feat: cancel ranked 2v2 matches that don't fill or fully spawn (#4655)

## Problem

A ranked 2v2 that starts with a missing player, or where a matched
player idles through the spawn phase, plays out as a lopsided 2v1 — and
records a ranked result (ELO) for a match that was never fair.

## Solution

Void the match from inside the sim: `WinCheckExecution` runs a one-time
check on the first check tick after the spawn phase ends. For
`rankedType === "2v2"`, if fewer than `maxPlayers` humans have spawned,
the game ends immediately with **no winner**. A player who never joined
isn't in the game start info at all, so the single spawn-count check
covers both the missing-at-start and never-spawned cases.

- `setWinner` now accepts `null` and emits a `WinUpdate` with `winner:
undefined` — the wire schema (`WinnerSchema`) already allowed an absent
winner.
- `WinModal`'s previously-empty `winner === undefined` branch shows
"Match cancelled — not all players spawned" and still votes the
winnerless result to the server, so the winner-vote consensus is reached
and the record archives promptly.
- The archived record simply has no `winner`; the API voids winnerless
ranked records (same shape any ranked game already produces when the
winner vote never reaches consensus).
- Only server change: winner votes are keyed with `JSON.stringify(winner
?? null)`, since `JSON.stringify(undefined)` is not a string and would
break the `VoteRound` key contract.

The check counts via `allPlayers()` rather than `players()`, since the
latter filters out tile-less players — which is exactly what a
never-spawned player is.

Ranked 1v1 is deliberately untouched (the existing last-human-connected
walkover still applies).

## Tests

`tests/Ranked2v2Cancel.test.ts`:
- 3 of 4 players spawn → game ends with a winnerless `WinUpdate`
- a 4th player never joined (absent from start info) → same
- all 4 spawn → no cancellation
- unranked team game short a player → no cancellation

