feat: implement keepalive mechanism for IRC connection and enhance match actions with role-based permissions
This commit is contained in:
@@ -9,6 +9,7 @@ function sleep(ms: number) {
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let client: any = null;
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let connecting: Promise<void> | null = null;
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let reconnecting = false;
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let keepaliveTimer: ReturnType<typeof setInterval> | null = null;
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async function getClient() {
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if (client?.isConnected?.()) return client;
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@@ -29,18 +30,13 @@ async function getClient() {
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client = new BanchoClient({
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username: env.OSU_IRC_USERNAME,
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password: env.OSU_IRC_PASSWORD,
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// bancho.js has built-in reconnect but we need to handle channel rejoin
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apiKey: undefined
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password: env.OSU_IRC_PASSWORD
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});
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// ── Lifecycle logging ──
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client.on('connected', () => {
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console.log('[Bancho] Connected as', env.OSU_IRC_USERNAME);
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});
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client.on('disconnected', () => {
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console.warn('[Bancho] Disconnected from IRC');
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stopKeepalive();
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});
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client.on('error', (err: any) => {
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@@ -48,16 +44,18 @@ async function getClient() {
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});
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// ── Reconnect: re-join all active lobby channels ──
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// bancho.js fires 'connected' again after an auto-reconnect
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let initialConnect = true;
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client.on('connected', async () => {
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if (initialConnect) {
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initialConnect = false;
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return; // skip the first connect, lobbies haven't been created yet
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console.log('[Bancho] Connected as', env.OSU_IRC_USERNAME);
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startKeepalive();
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return;
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}
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reconnecting = true;
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console.log('[Bancho] Reconnected — re-joining', lobbies.size, 'active lobby channels');
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startKeepalive();
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for (const [matchId, lobby] of lobbies.entries()) {
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try {
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@@ -65,8 +63,6 @@ async function getClient() {
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console.log(`[Bancho] Re-joined channel for match ${matchId}`);
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} catch (err: any) {
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console.error(`[Bancho] Failed to re-join channel for match ${matchId}:`, err.message);
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// Channel may have been closed by Bancho while we were offline
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// Mark it as dead so orchestrator knows
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lobby._dead = true;
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}
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}
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@@ -81,6 +77,36 @@ async function getClient() {
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return client;
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}
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// ── Keepalive: prevent IRC timeout by pinging BanchoBot periodically ────
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function startKeepalive() {
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stopKeepalive();
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keepaliveTimer = setInterval(async () => {
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try {
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if (client?.isConnected?.()) {
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// Send a silent PING via raw IRC to keep the connection alive.
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// bancho.js exposes the underlying IRC socket for raw writes,
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// but the simplest approach is just sending a stats request to BanchoBot.
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// This generates minimal traffic but keeps TCP alive.
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const banchoBot = client.getUser('BanchoBot');
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if (banchoBot) {
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// WHOIS is lightweight and doesn't produce visible output in channels
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client.send?.(`PING :keepalive-${Date.now()}`);
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}
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}
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} catch {
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// Ignore keepalive errors — if connection is dead, the reconnect handler will fire
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}
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}, 30_000); // every 30 seconds
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}
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function stopKeepalive() {
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if (keepaliveTimer) {
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clearInterval(keepaliveTimer);
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keepaliveTimer = null;
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}
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}
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/**
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* Check if the IRC client is currently connected.
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*/
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@@ -89,7 +115,7 @@ export function isBanchoConnected(): boolean {
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}
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/**
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* Check if we're in the middle of a reconnect (channels may be temporarily unavailable).
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* Check if we're in the middle of a reconnect.
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*/
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export function isBanchoReconnecting(): boolean {
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return reconnecting;
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@@ -113,7 +139,7 @@ export class TournamentLobby {
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/** Set to true if the channel couldn't be re-joined after reconnect */
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public _dead = false;
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// The message handler function (stored so we can re-attach after reconnect)
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// Stored so we can re-attach after reconnect
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private messageHandler: ((msg: any) => void) | null = null;
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// Score collection
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@@ -170,18 +196,14 @@ export class TournamentLobby {
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/**
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* Re-join the channel after a reconnect.
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* Called internally by the reconnect handler.
