mirror of
https://github.com/smogon/pokemon-showdown.git
synced 2026-05-06 13:47:24 -05:00
I used a hack to make the multiple declaration errors go away, so all that remained in jsHint were actual errors, which I've now mostly fixed. All this linting ended up uncovering one actual bug: Uproar's message not showing. It's a very minor bug in a move no one uses, so I'm going to fold it into this commit.
405 lines
13 KiB
JavaScript
405 lines
13 KiB
JavaScript
/**
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* Main file
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* Pokemon Showdown - http://pokemonshowdown.com/
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*
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* This is the main Pokemon Showdown app, and the file you should be
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* running to start Pokemon Showdown if you're using it normally.
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*
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* This file sets up our SockJS server, which handles communication
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* between users and your server, and also sets up globals. You can
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* see details in their corresponding files, but here's an overview:
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*
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* Users - from users.js
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*
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* Most of the communication with users happens in users.js, we just
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* forward messages between the sockets.js and users.js.
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*
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* Rooms - from rooms.js
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*
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* Every chat room and battle is a room, and what they do is done in
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* rooms.js. There's also a global room which every user is in, and
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* handles miscellaneous things like welcoming the user.
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*
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* Tools - from tools.js
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*
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* Handles getting data about Pokemon, items, etc. *
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*
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* Simulator - from simulator.js
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*
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* Used to access the simulator itself.
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*
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* CommandParser - from command-parser.js
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*
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* Parses text commands like /me
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*
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* Sockets - from sockets.js
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*
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* Used to abstract out network connections. sockets.js handles
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* the actual server and connection set-up.
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*
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* @license MIT license
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*/
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/*********************************************************
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* Make sure we have everything set up correctly
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*********************************************************/
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// Make sure our dependencies are available, and install them if they
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// aren't
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function runNpm(command) {
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console.log('Running `npm ' + command + '`...');
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var child_process = require('child_process');
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var npm = child_process.spawn('npm', [command]);
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npm.stdout.on('data', function (data) {
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process.stdout.write(data);
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});
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npm.stderr.on('data', function (data) {
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process.stderr.write(data);
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});
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npm.on('close', function (code) {
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if (!code) {
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child_process.fork('app.js').disconnect();
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}
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});
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}
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try {
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require('sugar');
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} catch (e) {
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return runNpm('install');
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}
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if (!Object.select) {
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return runNpm('update');
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}
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// Make sure config.js exists, and copy it over from config-example.js
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// if it doesn't
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var fs = require('fs');
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// Synchronously, since it's needed before we can start the server
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if (!fs.existsSync('./config/config.js')) {
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console.log("config.js doesn't exist - creating one with default settings...");
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fs.writeFileSync('./config/config.js',
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fs.readFileSync('./config/config-example.js')
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);
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}
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/*********************************************************
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* Load configuration
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*********************************************************/
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global.Config = require('./config/config.js');
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if (Config.watchconfig) {
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fs.watchFile('./config/config.js', function (curr, prev) {
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if (curr.mtime <= prev.mtime) return;
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try {
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delete require.cache[require.resolve('./config/config.js')];
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global.Config = require('./config/config.js');
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console.log('Reloaded config/config.js');
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} catch (e) {}
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});
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}
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if (process.argv[2] && parseInt(process.argv[2])) {
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Config.port = parseInt(process.argv[2]);
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}
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global.ResourceMonitor = {
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connections: {},
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connectionTimes: {},
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battles: {},
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battleTimes: {},
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battlePreps: {},
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battlePrepTimes: {},
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networkUse: {},
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networkCount: {},
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cmds: {},
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cmdsTimes: {},
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cmdsTotal: {lastCleanup: Date.now(), count: 0},
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teamValidatorChanged: 0,
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teamValidatorUnchanged: 0,
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/**
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* Counts a connection. Returns true if the connection should be terminated for abuse.
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*/
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log: function (text) {
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console.log(text);
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if (Rooms.rooms.staff) Rooms.rooms.staff.add('||' + text);
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},
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countConnection: function (ip, name) {
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var now = Date.now();
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var duration = now - this.connectionTimes[ip];
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name = (name ? ': ' + name : '');
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if (ip in this.connections && duration < 30 * 60 * 1000) {
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this.connections[ip]++;
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if (this.connections[ip] < 500 && duration < 5 * 60 * 1000 && this.connections[ip] % 20 === 0) {
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this.log('[ResourceMonitor] IP ' + ip + ' has connected ' + this.connections[ip] + ' times in the last ' + duration.duration() + name);
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} else if (this.connections[ip] < 500 && this.connections[ip] % 60 === 0) {
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this.log('[ResourceMonitor] IP ' + ip + ' has connected ' + this.connections[ip] + ' times in the last ' + duration.duration() + name);
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} else if (this.connections[ip] === 500) {
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this.log('[ResourceMonitor] IP ' + ip + ' has been banned for connection flooding (' + this.connections[ip] + ' times in the last ' + duration.duration() + name + ')');
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return true;
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} else if (this.connections[ip] > 500) {
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if (this.connections[ip] % 200 === 0) {
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this.log('[ResourceMonitor] Banned IP ' + ip + ' has connected ' + this.connections[ip] + ' times in the last ' + duration.duration() + name);
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}
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return true;
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}
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} else {
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this.connections[ip] = 1;
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this.connectionTimes[ip] = now;
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}
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},
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/**
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* Counts a battle. Returns true if the connection should be terminated for abuse.
