pokemon-showdown/app.js
2013-05-28 03:43:52 -07:00

443 lines
13 KiB
JavaScript

/**
* Main file
* Pokemon Showdown - http://pokemonshowdown.com/
*
* This is the main Pokemon Showdown app, and the file you should be
* running to start Pokemon Showdown if you're using it normally.
*
* This file sets up our SockJS server, which handles communication
* between users and your server, and also sets up globals. You can
* see details in their corresponding files, but here's an overview:
*
* Users - from users.js
*
* Most of the communication with users happens in users.js, we just
* forward messages between the client and users.js.
*
* Rooms - from rooms.js
*
* Every chat room and battle is a room, and what they do is done in
* rooms.js. There's also a global room which every user is in, and
* handles miscellaneous things like welcoming the user.
*
* Tools - from tools.js
*
* Handles getting data about Pokemon, items, etc. *
*
* Simulator - from simulator.js
*
* Used to access the simulator itself.
*
* CommandParser - from command-parser.js
*
* Parses text commands like /me
*
* @license MIT license
*/
/*********************************************************
* Make sure we have everything set up correctly
*********************************************************/
// Make sure our dependencies are available, and install them if they
// aren't
function runNpm(command) {
console.log('Running `npm ' + command + '`...');
var child_process = require('child_process');
var npm = child_process.spawn('npm', [command]);
npm.stdout.on('data', function(data) {
process.stdout.write(data);
});
npm.stderr.on('data', function(data) {
process.stderr.write(data);
});
npm.on('close', function(code) {
if (!code) {
child_process.fork('app.js').disconnect();
}
});
}
try {
require('sugar');
} catch (e) {
return runNpm('install');
}
if (!Object.select) {
return runNpm('update');
}
// Make sure config.js exists, and copy it over from config-example.js
// if it doesn't
fs = require('fs');
if (!('existsSync' in fs)) {
fs.existsSync = require('path').existsSync;
}
// Synchronously, since it's needed before we can start the server
if (!fs.existsSync('./config/config.js')) {
console.log("config.js doesn't exist - creating one with default settings...");
fs.writeFileSync('./config/config.js',
fs.readFileSync('./config/config-example.js')
);
}
/*********************************************************
* Load configuration
*********************************************************/
config = require('./config/config.js');
var watchFile = function() {
try {
return fs.watchFile.apply(fs, arguments);
} catch (e) {
console.log('Your version of node does not support `fs.watchFile`');
}
};
if (config.watchconfig) {
watchFile('./config/config.js', function(curr, prev) {
if (curr.mtime <= prev.mtime) return;
try {
delete require.cache[require.resolve('./config/config.js')];
config = require('./config/config.js');
console.log('Reloaded config/config.js');
} catch (e) {}
});
}
if (process.argv[2] && parseInt(process.argv[2])) {
config.port = parseInt(process.argv[2]);
}
if (process.argv[3]) {
config.setuid = process.argv[3];
}
/*********************************************************
* Start our servers
*********************************************************/
// Static HTTP server
// This handles the custom CSS and custom avatar features, and also
// redirects yourserver:8001 to yourserver-8001.psim.us
// It's optional if you don't need these features.
var app = require('http').createServer();
var appssl;
if (config.ssl) {
appssl = require('https').createServer(config.ssl.options);
}
try {
(function() {
var nodestatic = require('node-static');
var cssserver = new nodestatic.Server('./config');
var avatarserver = new nodestatic.Server('./config/avatars');
var staticserver = new nodestatic.Server('./static');
var staticRequestHandler = function(request, response) {
request.resume();
request.addListener('end', function() {
if (config.customhttpresponse &&
config.customhttpresponse(request, response)) {
return;
}
var server;
if (request.url === '/custom.css') {
server = cssserver;
} else if (request.url.substr(0, 9) === '/avatars/') {
request.url = request.url.substr(8);
server = avatarserver;
} else {
if (/^\/(teambuilder|ladder|lobby|battle)\/?$/.test(request.url) ||
/^\/(lobby|battle)-([A-Za-z0-9-]*)$/.test(request.url)) {
request.url = '/';
}
server = staticserver;
}
server.serve(request, response, function(e, res) {
if (e && (e.status === 404)) {
staticserver.serveFile('404.html', 404, {}, request, response);
}
});
});
};
app.on('request', staticRequestHandler);
if (appssl) {
appssl.on('request', staticRequestHandler);
}
})();
} catch (e) {
console.log('Could not start node-static - try `npm install` if you want to use it');
}
// SockJS server
// This is the main server that handles users connecting to our server
// and doing things on our server.
