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/**
* Users
* Pokemon Showdown - http://pokemonshowdown.com/
*
* Most of the communication with users happens here.
*
* There are two object types this file introduces:
* User and Connection.
*
* A User object is a user, identified by username. A guest has a
* username in the form "Guest 12". Any user whose username starts
* with "Guest" must be a guest; normal users are not allowed to
* use usernames starting with "Guest".
*
* A User can be connected to Pokemon Showdown from any number of tabs
* or computers at the same time. Each connection is represented by
* a Connection object. A user tracks its connections in
* user.connections - if this array is empty, the user is offline.
*
* `Users.users` is the global table of all users, a `Map` of `ID:User`.
* Users should normally be accessed with `Users.get(userid)`
*
* `Users.connections` is the global table of all connections, a `Map` of
* `string:Connection` (the string is mostly meaningless but see
* `connection.id` for details). Connections are normally accessed through
* `user.connections`.
*
* @license MIT
*/
type StatusType = 'online' | 'busy' | 'idle';
const THROTTLE_DELAY = 600;
const THROTTLE_DELAY_TRUSTED = 100;
const THROTTLE_DELAY_PUBLIC_BOT = 25;
const THROTTLE_BUFFER_LIMIT = 6;
const THROTTLE_MULTILINE_WARN = 3;
const THROTTLE_MULTILINE_WARN_STAFF = 6;
const THROTTLE_MULTILINE_WARN_ADMIN = 25;
const NAMECHANGE_THROTTLE = 2 * 60 * 1000; // 2 minutes
const NAMES_PER_THROTTLE = 3;
const PERMALOCK_CACHE_TIME = 30 * 24 * 60 * 60 * 1000; // 30 days
const DEFAULT_TRAINER_SPRITES = [1, 2, 101, 102, 169, 170, 265, 266];
import { Utils, type ProcessManager } from '../lib';
import {
Auth, GlobalAuth, PLAYER_SYMBOL, HOST_SYMBOL, type RoomPermission, type GlobalPermission,
} from './user-groups';
const MINUTES = 60 * 1000;
const IDLE_TIMER = 60 * MINUTES;
const STAFF_IDLE_TIMER = 30 * MINUTES;
const CONNECTION_EXPIRY_TIME = 24 * 60 * MINUTES;
/*********************************************************
* Utility functions
*********************************************************/
// Low-level functions for manipulating Users.users and Users.prevUsers
// Keeping them all here makes it easy to ensure they stay consistent
function move(user: User, newUserid: ID) {
if (user.id === newUserid) return true;
if (!user) return false;
// doing it this way mathematically ensures no cycles
prevUsers.delete(newUserid);
prevUsers.set(user.id, newUserid);
users.delete(user.id);
user.id = newUserid;
users.set(newUserid, user);
return true;
}
function add(user: User) {
if (user.id) throw new Error(`Adding a user that already exists`);
numUsers++;
user.guestNum = numUsers;
user.name = `Guest ${numUsers}`;
user.id = toID(user.name);
if (users.has(user.id)) throw new Error(`userid taken: ${user.id}`);
users.set(user.id, user);
}
function deleteUser(user: User) {
prevUsers.delete(`guest${user.guestNum}` as ID);
users.delete(user.id);
}
function merge(toRemain: User, toDestroy: User) {
prevUsers.delete(toRemain.id);
prevUsers.set(toDestroy.id, toRemain.id);
}
/**
* Get a user.
*
* Usage:
* Users.get(userid or username)
*
* Returns the corresponding User object, or null if no matching
* was found.
*
* By default, this function will track users across name changes.
* For instance, if "Some dude" changed their name to "Some guy",
* Users.get("Some dude") will give you "Some guy"s user object.
*
* If this behavior is undesirable, use Users.getExact.
*/
function getUser(name: string | User | null, exactName = false) {
if (!name || name === '!') return null;
if ((name as User).id) return name as User;
let userid = toID(name);
let i = 0;
if (!exactName) {
while (userid && !users.has(userid) && i < 1000) {
userid = prevUsers.get(userid)!;
i++;
}
}
return users.get(userid) || null;
}
/**
* Get a user by their exact username.
*
* Usage:
* Users.getExact(userid or username)
*
* Like Users.get, but won't track across username changes.
*
* Users.get(userid or username, true) is equivalent to
* Users.getExact(userid or username).
* The former is not recommended because it's less readable.
*/
function getExactUser(name: string | User) {
return getUser(name, true);
}
/**
* Get a list of all users matching a list of userids and ips.
*
* Usage:
* Users.findUsers([userids], [ips])
*/
function findUsers(userids: ID[], ips: string[], options: { forPunishment?: boolean, includeTrusted?: boolean } = {}) {
const matches: User[] = [];
if (options.forPunishment) ips = ips.filter(ip => !Punishments.isSharedIp(ip));
const ipMatcher = IPTools.checker(ips);
for (const user of users.values()) {
if (!options.forPunishment && !user.named && !user.connected) continue;
if (!options.includeTrusted && user.trusted) continue;
if (userids.includes(user.id)) {
matches.push(user);
continue;
}
if (user.ips.some(ipMatcher)) {
matches.push(user);
}
}
return matches;
}
/*********************************************************
* User groups
*********************************************************/
const globalAuth = new GlobalAuth();
function isUsernameKnown(name: string) {
const userid = toID(name);
if (Users.get(userid)) return true;
if (globalAuth.has(userid)) return true;
for (const room of Rooms.global.chatRooms) {
if (room.auth.has(userid)) return true;
}
return false;
}
function isUsername(name: string) {
return /[A-Za-z0-9]/.test(name.charAt(0)) && /[A-Za-z]/.test(name) && !name.includes(',');
}
function isTrusted(userid: ID) {
if (globalAuth.has(userid)) return userid;
for (const room of Rooms.global.chatRooms) {
if (room.persist && !room.settings.isPrivate && room.auth.isStaff(userid)) {
return userid;
}
}
const staffRoom = Rooms.get('staff');
const staffAuth = staffRoom && !!(staffRoom.auth.has(userid) || staffRoom.users[userid]);
return staffAuth ? userid : false;
}
function isPublicBot(userid: ID) {
if (globalAuth.get(userid) === '*') return true;
for (const room of Rooms.global.chatRooms) {
if (room.persist && !room.settings.isPrivate && room.auth.get(userid) === '*') {
return true;
}
}
return false;
}
/*********************************************************
* User and Connection classes
*********************************************************/
const connections = new Map<string, Connection>();
export class Connection {
/**
* Connection IDs are mostly meaningless, beyond being known to be
* unique among connections. They set in `socketConnect` to
* `workerid-socketid`, so for instance `2-523` would be the 523th
* connection to the 2nd socket worker process.