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*/
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async _rejoinChannel(c: any) {
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if (!this.channelName) return;
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// Remove old listener if any
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if (this.channel && this.messageHandler) {
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try {
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this.channel.removeListener('message', this.messageHandler);
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} catch {
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/* old channel may be completely dead */
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}
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} catch { /* old channel may be dead */ }
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}
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this.channel = c.getChannel(this.channelName);
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@@ -193,13 +215,10 @@ export class TournamentLobby {
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private attachMessageHandler() {
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if (!this.channel) return;
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// Remove previous handler if exists (prevent duplicates)
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if (this.messageHandler) {
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try {
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this.channel.removeListener('message', this.messageHandler);
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} catch {
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/* ignore */
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}
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} catch { /* ignore */ }
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}
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this.messageHandler = (msg: any) => {
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@@ -219,7 +238,6 @@ export class TournamentLobby {
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// ── Message Parsing ─────────────────────────────────────────────────
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private parseBanchoMessage(text: string) {
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// Player score: "<user> finished playing (Score: 1,234,567, ... PASSED)"
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const scoreMatch = text.match(
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/^(.+?) finished playing \(Score: ([\d,]+).*?(PASSED|FAILED)\)/i
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);
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@@ -233,7 +251,6 @@ export class TournamentLobby {
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return;
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}
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// Game finished
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if (text.includes('The match has finished!')) {
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console.log('[Bancho] Game finished. Scores:', this.collectedScores);
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if (this.matchFinishedResolve) {
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@@ -244,7 +261,6 @@ export class TournamentLobby {
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return;
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}
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// Roll result: "Stan rolls 42 point(s)"
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const rollMatch = text.match(/^(.+?) rolls (\d+) point\(s\)/);
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if (rollMatch) {
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const username = rollMatch[1].trim();
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@@ -256,7 +272,6 @@ export class TournamentLobby {
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return;
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}
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// All players ready
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if (text.includes('All players are ready')) {
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console.log('[Bancho] All players ready');
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if (this.allReadyResolve) {
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@@ -266,7 +281,6 @@ export class TournamentLobby {
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return;
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}
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// Room closed (by Bancho or timeout)
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if (text.includes('Closed the match')) {
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console.log(`[Bancho] Room ${this.channelName} was closed`);
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this._dead = true;
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@@ -275,7 +289,6 @@ export class TournamentLobby {
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}
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private parsePlayerMessage(sender: string, text: string) {
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// !pick NM1, !pick HD2, !pick TB, etc.
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const pickMatch = text.match(/^!pick\s+([A-Z]{2})(\d*)/i);
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if (pickMatch) {
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const category = pickMatch[1].toUpperCase();
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@@ -303,7 +316,6 @@ export class TournamentLobby {
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async send(cmd: string) {
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this.ensureAlive();
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// If we're in the middle of reconnecting, wait a bit
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if (reconnecting) {
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console.log(`[Bancho] Waiting for reconnect before sending to ${this.channelName}...`);
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const start = Date.now();
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@@ -362,19 +374,12 @@ export class TournamentLobby {
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await this.send(message);
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}
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/**
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* Check if this lobby is still usable.
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*/
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get isAlive(): boolean {
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return !this._dead && this.channel != null;
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}
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// ── Async Waiters ───────────────────────────────────────────────────
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/**
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* Wait for all players to click "Ready" in osu! client.
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* BanchoBot sends "All players are ready" when they do.
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*/
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waitForReady(timeoutMs = 180_000): Promise<void> {
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return new Promise((resolve, reject) => {
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const t = setTimeout(() => {
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@@ -388,9 +393,6 @@ export class TournamentLobby {
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});
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}
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/**
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* Wait for "The match has finished!" and return all player scores.
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*/
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waitForScores(timeoutMs = 600_000): Promise<PlayerScore[]> {
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this.collectedScores = [];
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return new Promise((resolve, reject) => {
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@@ -406,7 +408,7 @@ export class TournamentLobby {
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}
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}
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// ── Active lobby registry (in-memory, per server instance) ──────────────
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// ── Active lobby registry ───────────────────────────────────────────────
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const lobbies = new Map<string, TournamentLobby>();
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@@ -428,10 +430,6 @@ export function removeLobby(matchId: string) {
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lobbies.delete(matchId);
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}
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/**
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* Get count of active (non-dead) lobbies.