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*/
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countBattle: function (ip, name) {
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var now = Date.now();
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var duration = now - this.battleTimes[ip];
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name = (name ? ': ' + name : '');
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if (ip in this.battles && duration < 30 * 60 * 1000) {
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this.battles[ip]++;
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if (duration < 5 * 60 * 1000 && this.battles[ip] % 15 === 0) {
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this.log('[ResourceMonitor] IP ' + ip + ' has battled ' + this.battles[ip] + ' times in the last ' + duration.duration() + name);
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} else if (this.battles[ip] % 75 === 0) {
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this.log('[ResourceMonitor] IP ' + ip + ' has battled ' + this.battles[ip] + ' times in the last ' + duration.duration() + name);
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}
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} else {
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this.battles[ip] = 1;
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this.battleTimes[ip] = now;
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}
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},
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/**
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* Counts battle prep. Returns true if too much
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*/
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countPrepBattle: function (ip) {
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var now = Date.now();
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var duration = now - this.battlePrepTimes[ip];
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if (ip in this.battlePreps && duration < 3 * 60 * 1000) {
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this.battlePreps[ip]++;
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if (this.battlePreps[ip] > 6) {
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return true;
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}
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} else {
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this.battlePreps[ip] = 1;
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this.battlePrepTimes[ip] = now;
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}
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},
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/**
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* data
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*/
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countNetworkUse: function (size) {
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if (this.activeIp in this.networkUse) {
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this.networkUse[this.activeIp] += size;
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this.networkCount[this.activeIp]++;
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} else {
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this.networkUse[this.activeIp] = size;
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this.networkCount[this.activeIp] = 1;
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}
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},
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writeNetworkUse: function () {
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var buf = '';
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for (var i in this.networkUse) {
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buf += '' + this.networkUse[i] + '\t' + this.networkCount[i] + '\t' + i + '\n';
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}
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fs.writeFile('logs/networkuse.tsv', buf);
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},
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clearNetworkUse: function () {
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this.networkUse = {};
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this.networkCount = {};
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},
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/**
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* Counts roughly the size of an object to have an idea of the server load.
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*/
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sizeOfObject: function (object) {
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var objectList = [];
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var stack = [object];
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var bytes = 0;
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while (stack.length) {
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var value = stack.pop();
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if (typeof value === 'boolean') bytes += 4;
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else if (typeof value === 'string') bytes += value.length * 2;
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else if (typeof value === 'number') bytes += 8;
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else if (typeof value === 'object' && objectList.indexOf( value ) === -1) {
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objectList.push( value );
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for (var i in value) stack.push( value[ i ] );
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}
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}
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return bytes;
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},
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/**
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* Controls the amount of times a cmd command is used
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*/
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countCmd: function (ip, name) {
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var now = Date.now();
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var duration = now - this.cmdsTimes[ip];
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name = (name ? ': ' + name : '');
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if (!this.cmdsTotal) this.cmdsTotal = {lastCleanup: 0, count: 0};
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if (now - this.cmdsTotal.lastCleanup > 60 * 1000) {
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this.cmdsTotal.count = 0;
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this.cmdsTotal.lastCleanup = now;
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}
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this.cmdsTotal.count++;
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if (ip in this.cmds && duration < 60 * 1000) {
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this.cmds[ip]++;
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if (duration < 60 * 1000 && this.cmds[ip] % 5 === 0) {
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if (this.cmds[ip] >= 3) {
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if (this.cmds[ip] % 30 === 0) this.log('CMD command from ' + ip + ' blocked for ' + this.cmds[ip] + 'th use in the last ' + duration.duration() + name);
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return true;
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}
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this.log('[ResourceMonitor] IP ' + ip + ' has used CMD command ' + this.cmds[ip] + ' times in the last ' + duration.duration() + name);
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} else if (this.cmds[ip] % 15 === 0) {
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this.log('CMD command from ' + ip + ' blocked for ' + this.cmds[ip] + 'th use in the last ' + duration.duration() + name);
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return true;
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}
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} else if (this.cmdsTotal.count > 8000) {
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// One CMD check per user per minute on average (to-do: make this better)
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this.log('CMD command for ' + ip + ' blocked because CMD has been used ' + this.cmdsTotal.count + ' times in the last minute.');
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return true;
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} else {
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this.cmds[ip] = 1;
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this.cmdsTimes[ip] = now;
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}
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}
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};
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/*********************************************************
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* Set up most of our globals
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*********************************************************/
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/**
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* Converts anything to an ID. An ID must have only lowercase alphanumeric
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* characters.
