while true do
@@ -219,6 +382,12 @@ function Net:close()
self.closed = true
return
end
if self.tcpSocket then
pcall(function() self.tcpSocket:close() end)
self.tcpSocket = nil
self.closed = true
return
end
if self.enetHost then
if self.peer and self.paired and not self.closed then
-- graceful goodbye: disconnect_later delivers the queued
+17 -2
View File
@@ -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
+634
View File
@@ -0,0 +1,634 @@
-- Tournament play: host or join a bracket over the pokeserver relay.
-- Single-elimination, server-managed (pokeserver's `tournaments` map).
-- Matches run one at a time in bracket order; everyone not currently
-- playing -- still waiting their turn, or already eliminated -- watches
-- the live match play out via LinkBattle.newSpectator, reconstructed from
-- a copy of the real traffic the server fans out. Battle mode only (no
-- trade); vanilla only (Handshake.onlineAllowed already gated entry here
-- from LinkState). Elite Four music (Music_IndigoPlateau) loops the whole
-- 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")
local Net = require("src.link.Net")
local Protocol = require("src.link.Protocol")
local Runtime = require("src.mods.Runtime")
local Sound = require("src.core.Sound")
local TextBox = require("src.render.TextBox")
local Tournament = {}
Tournament.__index = Tournament
Tournament.isOpaque = true
local CURSOR = 0xED
local MUSIC = "Music_IndigoPlateau"
local TURN_LIMITS = { 3, 6, 9 }
local PARTY_SIZES = { 1, 2, 3, 4, 5, 6 }
local ANY = "ANY" -- sentinel: a leading *nil* array entry breaks ipairs
-- (LuaJIT's # still reports the literal's full size, but
-- ipairs stops dead at the hole), so level bounds use
-- this string in self.settings instead of nil, converted
-- 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 = 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
if v == value then return i end
end
return 1
end
-- accepts either the internal ANY sentinel or a raw wire value (nil means
-- "any" there too, since the server never round-trips the sentinel string)
local function levelLabel(v)
return (v == ANY or v == nil) and "ANY" or tostring(v)
end
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
size = size + 1
local lvl = mon.level or 1
minLevel = minLevel and math.min(minLevel, lvl) or lvl
maxLevel = maxLevel and math.max(maxLevel, lvl) or lvl
end
return size, minLevel or 0, maxLevel or 0
end
function Tournament.new(game)
local self = setmetatable({}, Tournament)
self.game = game
self.stage = "menu"
self.index = 1
self.settings = { turnLimit = 6, requiredPartySize = 3, minLevel = ANY, maxLevel = ANY,
forceLevel = ANY, participating = true }
self.settingsIndex = 1
self.roster = {}
self.spectatorRoster = {}
Sound.startLoop(game.data, MUSIC)
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
self.game.stack:pop()
if message then
self.game.stack:push(TextBox.new(self.game, message))
end
end
-- -------------------------------------------------------------------
-- host / join
-- -------------------------------------------------------------------
function Tournament:startHosting()
self.net = Net.new()
if not self.net:connectTCP(Net.defaultRelayAddress()) then
self:exitWith("Link error:\n" .. (self.net.error or "?"))
return
end
local size, minL, maxL = partyStats(self.game.save.party)
self.isCreator = true
self.participating = self.settings.participating
self.net:send({
type = "host_tournament",
turnLimit = self.settings.turnLimit,
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,
})
self.stage = "registering"
end
function Tournament:startJoining(code)
self.net = Net.new()
if not self.net:connectTCP(Net.defaultRelayAddress()) then
self:exitWith("Link error:\n" .. (self.net.error or "?"))
return
end
local size, minL, maxL = partyStats(self.game.save.party)
self.isCreator = false
self.participating = true -- joining is always to compete; only hosting can opt out
self.code = code
self.net:send({
type = "join_tournament", code = code, name = self.game.save.player.name,
partySize = size, partyMinLevel = minL, partyMaxLevel = maxL,
})
self.stage = "registering"
end
-- -------------------------------------------------------------------
-- message handling (shared between "registering"/"bracket" and drained
-- again from a just-finished match's pendingTournamentMessages)
-- -------------------------------------------------------------------
local JOIN_ERROR_TEXT = {
not_found = "That code wasn't\nfound.",
already_started = "That tournament\nhas already begun.",
expired = "That code has\nexpired.",
}
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(
msg.requiredPartySize, levelLabel(msg.minLevel), levelLabel(msg.maxLevel)))
else
self:exitWith("Couldn't host\nthat tournament.")
end
elseif msg.type == "tournament_join_error" then
if msg.reason == "party_ineligible" then
self:exitWith(("Your party needs\n%d Pokemon, Lv\n%s-%s."):format(
msg.requiredPartySize, levelLabel(msg.minLevel), levelLabel(msg.maxLevel)))
else
self:exitWith(JOIN_ERROR_TEXT[msg.reason] or "Couldn't join\nthat tournament.")