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* Useful for checking against the 4-lobby limit for non-bot accounts.
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*/
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export function getActiveLobbyCount(): number {
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let count = 0;
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for (const [id, lobby] of lobbies.entries()) {
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@@ -444,9 +442,6 @@ export function getActiveLobbyCount(): number {
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return count;
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}
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/**
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* Close all active lobbies. Useful for graceful shutdown.
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*/
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export async function closeAllLobbies() {
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console.log(`[Bancho] Closing all ${lobbies.size} active lobbies...`);
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for (const [matchId, lobby] of lobbies.entries()) {
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@@ -8,9 +8,7 @@ import {
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setLobby,
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getLobby,
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removeLobby,
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getActiveLobbyCount,
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isBanchoConnected,
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isBanchoReconnecting
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getActiveLobbyCount
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} from '../bancho/client';
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function sleep(ms: number) {
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@@ -84,6 +82,8 @@ export async function initMatchLobby(matchId: string) {
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// Wire up IRC chat handlers for rolls and picks
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setupChatHandlers(matchId, lobby);
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// ── Send welcome AFTER invites with a delay so players have time to join ──
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await sleep(5000);
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await lobby.chat(
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`Welcome! BO${config.bestOf}. Type !roll to decide pick order, or use the web UI.`
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);
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@@ -107,19 +107,16 @@ function setupChatHandlers(matchId: string, lobby: TournamentLobby) {
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return;
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}
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// Find participant linked to this username
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let targetParticipant: { id: string; rollValue: number | null } | null = null;
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for (const p of m.participants) {
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for (const pl of p.players) {
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const u = await db.query.user.findFirst({ where: eq(user.id, pl.userId) });
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if (u?.name?.toLowerCase() === username.toLowerCase().replace(/_/g, ' ')) {
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// If this participant already rolled, try finding another one (same-team testing)
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if (p.rollValue === null) {
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targetParticipant = p;
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break;
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} else if (!targetParticipant) {
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// Keep looking for an unrolled one
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const unrolled = m.participants.find((pp) => pp.rollValue === null);
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if (unrolled) targetParticipant = unrolled;
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}
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@@ -136,7 +133,6 @@ function setupChatHandlers(matchId: string, lobby: TournamentLobby) {
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await submitRoll(matchId, targetParticipant.id, value);
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console.log(`[Orchestrator] IRC roll: ${username} = ${value}`);
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// Check if all rolled → announce pick order
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const updated = await getMatchFull(matchId);
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if (updated.state === MATCH_STATES.PICKING) {
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const sorted = [...updated.participants].sort(