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* If a string is passed, it will be converted to lowercase and
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* non-alphanumeric characters will be stripped.
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* If an object with an ID is passed, its ID will be returned.
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* Otherwise, an empty string will be returned.
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*/
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global.toId = function (text) {
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if (text && text.id) text = text.id;
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else if (text && text.userid) text = text.userid;
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return string(text).toLowerCase().replace(/[^a-z0-9]+/g, '');
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};
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/**
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* Sanitizes a username or Pokemon nickname
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*
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* Returns the passed name, sanitized for safe use as a name in the PS
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* protocol.
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*
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* Such a string must uphold these guarantees:
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* - must not contain any ASCII whitespace character other than a space
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* - must not start or end with a space character
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* - must not contain any of: | , [ ]
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* - must not be the empty string
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*
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* If no such string can be found, returns the empty string. Calling
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* functions are expected to check for that condition and deal with it
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* accordingly.
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*
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* toName also enforces that there are not multiple space characters
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* in the name, although this is not strictly necessary for safety.
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*/
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global.toName = function (name) {
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name = string(name);
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name = name.replace(/[\|\s\[\]\,]+/g, ' ').trim();
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if (name.length > 18) name = name.substr(0, 18).trim();
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return name;
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};
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/**
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* Safely ensures the passed variable is a string
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* Simply doing '' + str can crash if str.toString crashes or isn't a function
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* If we're expecting a string and being given anything that isn't a string
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* or a number, it's safe to assume it's an error, and return ''
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*/
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global.string = function (str) {
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if (typeof str === 'string' || typeof str === 'number') return '' + str;
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return '';
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};
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global.LoginServer = require('./loginserver.js');
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global.Users = require('./users.js');
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global.Rooms = require('./rooms.js');
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delete process.send; // in case we're a child process
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global.Verifier = require('./verifier.js');
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global.CommandParser = require('./command-parser.js');
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global.Simulator = require('./simulator.js');
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global.Tournaments = require('./tournaments');
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try {
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global.Dnsbl = require('./dnsbl.js');
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} catch (e) {
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global.Dnsbl = {query:function (){}};
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}
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global.Cidr = require('./cidr.js');
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if (Config.crashguard) {
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// graceful crash - allow current battles to finish before restarting
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var lastCrash = 0;
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process.on('uncaughtException', function (err) {
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var dateNow = Date.now();
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var quietCrash = require('./crashlogger.js')(err, 'The main process');
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quietCrash = quietCrash || ((dateNow - lastCrash) <= 1000 * 60 * 5);
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lastCrash = Date.now();
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if (quietCrash) return;
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var stack = ("" + err.stack).escapeHTML().split("\n").slice(0, 2).join("<br />");
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if (Rooms.lobby) {
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Rooms.lobby.addRaw('<div class="broadcast-red"><b>THE SERVER HAS CRASHED:</b> ' + stack + '<br />Please restart the server.</div>');
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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>');
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}
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Config.modchat = 'crash';
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Rooms.global.lockdown = true;
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});
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}
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/*********************************************************
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* Start networking processes to be connected to
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*********************************************************/
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global.Sockets = require('./sockets.js');
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/*********************************************************
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* Set up our last global
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*********************************************************/
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// This slow operation is done *after* we start listening for connections
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// to the server. Anybody who connects while this require() is running will
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// have to wait a couple seconds before they are able to join the server, but
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// at least they probably won't receive a connection error message.
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global.Tools = require('./tools.js');
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// After loading tools, generate and cache the format list.
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Rooms.global.formatListText = Rooms.global.getFormatListText();
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global.TeamValidator = require('./team-validator.js');
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// load ipbans at our leisure
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fs.readFile('./config/ipbans.txt', function (err, data) {
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if (err) return;
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data = ('' + data).split("\n");
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var rangebans = [];
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for (var i = 0; i < data.length; i++) {
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data[i] = data[i].split('#')[0].trim();
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if (!data[i]) continue;
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if (data[i].indexOf('/') >= 0) {
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rangebans.push(data[i]);
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} else if (!Users.bannedIps[data[i]]) {
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Users.bannedIps[data[i]] = '#ipban';
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}
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}
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Users.checkRangeBanned = Cidr.checker(rangebans);
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});
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