Files
psopeeps-newserv/src/Episode3/Tournament.cc
T
2023-10-25 17:14:04 -07:00

952 lines
31 KiB
C++

#include "Tournament.hh"
#include <phosg/Random.hh>
#include "../CommandFormats.hh"
#include "../SendCommands.hh"
using namespace std;
namespace Episode3 {
Tournament::PlayerEntry::PlayerEntry(uint32_t serial_number, const string& player_name)
: serial_number(serial_number),
player_name(player_name) {}
Tournament::PlayerEntry::PlayerEntry(shared_ptr<Client> c)
: serial_number(c->license->serial_number),
client(c),
player_name(c->game_data.player()->disp.name.decode(c->language())) {}
Tournament::PlayerEntry::PlayerEntry(
shared_ptr<const COMDeckDefinition> com_deck)
: serial_number(0),
com_deck(com_deck) {}
bool Tournament::PlayerEntry::is_com() const {
return (this->com_deck != nullptr);
}
bool Tournament::PlayerEntry::is_human() const {
return (this->serial_number != 0);
}
Tournament::Team::Team(
shared_ptr<Tournament> tournament, size_t index, size_t max_players)
: tournament(tournament),
index(index),
max_players(max_players),
name(""),
password(""),
num_rounds_cleared(0),
is_active(true) {}
string Tournament::Team::str() const {
size_t num_human_players = 0;
size_t num_com_players = 0;
for (const auto& player : this->players) {
num_human_players += player.is_human();
num_com_players += player.is_com();
}
string ret = string_printf("[Team/%zu %s %zuH/%zuC/%zuP name=%s pass=%s rounds=%zu",
this->index, this->is_active ? "active" : "inactive",
num_human_players, num_com_players, this->max_players, this->name.c_str(),
this->password.c_str(), this->num_rounds_cleared);
for (const auto& player : this->players) {
if (player.is_human()) {
if (player.player_name.empty()) {
ret += string_printf(" %08" PRIX32, player.serial_number);
} else {
ret += string_printf(" %08" PRIX32 " (%s)", player.serial_number, player.player_name.c_str());
}
}
}
return ret + "]";
}
void Tournament::Team::register_player(
shared_ptr<Client> c,
const string& team_name,
const string& password) {
if (this->players.size() >= this->max_players) {
throw runtime_error("team is full");
}
if (!this->name.empty() && (password != this->password)) {
throw runtime_error("incorrect password");
}
auto tournament = this->tournament.lock();
if (!tournament) {
throw runtime_error("tournament has been deleted");
}
if (!tournament->all_player_serial_numbers.emplace(c->license->serial_number).second) {
throw runtime_error("player already registered in same tournament");
}
for (const auto& player : this->players) {
if (player.is_human() && (player.serial_number == c->license->serial_number)) {
throw logic_error("player already registered in team but not in tournament");
}
}
this->players.emplace_back(c);
if (this->name.empty()) {
this->name = team_name;
this->password = password;
}
}
bool Tournament::Team::unregister_player(uint32_t serial_number) {
size_t index;
for (index = 0; index < this->players.size(); index++) {
if (this->players[index].is_human() &&
(this->players[index].serial_number == serial_number)) {
break;
}
}
if (index < this->players.size()) {
this->players.erase(this->players.begin() + index);
if (this->players.empty()) {
this->name.clear();
this->password.clear();
}
auto tournament = this->tournament.lock();
if (!tournament) {
return false;
}
// If the tournament has already started, make the team forfeit their game.
// If any player withdraws from a team after the registration phase, the
// entire team essentially forfeits their entry.