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@@ -160,7 +156,6 @@ function setupChatHandlers(matchId: string, lobby: TournamentLobby) {
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return;
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}
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// Parse slot label: "NM1" → category=NM, orderInCategory=1
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const labelMatch = slotLabel.match(/^([A-Z]{2})(\d+)$/);
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if (!labelMatch) {
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await lobby.chat(`${username}: Invalid slot. Use format like NM1, HD2, DT1.`);
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@@ -169,14 +164,12 @@ function setupChatHandlers(matchId: string, lobby: TournamentLobby) {
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const category = labelMatch[1];
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const order = parseInt(labelMatch[2]);
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// Find the expected picker
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const sorted = [...m.participants].sort(
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(a, b) => (a.pickOrder ?? 99) - (b.pickOrder ?? 99)
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);
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const expectedIdx = m.games.length % sorted.length;
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const expectedPicker = sorted[expectedIdx];
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// Verify it's this player's turn to pick
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let isPickerTurn = false;
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if (expectedPicker) {
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for (const pl of expectedPicker.players) {
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@@ -198,7 +191,6 @@ function setupChatHandlers(matchId: string, lobby: TournamentLobby) {
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return;
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}
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// Find the mappool slot
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const slot = m.mappool?.slots?.find(
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(s) => s.category === category && s.orderInCategory === order
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);
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@@ -207,18 +199,26 @@ function setupChatHandlers(matchId: string, lobby: TournamentLobby) {
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return;
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}
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// Check if already played
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const alreadyPlayed = m.games.some((g) => g.mappoolSlotId === slot.id);
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if (alreadyPlayed) {
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await lobby.chat(`${username}: ${slotLabel} has already been played.`);
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return;
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}
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// Execute the pick
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// ── Tiebreaker restriction ──
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if (slot.category === 'TB') {
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const config = m.config as MatchConfig;
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const winsNeeded = Math.ceil(config.bestOf / 2);
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const allAtMatchPoint = m.participants.every((p) => p.score === winsNeeded - 1);
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if (!allAtMatchPoint) {
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await lobby.chat(`${username}: Tiebreaker can only be picked at match point!`);
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return;
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}
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}
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const game = await pickMap(matchId, expectedPicker!.id, slot.id);
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console.log(`[Orchestrator] IRC pick: ${username} picked ${slotLabel}`);
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// Set map in lobby and wait for ready
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playPickedMap(matchId, game.id).catch((err) =>
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console.error('[Orchestrator] IRC play failed:', err.message)
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);
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@@ -254,11 +254,9 @@ export async function playPickedMap(matchId: string, matchGameId: string) {
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const slot = game.slot;
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// Set beatmap
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await lobby.setMap(slot.beatmapId);
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await sleep(1000);
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// Set mods (always NF + slot mods)