var server = require('sockjs').createServer({
sockjs_url: "http://cdn.sockjs.org/sockjs-0.3.min.js",
log: function(severity, message) {
if (severity === 'error') console.log('ERROR: '+message);
},
prefix: '/showdown'
});
// Make `app`, `appssl`, and `server` available to the console.
App = app;
AppSSL = appssl;
Server = server;
/*********************************************************
* Set up most of our globals
*********************************************************/
/**
* Converts anything to an ID. An ID must have only lowercase alphanumeric
* characters.
* If a string is passed, it will be converted to lowercase and
* non-alphanumeric characters will be stripped.
* If an object with an ID is passed, its ID will be returned.
* Otherwise, an empty string will be returned.
*/
toId = function(text) {
if (text && text.id) text = text.id;
else if (text && text.userid) text = text.userid;
return string(text).toLowerCase().replace(/[^a-z0-9]+/g, '');
};
toUserid = toId;
/**
* Validates a username or Pokemon nickname
*/
var bannedNameStartChars = {'~':1, '&':1, '@':1, '%':1, '+':1, '-':1, '!':1, '?':1, '#':1, ' ':1};
toName = function(name) {
name = string(name);
name = name.replace(/[\|\s\[\]\,]+/g, ' ').trim();
while (bannedNameStartChars[name.charAt(0)]) {
name = name.substr(1);
}
if (name.length > 18) name = name.substr(0,18);
if (config.namefilter) {
name = config.namefilter(name);
}
return name;
};
/**
* Escapes a string for HTML
* If strEscape is true, escapes it for JavaScript, too
*/
sanitize = function(str, strEscape) {
str = (''+(str||''));
str = str.escapeHTML();
if (strEscape) str = str.replace(/'/g, '\\\'');
return str;
};
/**
* Safely ensures the passed variable is a string
* Simply doing ''+str can crash if str.toString crashes or isn't a function
* If we're expecting a string and being given anything that isn't a string
* or a number, it's safe to assume it's an error, and return ''
*/
string = function(str) {
if (typeof str === 'string' || typeof str === 'number') return ''+str;
return '';
}
/**
* Converts any variable to an integer (numbers get floored, non-numbers
* become 0). Then clamps it between min and (optionally) max.
*/
clampIntRange = function(num, min, max) {
if (typeof num !== 'number') num = 0;
num = Math.floor(num);
if (num < min) num = min;
if (typeof max !== 'undefined' && num > max) num = max;
return num;
};
try {
if (config.setuid) {
process.setuid(config.setuid);
console.log("setuid succeeded, we are now running as "+config.setuid);
}
}
catch (err) {
console.log("ERROR: setuid failed: [%s] Call: [%s]", err.message, err.syscall);
process.exit(1);
}
LoginServer = require('./loginserver.js');
watchFile('./config/custom.css', function(curr, prev) {
LoginServer.request('invalidatecss', {}, function() {});
});
LoginServer.request('invalidatecss', {}, function() {});
Data = {};
Users = require('./users.js');
Rooms = require('./rooms.js');
delete process.send; // in case we're a child process
Verifier = require('./verifier.js');
CommandParser = require('./command-parser.js');
Simulator = require('./simulator.js');
lockdown = false;
sendData = function(socket, data) {
socket.write(data);
};
if (config.crashguard) {
// graceful crash - allow current battles to finish before restarting
process.on('uncaughtException', (function() {
var lastCrash = 0;
return function(err) {
var dateNow = Date.now();
var quietCrash = require('./crashlogger.js')(err, 'The main process');
quietCrash = quietCrash || ((dateNow - lastCrash) <= 1000 * 60 * 5)
lastCrash = Date.now();
if (quietCrash) return;
var stack = (""+err.stack).split("\n").slice(0,2).join("<br />");
Rooms.lobby.addRaw('<div class="broadcast-red"><b>THE SERVER HAS CRASHED:</b> '+stack+'<br />Please restart the server.</div>');
Rooms.lobby.addRaw('<div class="broadcast-red">You will not be able to talk in the lobby or start new battles until the server restarts.</div>');
config.modchat = 'crash';
lockdown = true;
};
})());
}
/*********************************************************
* Set up the server to be connected to
*********************************************************/
var socketCounter = 0;
server.on('connection', function(socket) {
if (!socket.remoteAddress) {
// This condition occurs several times per day. It may be a SockJS bug.
