pokemon-showdown/server/index.ts
Guangcong Luo 78439b4a02
Update to ESLint 9 (#10926)
ESLint has a whole new config format, so I figure it's a good time to
make the config system saner.

- First, we no longer have separate eslint-no-types configs. Lint
  performance shouldn't be enough of a problem to justify the
  relevant maintenance complexity.

- Second, our base config should work out-of-the-box now. `npx eslint`
  will work as expected, without any CLI flags. You should still use
  `npm run lint` which adds the `--cached` flag for performance.

- Third, whatever updates I did fixed style linting, which apparently
  has been bugged for quite some time, considering all the obvious
  mixed-tabs-and-spaces issues I found in the upgrade.

Also here are some changes to our style rules. In particular:

- Curly brackets (for objects etc) now have spaces inside them. Sorry
  for the huge change. ESLint doesn't support our old style, and most
  projects use Prettier style, so we might as well match them in this way.
  See https://github.com/eslint-stylistic/eslint-stylistic/issues/415

- String + number concatenation is no longer allowed. We now
  consistently use template strings for this.
2025-02-25 20:03:46 -08:00

205 lines
6.1 KiB
TypeScript

/**
* Main file
* Pokemon Showdown - http://pokemonshowdown.com/
*
* This is the main Pokemon Showdown app, and the file that the
* `pokemon-showdown` script runs if you start Pokemon Showdown 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.ts
*
* Most of the communication with users happens in users.ts, we just
* forward messages between the sockets.js and users.ts.
*
* It exports the global tables `Users.users` and `Users.connections`.
*
* Rooms - from rooms.ts
*
* Every chat room and battle is a room, and what they do is done in
* rooms.ts. There's also a global room which every user is in, and
* handles miscellaneous things like welcoming the user.
*
* It exports the global table `Rooms.rooms`.
*
* Dex - from sim/dex.ts
*
* Handles getting data about Pokemon, items, etc.
*
* Ladders - from ladders.ts and ladders-remote.ts
*
* Handles Elo rating tracking for players.
*
* Chat - from chat.ts
*
* Handles chat and parses chat commands like /me and /ban
*
* Sockets - from sockets.js
*
* Used to abstract out network connections. sockets.js handles
* the actual server and connection set-up.
*
* @license MIT
*/
require('source-map-support').install();
// NOTE: This file intentionally doesn't use too many modern JavaScript
// features, so that it doesn't crash old versions of Node.js, so we
// can successfully print the "We require Node.js 18+" message.
// Check for version
const nodeVersion = parseInt(process.versions.node);
if (isNaN(nodeVersion) || nodeVersion < 18) {
throw new Error("We require Node.js version 18 or later; you're using " + process.version);
}
import { FS, Repl } from '../lib';
/*********************************************************
* Set up most of our globals
* This is in a function because swc runs `import` before any code,
* and many of our imports require the `Config` global to be set up.
*********************************************************/
function setupGlobals() {
const ConfigLoader = require('./config-loader');
global.Config = ConfigLoader.Config;
const { Monitor } = require('./monitor');
global.Monitor = Monitor;
global.__version = { head: '' };
void Monitor.version().then((hash: any) => {
global.__version.tree = hash;
});
Repl.cleanup();
if (Config.watchconfig) {
FS('config/config.js').onModify(() => {
try {
global.Config = ConfigLoader.load(true);
// ensure that battle prefixes configured via the chat plugin are not overwritten
// by battle prefixes manually specified in config.js
Chat.plugins['username-prefixes']?.prefixManager.refreshConfig(true);
Monitor.notice('Reloaded ../config/config.js');
} catch (e: any) {
Monitor.adminlog("Error reloading ../config/config.js: " + e.stack);
}
});
}
const { Dex } = require('../sim/dex');
global.Dex = Dex;
global.toID = Dex.toID;
const { Teams } = require('../sim/teams');
global.Teams = Teams;
const { LoginServer } = require('./loginserver');
global.LoginServer = LoginServer;
const { Ladders } = require('./ladders');
global.Ladders = Ladders;
const { Chat } = require('./chat');
global.Chat = Chat;
const { Users } = require('./users');
global.Users = Users;
const { Punishments } = require('./punishments');
global.Punishments = Punishments;
const { Rooms } = require('./rooms');
global.Rooms = Rooms;
// We initialize the global room here because roomlogs.ts needs the Rooms global
Rooms.global = new Rooms.GlobalRoomState();
const Verifier = require('./verifier');
global.Verifier = Verifier;
Verifier.PM.spawn();
const { Tournaments } = require('./tournaments');
global.Tournaments = Tournaments;
const { IPTools } = require('./ip-tools');
global.IPTools = IPTools;
void IPTools.loadHostsAndRanges();
}
setupGlobals();
if (Config.crashguard) {
// graceful crash - allow current battles to finish before restarting
process.on('uncaughtException', (err: Error) => {
Monitor.crashlog(err, 'The main process');
});
process.on('unhandledRejection', err => {
Monitor.crashlog(err as any, 'A main process Promise');
});
}
/*********************************************************
* Start networking processes to be connected to
*********************************************************/
import { Sockets } from './sockets';
global.Sockets = Sockets;
export function listen(port: number, bindAddress: string, workerCount: number) {
Sockets.listen(port, bindAddress, workerCount);
}
if (require.main === module) {
// Launch the server directly when app.js is the main module. Otherwise,
// in the case of app.js being imported as a module (e.g. unit tests),
// postpone launching until app.listen() is called.
let port;
for (const arg of process.argv) {
if (/^[0-9]+$/.test(arg)) {
port = parseInt(arg);
break;
}
}
Sockets.listen(port);
}
/*********************************************************
* Set up our last global
*********************************************************/
import * as TeamValidatorAsync from './team-validator-async';
global.TeamValidatorAsync = TeamValidatorAsync;
TeamValidatorAsync.PM.spawn();
/*********************************************************
* Start up the REPL server
*********************************************************/
// eslint-disable-next-line no-eval
Repl.start('app', cmd => eval(cmd));
/*********************************************************
* Fully initialized, run startup hook
*********************************************************/
if (Config.startuphook) {
process.nextTick(Config.startuphook);
}
if (Config.ofemain) {
try {
require.resolve('node-oom-heapdump');
} catch (e: any) {
if (e.code !== 'MODULE_NOT_FOUND') throw e; // should never happen
throw new Error(
'node-oom-heapdump is not installed, but it is a required dependency if Config.ofe is set to true! ' +
'Run npm install node-oom-heapdump and restart the server.'
);
}
// Create a heapdump if the process runs out of memory.
global.nodeOomHeapdump = (require as any)('node-oom-heapdump')({
addTimestamp: true,
});
}