end
elseif msg.type == "tournament_roster" then
self.roster = msg.players
self.spectatorRoster = msg.spectators or {}
self.settings.turnLimit = msg.turnLimit
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
if self.stage == "registering" then self.stage = "bracket" end
elseif msg.type == "match_start" then
self:enterMatch(msg)
elseif msg.type == "match_start_spectate" then
self:enterSpectate(msg)
elseif msg.type == "tournament_bye" then
self.byeRound = msg.round
elseif msg.type == "tournament_over" then
self.champion = msg.champion
self.stage = "done"
end
end
-- -------------------------------------------------------------------
-- entering a match: real participant
-- -------------------------------------------------------------------
function Tournament:sendHello(mode)
self.myHello = Handshake.hello(self.game, mode)
self.net:send(self.myHello)
end
function Tournament:pollHello()
local msgs = self.net:poll()
local keep, got = {}, false
for _, msg in ipairs(msgs) do
if msg.type == "hello" and not self.peerHello then
self.peerHello = msg
got = true
else
keep[#keep + 1] = msg
end
end
for i = #keep, 1, -1 do
table.insert(self.net.inbox, 1, keep[i])
end
return got
end
function Tournament:enterMatch(msg)
self.isHost = (msg.role == "host")
self.opponentName = msg.opponent
self.matchRound = msg.round
self.matchTurnLimit = msg.turnLimit
self.peerHello = nil
self:sendHello(self.isHost and "battle" or nil)
self.stage = "matchHello"
end
function Tournament:beginMatchBattle()
local verdict = Handshake.checkCompat(self.myHello, self.peerHello)
if not (verdict == "full" or verdict == "vanilla_peer") then
-- shouldn't happen (both sides already passed the online-play mods
-- gate), but a mismatched engine/build is still possible -- bail out
-- of just this match rather than crash the tournament
self:exitWith("Link error:\nversion mismatch\nwith opponent.")
return
end
self.linkSeed = self.isHost and love.math.random(1, 2 ^ 30) or nil
local opts = {
myParty = Protocol.packParty(self.game.save.party),
theirName = self.opponentName or "FOE",
seed = self.isHost and self.linkSeed or nil,
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
}
self.stage = "matchWaitParty"
self.pendingBattleOpts = opts
self.net:send({ type = "party",
mons = Protocol.packParty(self.game.save.party),
seed = self.linkSeed })
end
-- -------------------------------------------------------------------
-- entering a match: spectator
-- -------------------------------------------------------------------
function Tournament:enterSpectate(msg)
self.matchRound = msg.round
self.spectate = {
hostName = msg.playerHost, guestName = msg.playerGuest,
hostParty = nil, guestParty = nil, seed = nil,
}
self.stage = "spectateWait"
end
-- -------------------------------------------------------------------
-- update
-- -------------------------------------------------------------------
function Tournament:update(dt)
local input = self.game.input
if self.stage == "matchRunning" or self.stage == "spectateRunning" then
if self.game.stack:top() == self then
-- the battle popped; drain anything the network handed to it but it
-- didn't itself understand (a bracket_update, the next match...)
local battle = self.activeBattle
self.activeBattle = nil
if self.stage == "matchRunning" and battle and battle.result and self.net
and not self.net.closed then
-- a real participant reports its own outcome; the server resolves
-- the match once both sides have (or one disconnects)
self.net:send({ type = "tournament_result", result = battle.result })
end
if battle and battle.pendingTournamentMessages then
for _, msg in ipairs(battle.pendingTournamentMessages) do
self:handleMessage(msg)
end
end
if self.stage == "matchRunning" or self.stage == "spectateRunning" then
self.stage = "bracket"
end
end
return
end
if self.net then
self.net:update()
if self.net.error and self.stage ~= "menu" and self.stage ~= "hostSettings"
and self.stage ~= "codeEntry" then
self:exitWith("Link error:\n" .. self.net.error:sub(1, 60))
return
end
if self.net.closed and self.stage ~= "done" then
self:exitWith("The tournament\nconnection was\nlost.")
return
end
end
if self.stage == "matchHello" then
if input:wasPressed("b") then self:exitWith(nil) return end
self:pollHello()
if self.peerHello then self:beginMatchBattle() end
for _, msg in ipairs(self.net:poll()) do self:handleMessage(msg) end
return
elseif self.stage == "matchWaitParty" then
if input:wasPressed("b") then self:exitWith(nil) return end
local msgs = self.net:poll()
for i, msg in ipairs(msgs) do
if msg.type == "party" then
self.pendingBattleOpts.theirParty = msg.mons
if self.isHost then
self.pendingBattleOpts.seed = self.pendingBattleOpts.seed or self.linkSeed
else
self.pendingBattleOpts.seed = msg.seed
end
local battle, why = self.isHost
and LinkBattle.newHost(self.game, self.net, self.pendingBattleOpts)
or LinkBattle.newGuest(self.game, self.net, self.pendingBattleOpts)
if not battle then
self:exitWith(why or "Link battle\ncan't start.")