if (tournament->get_state() != Tournament::State::REGISTRATION) {
// Look through the pending matches to see if this team is involved in any
// of them
for (auto match : tournament->pending_matches) {
if (!match->preceding_a || !match->preceding_b) {
throw logic_error("zero-round match is pending after tournament registration phase");
}
if (match->preceding_a->winner_team.get() == this) {
match->set_winner_team(match->preceding_b->winner_team);
break;
} else if (match->preceding_b->winner_team.get() == this) {
match->set_winner_team(match->preceding_a->winner_team);
break;
}
}
// If the tournament has not started yet, just remove the player from the
// team
} else {
if (!tournament->all_player_serial_numbers.erase(serial_number)) {
throw logic_error("player removed from team but not from tournament");
}
}
return true;
} else {
return false;
}
}
bool Tournament::Team::has_any_human_players() const {
for (const auto& player : this->players) {
if (player.is_human()) {
return true;
}
}
return false;
}
size_t Tournament::Team::num_human_players() const {
size_t ret = 0;
for (const auto& player : this->players) {
ret += player.is_human();
}
return ret;
}
size_t Tournament::Team::num_com_players() const {
size_t ret = 0;
for (const auto& player : this->players) {
ret += player.is_com();
}
return ret;
}
Tournament::Match::Match(
shared_ptr<Tournament> tournament,
shared_ptr<Match> preceding_a,
shared_ptr<Match> preceding_b)
: tournament(tournament),
preceding_a(preceding_a),
preceding_b(preceding_b),
winner_team(nullptr),
round_num(0) {
if (this->preceding_a->round_num != this->preceding_b->round_num) {
throw logic_error("preceding matches have different round numbers");
}
this->round_num = this->preceding_a->round_num + 1;
}
Tournament::Match::Match(
shared_ptr<Tournament> tournament,
shared_ptr<Team> winner_team)
: tournament(tournament),
preceding_a(nullptr),
preceding_b(nullptr),
winner_team(winner_team),
round_num(0) {}
string Tournament::Match::str() const {
string winner_str = this->winner_team ? this->winner_team->str() : "(none)";
return string_printf("[Match round=%zu winner=%s]", this->round_num, winner_str.c_str());
}
bool Tournament::Match::resolve_if_skippable() {
if (this->winner_team) {
return true;
}
auto winner_a = this->preceding_a->winner_team;
auto winner_b = this->preceding_b->winner_team;
// If at least one match before this is not resolved, don't resolve this one
if (!winner_a || !winner_b) {
return false;
}
// If one of the preceding winner teams is empty, make the other the winner
if (winner_a->players.empty() != winner_b->players.empty()) {
this->set_winner_team(winner_a->players.empty() ? winner_b : winner_a);
return true;
}
// If neither preceding winner team has any humans on it, skip this match
// entirely and just make one team advance arbitrarily (note that this also
// handles the case where both preceding winner teams are empty)
if (!winner_a->has_any_human_players() && !winner_b->has_any_human_players()) {
this->set_winner_team((random_object<uint8_t>() & 1) ? winner_b : winner_a);
return true;
}
return false;
}
void Tournament::Match::on_winner_team_set() {
auto tournament = this->tournament.lock();
if (!tournament) {
return;
}
tournament->pending_matches.erase(this->shared_from_this());
// Resolve the following match if possible (this skips CPU-only matches). If
// the following match can't be resolved, mark it pending.
auto following = this->following.lock();
if (following && !following->resolve_if_skippable()) {
tournament->pending_matches.emplace(following);
}
// If there are no pending matches, then the tournament is complete
if (tournament->pending_matches.empty()) {
tournament->current_state = Tournament::State::COMPLETE;
}
// Unlink the losing team's players (if any) - this allows them to enter
// another tournament before this tournament has ended
if (this->preceding_a && this->preceding_b) {
auto losing_team = (this->winner_team == this->preceding_a->winner_team)
? this->preceding_b->winner_team
: this->preceding_a->winner_team;
for (auto& player : losing_team->players) {
auto c = player.client.lock();
if (c) {
c->ep3_tournament_team.reset();
}
}
}
}