*/
readonly id: string;
readonly socketid: string;
readonly worker: ProcessManager.StreamWorker;
readonly inRooms: Set<RoomID>;
readonly ip: string;
readonly protocol: string;
readonly connectedAt: number;
/**
* This can be null during initialization and after disconnecting,
* but we're asserting it non-null for ease of use. The main risk
* is async code, where you need to re-check that it's not null
* before using it.
*/
user: User;
challenge: string;
autojoins: string;
/** The last bot html page this connection requested, formatted as `${bot.id}-${pageid}` */
lastRequestedPage: string | null;
lastActiveTime: number;
openPages: null | Set<string>;
/**
* Used to distinguish Connection from User.
*
* Makes it easy to do something like
* `for (const conn of (userOrConn.connections || [userOrConn]))`
*/
readonly connections = null;
constructor(
id: string,
worker: ProcessManager.StreamWorker,
socketid: string,
user: User | null,
ip: string | null,
protocol: string | null
) {
const now = Date.now();
this.id = id;
this.socketid = socketid;
this.worker = worker;
this.inRooms = new Set();
this.ip = ip || '';
this.protocol = protocol || '';
this.connectedAt = now;
this.user = user!;
this.challenge = '';
this.autojoins = '';
this.lastRequestedPage = null;
this.lastActiveTime = now;
this.openPages = null;
}
sendTo(roomid: RoomID | BasicRoom | null, data: string) {
if (roomid && typeof roomid !== 'string') roomid = roomid.roomid;
if (roomid && roomid !== 'lobby') data = `>${roomid}\n${data}`;
Sockets.socketSend(this.worker, this.socketid, data);
Monitor.countNetworkUse(data.length);
}
send(data: string) {
Sockets.socketSend(this.worker, this.socketid, data);
Monitor.countNetworkUse(data.length);
}
destroy() {
Sockets.socketDisconnect(this.worker, this.socketid);
this.onDisconnect();
}
onDisconnect() {
connections.delete(this.id);
if (this.user) this.user.onDisconnect(this);
this.user = null!;
}
popup(message: string) {
this.send(`|popup|` + message.replace(/\n/g, '||'));
}
joinRoom(room: Room) {
if (this.inRooms.has(room.roomid)) return;
this.inRooms.add(room.roomid);
Sockets.roomAdd(this.worker, room.roomid, this.socketid);
}
leaveRoom(room: Room) {
if (this.inRooms.has(room.roomid)) {
this.inRooms.delete(room.roomid);
Sockets.roomRemove(this.worker, room.roomid, this.socketid);
}
}
toString() {
let buf = this.user ? `${this.user.id}[${this.user.connections.indexOf(this)}]` : `[disconnected]`;
buf += `:${this.ip}`;
if (this.protocol !== 'websocket') buf += `:${this.protocol}`;
return buf;
}
}
type ChatQueueEntry = [string, RoomID, Connection];
export interface UserSettings {
blockChallenges: boolean | AuthLevel | 'friends';
blockPMs: boolean | AuthLevel | 'friends';
ignoreTickets: boolean;
hideBattlesFromTrainerCard: boolean;
blockInvites: AuthLevel | boolean;
doNotDisturb: boolean;
blockFriendRequests: boolean;
allowFriendNotifications: boolean;
displayBattlesToFriends: boolean;
hideLogins: boolean;
}
// User
export class User extends Chat.MessageContext {
/** In addition to needing it to implement MessageContext, this is also nice for compatibility with Connection. */
readonly user: User;
/**
* Not a source of truth - should always be in sync with
* `[...Rooms.rooms.values()].filter(room => this.id in room.users)`
*/
readonly inRooms: Set<RoomID>;
/**
* Not a source of truth - should always in sync with
* `[...Rooms.rooms.values()].filter(`
* ` room => room.game && this.id in room.game.playerTable && !room.game.ended`
* `)`
*/
readonly games: Set<RoomID>;
mmrCache: { [format: string]: number };
guestNum: number;
name: string;
named: boolean;
registered: boolean;
id: ID;
tempGroup: GroupSymbol;
avatar: string | number;
language: ID | null;
connected: boolean;
connections: Connection[];
latestHost: string;
latestHostType: string;
ips: string[];
latestIp: string;
locked: ID | PunishType | null;
semilocked: ID | PunishType | null;
namelocked: ID | PunishType | null;
permalocked: ID | PunishType | null;
punishmentTimer: NodeJS.Timeout | null;
previousIDs: ID[];
lastChallenge: number;
lastPM: string;
lastMatch: ID;
settings: UserSettings;
battleSettings: {
team: string,
hidden: boolean,
inviteOnly: boolean,
special?: string,
};
isSysop: boolean;
isStaff: boolean;
isPublicBot: boolean;
lastDisconnected: number;
lastConnected: number;
foodfight?: { generatedTeam: string[], dish: string, ingredients: string[], timestamp: number };
friends?: Set<string>;
chatQueue: ChatQueueEntry[] | null;
chatQueueTimeout: NodeJS.Timeout | null;
lastChatMessage: number;
lastCommand: string;
notified: {
blockChallenges: boolean,
blockPMs: boolean,
blockInvites: boolean,
punishment: boolean,
lock: boolean,
};
lastMessage: string;
lastMessageTime: number;
lastReportTime: number;
lastNewNameTime = 0;
newNames = 0;
s1: string;
s2: string;
s3: string;
autoconfirmed: ID;
trusted: ID;
trackRename: string;
statusType: StatusType;
userMessage: string;
lastWarnedAt: number;
constructor(connection: Connection) {
super(connection.user);
this.user = this;
this.inRooms = new Set();
this.games = new Set();
this.mmrCache = Object.create(null);
this.guestNum = -1;
this.name = "";
this.named = false;
this.registered = false;
this.id = '';
this.tempGroup = Auth.defaultSymbol();
this.language = null;
this.avatar = DEFAULT_TRAINER_SPRITES[Math.floor(Math.random() * DEFAULT_TRAINER_SPRITES.length)];
this.connected = true;
Users.onlineCount++;
if (connection.user) connection.user = this;
this.connections = [connection];
this.latestHost = '';
this.latestHostType = '';
this.ips = [connection.ip];
// Note: Using the user's latest IP for anything will usually be
// wrong. Most code should use all of the IPs contained in
// the `ips` array, not just the latest IP.