return
end
-- anything after `party` in this same batch belongs to the
-- battle now, not to Tournament -- put it back for its own poll()
for j = #msgs, i + 1, -1 do
table.insert(self.net.inbox, 1, msgs[j])
end
self.activeBattle = battle
self.game.stack:push(battle)
self.stage = "matchRunning"
return
else
self:handleMessage(msg)
end
end
return
elseif self.stage == "spectateWait" then
if input:wasPressed("b") then self:exitWith(nil) return end
local msgs = self.net:poll()
for i, msg in ipairs(msgs) do
if msg.type == "spectate" and msg.msg.type == "party" then
local inner = msg.msg
if msg.side == "host" then
self.spectate.hostParty = inner.mons
self.spectate.seed = inner.seed
else
self.spectate.guestParty = inner.mons
end
if self.spectate.hostParty and self.spectate.guestParty then
local battle, why = LinkBattle.newSpectator(self.game, self.net, {
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.")
return
end
for j = #msgs, i + 1, -1 do
table.insert(self.net.inbox, 1, msgs[j])
end
self.activeBattle = battle
self.game.stack:push(battle)
self.stage = "spectateRunning"
return
end
else
self:handleMessage(msg)
end
end
return
end
if self.net then
for _, msg in ipairs(self.net:poll()) do self:handleMessage(msg) end
end
if self.stage == "menu" then
if input:wasPressed("up") or input:wasPressed("down") then
self.index = self.index == 1 and 2 or 1
elseif input:wasPressed("b") then
self:exitWith(nil)
elseif input:wasPressed("a") then
if self.index == 1 then
self.stage = "hostSettings"
self.settingsIndex = 1
else
self.stage = "codeEntry"
self.codeEntry = CodeEntry.new()
end
end
elseif self.stage == "hostSettings" then
if input:wasPressed("b") then
self.stage = "menu"
self.index = 1
elseif input:wasPressed("up") then
self.settingsIndex = self.settingsIndex == 1 and SETTINGS_ROWS or self.settingsIndex - 1
elseif input:wasPressed("down") then
self.settingsIndex = self.settingsIndex % SETTINGS_ROWS + 1
elseif input:wasPressed("left") or input:wasPressed("right") then
local delta = input:wasPressed("right") and 1 or -1
if self.settingsIndex == 1 then
local i = indexOf(PARTY_SIZES, self.settings.requiredPartySize)
i = ((i - 1 + delta) % #PARTY_SIZES) + 1
self.settings.requiredPartySize = PARTY_SIZES[i]
elseif self.settingsIndex == 2 then
local i = indexOf(LEVEL_STEPS, self.settings.minLevel)
i = ((i - 1 + delta) % #LEVEL_STEPS) + 1
self.settings.minLevel = LEVEL_STEPS[i]
elseif self.settingsIndex == 3 then
local i = indexOf(LEVEL_STEPS, self.settings.maxLevel)
i = ((i - 1 + delta) % #LEVEL_STEPS) + 1
self.settings.maxLevel = LEVEL_STEPS[i]
elseif self.settingsIndex == 4 then
local i = indexOf(TURN_LIMITS, self.settings.turnLimit)
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
self:startHosting()
end
elseif self.stage == "codeEntry" then
if input:wasPressed("b") then
self.stage = "menu"
self.index = 2
elseif input:wasPressed("up") then
CodeEntry.up(self.codeEntry)
elseif input:wasPressed("down") then
CodeEntry.down(self.codeEntry)
elseif input:wasPressed("left") then
CodeEntry.left(self.codeEntry)
elseif input:wasPressed("right") then
CodeEntry.right(self.codeEntry)
elseif input:wasPressed("a") then
self:startJoining(CodeEntry.text(self.codeEntry))
end
elseif self.stage == "registering" then
if input:wasPressed("b") then self:exitWith(nil) end
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
elseif self.stage == "done" then
if input:wasPressed("a") or input:wasPressed("b") then
self:exitWith(nil)
end
end
end
-- -------------------------------------------------------------------
-- draw
-- -------------------------------------------------------------------
local function drawTitle(text)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(text, 8, 6)
end
local SETTINGS_LABELS = { "POKEMON", "MIN LV", "MAX LV", "TIMER", "LEVELS", "PLAYING" }
function Tournament:draw()
if self.stage == "menu" then
drawTitle("TOURNAMENT")
Font.draw("HOST", 32, 48)
Font.draw("JOIN", 32, 68)
Font.drawCode(CURSOR, 24, self.index == 1 and 48 or 68)
elseif self.stage == "hostSettings" then
drawTitle("TOURNAMENT RULES")
local values = {
tostring(self.settings.requiredPartySize),
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
local y = 32 + (i - 1) * 16
Font.draw(label, 16, y)
Font.draw(values[i], 96, y)
if i == self.settingsIndex then Font.drawCode(CURSOR, 8, y) end
end
Font.draw("START: create", 8, 128)
elseif self.stage == "codeEntry" then
drawTitle("ENTER CODE")
for i = 1, CodeEntry.LENGTH do
local x = 16 + (i - 1) * 16
local ch = CodeEntry.CHARSET:sub(self.codeEntry.chars[i], self.codeEntry.chars[i])
Font.draw(ch, x, 64)
if i == self.codeEntry.pos then
Font.drawCode(0xEE, x, 76)
end
end
Font.draw("A: join B: back", 8, 128)
elseif self.stage == "registering" then
drawTitle("CONNECTING...")