void Tournament::Match::set_winner_team_without_triggers(shared_ptr<Team> team) {
if (!this->preceding_a || !this->preceding_b) {
throw logic_error("set_winner_team called on zero-round match");
}
if ((team != this->preceding_a->winner_team) &&
(team != this->preceding_b->winner_team)) {
throw logic_error("winner team did not participate in match");
}
this->winner_team = team;
this->winner_team->num_rounds_cleared++;
if (this->winner_team == this->preceding_a->winner_team) {
this->preceding_b->winner_team->is_active = false;
} else {
this->preceding_a->winner_team->is_active = false;
}
}
void Tournament::Match::set_winner_team(shared_ptr<Team> team) {
this->set_winner_team_without_triggers(team);
this->on_winner_team_set();
}
shared_ptr<Tournament::Team> Tournament::Match::opponent_team_for_team(
shared_ptr<Team> team) const {
if (!this->preceding_a || !this->preceding_b) {
throw logic_error("zero-round matches do not have opponents");
}
if (team == this->preceding_a->winner_team) {
return this->preceding_b->winner_team;
} else if (team == this->preceding_b->winner_team) {
return this->preceding_a->winner_team;
} else {
throw logic_error("team is not registered for this match");
}
}
Tournament::Tournament(
shared_ptr<const MapIndex> map_index,
shared_ptr<const COMDeckIndex> com_deck_index,
const string& name,
shared_ptr<const MapIndex::Map> map,
const Rules& rules,
size_t num_teams,
uint8_t flags)
: log(string_printf("[Tournament/%s] ", name.c_str())),
map_index(map_index),
com_deck_index(com_deck_index),
name(name),
map(map),
rules(rules),
num_teams(num_teams),
flags(flags),
current_state(State::REGISTRATION),
menu_item_id(0xFFFFFFFF) {
if (this->num_teams < 4) {
throw invalid_argument("team count must be 4 or more");
}
if (this->num_teams > 32) {
throw invalid_argument("team count must be 32 or fewer");
}
if (this->num_teams & (this->num_teams - 1)) {
throw invalid_argument("team count must be a power of 2");
}
}
Tournament::Tournament(
shared_ptr<const MapIndex> map_index,
shared_ptr<const COMDeckIndex> com_deck_index,
const JSON& json)
: log(string_printf("[Tournament/%s] ", json.get_string("name").c_str())),
map_index(map_index),
com_deck_index(com_deck_index),
source_json(json),
current_state(State::REGISTRATION) {}
void Tournament::init() {
vector<size_t> team_index_to_rounds_cleared;
bool is_registration_complete;
if (!this->source_json.is_null()) {
this->name = this->source_json.get_string("name");
this->map = this->map_index->for_number(this->source_json.get_int("map_number"));
this->rules = Rules(this->source_json.at("rules"));
this->flags = this->source_json.get_int("flags", 0x02);
if (this->source_json.get_bool("is_2v2", false)) {
this->flags |= Flag::IS_2V2;
}
is_registration_complete = this->source_json.get_bool("is_registration_complete");
for (const auto& team_json : this->source_json.get_list("teams")) {
auto& team = this->teams.emplace_back(new Team(
this->shared_from_this(),
this->teams.size(),
team_json->get_int("max_players")));
team->name = team_json->get_string("name");
team->password = team_json->get_string("password");
team_index_to_rounds_cleared.emplace_back(team_json->get_int("num_rounds_cleared"));
for (const auto& player_json : team_json->get_list("player_specs")) {
if (player_json->is_list()) {
uint32_t serial_number = player_json->at(0).as_int();
team->players.emplace_back(serial_number, player_json->at(1).as_string());
this->all_player_serial_numbers.emplace(serial_number);
} else if (player_json->is_int()) {
uint32_t serial_number = player_json->as_int();
team->players.emplace_back(serial_number);
this->all_player_serial_numbers.emplace(serial_number);
} else if (player_json->is_string()) {
team->players.emplace_back(this->com_deck_index->deck_for_name(player_json->as_string()));
} else {
throw runtime_error("invalid player spec");
}
}
}
this->num_teams = this->teams.size();
this->source_json = nullptr;
} else {
// Create empty teams
while (this->teams.size() < this->num_teams) {
auto t = make_shared<Team>(
this->shared_from_this(), this->teams.size(), (this->flags & Flag::IS_2V2) ? 2 : 1);
this->teams.emplace_back(t);
}
is_registration_complete = false;
}
// Compute the match state from the teams' states
if (is_registration_complete) {
