pokemon-showdown/app.js
Guangcong Luo e82917fc95 Refactor/merge dnsbl.js and cidr.js
dnsbl.js is kind of a misnomer, but it has been for a long time. It's
currently a collection of various tools useful for IP-based blocking.

Maybe iptools.js?

Anyway, the two files are now one file, and have been refactored a
bit for performance. Dnsbl.query is also a Promise API now.
2016-08-10 15:00:46 -05:00

187 lines
5.7 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 sockets.js 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.
*
* Ladders - from ladders.js and ladders-remote.js
*
* Handles Elo rating tracking for players.
*
* Simulator - from simulator.js
*
* Used to access the simulator itself.
*
* CommandParser - from command-parser.js
*
* Parses text commands like /me
*
* Sockets - from sockets.js
*
* Used to abstract out network connections. sockets.js handles
* the actual server and connection set-up.
*
* @license MIT license
*/
'use strict';
const fs = require('fs');
const path = require('path');
/*********************************************************
* Make sure we have everything set up correctly
*********************************************************/
// Make sure our dependencies are available, and install them if they
// aren't
try {
require.resolve('sockjs');
} catch (e) {
if (require.main !== module) throw new Error("Dependencies unmet");
let command = 'npm install --production';
console.log('Installing dependencies: `' + command + '`...');
require('child_process').spawnSync('sh', ['-c', command], {stdio: 'inherit'});
}
/*********************************************************
* Load configuration
*********************************************************/
try {
require.resolve('./config/config.js');
} catch (err) {
if (err.code !== 'MODULE_NOT_FOUND') throw err; // should never happen
// Copy it over synchronously from config-example.js since it's needed before we can start the server
console.log("config.js doesn't exist - creating one with default settings...");
fs.writeFileSync(path.resolve(__dirname, 'config/config.js'),
fs.readFileSync(path.resolve(__dirname, 'config/config-example.js'))
);
} finally {
global.Config = require('./config/config.js');
}
if (Config.watchconfig) {
fs.watchFile(path.resolve(__dirname, 'config/config.js'), (curr, prev) => {
if (curr.mtime <= prev.mtime) return;
try {
delete require.cache[require.resolve('./config/config.js')];
global.Config = require('./config/config.js');
if (global.Users) Users.cacheGroupData();
console.log('Reloaded config/config.js');
} catch (e) {
console.log('Error reloading config/config.js: ' + e.stack);
}
});
}
/*********************************************************
* Set up most of our globals
*********************************************************/
global.Monitor = require('./monitor.js');
global.Tools = require('./tools.js');
global.toId = Tools.getId;
global.LoginServer = require('./loginserver.js');
global.Ladders = require(Config.remoteladder ? './ladders-remote.js' : './ladders.js');
global.Users = require('./users.js');
global.Punishments = require('./punishments.js');
global.Rooms = require('./rooms.js');
delete process.send; // in case we're a child process
global.Verifier = require('./verifier.js');
Verifier.PM.spawn();
global.CommandParser = require('./command-parser.js');
global.Simulator = require('./simulator.js');
global.Tournaments = require('./tournaments');
global.Dnsbl = require('./dnsbl.js');
Dnsbl.loadDatacenters();
if (Config.crashguard) {
// graceful crash - allow current battles to finish before restarting
process.on('uncaughtException', err => {
let crashMessage = require('./crashlogger.js')(err, 'The main process');
if (crashMessage !== 'lockdown') return;
let stack = Tools.escapeHTML(err.stack).split("\n").slice(0, 2).join("<br />");
if (Rooms.lobby) {
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 start new battles until the server restarts.</div>');
Rooms.lobby.update();
}
Rooms.global.lockdown = true;
});
process.on('unhandledRejection', err => {
throw err;
});
}
/*********************************************************
* Start networking processes to be connected to
*********************************************************/
global.Sockets = require('./sockets.js');
exports.listen = function (port, bindAddress, workerCount) {
Sockets.listen(port, bindAddress, workerCount);
};
if (require.main === module) {
// if running with node app.js, set up the server directly
// (otherwise, wait for app.listen())
let port;
if (process.argv[2]) {
port = parseInt(process.argv[2]); // eslint-disable-line radix
}
Sockets.listen(port);
}
/*********************************************************
* Set up our last global
*********************************************************/
// Generate and cache the format list.
Tools.includeFormats();
Rooms.global.formatListText = Rooms.global.getFormatListText();
global.TeamValidator = require('./team-validator.js');
TeamValidator.PM.spawn();
/*********************************************************
* Start up the REPL server
*********************************************************/
require('./repl.js').start('app', cmd => eval(cmd));