Font.draw("B: cancel", 8, 128)
elseif self.stage == "bracket" or self.stage == "matchHello"
or self.stage == "matchWaitParty" or self.stage == "spectateWait" then
drawTitle(("TOURNAMENT %s"):format(self.code or "??????"))
if self.bracket then
local y = 20
for _, round in ipairs(self.bracket.rounds) do
Font.draw(("ROUND %d"):format(round.round), 8, y)
y = y + 10
for _, m in ipairs(round.matches) do
local line
if m.bye then
line = ("%s (bye)"):format(m.a or m.b or "?")
else
local mark = m.state == "live" and "*" or (m.winner and "" or "")
line = ("%s%s vs %s%s"):format(
m.winner == m.a and ">" or " ", m.a or "?",
m.b or "?", m.winner == m.b and "<" or (mark == "*" and " *" or ""))
end
Font.draw(line, 12, y)
y = y + 10
if y > 120 then break end
end
end
else
if self.participating == false then
Font.draw("(organizing --", 16, 32)
Font.draw("not playing)", 16, 42)
end
Font.draw("Waiting for", 16, 48)
Font.draw("players to join:", 16, 60)
local y = 60
for i, name in ipairs(self.roster) do
y = 60 + i * 10
Font.draw(name, 24, y)
end
for _, name in ipairs(self.spectatorRoster) do
y = y + 10
Font.draw(name .. " (watch)", 24, y)
end
end
if self.isCreator and #self.roster >= 2 and not self.bracket then
Font.draw("A: START B: cancel", 8, 132)
else
Font.draw("B: cancel", 8, 132)
end
elseif self.stage == "done" then
drawTitle("TOURNAMENT OVER")
if self.champion then
Font.draw(("%s is the"):format(self.champion), 16, 56)
Font.draw("champion!", 16, 68)
end
Font.draw("A: continue", 8, 128)
end
love.graphics.setColor(1, 1, 1, 1)
end
return Tournament
+16
View File
@@ -295,6 +295,16 @@ function PaletteFX.monPal(data, species, transformed)
return p.palettes.GRAYMON
or (data and data.palettes and data.palettes.palettes.GRAYMON)
end
-- a species' own `palette` field (per-record override) wins over the
-- vanilla species->name map. Mod-registered palettes live in
-- data.palettes.palettes even when the active pack is the RED++ gbc pack,
-- so fall back to it when the pack itself doesn't carry the name.
local def = data and data.pokemon and data.pokemon[species]
if def and def.palette then
local pal = p.palettes[def.palette]
or (data and data.palettes and data.palettes.palettes[def.palette])
if pal then return pal end
end
local name = p.pokemon[species] or "MEWMON"
local c = p.palettes[name]
if c then return c end
@@ -308,6 +318,12 @@ end
-- palette name a species currently resolves to (for image-cache keys)
function PaletteFX.monPalName(data, species, transformed)
if transformed then return "GRAYMON" end
-- honor the per-record palette override, matching monPal
local def = data and data.pokemon and data.pokemon[species]
if def and def.palette and data.palettes
and data.palettes.palettes[def.palette] then
return def.palette
end
local p = PaletteFX.pack(data)
if p and p.pokemon[species] then return p.pokemon[species] end
if data and data.palettes and data.palettes.pokemon[species] then
+49
View File
@@ -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
+63
View File
@@ -0,0 +1,63 @@
-- Driver: exercises src/link/Net.lua's TCP relay backend for real, inside
-- LOVE (real lua-enet/luasocket), against a pokeserver already running at
-- 127.0.0.1:7778 (POKEPORT_RELAY_ADDR overrides). Doesn't touch the game
-- UI at all -- just proves host/join/relay/close over a real socket.