this->current_state = State::IN_PROGRESS;
this->create_bracket_matches();
// Start with all zero-round matches in the match queue
unordered_set<shared_ptr<Match>> match_queue;
for (auto match : this->zero_round_matches) {
match_queue.emplace(match->following.lock());
}
if (match_queue.count(nullptr)) {
throw logic_error("null match in match queue");
}
// For each match in the queue, either resolve it from the previous state or
// mark it as unresolvable (hence it should be pending when we're done)
while (!match_queue.empty()) {
auto match_it = match_queue.begin();
auto match = *match_it;
match_queue.erase(match_it);
if (!match->preceding_a->winner_team || !match->preceding_b->winner_team) {
throw logic_error("preceding matches are not resolved");
}
size_t& a_rounds_cleared = team_index_to_rounds_cleared[match->preceding_a->winner_team->index];
size_t& b_rounds_cleared = team_index_to_rounds_cleared[match->preceding_b->winner_team->index];
if (a_rounds_cleared && b_rounds_cleared) {
throw runtime_error("both teams won the same match");
}
if (!a_rounds_cleared && !b_rounds_cleared) {
this->pending_matches.emplace(match); // Neither team has won yet
} else {
if (a_rounds_cleared) {
a_rounds_cleared--;
match->set_winner_team_without_triggers(match->preceding_a->winner_team);
} else {
b_rounds_cleared--;
match->set_winner_team_without_triggers(match->preceding_b->winner_team);
}
// If both preceding matches of the following match are resolved, put
// the following match on the queue since it may be resolvable as well
auto following = match->following.lock();
if (following &&
following->preceding_a->winner_team &&
following->preceding_b->winner_team) {
match_queue.emplace(following);
}
}
}
if (!this->final_match->winner_team == this->pending_matches.empty()) {
throw logic_error("there must be pending matches if and only if the final match is not resolved");
}
// If all matches are resolved, then the tournament is complete
if (this->final_match->winner_team) {
this->current_state = State::COMPLETE;
}
} else {
this->current_state = State::REGISTRATION;
}
}
void Tournament::create_bracket_matches() {
if (this->teams.size() < 4) {
throw logic_error("tournaments must have at least 4 teams");
}
if (this->teams.size() > 32) {
throw logic_error("tournaments must have at most 32 teams");
}
if (this->teams.size() & (this->teams.size() - 1)) {
throw logic_error("tournaments team count is not a power of 2");
}
// Create the zero-round matches, and make them all pending if registration
// is still open
this->zero_round_matches.clear();
for (const auto& team : this->teams) {
auto m = make_shared<Match>(this->shared_from_this(), team);
this->zero_round_matches.emplace_back(m);
if (this->current_state == State::REGISTRATION) {
this->pending_matches.emplace(m);
}
}
// Create the bracket matches
vector<shared_ptr<Match>> current_round_matches = this->zero_round_matches;
while (current_round_matches.size() > 1) {
vector<shared_ptr<Match>> next_round_matches;
for (size_t z = 0; z < current_round_matches.size(); z += 2) {
auto m = make_shared<Match>(
this->shared_from_this(),
current_round_matches[z],
current_round_matches[z + 1]);
current_round_matches[z]->following = m;
current_round_matches[z + 1]->following = m;
next_round_matches.emplace_back(std::move(m));
}
current_round_matches = std::move(next_round_matches);
}
this->final_match = current_round_matches.at(0);
}
JSON Tournament::json() const {
auto teams_list = JSON::list();
for (auto team : this->teams) {
auto players_list = JSON::list();
for (const auto& player : team->players) {
if (player.is_human()) {
if (!player.player_name.empty()) {
players_list.emplace_back(JSON::list({player.serial_number, player.player_name}));
} else {
players_list.emplace_back(player.serial_number);
}
} else {
players_list.emplace_back(player.com_deck->deck_name);
}
}
teams_list.emplace_back(JSON::dict({
{"max_players", team->max_players},
{"player_specs", std::move(players_list)},
{"name", team->name},
{"password", team->password},
{"num_rounds_cleared", team->num_rounds_cleared},
}));
}
return JSON::dict({
{"name", this->name},
{"map_number", this->map->map_number},
{"rules", this->rules.json()},