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await lobby.setMods(slot.mods);
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await sleep(500);
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@@ -266,23 +264,18 @@ export async function playPickedMap(matchId: string, matchGameId: string) {
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`Playing ${slot.category}${slot.orderInCategory}. Ready up! (Game starts when all players are ready)`
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);
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// Wait for all players to ready up in osu!, then start
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try {
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await lobby.waitForReady();
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await lobby.chat('All ready — starting in 5s!');
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await lobby.startGame(5);
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} catch (err: any) {
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// If ready times out, inform and don't start
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console.warn('[Orchestrator] Ready timeout:', err.message);
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try {
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await lobby.chat('Ready timed out. Use the web UI to force start, or ready up!');
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} catch {
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// Lobby may be dead after timeout
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}
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} catch { /* lobby may be dead */ }
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return;
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}
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// Non-blocking: wait for scores then process
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collectScores(matchId, matchGameId, lobby).catch((err) =>
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console.error('[Orchestrator] Score collection failed:', err)
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);
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@@ -290,16 +283,10 @@ export async function playPickedMap(matchId: string, matchGameId: string) {
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/**
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* Force start the current game without waiting for ready.
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* Called from the web UI "Force Start" button.
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*/
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export async function forceStartGame(matchId: string) {
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const lobby = getLobby(matchId);
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if (!lobby) return;
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if (!lobby.isAlive) {
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console.warn('[Orchestrator] Cannot force start — lobby is dead');
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return;
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}
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if (!lobby || !lobby.isAlive) return;
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await lobby.chat('Force starting in 10s!');
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await lobby.startGame(10);
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@@ -312,7 +299,6 @@ async function collectScores(matchId: string, matchGameId: string, lobby: Tourna
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const ircScores = await lobby.waitForScores();
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console.log(`[Orchestrator] Scores for game ${matchGameId}:`, ircScores);
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// Map IRC usernames → matchParticipantPlayer IDs
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const m = await getMatchFull(matchId);
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const scores: { playerId: string; score: number; passed: boolean }[] = [];
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@@ -320,7 +306,6 @@ async function collectScores(matchId: string, matchGameId: string, lobby: Tourna
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for (const participant of m.participants) {
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for (const player of participant.players) {
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const u = await db.query.user.findFirst({ where: eq(user.id, player.userId) });
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// IRC uses underscores for spaces in usernames
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const ircName = irc.username.toLowerCase().replace(/_/g, ' ');
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const dbName = u?.name?.toLowerCase();
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if (dbName && (dbName === ircName || dbName === irc.username.toLowerCase())) {
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@@ -337,7 +322,6 @@ async function collectScores(matchId: string, matchGameId: string, lobby: Tourna