return function(game)
local U = dofile("tests/drivers/util.lua")
local Net = require("src.link.Net")
local addr = os.getenv("POKEPORT_RELAY_ADDR") or "127.0.0.1:7778"
local host = Net.new()
local ok = host:hostOnline(addr)
U.log("hostOnline ok:", ok, "error:", host.error)
local frames = 0
while not host.code and not host.error and frames < 180 do
host:update()
frames = frames + 1
coroutine.yield()
end
U.log("host code:", host.code, "error:", host.error)
local guest = Net.new()
local gok = guest:joinOnline(addr, host.code)
U.log("joinOnline ok:", gok, "error:", guest.error)
frames = 0
while (not host.paired or not guest.paired) and frames < 180 do
host:update()
guest:update()
frames = frames + 1
coroutine.yield()
end
U.log("host.paired:", host.paired, "guest.paired:", guest.paired)
host:send({ type = "hello", name = "RED" })
local relayed = nil
frames = 0
while not relayed and frames < 180 do
host:update() -- flushes host's queued send
guest:update()
for _, msg in ipairs(guest:poll()) do
if msg.type == "hello" then relayed = msg end
end
frames = frames + 1
coroutine.yield()
end
U.log("relayed hello name:", relayed and relayed.name)
guest:close()
frames = 0
while not host.closed and frames < 180 do
host:update()
frames = frames + 1
coroutine.yield()
end
U.log("host saw peer_gone / closed:", host.closed)
host:close()
local pass = host.code ~= nil and host.paired and guest.paired
and relayed ~= nil and relayed.name == "RED" and host.closed
U.log("NET_RELAY_SMOKE:", pass and "PASS" or "FAIL")
end
+53
View File
@@ -0,0 +1,53 @@
-- Driver: screenshots the new online-play menu surface (LinkState's
-- restructured top menu, the online host/join flow). Pushed directly
-- (bypassing Start-menu navigation, matching options_test.lua's
-- convention) so it doesn't depend on party/save state.
--
-- Run with no mods discoverable (mod enable/disable only takes effect at
-- the next boot -- see Handshake.onlineAllowed's comment -- so a live
-- toggle can't simulate "vanilla" mid-session; the mod directory has to
-- actually be absent for this run).
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
U.teleport(game, "PALLET_TOWN", 10, 8, "down")
local LinkState = require("src.link.LinkState")
local function closeAnyOpenScreens()
while game.stack:top() and game.stack:top().exitWith do
game.stack:top():exitWith(nil)
U.wait(2)
end
end
-- top menu (3 rows: LAN / ONLINE MATCH / TOURNAMENT)
game.stack:push(LinkState.new(game))
U.wait(5)
U.shot(game, DIR .. "/link_0_top_menu.png")
U.tap(game, "down"); U.wait(2)
U.shot(game, DIR .. "/link_1_top_menu_online.png")
-- ONLINE MATCH -> HOST ONLINE (needs pokeserver reachable at the
-- default relay address; POKEPORT_RELAY_ADDR overrides)
U.tap(game, "a"); U.wait(3) -- into onlineMenu
U.shot(game, DIR .. "/link_2_online_menu.png")
U.tap(game, "a"); U.wait(20) -- HOST ONLINE -> connect
U.shot(game, DIR .. "/link_3_online_hosting.png")
-- back out, try JOIN ONLINE's code-entry screen
closeAnyOpenScreens()
game.stack:push(LinkState.new(game))
U.wait(5)
U.tap(game, "down"); U.wait(2) -- ONLINE MATCH row
U.tap(game, "a"); U.wait(3)
U.tap(game, "down"); U.wait(2) -- JOIN ONLINE row
U.tap(game, "a"); U.wait(3)
U.shot(game, DIR .. "/link_4_code_entry.png")
U.tap(game, "up"); U.wait(1)
U.tap(game, "right"); U.wait(1)
U.shot(game, DIR .. "/link_5_code_entry_scrubbed.png")
closeAnyOpenScreens()
U.log("ONLINE_PLAY_DRIVER: done")
end
+19
View File
@@ -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
+72
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@@ -0,0 +1,72 @@
-- Driver: joins the tournament tournament_host_test.lua creates, reading
-- the code from a shared file since the two LOVE processes otherwise
-- can't coordinate. Meant for a fresh throwaway POKEPORT_IDENTITY, so it
-- injects a test party directly (mirroring run_link_tests.lua's
-- makeFakeGame) rather than playing through a whole new-game intro.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots_tourney"
local CODE_FILE = os.getenv("TOURNEY_CODE_FILE") or "/tmp/tourney_code.txt"