{"flags", this->flags},
{"is_registration_complete", (this->current_state != State::REGISTRATION)},
{"teams", std::move(teams_list)},
});
}
shared_ptr<Tournament::Team> Tournament::get_winner_team() const {
if (this->current_state != State::COMPLETE) {
return nullptr;
}
if (!this->final_match) {
throw logic_error("tournament is complete but final match is missing");
}
if (!this->final_match->winner_team) {
throw logic_error("tournament is complete but winner is not set");
}
return this->final_match->winner_team;
}
shared_ptr<Tournament::Match> Tournament::next_match_for_team(
shared_ptr<Team> team) const {
if (this->current_state == Tournament::State::REGISTRATION) {
return nullptr;
}
for (auto match : this->pending_matches) {
if (!match->preceding_a || !match->preceding_b) {
throw logic_error("zero-round match is pending after tournament registration phase");
}
if ((team == match->preceding_a->winner_team) ||
(team == match->preceding_b->winner_team)) {
return match;
}
}
return nullptr;
}
shared_ptr<Tournament::Match> Tournament::get_final_match() const {
return this->final_match;
}
shared_ptr<Tournament::Team> Tournament::team_for_serial_number(
uint32_t serial_number) const {
if (!this->all_player_serial_numbers.count(serial_number)) {
return nullptr;
}
for (auto team : this->teams) {
for (const auto& player : team->players) {
if (player.serial_number == serial_number) {
return team->is_active ? team : nullptr;
}
}
}
throw logic_error("serial number registered in tournament but not in any team");
}
const set<uint32_t>& Tournament::get_all_player_serial_numbers() const {
return this->all_player_serial_numbers;
}
void Tournament::start() {
if (this->current_state != State::REGISTRATION) {
throw runtime_error("tournament has already started");
}
bool has_com_teams = (this->flags & Flag::HAS_COM_TEAMS);
// If there aren't enough entrants (1 if has_com_teams is false, else 2),
// don't allow the tournament to start (because it would enter the COMPLETE
// state immediately)
size_t num_human_teams = 0;
for (size_t z = 0; z < this->teams.size(); z++) {
if (this->teams[z]->has_any_human_players()) {
num_human_teams++;
}
}
if (num_human_teams < (has_com_teams ? 1 : 2)) {
throw runtime_error("not enough registrants to start tournament");
}
if ((this->flags & Flag::SHUFFLE_ENTRIES) && (this->flags & Flag::RESIZE_ON_START)) {
// If both of these flags are set, pack the human teams into the lowest part
// of the teams list so we can resize the tournament to the smallest
// possible size. This is OK since we're going to shuffle them later anyway
size_t r_offset = 0, w_offset = 0;
for (; r_offset < this->teams.size(); r_offset++) {
if (this->teams[r_offset]->has_any_human_players()) {
if (r_offset != w_offset) {
this->teams[r_offset].swap(this->teams[w_offset]);
}
w_offset++;
}
}
}
if (this->flags & Flag::RESIZE_ON_START) {
// Resize the tournament by repeatedly deleting the second half of it, until
// the second half contains human players or the tournament size is 4
while (this->teams.size() > 4) {
size_t z;
for (z = this->teams.size() >> 1; z < this->teams.size(); z++) {
if (this->teams[z]->has_any_human_players()) {
break;
}
}
if (z == this->teams.size()) {
this->teams.resize(this->teams.size() >> 1);
} else {
break;
}
}
this->num_teams = this->teams.size();
}
if (this->flags & Flag::SHUFFLE_ENTRIES) {
// Shuffle all the tournament entries
for (size_t z = this->teams.size(); z > 0; z--) {
size_t index = random_object<uint32_t>() % z;
if (index != z - 1) {
this->teams[z - 1].swap(this->teams[index]);
}
}
}
this->current_state = State::IN_PROGRESS;
this->create_bracket_matches();
// Assign names to COM teams, and assign COM decks to all empty slots unless
// has_com_teams is false
for (size_t z = 0; z < this->zero_round_matches.size(); z++) {
auto m = this->zero_round_matches[z];
auto t = m->winner_team;
if (t->name.empty()) {
t->name = has_com_teams ? string_printf("COM:%zu", z) : "(no entrant)";
}
for (const auto& player : t->players) {
if (player.is_com()) {
throw logic_error("non-human player on team before tournament start");
}
}
if (this->com_deck_index->num_decks() < t->max_players - t->players.size()) {
throw runtime_error("not enough COM decks to complete team");
