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"use strict";
var __create = Object.create;
var __defProp = Object.defineProperty;
var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
var __getOwnPropNames = Object.getOwnPropertyNames;
var __getProtoOf = Object.getPrototypeOf;
var __hasOwnProp = Object.prototype.hasOwnProperty;
var __export = (target, all) => {
for (var name in all)
__defProp(target, name, { get: all[name], enumerable: true });
};
var __copyProps = (to, from, except, desc) => {
if (from && typeof from === "object" || typeof from === "function") {
for (let key of __getOwnPropNames(from))
if (!__hasOwnProp.call(to, key) && key !== except)
__defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
}
return to;
};
var __toESM = (mod, isNodeMode, target) => (target = mod != null ? __create(__getProtoOf(mod)) : {}, __copyProps(
// If the importer is in node compatibility mode or this is not an ESM
// file that has been converted to a CommonJS file using a Babel-
// compatible transform (i.e. "__esModule" has not been set), then set
// "default" to the CommonJS "module.exports" for node compatibility.
isNodeMode || !mod || !mod.__esModule ? __defProp(target, "default", { value: mod, enumerable: true }) : target,
mod
));
var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
var server_exports = {};
__export(server_exports, {
listen: () => listen
});
module.exports = __toCommonJS(server_exports);
var import_lib = require("../lib");
var import_sockets = require("./sockets");
var TeamValidatorAsync = __toESM(require("./team-validator-async"));
/**
* 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();
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);
}
function setupGlobals() {
const ConfigLoader = require("./config-loader");
global.Config = ConfigLoader.Config;
const { Monitor: Monitor2 } = require("./monitor");
global.Monitor = Monitor2;
global.__version = { head: "" };
void Monitor2.version().then((hash) => {
global.__version.tree = hash;
});
import_lib.Repl.cleanup();
if (Config.watchconfig) {
(0, import_lib.FS)("config/config.js").onModify(() => {
try {
global.Config = ConfigLoader.load(true);
Chat.plugins["username-prefixes"]?.prefixManager.refreshConfig(true);
Monitor2.notice("Reloaded ../config/config.js");
} catch (e) {
Monitor2.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;
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) {
process.on("uncaughtException", (err) => {
Monitor.crashlog(err, "The main process");
});
process.on("unhandledRejection", (err) => {
Monitor.crashlog(err, "A main process Promise");
});
}
global.Sockets = import_sockets.Sockets;
function listen(port, bindAddress, workerCount) {
import_sockets.Sockets.listen(port, bindAddress, workerCount);
}
if (require.main === module) {
let port;
for (const arg of process.argv) {
if (/^[0-9]+$/.test(arg)) {
port = parseInt(arg);
break;
}
}
import_sockets.Sockets.listen(port);
}
global.TeamValidatorAsync = TeamValidatorAsync;
TeamValidatorAsync.PM.spawn();
import_lib.Repl.start("app", (cmd) => eval(cmd));
if (Config.startuphook) {
process.nextTick(Config.startuphook);
}
if (Config.ofemain) {
try {
require.resolve("node-oom-heapdump");
} catch (e) {
if (e.code !== "MODULE_NOT_FOUND")
throw e;
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."
);
}
global.nodeOomHeapdump = require("node-oom-heapdump")({
addTimestamp: true
});
}
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