U.teleport(game, "PALLET_TOWN", 10, 8, "down")
-- the default tournament rule is exactly 3 Pokemon; overwrite whatever
-- this identity's party actually is (safe: a match uses clamped copies)
local Pokemon = require("src.pokemon.Pokemon")
game.save.party = {
Pokemon.new(game.data, "BLASTOISE", 50),
Pokemon.new(game.data, "GENGAR", 35),
Pokemon.new(game.data, "ALAKAZAM", 45),
}
game.save.player.name = "BLUE"
local CodeEntry = require("src.link.CodeEntry")
local Tournament = require("src.link.Tournament")
local t = Tournament.new(game)
game.stack:push(t)
U.wait(3)
local code = nil
local waited = 0
while not code and waited < 1800 do
local f = io.open(CODE_FILE, "r")
if f then
local c = f:read("*l")
f:close()
if c and #c == 6 then code = c end
end
U.wait(1)
waited = waited + 1
end
U.log("guest read code:", code)
if not code then
U.log("TOURNAMENT_GUEST_DRIVER: never saw a code, aborting")
return
end
U.tap(game, "down"); U.wait(2) -- JOIN row
U.tap(game, "a"); U.wait(3) -- into codeEntry
U.shot(game, DIR .. "/guest_0_code_entry.png")
for i = 1, CodeEntry.LENGTH do
local idx = CodeEntry.CHARSET:find(code:sub(i, i), 1, true)
if idx then t.codeEntry.chars[i] = idx end
end
U.tap(game, "a"); U.wait(3) -- confirm -> startJoining
U.shot(game, DIR .. "/guest_1_joining.png")
waited = 0
while #t.roster == 0 and t.stage ~= "done" and waited < 1800 do
U.wait(1)
waited = waited + 1
end
U.log("guest roster:", table.concat(t.roster or {}, ","))
U.shot(game, DIR .. "/guest_2_roster.png")
local doneWait = 0
while t.stage ~= "done" and doneWait < 5400 do
U.tap(game, "a")
U.wait(2)
doneWait = doneWait + 1
end
U.shot(game, DIR .. "/guest_3_done.png")
U.log("TOURNAMENT_GUEST_DRIVER: champion=", t.champion, "stage=", t.stage)
end
+57
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@@ -0,0 +1,57 @@
-- Driver: hosts a real 2-player tournament against a real running
-- pokeserver, paired with tournament_guest_test.lua running in a second
-- LOVE process. Coordinates over a shared code file (TOURNEY_CODE_FILE)
-- since the two processes have no other way to talk before the code
-- exists. The default tournament rule is exactly 3 Pokemon, so this
-- overwrites whatever party the identity actually has with 3 fixed mons
-- -- a tournament match never touches the real save (clamped copies, same
-- as any other link battle), so clobbering it here for the test is safe.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots_tourney"
local CODE_FILE = os.getenv("TOURNEY_CODE_FILE") or "/tmp/tourney_code.txt"
U.teleport(game, "PALLET_TOWN", 10, 8, "down")
local Pokemon = require("src.pokemon.Pokemon")
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 Tournament = require("src.link.Tournament")
local t = Tournament.new(game)
game.stack:push(t)
U.wait(3)
U.shot(game, DIR .. "/host_0_menu.png")
U.tap(game, "a"); U.wait(3) -- HOST -> hostSettings
U.shot(game, DIR .. "/host_1_settings.png")
U.tap(game, "start"); U.wait(30) -- create with defaults (3 mons, any/any, 6s)
U.shot(game, DIR .. "/host_2_hosting.png")
U.log("host code:", t.code, "error:", t.net and t.net.error)
local f = io.open(CODE_FILE, "w")
if f then f:write(t.code or ""); f:close() end
local waited = 0
while #t.roster < 2 and waited < 1800 do
U.wait(1)
waited = waited + 1
end
U.log("host roster:", table.concat(t.roster, ","))
U.shot(game, DIR .. "/host_3_roster.png")
U.tap(game, "a"); U.wait(1) -- start_tournament
U.shot(game, DIR .. "/host_4_bracket.png")
local doneWait = 0
while t.stage ~= "done" and doneWait < 5400 do
U.tap(game, "a")
U.wait(2)
doneWait = doneWait + 1
end
U.shot(game, DIR .. "/host_5_done.png")
U.log("TOURNAMENT_HOST_DRIVER: champion=", t.champion, "stage=", t.stage)
end
+285
View File
@@ -127,6 +127,130 @@ else
print("skip real enet pairing (lua-enet not available under this interpreter)")
end
-- ---------------------------------------------------------------- relay (TCP) transport
-- Pure framing logic needs no socket at all: Net:drainLines()/handleTCPLine
-- operate directly on rxBuf, so this much runs even under plain luajit.