this.latestIp = connection.ip;
this.locked = null;
this.semilocked = null;
this.namelocked = null;
this.permalocked = null;
this.punishmentTimer = null;
this.previousIDs = [];
// misc state
this.lastChallenge = 0;
this.lastPM = '';
this.lastMatch = '';
// settings
this.settings = {
blockChallenges: false,
blockPMs: false,
ignoreTickets: false,
hideBattlesFromTrainerCard: false,
blockInvites: false,
doNotDisturb: false,
blockFriendRequests: false,
allowFriendNotifications: false,
displayBattlesToFriends: false,
hideLogins: false,
};
this.battleSettings = {
team: '',
hidden: false,
inviteOnly: false,
};
this.isSysop = false;
this.isStaff = false;
this.isPublicBot = false;
this.lastDisconnected = 0;
this.lastConnected = connection.connectedAt;
// chat queue
this.chatQueue = null;
this.chatQueueTimeout = null;
this.lastChatMessage = 0;
this.lastCommand = '';
// for the anti-spamming mechanism
this.lastMessage = ``;
this.lastMessageTime = 0;
this.lastReportTime = 0;
this.s1 = '';
this.s2 = '';
this.s3 = '';
this.notified = {
blockChallenges: false,
blockPMs: false,
blockInvites: false,
punishment: false,
lock: false,
};
this.autoconfirmed = '';
this.trusted = '';
// Used in punishments
this.trackRename = '';
this.statusType = 'online';
this.userMessage = '';
this.lastWarnedAt = 0;
// initialize
Users.add(this);
}
sendTo(roomid: RoomID | BasicRoom | null, data: string) {
if (roomid && typeof roomid !== 'string') roomid = roomid.roomid;
if (roomid && roomid !== 'lobby') data = `>${roomid}\n${data}`;
for (const connection of this.connections) {
if (roomid && !connection.inRooms.has(roomid)) continue;
connection.send(data);
Monitor.countNetworkUse(data.length);
}
}
send(data: string) {
for (const connection of this.connections) {
connection.send(data);
Monitor.countNetworkUse(data.length);
}
}
popup(message: string) {
this.send(`|popup|` + message.replace(/\n/g, '||'));
}
getIdentity(room: BasicRoom | null = null) {
const punishgroups = Config.punishgroups || { locked: null, muted: null };
if (this.locked || this.namelocked) {
const lockedSymbol = (punishgroups.locked?.symbol || '\u203d');
return lockedSymbol + this.name;
}
if (room) {
if (room.isMuted(this)) {
const mutedSymbol = (punishgroups.muted?.symbol || '!');
return mutedSymbol + this.name;
}
return room.auth.get(this) + this.name;
}
if (this.semilocked) {
const mutedSymbol = (punishgroups.muted?.symbol || '!');
return mutedSymbol + this.name;
}
return this.tempGroup + this.name;
}
getIdentityWithStatus(room: BasicRoom | null = null) {
const identity = this.getIdentity(room);
const status = this.statusType === 'online' ? '' : '@!';
return `${identity}${status}`;
}
getStatus() {
const statusMessage = this.statusType === 'busy' ? '!(Busy) ' : this.statusType === 'idle' ? '!(Idle) ' : '';
const status = statusMessage + (this.userMessage || '');
return status;
}
can(permission: RoomPermission, target: User | null, room: BasicRoom, cmd?: string, cmdToken?: string): boolean;
can(permission: GlobalPermission, target?: User | null): boolean;
can(
permission: RoomPermission & GlobalPermission,
target: User | null,
room?: BasicRoom | null,
cmd?: string,
cmdToken?: string,
): boolean;
can(
permission: string,
target: User | null = null,
room: BasicRoom | null = null,
cmd?: string,
cmdToken?: string,
): boolean {
return Auth.hasPermission(this, permission, target, room, cmd, cmdToken);
}
/**
* Special permission check for system operators
*/
hasSysopAccess() {
if (this.isSysop && Config.backdoor) {
// This is the Pokemon Showdown system operator backdoor.
// Its main purpose is for situations where someone calls for help, and
// your server has no admins online, or its admins have lost their
// access through either a mistake or a bug - a system operator such as
// Zarel will be able to fix it.
// This relies on trusting Pokemon Showdown. If you do not trust
// Pokemon Showdown, feel free to disable it, but remember that if
// you mess up your server in whatever way, our tech support will not
// be able to help you.
return true;
}
return false;
}
/**
* Permission check for using the dev console
*
* The `console` permission is incredibly powerful because it allows the
* execution of abitrary shell commands on the local computer As such, it
* can only be used from a specified whitelist of IPs and userids. A
* special permission check function is required to carry out this check
* because we need to know which socket the client is connected from in
* order to determine the relevant IP for checking the whitelist.