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await submitGameScores(matchGameId, scores);
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// Check if match finished or needs next pick
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const updated = await getMatchFull(matchId);
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if (updated.state === MATCH_STATES.FINISHED) {
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const winner = updated.participants.find((p) => p.teamId === updated.winnerId);
|
||||
@@ -345,12 +329,9 @@ async function collectScores(matchId: string, matchGameId: string, lobby: Tourna
|
||||
await lobby.chat(`GG! ${winner?.team.name ?? '?'} wins the match!`);
|
||||
await sleep(5000);
|
||||
await lobby.close();
|
||||
} catch {
|
||||
/* lobby may already be closed */
|
||||
}
|
||||
} catch { /* lobby may already be closed */ }
|
||||
removeLobby(matchId);
|
||||
} else {
|
||||
// Announce next picker
|
||||
const sorted = [...updated.participants].sort(
|
||||
(a, b) => (a.pickOrder ?? 99) - (b.pickOrder ?? 99)
|
||||
);
|
||||
@@ -360,9 +341,7 @@ async function collectScores(matchId: string, matchGameId: string, lobby: Tourna
|
||||
await lobby.chat(
|
||||
`${nextPicker?.team.name}'s turn to pick. Use !pick <slot> (e.g. !pick HD1) or pick in web UI.`
|
||||
);
|
||||
} catch {
|
||||
/* lobby may be dead */
|
||||
}
|
||||
} catch { /* lobby may be dead */ }
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -5,8 +5,10 @@ import { playPickedMap, closeLobby, forceStartGame } from '$lib/server/match/orc
|
||||
import { getLobby } from '$lib/server/bancho/client';
|
||||
import { error, redirect } from '@sveltejs/kit';
|
||||
import { getBeatmap } from '$lib/server/osu/api';
|
||||
import { hasRole } from '$lib/server/permissions';
|
||||
import type { PageServerLoad, Actions } from './$types';
|
||||
import { eq } from 'drizzle-orm';
|
||||
import type { MatchConfig } from '$lib/server/match/types';
|
||||
|
||||
|
||||
export const load: PageServerLoad = async ({ params, locals }) => {
|
||||
@@ -41,7 +43,9 @@ export const load: PageServerLoad = async ({ params, locals }) => {
|
||||
);
|
||||
}
|
||||
|
||||
return { match: m, beatmapCache, userId: locals.user.id };
|
||||
const isStaff = hasRole(locals.user.role, 'referee');
|
||||
|
||||
return { match: m, beatmapCache, userId: locals.user.id, isStaff };
|
||||
};
|
||||
|
||||
export const actions: Actions = {
|
||||
@@ -51,20 +55,14 @@ export const actions: Actions = {
|
||||
const lobby = getLobby(params.id);
|
||||
if (!lobby) return { error: 'No active IRC lobby for this match' };
|
||||
|
||||
const m = await getMatchFull(params.id);
|
||||
|
||||
const invited: string[] = [];
|
||||
for (const p of m.participants) {
|
||||
for (const pl of p.players) {
|
||||
const u = await db.query.user.findFirst({ where: eq(user.id, pl.userId) });
|
||||
// Only invite the currently logged-in user
|
||||
const u = await db.query.user.findFirst({ where: eq(user.id, locals.user.id) });
|
||||
if (u?.name) {
|
||||
await lobby.invite(u.name);
|
||||
invited.push(u.name);
|
||||
}
|
||||
}
|
||||
return { reinvited: [u.name] };
|
||||
}
|
||||
|
||||
return { reinvited: invited };
|
||||
return { error: 'Could not find your username' };
|
||||
},
|
||||
|
||||
roll: async ({ params, locals }) => {
|
||||
@@ -132,6 +130,28 @@ export const actions: Actions = {
|
||||
|
||||
if (!expectedPicker) return { error: 'Cannot determine picker' };
|
||||
|
||||
// ── Verify the logged-in user is on the expected picker's team ──
|
||||
const isOnPickerTeam = expectedPicker.players.some(
|
||||
(pl) => pl.userId === locals.user!.id
|
||||
);
|
||||
// Allow staff to pick on behalf of anyone
|
||||
const isStaff = hasRole(locals.user!.role, 'referee');
|
||||
if (!isOnPickerTeam && !isStaff) {
|
||||
return { error: "It's not your turn to pick" };
|
||||
}
|
||||
|
||||
// ── Tiebreaker restriction ──
|
||||
// TB maps can only be picked when both teams are at match point (e.g. 2-2 in BO5)
|
||||
const config = m.config as MatchConfig;
|
||||
const winsNeeded = Math.ceil(config.bestOf / 2);
|
||||
const slot = m.mappool?.slots?.find((s) => s.id === slotId);
|
||||
if (slot?.category === 'TB') {
|
||||
const allAtMatchPoint = m.participants.every((p) => p.score === winsNeeded - 1);
|
||||
if (!allAtMatchPoint) {
|
||||
return { error: 'Tiebreaker can only be picked when both teams are at match point' };
|
||||
}
|
||||
}
|
||||
|
||||
try {
|
||||
const game = await pickMap(params.id, expectedPicker.id, slotId);
|
||||
|
||||
@@ -148,12 +168,20 @@ export const actions: Actions = {
|
||||
|
||||
forceStart: async ({ params, locals }) => {
|
||||
if (!locals.user) redirect(302, '/');
|
||||
// Only staff can force start
|
||||
if (!hasRole(locals.user.role, 'referee')) {
|
||||
return { error: 'Only referees and admins can force start' };
|
||||
}
|
||||
await forceStartGame(params.id);
|
||||
return { started: true };
|
||||
},
|
||||
|
||||
cancel: async ({ params, locals }) => {
|
||||
if (!locals.user) redirect(302, '/');
|
||||
// Only staff can cancel matches
|
||||
if (!hasRole(locals.user.role, 'referee')) {
|
||||
return { error: 'Only referees and admins can cancel matches' };
