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app.js
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app.js
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/**
* 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. *
*
* 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
*/
/*********************************************************
* Make sure we have everything set up correctly
*********************************************************/
// Make sure our dependencies are available, and install them if they
// aren't
function runNpm(command) {
if (require.main !== module) throw new Error("Dependencies unmet");
command = 'npm ' + command + ' && ' + process.execPath + ' app.js';
console.log('Running `' + command + '`...');
require('child_process').spawn('sh', ['-c', command], {stdio: 'inherit', detached: true});
process.exit(0);
}
var isLegacyEngine = !global.Map;
var fs = require('fs');
var path = require('path');
try {
require('sugar');
if (isLegacyEngine) require('es6-shim');
} catch (e) {
runNpm('install --production');
}
if (isLegacyEngine && !new Map().set()) {
runNpm('update --production');
}
/*********************************************************
* Load configuration
*********************************************************/
try {
global.Config = require('./config/config.js');
} catch (err) {
if (err.code !== 'MODULE_NOT_FOUND') throw err;
// 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'))
);
global.Config = require('./config/config.js');
}
if (Config.watchconfig) {
fs.watchFile(path.resolve(__dirname, 'config/config.js'), function (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) {}
});
}
// Autoconfigure the app when running in cloud hosting environments:
var cloudenv = require('cloud-env');
Config.bindaddress = cloudenv.get('IP', Config.bindaddress || '');
Config.port = cloudenv.get('PORT', Config.port);
if (require.main === module && process.argv[2] && parseInt(process.argv[2])) {
Config.port = parseInt(process.argv[2]);
Config.ssl = null;
}
global.ResourceMonitor = {
connections: {},
connectionTimes: {},
battles: {},
battleTimes: {},
battlePreps: {},
battlePrepTimes: {},
networkUse: {},
networkCount: {},
cmds: {},
cmdsTimes: {},
cmdsTotal: {lastCleanup: Date.now(), count: 0},
teamValidatorChanged: 0,
teamValidatorUnchanged: 0,
/**
* Counts a connection. Returns true if the connection should be terminated for abuse.
*/
log: function (text) {
console.log(text);
if (Rooms.rooms.staff) {
Rooms.rooms.staff.add('||' + text);
Rooms.rooms.staff.update();
}
},
logHTML: function (text) {
console.log(text);
if (Rooms.rooms.staff) {
Rooms.rooms.staff.add('|html|' + text);
Rooms.rooms.staff.update();
}
},
countConnection: function (ip, name) {
var now = Date.now();
var duration = now - this.connectionTimes[ip];
name = (name ? ': ' + name : '');
if (ip in this.connections && duration < 30 * 60 * 1000) {
this.connections[ip]++;
if (this.connections[ip] < 500 && duration < 5 * 60 * 1000 && this.connections[ip] % 30 === 0) {
this.log('[ResourceMonitor] IP ' + ip + ' has connected ' + this.connections[ip] + ' times in the last ' + duration.duration() + name);
} else if (this.connections[ip] < 500 && this.connections[ip] % 90 === 0) {
this.log('[ResourceMonitor] IP ' + ip + ' has connected ' + this.connections[ip] + ' times in the last ' + duration.duration() + name);
} else if (this.connections[ip] === 500) {
this.log('[ResourceMonitor] IP ' + ip + ' has been banned for connection flooding (' + this.connections[ip] + ' times in the last ' + duration.duration() + name + ')');
return true;
} else if (this.connections[ip] > 500) {
if (this.connections[ip] % 250 === 0) {
this.log('[ResourceMonitor] Banned IP ' + ip + ' has connected ' + this.connections[ip] + ' times in the last ' + duration.duration() + name);
}
return true;
}
} else {
this.connections[ip] = 1;
this.connectionTimes[ip] = now;
}
},
/**
* Counts a battle. Returns true if the connection should be terminated for abuse.
*/
countBattle: function (ip, name) {
var now = Date.now();
var duration = now - this.battleTimes[ip];
name = (name ? ': ' + name : '');
if (ip in this.battles && duration < 30 * 60 * 1000) {
this.battles[ip]++;
if (duration < 5 * 60 * 1000 && this.battles[ip] % 15 === 0) {
this.log('[ResourceMonitor] IP ' + ip + ' has battled ' + this.battles[ip] + ' times in the last ' + duration.duration() + name);
} else if (this.battles[ip] % 75 === 0) {
this.log('[ResourceMonitor] IP ' + ip + ' has battled ' + this.battles[ip] + ' times in the last ' + duration.duration() + name);
}
} else {
this.battles[ip] = 1;
this.battleTimes[ip] = now;
}
},
/**
* Counts battle prep. Returns true if too much
*/
countPrepBattle: function (ip) {
var now = Date.now();
var duration = now - this.battlePrepTimes[ip];
if (ip in this.battlePreps && duration < 3 * 60 * 1000) {
this.battlePreps[ip]++;
if (this.battlePreps[ip] > 6) {
return true;
}
} else {
this.battlePreps[ip] = 1;
this.battlePrepTimes[ip] = now;
}
},
/**
* data
*/
countNetworkUse: function (size) {
if (this.activeIp in this.networkUse) {
this.networkUse[this.activeIp] += size;
this.networkCount[this.activeIp]++;
} else {
this.networkUse[this.activeIp] = size;
this.networkCount[this.activeIp] = 1;
}
},
writeNetworkUse: function () {
var buf = '';
for (var i in this.networkUse) {
buf += '' + this.networkUse[i] + '\t' + this.networkCount[i] + '\t' + i + '\n';
}
fs.writeFile(path.resolve(__dirname, 'logs/networkuse.tsv'), buf);
},
clearNetworkUse: function () {
this.networkUse = {};
this.networkCount = {};
},
/**
* Counts roughly the size of an object to have an idea of the server load.