*/
hasConsoleAccess(connection: Connection) {
if (this.hasSysopAccess()) return true;
if (!this.can('console')) return false; // normal permission check
const whitelist = Config.consoleips || ['127.0.0.1'];
// on the IP whitelist OR the userid whitelist
return whitelist.includes(connection.ip) || whitelist.includes(this.id);
}
resetName(isForceRenamed = false) {
return this.forceRename(`Guest ${this.guestNum}`, false, isForceRenamed);
}
updateIdentity(roomid: RoomID | null = null) {
if (roomid) {
return Rooms.get(roomid)!.onUpdateIdentity(this);
}
for (const inRoomID of this.inRooms) {
Rooms.get(inRoomID)!.onUpdateIdentity(this);
}
}
async validateToken(token: string, name: string, userid: ID, connection: Connection) {
if (!token && Config.noguestsecurity) {
if (Users.isTrusted(userid)) {
this.send(`|nametaken|${name}|You need an authentication token to log in as a trusted user.`);
return null;
}
return '1';
}
if (!token || token.startsWith(';')) {
this.send(`|nametaken|${name}|Your authentication token was invalid.`);
return null;
}
let challenge = '';
if (connection) {
challenge = connection.challenge;
}
if (!challenge) {
Monitor.warn(`verification failed; no challenge`);
return null;
}
const [tokenData, tokenSig] = Utils.splitFirst(token, ';');
const tokenDataSplit = tokenData.split(',');
const [signedChallenge, signedUserid, userType, signedDate, signedHostname] = tokenDataSplit;
if (signedHostname && Config.legalhosts && !Config.legalhosts.includes(signedHostname)) {
Monitor.warn(`forged assertion: ${tokenData}`);
this.send(`|nametaken|${name}|Your assertion is for the wrong server. This server is ${Config.legalhosts[0]}.`);
return null;
}
if (tokenDataSplit.length < 5) {
Monitor.warn(`outdated assertion format: ${tokenData}`);
this.send(`|nametaken|${name}|The assertion you sent us is corrupt or incorrect. Please send the exact assertion given by the login server's JSON response.`);
return null;
}
if (signedUserid !== userid) {
// userid mismatch
this.send(`|nametaken|${name}|Your verification signature doesn't match your new username.`);
return null;
}
if (signedChallenge !== challenge) {
// a user sent an invalid token
Monitor.debug(`verify token challenge mismatch: ${signedChallenge} <=> ${challenge}`);
this.send(`|nametaken|${name}|Your verification signature doesn't match your authentication token.`);
return null;
}
const expiry = Config.tokenexpiry || 25 * 60 * 60;
if (Math.abs(parseInt(signedDate) - Date.now() / 1000) > expiry) {
Monitor.warn(`stale assertion: ${tokenData}`);
this.send(`|nametaken|${name}|Your assertion is stale. This usually means that the clock on the server computer is incorrect. If this is your server, please set the clock to the correct time.`);
return null;
}
const success = await Verifier.verify(tokenData, tokenSig);
if (!success) {
Monitor.warn(`verify failed: ${token}`);
Monitor.warn(`challenge was: ${challenge}`);
this.send(`|nametaken|${name}|Your verification signature was invalid.`);
return null;
}
// future-proofing
this.s1 = tokenDataSplit[5];
this.s2 = tokenDataSplit[6];
this.s3 = tokenDataSplit[7];
return userType;
}
/**
* Do a rename, passing and validating a login token.
*
* @param name The name you want
* @param token Signed assertion returned from login server
* @param newlyRegistered Make sure this account will identify as registered
* @param connection The connection asking for the rename
*/
async rename(name: string, token: string, newlyRegistered: boolean, connection: Connection) {
let userid = toID(name);
if (userid !== this.id) {
for (const roomid of this.games) {
const room = Rooms.get(roomid);
if (!room?.game || room.game.ended) {
this.games.delete(roomid);
console.log(`desynced roomgame ${roomid} renaming ${this.id} -> ${userid}`);
continue;
}
if (room.game.allowRenames || !this.named) continue;
this.popup(`You can't change your name right now because you're in ${room.game.title}, which doesn't allow renaming.`);
return false;
}
}
if (!name) name = '';
if (!/[a-zA-Z]/.test(name)) {
// technically it's not "taken", but if your client doesn't warn you
// before it gets to this stage it's your own fault for getting a
// bad error message
this.send(`|nametaken||Your name must contain at least one letter.`);
return false;
}
if (userid.length > 18) {
this.send(`|nametaken||Your name must be 18 characters or shorter.`);
return false;
}
name = Chat.namefilter(name, this);
if (userid !== toID(name)) {
if (name) {
name = userid;
} else {
userid = '';
}
}
if (this.registered) newlyRegistered = false;
if (!userid) {
this.send(`|nametaken||Your name contains a banned word.`);
return false;
} else {
if (userid === this.id && !newlyRegistered) {
return this.forceRename(name, this.registered);
}
}
const userType = await this.validateToken(token, name, userid, connection);
if (userType === null) return;
if (userType === '1') newlyRegistered = false;
if (!this.trusted && userType === '1') { // userType '1' means unregistered
const elapsed = Date.now() - this.lastNewNameTime;
if (elapsed < NAMECHANGE_THROTTLE && !Config.nothrottle) {
if (this.newNames >= NAMES_PER_THROTTLE) {
this.send(
`|nametaken|${name}|You must wait ${Chat.toDurationString(NAMECHANGE_THROTTLE - elapsed)} more
seconds before using another unregistered name.`
);
return false;
}
this.newNames++;
} else {
this.lastNewNameTime = Date.now();
this.newNames = 1;
}
}
this.handleRename(name, userid, newlyRegistered, userType);
}
handleRename(name: string, userid: ID, newlyRegistered: boolean, userType: string) {
const registered = (userType !== '1');
const conflictUser = users.get(userid);