}
// If we allow all-COM teams, or this is a 2v2 tournament and the team has
// only one human on it, add a COM
if (has_com_teams || !t->players.empty()) {
// TODO: Don't allow duplicate COM decks, nor duplicate COM SCs on the
// same team
while (t->players.size() < t->max_players) {
t->players.emplace_back(this->com_deck_index->random_deck());
}
}
}
// Resolve all possible skippable matches
for (auto m : this->zero_round_matches) {
m->on_winner_team_set();
}
}
void Tournament::send_all_state_updates() const {
for (const auto& team : this->teams) {
for (const auto& player : team->players) {
auto c = player.client.lock();
// Note: The last check here is to make sure the client is still linked
// with this instance of the tournament - an intervening shell command
// `reload ep3` could have changed the client's linkage
if (c &&
(c->flags & Client::Flag::IS_EPISODE_3) &&
!(c->flags & Client::Flag::IS_EP3_TRIAL_EDITION) &&
(c->ep3_tournament_team.lock() == team)) {
send_ep3_confirm_tournament_entry(c, this->shared_from_this());
}
}
}
}
void Tournament::send_all_state_updates_on_deletion() const {
for (const auto& team : this->teams) {
for (const auto& player : team->players) {
auto c = player.client.lock();
if (c &&
(c->flags & Client::Flag::IS_EPISODE_3) &&
!(c->flags & Client::Flag::IS_EP3_TRIAL_EDITION) &&
(c->ep3_tournament_team.lock() == team)) {
send_ep3_confirm_tournament_entry(c, nullptr);
}
}
}
}
void Tournament::print_bracket(FILE* stream) const {
function<void(shared_ptr<Match>, size_t)> print_match = [&](shared_ptr<Match> m, size_t indent_level) -> void {
for (size_t z = 0; z < indent_level; z++) {
fputc(' ', stream);
fputc(' ', stream);
}
string match_str = m->str();
fprintf(stream, "%s%s\n", match_str.c_str(), this->pending_matches.count(m) ? " (PENDING)" : "");
if (m->preceding_a) {
print_match(m->preceding_a, indent_level + 1);
}
if (m->preceding_b) {
print_match(m->preceding_b, indent_level + 1);
}
};
fprintf(stream, "Tournament \"%s\"\n", this->name.c_str());
auto en_vm = this->map->version(1);
if (en_vm) {
string map_name = en_vm->map->name.decode(en_vm->language);
fprintf(stream, " Map: %08" PRIX32 " (%s)\n", this->map->map_number, map_name.c_str());
} else {
fprintf(stream, " Map: %08" PRIX32 "\n", this->map->map_number);
}
string rules_str = this->rules.str();
fprintf(stream, " Rules: %s\n", rules_str.c_str());
fprintf(stream, " Structure: %s, %zu entries\n", (this->flags & Flag::IS_2V2) ? "2v2" : "1v1", this->num_teams);
fprintf(stream, " COM teams: %s\n", (this->flags & Flag::HAS_COM_TEAMS) ? "allowed" : "forbidden");
fprintf(stream, " Shuffle entries: %s\n", (this->flags & Flag::SHUFFLE_ENTRIES) ? "yes" : "no");
fprintf(stream, " Resize on start: %s\n", (this->flags & Flag::RESIZE_ON_START) ? "yes" : "no");
switch (this->current_state) {
case State::REGISTRATION:
fprintf(stream, " State: REGISTRATION\n");
break;
case State::IN_PROGRESS:
fprintf(stream, " State: IN_PROGRESS\n");
break;
case State::COMPLETE:
fprintf(stream, " State: COMPLETE\n");
break;
default:
fprintf(stream, " State: UNKNOWN\n");
break;
}
if (this->final_match) {
fprintf(stream, " Standings:\n");
print_match(this->final_match, 2);
}
if (this->current_state == State::REGISTRATION) {
fprintf(stream, " Teams:\n");
for (const auto& team : this->teams) {
string team_str = team->str();
fprintf(stream, " %s\n", team_str.c_str());
}
} else {
fprintf(stream, " Pending matches:\n");
for (const auto& match : this->pending_matches) {
string match_str = match->str();
fprintf(stream, " %s\n", match_str.c_str());
}
}
}
TournamentIndex::TournamentIndex(
shared_ptr<const MapIndex> map_index,
shared_ptr<const COMDeckIndex> com_deck_index,
const string& state_filename,
bool skip_load_state)
: map_index(map_index),
com_deck_index(com_deck_index),
state_filename(state_filename) {
if (this->state_filename.empty() || skip_load_state) {
return;
}
JSON json;
try {
json = JSON::parse(load_file(this->state_filename));
} catch (const cannot_open_file&) {
json = JSON::list();
}
if (json.is_list()) {
if (json.size() > 0x20) {
throw runtime_error("tournament JSON list length is incorrect");
}
for (size_t z = 0; z < min<size_t>(json.size(), 0x20); z++) {