do
local n = Net.new()
local encoded = Json.encode({ type = "hosted", code = "ABCDEF" })
n.rxBuf = encoded .. "\n"
n:drainLines()
eq(n.code, "ABCDEF", "relay framing: a complete hosted line sets net.code")
check(n.rxBuf == "", "relay framing: a complete line is fully consumed")
local n2 = Net.new()
n2.rxBuf = encoded:sub(1, 5) -- the line straddles two reads
n2:drainLines()
check(n2.code == nil, "relay framing: a partial line doesn't parse yet")
n2.rxBuf = n2.rxBuf .. encoded:sub(6) .. "\n"
n2:drainLines()
eq(n2.code, "ABCDEF", "relay framing: completing the line resolves it")
local n3 = Net.new()
n3.rxBuf = Json.encode({ type = "join_error", reason = "not_found" }) .. "\n"
n3:drainLines()
check(n3.error ~= nil and n3.closed, "relay framing: join_error sets error and closes")
local n4 = Net.new()
n4.rxBuf = Json.encode({ type = "paired" }) .. "\n"
n4:drainLines()
check(n4.paired, "relay framing: paired flips net.paired")
local n5 = Net.new()
n5.paired = true
n5.rxBuf = Json.encode({ type = "peer_gone" }) .. "\n"
n5:drainLines()
check(n5.closed, "relay framing: peer_gone closes the connection")
local n6 = Net.new()
n6.rxBuf = Json.encode({ type = "hello", name = "RED" }) .. "\n"
n6:drainLines()
eq(#n6.inbox, 1, "relay framing: an unrecognized control type lands in the inbox")
eq(n6.inbox[1] and n6.inbox[1].name, "RED", "relay framing: ...with its payload intact")
end
-- real pokeserver over TCP localhost (only when luasocket is present, i.e.
-- inside LOVE or a luajit with luasocket installed, AND node is on PATH to
-- spawn the real relay; otherwise this section is skipped, same spirit as
-- the enet gate above)
local hasSocket = pcall(require, "socket")
local nodeCheck = os.execute("command -v node >/dev/null 2>&1")
local hasNode = nodeCheck == true or nodeCheck == 0
if not hasSocket then
print("skip real relay pairing (luasocket not available under this interpreter)")
elseif not hasNode then
print("skip real relay pairing (node not on PATH to spawn pokeserver)")
else
local PORT = 17778
local pidFile = os.tmpname()
os.execute(("(cd ../pokeserver && PORT=%d HTTP_PORT=%d node server.js >/tmp/pokeserver_test.log 2>&1 & echo $! > %q)")
:format(PORT, PORT + 1, pidFile))
local function busyWait(seconds)
local t0 = os.clock()
while os.clock() - t0 < seconds do end
end
local function tcpConnectable(host, port)
local socket = require("socket")
local tcp = socket.tcp()
tcp:settimeout(0.2)
local ok = tcp:connect(host, port)
tcp:close()
return ok ~= nil
end
local ready = false
for _ = 1, 50 do
ready = tcpConnectable("127.0.0.1", PORT)
if ready then break end
busyWait(0.1)
end
if not ready then
print("skip real relay pairing (couldn't reach the spawned pokeserver)")
else
local host = Net.new()
check(host:hostOnline("127.0.0.1:" .. PORT), "relay: hostOnline connects: " .. tostring(host.error))
local deadline = os.clock() + 3
while not host.code and os.clock() < deadline do host:update() end
check(host.code ~= nil, "relay: a real server assigns a room code")
local guest = Net.new()
check(guest:joinOnline("127.0.0.1:" .. PORT, host.code or ""),
"relay: joinOnline connects: " .. tostring(guest.error))
deadline = os.clock() + 3
while (not host.paired or not guest.paired) and os.clock() < deadline do
host:update()
guest:update()
end
check(host.paired and guest.paired, "relay: both sides pair over a real TCP server")
host:send({ type = "hello", name = "RED" })
local relayed = nil
deadline = os.clock() + 3
while not relayed and os.clock() < deadline do
host:update()
guest:update()
for _, m in ipairs(guest:poll()) do
if m.type == "hello" then relayed = m end
end
end
eq(relayed and relayed.name, "RED", "relay: a message round-trips through the real server")
host:close()
guest:close()
end
local pidHandle = io.open(pidFile, "r")
if pidHandle then
local pid = pidHandle:read("*l")
pidHandle:close()
if pid and pid ~= "" then os.execute("kill " .. pid .. " >/dev/null 2>&1") end
end
os.remove(pidFile)
end
-- ---------------------------------------------------------------- trade session
local partyA = { Pokemon.new(Data, "KADABRA", 30), Pokemon.new(Data, "PIDGEY", 10) }
local partyB = { Pokemon.new(Data, "MACHOKE", 32) }
@@ -240,6 +364,167 @@ 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,
-- so the host's clock is the only one that can expire.