if (conflictUser) {
// unregistered users can only merge in limited situations
let canMerge = registered && conflictUser.registered;
if (
!registered && !conflictUser.registered && conflictUser.latestIp === this.latestIp &&
!conflictUser.connected
) {
canMerge = true;
}
if (!canMerge) {
if (registered && !conflictUser.registered) {
// user has just registered; don't merge just to be safe
if (conflictUser !== this) conflictUser.resetName();
} else {
this.send(`|nametaken|${name}|Someone is already using the name "${conflictUser.name}".`);
return false;
}
}
}
// user types:
// 1: unregistered user
// 2: registered user
// 3: Pokemon Showdown system operator
// 4: autoconfirmed
// 5: permalocked
// 6: permabanned
if (registered) {
if (userType === '3') {
this.isSysop = true;
this.isStaff = true;
this.trusted = userid;
this.autoconfirmed = userid;
} else if (userType === '4') {
this.autoconfirmed = userid;
} else if (userType === '5') {
this.permalocked = userid;
void Punishments.lock(this, Date.now() + PERMALOCK_CACHE_TIME, userid, true, `Permalocked as ${name}`, true);
} else if (userType === '6') {
void Punishments.lock(this, Date.now() + PERMALOCK_CACHE_TIME, userid, true, `Permabanned as ${name}`, true);
this.disconnectAll();
}
}
if (Users.isTrusted(userid)) {
this.trusted = userid;
this.autoconfirmed = userid;
}
if (this.trusted) {
this.locked = null;
this.namelocked = null;
this.permalocked = null;
this.semilocked = null;
this.destroyPunishmentTimer();
}
this.isPublicBot = Users.isPublicBot(userid);
Chat.runHandlers('onRename', this, this.id, userid);
let user = users.get(userid);
const possibleUser = Users.get(userid);
if (possibleUser?.namelocked) {
// allows namelocked users to be merged
user = possibleUser;
}
if (user && user !== this) {
// This user already exists; let's merge
user.merge(this);
Users.merge(user, this);
for (const id of this.previousIDs) {
if (!user.previousIDs.includes(id)) user.previousIDs.push(id);
}
if (this.named && !user.previousIDs.includes(this.id)) user.previousIDs.push(this.id);
this.destroy();
Punishments.checkName(user, userid, registered);
Rooms.global.checkAutojoin(user);
Rooms.global.rejoinGames(user);
Chat.loginfilter(user, this, userType);
return true;
}
Punishments.checkName(this, userid, registered);
if (this.namelocked) {
Chat.loginfilter(this, null, userType);
return false;
}
// rename success
if (!this.forceRename(name, registered)) {
return false;
}
Rooms.global.checkAutojoin(this);
Rooms.global.rejoinGames(this);
Chat.loginfilter(this, null, userType);
return true;
}
forceRename(name: string, registered: boolean, isForceRenamed = false) {
// skip the login server
const userid = toID(name);
if (users.has(userid) && users.get(userid) !== this) {
return false;
}
const oldname = this.name;
const oldid = this.id;
if (userid !== this.id) {
this.cancelReady();
if (!Users.move(this, userid)) {
return false;
}
// MMR is different for each userid
this.mmrCache = {};
this.updateGroup(registered);
} else if (registered) {
this.updateGroup(registered);
}
if (this.named && oldid !== userid && !this.previousIDs.includes(oldid)) this.previousIDs.push(oldid);
this.name = name;
const joining = !this.named;
this.named = !userid.startsWith('guest') || !!this.namelocked;
if (isForceRenamed) this.userMessage = '';
for (const connection of this.connections) {
// console.log(`${name} renaming: socket ${i} of ${this.connections.length}`);
connection.send(this.getUpdateuserText());
}
for (const roomid of this.games) {
const room = Rooms.get(roomid);
if (!room) {
Monitor.warn(`while renaming, room ${roomid} expired for user ${this.id} in rooms ${[...this.inRooms]} and games ${[...this.games]}`);
this.games.delete(roomid);
continue;
}
if (!room.game) {
Monitor.warn(`game desync for user ${this.id} in room ${room.roomid}`);
this.games.delete(roomid);
continue;
}
room.game.onRename(this, oldid, joining, isForceRenamed);
}
for (const roomid of this.inRooms) {
const room = Rooms.get(roomid)!;
room.onRename(this, oldid, joining);
if (room.game && !this.games.has(roomid)) {
if (room.game.playerTable[this.id]) {
this.games.add(roomid);
room.game.onRename(this, oldid, joining, isForceRenamed);
}
}
}
if (isForceRenamed) this.trackRename = oldname;
return true;
}
getUpdateuserText() {
const named = this.named ? 1 : 0;
const settings = {
...this.settings,
// Battle privacy state needs to be propagated in addition to regular settings so that the
// 'Ban spectators' checkbox on the client can be kept in sync (and disable privacy correctly)
hiddenNextBattle: this.battleSettings.hidden,
inviteOnlyNextBattle: this.battleSettings.inviteOnly,
language: this.language,
};
return `|updateuser|${this.getIdentityWithStatus()}|${named}|${this.avatar}|${JSON.stringify(settings)}`;
}
update() {
this.send(this.getUpdateuserText());
}
/**
* If Alice logs into Bob's account, and Bob is currently logged into PS,
* their connections will be merged, so that both `Connection`s are attached
* to the Alice `User`.
*
* In this function, `this` is Bob, and `oldUser` is Alice.
*
* This is a pretty routine thing: If Alice opens PS, then opens PS again in
* a new tab, PS will first create a Guest `User`, then automatically log in
* and merge that Guest `User` into the Alice `User` from the first tab.
*/
merge(oldUser: User) {
oldUser.cancelReady();
for (const roomid of oldUser.inRooms) {
Rooms.get(roomid)!.onLeave(oldUser);
}
const oldLocked = this.locked;
const oldSemilocked = this.semilocked;
if (!oldUser.semilocked) this.semilocked = null;
// If either user is unlocked and neither is locked by name, remove the lock.