try {
socket.end();
} catch (e) {}
return;
}
socket.id = (++socketCounter);
if (config.proxyip && (config.proxyip.indexOf(socket.remoteAddress) >= 0)) {
var ips = (socket.headers['x-forwarded-for'] || '').split(',');
var ip;
while (ip = ips.pop()) {
ip = ip.trim();
if (config.proxyip.indexOf(ip) < 0) {
socket.remoteAddress = ip;
break;
}
}
}
if (Users.checkBanned(socket.remoteAddress)) {
console.log('CONNECT BLOCKED - IP BANNED: '+socket.remoteAddress);
socket.end();
return;
}
console.log('CONNECT: '+socket.remoteAddress+' ['+socket.id+']');
var interval;
if (config.herokuhack) {
// see https://github.com/sockjs/sockjs-node/issues/57#issuecomment-5242187
interval = setInterval(function() {
try {
socket._session.recv.didClose();
} catch (e) {}
}, 15000);
}
var connection;
socket.on('data', function(message) {
// Due to a bug in SockJS or Faye, if an exception propagates out of
// the `data` event handler, the user will be disconnected on the next
// `data` event. To prevent this, we log exceptions and prevent them
// from propagating out of this function.
try {
// drop legacy JSON messages
if (message.substr(0,1) === '{') return;
// drop invalid messages without a pipe character
var pipeIndex = message.indexOf('|');
if (pipeIndex < 0) return;
var roomid = message.substr(0, pipeIndex);
var lines = message.substr(pipeIndex + 1);
var room = Rooms.get(roomid, 'lobby');
var user = connection.user;
lines.split('\n').forEach(function(text) {
user.chat(text, room, connection);
});
} catch (e) {
var stack = e.stack + '\n\n';
stack += 'Additional information:\n';
stack += 'user = ' + user + '\n';
stack += 'ip = ' + socket.remoteAddress + '\n';
stack += 'roomid = ' + roomid + '\n';
stack += 'message = ' + message;
var err = {stack: stack};
if (config.crashguard) {
try {
connection.sendTo(roomid||'lobby', '|html|<div class="broadcast-red"><b>Something crashed!</b><br />Don\'t worry, we\'re working on fixing it.</div>');
} catch (e) {} // don't crash again...
process.emit('uncaughtException', err);
} else {
throw err;
}
}
});
socket.on('close', function() {
if (interval) {
clearInterval(interval);
}
var user = connection.user;
if (!user) return;
user.onDisconnect(socket);
});
connection = Users.connectUser(socket);
});
server.installHandlers(app, {});
app.listen(config.port);
if (appssl) {
server.installHandlers(appssl, {});
appssl.listen(config.ssl.port);
}
console.log('Server started on port ' + config.port);
if (appssl) {
console.log('SSL server started on port ' + config.ssl.port);
}
console.log('Test your server at http://localhost:' + config.port);
/*********************************************************
* Set up our last global
*********************************************************/
// This slow operation is done *after* we start listening for connections
// to the server. Anybody who connects while this require() is running will
// have to wait a couple seconds before they are able to join the server, but
// at least they probably won't receive a connection error message.
Tools = require('./tools.js');
// After loading tools, generate and cache the format list.
Rooms.global.formatListText = Rooms.global.getFormatListText();