*/
sizeOfObject: function (object) {
var objectList = [];
var stack = [object];
var bytes = 0;
while (stack.length) {
var value = stack.pop();
if (typeof value === 'boolean') bytes += 4;
else if (typeof value === 'string') bytes += value.length * 2;
else if (typeof value === 'number') bytes += 8;
else if (typeof value === 'object' && objectList.indexOf(value) < 0) {
objectList.push(value);
for (var i in value) stack.push(value[i]);
}
}
return bytes;
},
/**
* Controls the amount of times a cmd command is used
*/
countCmd: function (ip, name) {
var now = Date.now();
var duration = now - this.cmdsTimes[ip];
name = (name ? ': ' + name : '');
if (!this.cmdsTotal) this.cmdsTotal = {lastCleanup: 0, count: 0};
if (now - this.cmdsTotal.lastCleanup > 60 * 1000) {
this.cmdsTotal.count = 0;
this.cmdsTotal.lastCleanup = now;
}
this.cmdsTotal.count++;
if (ip in this.cmds && duration < 60 * 1000) {
this.cmds[ip]++;
if (duration < 60 * 1000 && this.cmds[ip] % 5 === 0) {
if (this.cmds[ip] >= 3) {
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);
return true;
}
this.log('[ResourceMonitor] IP ' + ip + ' has used CMD command ' + this.cmds[ip] + ' times in the last ' + duration.duration() + name);
} else if (this.cmds[ip] % 15 === 0) {
this.log('CMD command from ' + ip + ' blocked for ' + this.cmds[ip] + 'th use in the last ' + duration.duration() + name);
return true;
}
} else if (this.cmdsTotal.count > 8000) {
// One CMD check per user per minute on average (to-do: make this better)
this.log('CMD command for ' + ip + ' blocked because CMD has been used ' + this.cmdsTotal.count + ' times in the last minute.');
return true;
} else {
this.cmds[ip] = 1;
this.cmdsTimes[ip] = now;
}
}
};
/*********************************************************
* 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.
*/
global.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, '');
};
/**
* Sanitizes a username or Pokemon nickname
*
* Returns the passed name, sanitized for safe use as a name in the PS
* protocol.
*
* Such a string must uphold these guarantees:
* - must not contain any ASCII whitespace character other than a space
* - must not start or end with a space character
* - must not contain any of: | , [ ]
* - must not be the empty string
*
* If no such string can be found, returns the empty string. Calling
* functions are expected to check for that condition and deal with it
* accordingly.
*
* toName also enforces that there are not multiple space characters
* in the name, although this is not strictly necessary for safety.
*/
global.toName = function (name) {
name = string(name);
name = name.replace(/[\|\s\[\]\,]+/g, ' ').trim();
if (name.length > 18) name = name.substr(0, 18).trim();
return name;
};
/**
* 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 ''
*/
global.string = function (str) {
if (typeof str === 'string' || typeof str === 'number') return '' + str;
return '';
};
global.LoginServer = require('./loginserver.js');
global.Users = require('./users.js');
global.Rooms = require('./rooms.js');
delete process.send; // in case we're a child process
global.Verifier = require('./verifier.js');
global.CommandParser = require('./command-parser.js');
global.Simulator = require('./simulator.js');
global.Tournaments = require('./tournaments');
try {
global.Dnsbl = require('./dnsbl.js');
} catch (e) {
global.Dnsbl = {query:function () {}};
}
global.Cidr = require('./cidr.js');
if (Config.crashguard) {
// graceful crash - allow current battles to finish before restarting
var lastCrash = 0;
process.on('uncaughtException', function (err) {
var dateNow = Date.now();
var quietCrash = require('./infinite/override/crashlogger.js')(err, 'The main process');
quietCrash = quietCrash || ((dateNow - lastCrash) <= 1000 * 60 * 5);
lastCrash = Date.now();
if (quietCrash) return;
var stack = ("" + err.stack).escapeHTML().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 talk in the lobby or start new battles until the server restarts.</div>');
}
Config.modchat = 'crash';
Rooms.global.lockdown = true;
});
}
/*********************************************************
* Start networking processes to be connected to
*********************************************************/
global.Sockets = require('./sockets.js');
/*********************************************************
* 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.
global.Tools = require('./tools.js');
// After loading tools, generate and cache the format list.
Rooms.global.formatListText = Rooms.global.getFormatListText();
global.TeamValidator = require('./team-validator.js');
// load ipbans at our leisure
fs.readFile(path.resolve(__dirname, 'config/ipbans.txt'), function (err, data) {
if (err) return;
data = ('' + data).split("\n");
var rangebans = [];
for (var i = 0; i < data.length; i++) {
data[i] = data[i].split('#')[0].trim();
if (!data[i]) continue;
if (data[i].includes('/')) {
rangebans.push(data[i]);
} else if (!Users.bannedIps[data[i]]) {
Users.bannedIps[data[i]] = '#ipban';
}
}
Users.checkRangeBanned = Cidr.checker(rangebans);
});
/*********************************************************
* Start up the REPL server
*********************************************************/
require('./repl.js').start('app', function (cmd) { return eval(cmd); });
/*********************************************************
* Load up Infinite specific modules
*********************************************************/
require('./infinite/mongo').connect();
global.Poll = require('./infinite/poll');
global.Tells = require('./tells.js');
require('./infinite/emoticons').enableEmoticons();
fs.readdirSync('./infinite/override').forEach(function (file) {
if (file.substr(-3) === '.js') require('./infinite/override/' + file);
});
fs.readdirSync('./infinite/commands').forEach(function (file) {
if (file.substr(-3) === '.js') Object.merge(CommandParser.commands, require('./infinite/commands/' + file));
});