// Otherwise, keep any locks that were by name.
if (
(!oldUser.locked || !this.locked) &&
oldUser.locked !== oldUser.id &&
this.locked !== this.id &&
// Only unlock if no previous names are locked
!oldUser.previousIDs.some(id => !!Punishments.hasPunishType(id, 'LOCK'))
) {
this.locked = null;
this.destroyPunishmentTimer();
} else if (this.locked !== this.id) {
this.locked = oldUser.locked;
}
if (oldUser.autoconfirmed) this.autoconfirmed = oldUser.autoconfirmed;
this.updateGroup(this.registered, true);
if (oldLocked !== this.locked || oldSemilocked !== this.semilocked) this.updateIdentity();
// We only propagate the 'busy' statusType through merging - merging is
// active enough that the user should no longer be in the 'idle' state.
// Doing this before merging connections ensures the updateuser message
// shows the correct idle state.
const isBusy = this.statusType === 'busy' || oldUser.statusType === 'busy';
this.setStatusType(isBusy ? 'busy' : 'online');
for (const connection of oldUser.connections) {
this.mergeConnection(connection);
}
oldUser.inRooms.clear();
oldUser.connections = [];
if (oldUser.chatQueue) {
if (!this.chatQueue) this.chatQueue = [];
this.chatQueue.push(...oldUser.chatQueue);
oldUser.clearChatQueue();
if (!this.chatQueueTimeout) this.startChatQueue();
}
this.s1 = oldUser.s1;
this.s2 = oldUser.s2;
this.s3 = oldUser.s3;
// merge IPs
for (const ip of oldUser.ips) {
if (!this.ips.includes(ip)) this.ips.push(ip);
}
if (oldUser.isSysop) {
this.isSysop = true;
oldUser.isSysop = false;
}
oldUser.ips = [];
this.latestIp = oldUser.latestIp;
this.latestHost = oldUser.latestHost;
this.latestHostType = oldUser.latestHostType;
this.userMessage = oldUser.userMessage || this.userMessage || '';
oldUser.markDisconnected();
}
mergeConnection(connection: Connection) {
// the connection has changed name to this user's username, and so is
// being merged into this account
if (!this.connected) {
this.connected = true;
Users.onlineCount++;
}
if (connection.connectedAt > this.lastConnected) {
this.lastConnected = connection.connectedAt;
}
this.connections.push(connection);
// console.log(`${this.name} merging: connection ${connection.socket.id}`);
connection.send(this.getUpdateuserText());
connection.user = this;
for (const roomid of connection.inRooms) {
const room = Rooms.get(roomid)!;
if (!this.inRooms.has(roomid)) {
if (Punishments.checkNameInRoom(this, room.roomid)) {
// the connection was in a room that this user is banned from
connection.sendTo(room.roomid, `|deinit`);
connection.leaveRoom(room);
continue;
}
room.onJoin(this, connection);
this.inRooms.add(roomid);
}
// Yes, this is intentionally supposed to call onConnect twice
// during a normal login. Override onUpdateConnection if you
// don't want this behavior.
room.game?.onUpdateConnection?.(this, connection);
}
this.updateReady(connection);
}
debugData() {
let str = `${this.tempGroup}${this.name} (${this.id})`;
for (const [i, connection] of this.connections.entries()) {
str += ` socket${i}[`;
str += [...connection.inRooms].join(`, `);
str += `]`;
}
if (!this.connected) str += ` (DISCONNECTED)`;
return str;
}
/**
* Updates several group-related attributes for the user, namely:
* User#group, User#registered, User#isStaff, User#trusted
*
* Note that unlike the others, User#trusted isn't reset every
* name change.
*/
updateGroup(registered: boolean, isMerge?: boolean) {
if (!registered) {
this.registered = false;
this.tempGroup = Users.Auth.defaultSymbol();
this.isStaff = false;
return;
}
this.registered = true;
if (!isMerge) this.tempGroup = globalAuth.get(this.id);
Users.Avatars?.handleLogin(this);
const groupInfo = Config.groups[this.tempGroup];
this.isStaff = !!(groupInfo && (groupInfo.lock || groupInfo.root));
if (!this.isStaff) {
const rank = Rooms.get('staff')?.auth.getDirect(this.id);
this.isStaff = !!(rank && rank !== '*' && rank !== Users.Auth.defaultSymbol());
}
if (this.trusted) {
if (this.locked && this.permalocked) {
Monitor.log(`[CrisisMonitor] Trusted user '${this.id}' is ${this.permalocked !== this.id ? `an alt of permalocked user '${this.permalocked}'` : `a permalocked user`}, and was automatically demoted from ${this.distrust()}.`);
return;
}
this.locked = null;
this.namelocked = null;
this.destroyPunishmentTimer();
}
if (this.autoconfirmed && this.semilocked) {
if (this.semilocked.startsWith('#sharedip')) {
this.semilocked = null;
} else if (this.semilocked === '#dnsbl') {
this.popup(`You are locked because someone using your IP has spammed/hacked other websites. This usually means either you're using a proxy, you're in a country where other people commonly hack, or you have a virus on your computer that's spamming websites.`);
this.semilocked = '#dnsbl.' as PunishType;
}
}
if (this.settings.blockPMs && this.can('lock') && !this.can('bypassall')) this.settings.blockPMs = false;
}
/**
* Set a user's group. Pass (' ', true) to force trusted
* status without giving the user a group.
*/
setGroup(group: GroupSymbol, forceTrusted = false) {
if (!group) throw new Error(`Falsy value passed to setGroup`);
this.tempGroup = group;
const groupInfo = Config.groups[this.tempGroup];
this.isStaff = !!(groupInfo && (groupInfo.lock || groupInfo.root));
if (!this.isStaff) {
const rank = Rooms.get('staff')?.auth.getDirect(this.id);
this.isStaff = !!(rank && rank !== '*' && rank !== Users.Auth.defaultSymbol());
}
Rooms.global.checkAutojoin(this);
if (this.registered) {
if (forceTrusted || this.tempGroup !== Users.Auth.defaultSymbol()) {
globalAuth.set(this.id, this.tempGroup);
this.trusted = this.id;
this.autoconfirmed = this.id;
} else {
globalAuth.delete(this.id);
this.trusted = '';
}
}
}
/**
* Demotes a user from anything that grants trusted status.