local gameC = makeFakeGame("PIKACHU")
local gameD = makeFakeGame("SNORLAX")
gameD.save.player.name = "YELLOW"
local netC, netD = Net.loopbackPair()
local packedC = Protocol.packParty(gameC.save.party)
local packedD = Protocol.packParty(gameD.save.party)
local battleC = LinkBattle.newHost(gameC, netC, {
myParty = packedC, theirParty = packedD, theirName = "YELLOW", seed = 42,
turnLimit = 0.05,
})
local battleD = LinkBattle.newGuest(gameD, netD, {
myParty = packedD, theirParty = packedC, theirName = "RED", seed = 42,
turnLimit = 0.05,
})
local resC, resD = nil, nil
battleC.onFinish = function(r) resC = r end
battleD.onFinish = function(r) resD = r end
gameC.stack:push(battleC)
gameD.stack:push(battleD)
-- both sides need "a" to get through the intro's messages/animations
-- (send-out poofs, cries...) before the host's own menu even shows; only
-- once the host's decision point is actually up does withholding input
-- from it mean anything
local guardIntro = 0
while battleC.phase ~= "menu" and guardIntro < 6000 do
guardIntro = guardIntro + 1
Input.pressed = { a = true }
gameC.stack:update(1 / 60)
gameD.stack:update(1 / 60)
end
check(battleC.phase == "menu", "shot clock: host reaches its own decision point")
local guard2 = 0
while resD == nil and guard2 < 6000 do
guard2 = guard2 + 1
Input.pressed = { a = true }
gameD.stack:update(1 / 60) -- guest mashes through its menu
Input.pressed = {}
gameC.stack:update(1 / 60) -- host presses nothing; its clock ticks down
end
check(resD == "win", "shot clock: the timed-out player's opponent wins immediately")
-- the timed-out host still has to dismiss its own "time's up" message to
-- reach finish() -- exactly like a slow-but-present player would; this
-- isn't the clock's business, just the ordinary message queue
local guard3 = 0
while resC == nil and guard3 < 6000 do
guard3 = guard3 + 1
Input.pressed = { a = true }
gameC.stack:update(1 / 60)
end
check(resC == "lose", "shot clock: the timed-out host is recorded as the loser")
-- ---------------------------------------------------------------- tournament spectator replay
-- A spectator (LinkBattle.newSpectator) reconstructs the same lockstep
-- battle from a copy of the wire traffic tagged by side -- exactly what
-- pokeserver's tournament fan-out gives it. Feed it directly here rather
-- than standing up a real relay: wrap the host/guest loopback sends so
-- every message they exchange also lands, tagged, in a fake spectator net.
local gameE = makeFakeGame("CHARIZARD")
local gameF = makeFakeGame("BLASTOISE")
gameF.save.player.name = "BLUE"
local gameSpec = makeFakeGame("RATTATA")
local netE, netF = Net.loopbackPair()
local packedE = Protocol.packParty(gameE.save.party)
local packedF = Protocol.packParty(gameF.save.party)
local specSeed = 13579
local specInbox = {}
local origSendE, origSendF = netE.send, netF.send
netE.send = function(self, msg)
origSendE(self, msg)
table.insert(specInbox, { type = "spectate", side = "host", msg = msg })
end
netF.send = function(self, msg)
origSendF(self, msg)
table.insert(specInbox, { type = "spectate", side = "guest", msg = msg })
end
local specNet = {
closed = false,
update = function() end,
poll = function()
local msgs = specInbox
specInbox = {}
return msgs
end,
}
local battleE = LinkBattle.newHost(gameE, netE, {
myParty = packedE, theirParty = packedF, theirName = "BLUE", seed = specSeed,
})
local battleF = LinkBattle.newGuest(gameF, netF, {
myParty = packedF, theirParty = packedE, theirName = "RED", seed = specSeed,
})
local battleSpec = LinkBattle.newSpectator(gameSpec, specNet, {
hostParty = packedE, guestParty = packedF, hostName = "RED", guestName = "BLUE",
seed = specSeed,
})
check(battleSpec ~= nil, "spectator battle constructs")
eq(battleSpec.spectating, true, "spectator battle is marked as such (not a reportable match)")
local resE, resF = nil, nil
battleE.onFinish = function(r) resE = r end
battleF.onFinish = function(r) resF = r end
gameE.stack:push(battleE)
gameF.stack:push(battleF)
gameSpec.stack:push(battleSpec)
local guard3 = 0
while (resE == nil or resF == nil) and guard3 < 60000 do
guard3 = guard3 + 1
Input.pressed = { a = true }
gameE.stack:update(1 / 60)
gameF.stack:update(1 / 60)
gameSpec.stack:update(1 / 60)
end
check(resE ~= nil and resF ~= nil, "spectator test: the underlying match completes")
eq(battleSpec.player.mon.hp, battleE.player.mon.hp,
"spectator's host-side HP matches the host's own view")
eq(battleSpec.enemy.mon.hp, battleF.player.mon.hp,
"spectator's guest-side HP matches the guest's own view")
-- ---------------------------------------------------------------- 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.