|
||||
}
|
||||
|
||||
await cancelMatch(params.id);
|
||||
await closeLobby(params.id);
|
||||
|
||||
@@ -20,6 +20,16 @@
|
||||
const expectedPickerIdx = $derived(m.games.length % sortedByPick.length);
|
||||
const expectedPicker = $derived(sortedByPick[expectedPickerIdx]);
|
||||
|
||||
// Is the logged-in user on the expected picker's team?
|
||||
const isMyTurnToPick = $derived(
|
||||
expectedPicker?.players?.some((pl: any) => pl.userId === data.userId) ?? false
|
||||
);
|
||||
|
||||
// TB restriction: only pickable at match point (e.g. 2-2 in BO5)
|
||||
const isTiebreakerAllowed = $derived(
|
||||
m.participants.every((p: any) => p.score === winsNeeded - 1)
|
||||
);
|
||||
|
||||
const canRoll = $derived(
|
||||
m.state === 'ROLLING' && m.participants.some((p: any) => p.rollValue === null)
|
||||
);
|
||||
@@ -94,7 +104,7 @@
|
||||
</div>
|
||||
<span class="rounded border px-2.5 py-1 text-xs font-600 {stateBorder(m.state)}">{stateLabel(m.state)}</span>
|
||||
|
||||
{#if !['FINISHED', 'CANCELLED'].includes(m.state)}
|
||||
{#if !['FINISHED', 'CANCELLED'].includes(m.state) && data.isStaff}
|
||||
<form method="post" action="?/cancel" use:enhance>
|
||||
<button type="submit" onclick={(e) => { if (!confirm('Cancel this match?')) e.preventDefault() }} class="rounded-md border border-red-500/30 px-3 py-1.5 text-xs text-red-400 hover:bg-red-500/10">Cancel</button>
|
||||
</form>
|
||||
@@ -136,13 +146,12 @@
|
||||
</div>
|
||||
{/if}
|
||||
|
||||
<!-- Re-invite players -->
|
||||
<!-- Re-invite (self only) — visible during LOBBY, ROLLING, PICKING, PLAYING -->
|
||||
{#if ['LOBBY', 'ROLLING', 'PICKING', 'PLAYING'].includes(m.state)}
|
||||
<div class="mt-3 flex justify-center">
|
||||
<form method="post" action="?/reinvite" use:enhance={() => {
|
||||
return async ({ result, update }) => {
|
||||
if (result.type === 'success' && (result.data as any)?.reinvited) {
|
||||
// Brief visual feedback — just reload
|
||||
await update();
|
||||
}
|
||||
};
|
||||
@@ -151,7 +160,7 @@
|
||||
type="submit"
|
||||
class="rounded-md border border-border px-3 py-1.5 text-xs text-text-secondary transition-colors hover:border-accent/40 hover:text-accent"
|
||||
>
|
||||
📨 Re-invite players to lobby
|
||||
📨 Re-invite me to lobby
|
||||
</button>
|
||||
</form>
|
||||
</div>
|
||||
@@ -202,6 +211,9 @@
|
||||
<h2 class="text-lg font-700">🎯 Pick a Map</h2>
|
||||
<p class="mt-1 text-sm">
|
||||
<span class="font-600 text-accent">{expectedPicker?.team.name}</span>'s turn to pick
|
||||
{#if !isMyTurnToPick && !data.isStaff}
|
||||
<span class="text-text-secondary">(waiting...)</span>
|
||||
{/if}
|
||||
</p>
|
||||
<p class="mt-1 text-xs text-text-secondary">
|
||||
or type <code class="rounded bg-surface-700 px-1.5 py-0.5 font-mono text-accent">!pick NM1</code> in osu! chat
|
||||
@@ -222,6 +234,9 @@
|
||||
{#each slots as slot, i}
|
||||
{@const bm = data.beatmapCache[slot.beatmapId]}
|
||||
{@const isPlayed = playedSlotIds.has(slot.id)}
|
||||
{@const isTB = slot.category === 'TB'}
|
||||
{@const tbLocked = isTB && !isTiebreakerAllowed}
|
||||
{@const cantPick = !isMyTurnToPick && !data.isStaff}
|
||||
|
||||
<form method="post" action="?/pick" use:enhance={() => {
|
||||
picking = true;
|
||||
@@ -238,9 +253,11 @@
|
||||
<input type="hidden" name="slotId" value={slot.id} />
|
||||
<button
|
||||
type="submit"
|
||||
disabled={isPlayed || picking}
|
||||
class="flex w-full items-center gap-3 rounded-lg border p-2 text-left transition-all {isPlayed
|
||||
disabled={isPlayed || picking || tbLocked || cantPick}
|
||||
class="flex w-full items-center gap-3 rounded-lg border p-2 text-left transition-all {isPlayed || tbLocked
|
||||
? 'border-border/50 bg-surface-900 opacity-30 cursor-not-allowed'
|
||||
: cantPick
|
||||
? 'border-border bg-surface-700 opacity-60 cursor-not-allowed'
|
||||
: 'border-border bg-surface-700 hover:border-accent hover:bg-surface-600 cursor-pointer'}"
|
||||
>
|
||||
{#if bm?.listCoverUrl}
|
||||
@@ -257,7 +274,11 @@
|
||||
{/if}
|
||||
</div>
|
||||
<span class="text-xs font-600 text-text-secondary">{category}{slot.orderInCategory}</span>
|
||||
{#if isPlayed}<span class="text-xs text-text-secondary">✓</span>{/if}
|
||||
{#if isPlayed}
|
||||
<span class="text-xs text-text-secondary">✓</span>
|
||||
{:else if tbLocked}
|
||||
<span class="text-[10px] text-pink-400/60">🔒</span>
|
||||
{/if}
|
||||
</button>
|
||||
</form>
|
||||
{/each}
|
||||
@@ -289,7 +310,8 @@
|
||||
Waiting for players to ready up & play in osu!...
|
||||
</p>
|
||||
|
||||
<!-- Force Start button -->
|
||||
<!-- Force Start button — staff only -->
|
||||
{#if data.isStaff}
|
||||
<form method="post" action="?/forceStart" use:enhance={() => {
|
||||
forceStarting = true;
|
||||
return async ({ update }) => { forceStarting = false; await update(); };
|
||||
@@ -302,6 +324,7 @@
|
||||
{forceStarting ? 'Starting...' : 'Force Start (skip ready)'}
|
||||
</button>
|
||||
</form>
|
||||
{/if}
|
||||
</div>
|
||||
{/if}
|
||||
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
// src/routes/api/health/+server.ts
|
||||
import { json } from '@sveltejs/kit';
|
||||
import { db } from '$lib/server/db';
|
||||
import { sql } from 'drizzle-orm';
|
||||
|
||||
Reference in New Issue
Block a user