* Returns an array describing what the user was demoted from.
*/
distrust() {
if (!this.trusted) return;
const userid = this.trusted;
const removed = [];
const globalGroup = globalAuth.get(userid);
if (globalGroup && globalGroup !== ' ') {
removed.push(globalAuth.get(userid));
}
for (const room of Rooms.global.chatRooms) {
if (!room.settings.isPrivate && room.auth.isStaff(userid)) {
let oldGroup = room.auth.getDirect(userid) as string;
if (oldGroup === ' ') {
oldGroup = 'whitelist in ';
} else {
room.auth.set(userid, '+');
}
removed.push(`${oldGroup}${room.roomid}`);
}
}
this.trusted = '';
globalAuth.set(userid, Users.Auth.defaultSymbol());
return removed;
}
markDisconnected() {
if (!this.connected) return;
Chat.runHandlers('onDisconnect', this);
this.connected = false;
Users.onlineCount--;
this.lastDisconnected = Date.now();
if (!this.registered) {
// for "safety"
this.tempGroup = Users.Auth.defaultSymbol();
this.isSysop = false; // should never happen
this.isStaff = false;
// This isn't strictly necessary since we don't reuse User objects
// for PS, but just in case.
// We're not resetting .trusted/.autoconfirmed so those accounts
// can still be locked after logout.
}
// NOTE: can't do a this.update(...) at this point because we're no longer connected.
}
onDisconnect(connection: Connection) {
// slightly safer to do this here so that we can do this before Conn#user is nulled.
if (connection.openPages) {
for (const page of connection.openPages) {
Chat.handleRoomClose(page as RoomID, this, connection);
}
}
for (const [i, connected] of this.connections.entries()) {
if (connected === connection) {
this.connections.splice(i, 1);
// console.log('DISCONNECT: ' + this.id);
if (!this.connections.length) {
this.markDisconnected();
}
for (const roomid of connection.inRooms) {
this.leaveRoom(Rooms.get(roomid)!, connection);
}
break;
}
}
if (!this.connections.length) {
for (const roomid of this.inRooms) {
// should never happen.
Monitor.debug(`!! room miscount: ${roomid} not left`);
Rooms.get(roomid)!.onLeave(this);
}
// cleanup
this.inRooms.clear();
if (!this.named && !this.previousIDs.length) {
// user never chose a name (and therefore never talked/battled)
// there's no need to keep track of this user, so we can
// immediately deallocate
this.destroy();
} else {
this.cancelReady();
}
}
}
disconnectAll() {
// Disconnects a user from the server
this.clearChatQueue();
let connection = null;
this.markDisconnected();
for (let i = this.connections.length - 1; i >= 0; i--) {
// console.log('DESTROY: ' + this.id);
connection = this.connections[i];
for (const roomid of connection.inRooms) {
this.leaveRoom(Rooms.get(roomid)!, connection);
}
connection.destroy();
}
if (this.connections.length) {
// should never happen
throw new Error(`Failed to drop all connections for ${this.id}`);
}
for (const roomid of this.inRooms) {
// should never happen.
throw new Error(`Room miscount: ${roomid} not left for ${this.id}`);
}
this.inRooms.clear();
}
/**
* If this user is included in the returned list of
* alts (i.e. when forPunishment is true), they will always be the first element of that list.
*/
getAltUsers(includeTrusted = false, forPunishment = false) {
let alts = findUsers([this.getLastId()], this.ips, { includeTrusted, forPunishment });
alts = alts.filter(user => user !== this);
if (forPunishment) alts.unshift(this);
return alts;
}
getLastName() {
if (this.named) return this.name;
const lastName = this.previousIDs.length ? this.previousIDs[this.previousIDs.length - 1] : this.name;
return `[${lastName}]`;
}
getLastId() {
if (this.named) return this.id;
return (this.previousIDs.length ? this.previousIDs[this.previousIDs.length - 1] : this.id);
}
async tryJoinRoom(roomid: RoomID | Room, connection: Connection) {
roomid = roomid && (roomid as Room).roomid ? (roomid as Room).roomid : roomid as RoomID;
const room = Rooms.search(roomid);
if (!room) {
if (roomid.startsWith('view-')) {
return Chat.resolvePage(roomid, this, connection);
}
connection.sendTo(roomid, `|noinit|nonexistent|The room "${roomid}" does not exist.`);
return false;
}
if (!room.checkModjoin(this)) {
if (!this.named) return Rooms.RETRY_AFTER_LOGIN;
connection.sendTo(roomid, `|noinit|joinfailed|The room "${roomid}" is invite-only, and you haven't been invited.`);
return false;
}
if ((room as GameRoom).tour) {
const errorMessage = (room as GameRoom).tour!.onBattleJoin(room as GameRoom, this);
if (errorMessage) {
connection.sendTo(roomid, `|noinit|joinfailed|${errorMessage}`);
return false;
}
}
if (room.settings.isPrivate) {
if (!this.named) {
return Rooms.RETRY_AFTER_LOGIN;
}
}
if (!this.can('bypassall') && Punishments.isRoomBanned(this, room.roomid)) {
connection.sendTo(roomid, `|noinit|joinfailed|You are banned from the room "${roomid}".`);
return false;
}
if (room.roomid.startsWith('groupchat-') && !room.parent) {
const groupchatbanned = Punishments.isGroupchatBanned(this);
if (groupchatbanned) {
const expireText = Punishments.checkPunishmentExpiration(groupchatbanned);
connection.sendTo(roomid, `|noinit|joinfailed|You are banned from using groupchats${expireText}.`);
return false;
}
Punishments.monitorGroupchatJoin(room, this);
}
if (Rooms.aliases.get(roomid) === room.roomid) {
connection.send(`>${roomid}\n|deinit`);
}
this.joinRoom(room, connection);
return true;
}
joinRoom(roomid: RoomID | Room, connection: Connection | null = null) {
const room = Rooms.get(roomid);
if (!room) throw new Error(`Room not found: ${roomid}`);