Full suite (2094 tests), tsc, ESLint, and Prettier all pass.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Evan
2026-07-21 11:18:26 -07:00
committed by GitHub
co-authored by Claude Fable 5
parent fabd1bd2d1
commit 49c358d304
7 changed files with 165 additions and 6 deletions
+1
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@@ -1639,6 +1639,7 @@
"join_discord": "Join Our Discord Community!",
"join_server": "Join Server",
"keep": "Keep Playing",
"match_cancelled": "Match cancelled — not all players spawned",
"nation_won": "Nation {nation} has won!",
"new_lobby": "New Lobby",
"other_team": "{team} team has won!",
+8 -1
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@@ -277,7 +277,14 @@ export class WinModal extends LitElement implements Controller {
const winUpdates = updates !== null ? updates[GameUpdateType.Win] : [];
winUpdates.forEach((wu) => {
if (wu.winner === undefined) {
// ...
// Match cancelled (e.g. a ranked 2v2 that didn't fill or fully
// spawn): the game ends with no winner. Still vote the result to the
// server so the record is archived winnerless (never ranked).
this.eventBus.emit(new SendWinnerEvent(undefined, wu.allPlayersStats));
this._title = translateText("win_modal.match_cancelled");
this.isWin = false;
history.replaceState(null, "", `${window.location.pathname}?replay`);
this.show();
} else if (wu.winner[0] === "team") {
this.eventBus.emit(new SendWinnerEvent(wu.winner, wu.allPlayersStats));
if (wu.winner[1] === this.game.myPlayer()?.team()) {
+39
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@@ -19,6 +19,8 @@ export class WinCheckExecution implements Execution {
private mg: Game | null = null;
private checkedRankedSpawns = false;
// Hard time limit (in seconds) to force a winner before the server's
// maxGameDuration hard kill. 170mins (10 mins before 3hrs)
private static readonly HARD_TIME_LIMIT_SECONDS = 170 * 60;
@@ -35,6 +37,10 @@ export class WinCheckExecution implements Execution {
}
if (this.mg === null) throw new Error("Not initialized");
if (this.checkRanked2v2Cancelled()) {
return;
}
if (this.mg.config().gameConfig().gameMode === GameMode.FFA) {
this.checkWinnerFFA();
} else {
@@ -42,6 +48,39 @@ export class WinCheckExecution implements Execution {
}
}
// A ranked 2v2 match is void unless all four matched players actually
// spawned — a player who never joined isn't in the game at all, and one who
// idled through the spawn phase never placed a spawn. Either way the match
// would be lopsided, so end it with no winner (the record is archived
// winnerless and never ranked). Runs once, on the first check after the
// spawn phase ends (this execution is inactive during the spawn phase).
private checkRanked2v2Cancelled(): boolean {
if (this.mg === null) throw new Error("Not initialized");
if (this.checkedRankedSpawns) {
return false;
}
this.checkedRankedSpawns = true;
const gameConfig = this.mg.config().gameConfig();
if (gameConfig.rankedType !== RankedType.TwoVTwo) {
return false;
}
// allPlayers: players() hides tile-less players, which is exactly what a
// never-spawned player is.
const spawned = this.mg
.allPlayers()
.filter((p) => p.type() === PlayerType.Human && p.hasSpawned()).length;
const expected = gameConfig.maxPlayers ?? 0;
if (spawned >= expected) {
return false;
}
console.log(
`ranked 2v2 cancelled: only ${spawned}/${expected} players spawned`,
);
this.mg.setWinner(null, this.mg.stats().stats());
this.active = false;
return true;
}
checkWinnerFFA(): void {
if (this.mg === null) throw new Error("Not initialized");
const sorted = this.mg
+6 -1
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@@ -762,7 +762,12 @@ export interface Game extends GameMap {
drainPackedMotionPlans(): Uint32Array | null;
drainPackedPlayerUpdates(): Float64Array | null;
drainPackedAttackUpdates(): Float64Array | null;
setWinner(winner: Player | Team, allPlayersStats: AllPlayersStats): void;
// null ends the game with no winner (a cancelled match, e.g. a ranked game
// that didn't fill): the record is archived winnerless and never ranked.
setWinner(
winner: Player | Team | null,
allPlayersStats: AllPlayersStats,
): void;
getWinner(): Player | Team | null;
config(): Config;
isPaused(): boolean;
+5 -2
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@@ -890,7 +890,10 @@ export class GameImpl implements Game {
});
}
setWinner(winner: Player | Team, allPlayersStats: AllPlayersStats): void {
setWinner(
winner: Player | Team | null,
allPlayersStats: AllPlayersStats,
): void {
this._winner = winner;
// OFM: snapshot final tiles for standings (bots skipped in recordFinalTiles).
for (const player of this.players()) {
@@ -898,7 +901,7 @@ export class GameImpl implements Game {
}
this.addUpdate({
type: GameUpdateType.Win,
winner: this.makeWinner(winner),
winner: winner === null ? undefined : this.makeWinner(winner),
allPlayersStats,
});
}
+3 -2
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@@ -1591,8 +1591,9 @@ export class GameServer {
}
client.reportedWinner = clientMsg.winner;
// Add client vote
const winnerKey = JSON.stringify(clientMsg.winner);
// Add client vote. A cancelled match ends with winner omitted;
// JSON.stringify(undefined) is not a string, so key those votes as "null".
const winnerKey = JSON.stringify(clientMsg.winner ?? null);
const activeUniqueIPs = new Set(this.activeClients.map((c) => c.ip)).size;
const votes = this.winnerVotes.add(winnerKey, clientMsg, client.ip);
+103
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@@ -0,0 +1,103 @@
import { WinCheckExecution } from "../src/core/execution/WinCheckExecution";
import {
Game,
GameMode,
PlayerInfo,
PlayerType,
RankedType,
} from "../src/core/game/Game";
import { GameUpdateType, WinUpdate } from "../src/core/game/GameUpdates";
import { GameConfig } from "../src/core/Schemas";
import { setup } from "./util/Setup";
async function setupTeamGame(config: Partial<GameConfig>): Promise<Game> {
const players = [1, 2, 3, 4].map(
(n) =>
new PlayerInfo(`player${n}`, PlayerType.Human, `client${n}`, `p${n}_id`),
);
return setup(
"plains",
{
gameMode: GameMode.Team,
playerTeams: 2,
maxPlayers: 4,
...config,
},
players,
);
}
function spawnPlayers(game: Game, count: number) {
for (let n = 1; n <= count; n++) {
const player = game.player(`p${n}_id`);
player.setSpawnTile(game.map().ref(n, n));
}
}
// The check fires on the first WinCheckExecution tick after the spawn phase
// (ticks divisible by 10), so 11 ticks is always enough to reach it.
function collectWinUpdates(game: Game): WinUpdate[] {
game.addExecution(new WinCheckExecution());
const wins: WinUpdate[] = [];
for (let i = 0; i < 11; i++) {
wins.push(...game.executeNextTick()[GameUpdateType.Win]);
}
return wins;
}
describe("Ranked 2v2 cancellation", () => {
it("ends the game with no winner when only 3 of 4 players spawned", async () => {
const game = await setupTeamGame({ rankedType: RankedType.TwoVTwo });
spawnPlayers(game, 3);
const wins = collectWinUpdates(game);
expect(wins).toHaveLength(1);
expect(wins[0].winner).toBeUndefined();
expect(game.getWinner()).toBeNull();
});
it("ends the game with no winner when a player never joined", async () => {
// Only 3 players are in the game at all (the 4th never connected, so it
// isn't in the start info), even though all present players spawned.
const players = [1, 2, 3].map(
(n) =>
new PlayerInfo(
`player${n}`,
PlayerType.Human,
`client${n}`,
`p${n}_id`,
),
);
const game = await setup(
"plains",
{
gameMode: GameMode.Team,
playerTeams: 2,
maxPlayers: 4,
rankedType: RankedType.TwoVTwo,
},
players,
);
spawnPlayers(game, 3);
const wins = collectWinUpdates(game);
expect(wins).toHaveLength(1);
expect(wins[0].winner).toBeUndefined();
});
it("does not cancel when all 4 players spawned", async () => {
const game = await setupTeamGame({ rankedType: RankedType.TwoVTwo });
spawnPlayers(game, 4);
expect(collectWinUpdates(game)).toHaveLength(0);
});
it("does not cancel unranked team games that are short a player", async () => {
const game = await setupTeamGame({});
spawnPlayers(game, 3);
expect(collectWinUpdates(game)).toHaveLength(0);
});
});