if (!json.at(z).is_null()) {
shared_ptr<Tournament> tourn(new Tournament(this->map_index, this->com_deck_index, json.at(z)));
tourn->init();
if (!this->name_to_tournament.emplace(tourn->get_name(), tourn).second) {
throw runtime_error("multiple tournaments have the same name: " + tourn->get_name());
}
tourn->set_menu_item_id(this->menu_item_id_to_tournament.size());
this->menu_item_id_to_tournament.emplace_back(tourn);
}
}
} else if (json.is_dict()) {
if (json.size() > 0x20) {
throw runtime_error("tournament JSON dict length is incorrect");
}
for (const auto& it : json.as_dict()) {
shared_ptr<Tournament> tourn(new Tournament(this->map_index, this->com_deck_index, *it.second));
tourn->init();
if (!this->name_to_tournament.emplace(tourn->get_name(), tourn).second) {
// This is logic_error instead of runtime_error because JSON dicts are
// supposed to already have unique keys
throw logic_error("multiple tournaments have the same name: " + tourn->get_name());
}
tourn->set_menu_item_id(this->menu_item_id_to_tournament.size());
this->menu_item_id_to_tournament.emplace_back(tourn);
}
} else {
throw runtime_error("tournament state root JSON is not a list or dict");
}
}
void TournamentIndex::save() const {
if (this->state_filename.empty()) {
return;
}
auto json = JSON::dict();
for (const auto& it : this->name_to_tournament) {
json.emplace(it.second->get_name(), it.second->json());
}
save_file(this->state_filename, json.serialize(JSON::SerializeOption::FORMAT | JSON::SerializeOption::HEX_INTEGERS));
}
shared_ptr<Tournament> TournamentIndex::create_tournament(
const string& name,
shared_ptr<const MapIndex::Map> map,
const Rules& rules,
size_t num_teams,
uint8_t flags) {
if (this->name_to_tournament.size() >= 0x20) {
throw runtime_error("there can be at most 32 tournaments at a time");
}
auto t = make_shared<Tournament>(
this->map_index, this->com_deck_index, name, map, rules, num_teams, flags);
t->init();
if (!this->name_to_tournament.emplace(t->get_name(), t).second) {
throw runtime_error("a tournament with the same name already exists");
}
size_t z;
for (z = 0; z < this->menu_item_id_to_tournament.size(); z++) {
if (!this->menu_item_id_to_tournament[z]) {
t->set_menu_item_id(z);
this->menu_item_id_to_tournament[z] = t;
break;
}
}
if (z == this->menu_item_id_to_tournament.size()) {
t->set_menu_item_id(this->menu_item_id_to_tournament.size());
this->menu_item_id_to_tournament.emplace_back(t);
}
this->save();
return t;
}
bool TournamentIndex::delete_tournament(const string& name) {
auto it = this->name_to_tournament.find(name);
if (it == this->name_to_tournament.end()) {
return false;
}
for (size_t z = 0; z < this->menu_item_id_to_tournament.size(); z++) {
if (this->menu_item_id_to_tournament[z] == it->second) {
this->menu_item_id_to_tournament[z] = nullptr;
it->second->set_menu_item_id(0xFFFFFFFF);
}
}
it->second->send_all_state_updates_on_deletion();
this->name_to_tournament.erase(it);
this->save();
return true;
}
shared_ptr<Tournament::Team> TournamentIndex::team_for_serial_number(uint32_t serial_number) const {
for (const auto& it : this->name_to_tournament) {
const auto& tourn = it.second;
auto team = tourn->team_for_serial_number(serial_number);
if (team) {
return team;
}
}
return nullptr;
}
void TournamentIndex::link_client(shared_ptr<Client> c) {
if (!(c->flags & Client::Flag::IS_EPISODE_3)) {
return;
}
auto team = this->team_for_serial_number(c->license->serial_number);
auto tourn = team ? team->tournament.lock() : nullptr;
if (team && team->is_active && tourn) {
for (auto& player : team->players) {
if (player.serial_number == c->license->serial_number) {
c->ep3_tournament_team = team;
player.client = c;
if (!(c->flags & Client::Flag::IS_EP3_TRIAL_EDITION)) {
send_ep3_confirm_tournament_entry(c, tourn);
}
return;
}
}
throw logic_error("tournament team found for player, but player not found on team");
} else {
c->ep3_tournament_team.reset();
if (!(c->flags & Client::Flag::IS_EP3_TRIAL_EDITION)) {
send_ep3_confirm_tournament_entry(c, nullptr);
}
}
}
void TournamentIndex::link_all_clients(std::shared_ptr<ServerState> s) {
for (const auto& c_it : s->channel_to_client) {
this->link_client(c_it.second);
}
}
} // namespace Episode3