if (!connection) {
for (const curConnection of this.connections) {
this.joinRoom(room, curConnection);
}
return;
}
if (!connection.inRooms.has(room.roomid)) {
if (!this.inRooms.has(room.roomid)) {
room.onJoin(this, connection);
this.inRooms.add(room.roomid);
}
connection.joinRoom(room);
room.onConnect(this, connection);
}
}
leaveRoom(room: Room | string, connection: Connection | null = null) {
room = Rooms.get(room)!;
if (!this.inRooms.has(room.roomid)) {
return false;
}
for (const curConnection of this.connections) {
if (connection && curConnection !== connection) continue;
if (curConnection.inRooms.has(room.roomid)) {
curConnection.sendTo(room.roomid, `|deinit`);
curConnection.leaveRoom(room);
}
if (connection) break;
}
let stillInRoom = false;
if (connection) {
stillInRoom = this.connections.some(conn => conn.inRooms.has(room.roomid));
}
if (!stillInRoom) {
room.onLeave(this);
this.inRooms.delete(room.roomid);
}
}
cancelReady() {
// setting variables because this can't be short-circuited
const searchesCancelled = Ladders.cancelSearches(this);
const challengesCancelled = Ladders.challenges.clearFor(this.id, 'they changed their username');
if (searchesCancelled || challengesCancelled) {
this.popup(`Your searches and challenges have been cancelled because you changed your username.`);
}
// cancel tour challenges
// no need for a popup because users can't change their name while in a tournament anyway
for (const roomid of this.games) {
// @ts-expect-error Tournaments aren't TS'd yet
Rooms.get(roomid)?.game?.cancelChallenge?.(this);
}
}
updateReady(connection: Connection | null = null) {
Ladders.updateSearch(this, connection);
Ladders.challenges.updateFor(connection || this);
}
updateSearch(connection: Connection | null = null) {
Ladders.updateSearch(this, connection);
}
/**
* Moves the user's connections in a given room to another room.
* This function's main use case is for when a room is renamed.
*/
moveConnections(oldRoomID: RoomID, newRoomID: RoomID) {
this.inRooms.delete(oldRoomID);
this.inRooms.add(newRoomID);
for (const connection of this.connections) {
connection.inRooms.delete(oldRoomID);
connection.inRooms.add(newRoomID);
Sockets.roomRemove(connection.worker, oldRoomID, connection.socketid);
Sockets.roomAdd(connection.worker, newRoomID, connection.socketid);
}
}
/**
* The user says message in room.
* Returns false if the rest of the user's messages should be discarded.
*/
chat(message: string, room: Room | null, connection: Connection) {
const now = Date.now();
const noThrottle = this.hasSysopAccess() || Config.nothrottle;
if (message.startsWith('/cmd userdetails') || message.startsWith('>> ') || noThrottle) {
// certain commands are exempt from the queue
Monitor.activeIp = connection.ip;
Chat.parse(message, room, this, connection);
Monitor.activeIp = null;
if (noThrottle) return;
return false; // but end the loop here
}
const throttleDelay = this.isPublicBot ? THROTTLE_DELAY_PUBLIC_BOT : this.trusted ? THROTTLE_DELAY_TRUSTED :
THROTTLE_DELAY;
if (this.chatQueueTimeout) {
if (!this.chatQueue) this.chatQueue = []; // this should never happen
if (this.chatQueue.length >= THROTTLE_BUFFER_LIMIT - 1) {
connection.sendTo(
room,
`|raw|<strong class="message-throttle-notice">Your message was not sent because you've been typing too quickly.</strong>`
);
return false;
} else {
this.chatQueue.push([message, room ? room.roomid : '', connection]);
}
} else if (now < this.lastChatMessage + throttleDelay) {
this.chatQueue = [[message, room ? room.roomid : '', connection]];
this.startChatQueue(throttleDelay - (now - this.lastChatMessage));
} else {
this.lastChatMessage = now;
Monitor.activeIp = connection.ip;
Chat.parse(message, room, this, connection);
Monitor.activeIp = null;
}
}
startChatQueue(delay: number | null = null) {
if (delay === null) {
delay = (this.isPublicBot ? THROTTLE_DELAY_PUBLIC_BOT : this.trusted ? THROTTLE_DELAY_TRUSTED :
THROTTLE_DELAY) - (Date.now() - this.lastChatMessage);
}
this.chatQueueTimeout = setTimeout(
() => this.processChatQueue(),
delay
);
}
clearChatQueue() {
this.chatQueue = null;
if (this.chatQueueTimeout) {
clearTimeout(this.chatQueueTimeout);
this.chatQueueTimeout = null;
}
}
processChatQueue(): void {
this.chatQueueTimeout = null;
if (!this.chatQueue) return;
const queueElement = this.chatQueue.shift();
if (!queueElement) {
this.chatQueue = null;
return;
}
const [message, roomid, connection] = queueElement;
if (!connection.user) {
// connection disconnected, chat queue should not be big enough
// for recursion to be an issue, also didn't ES6 spec tail
// recursion at some point?
return this.processChatQueue();
}
this.lastChatMessage = new Date().getTime();
const room = Rooms.get(roomid);
if (room || !roomid) {
Monitor.activeIp = connection.ip;
Chat.parse(message, room, this, connection);
Monitor.activeIp = null;
} else {
// room no longer exists; do nothing
}
const throttleDelay = this.isPublicBot ? THROTTLE_DELAY_PUBLIC_BOT : this.trusted ? THROTTLE_DELAY_TRUSTED :
THROTTLE_DELAY;
if (this.chatQueue.length) {
this.chatQueueTimeout = setTimeout(() => this.processChatQueue(), throttleDelay);
} else {
this.chatQueue = null;
}
}
setStatusType(type: StatusType) {
if (type === this.statusType) return;
this.statusType = type;
this.updateIdentity();
this.update();
}
setUserMessage(message: string) {
if (message === this.userMessage) return;
this.userMessage = message;
this.updateIdentity();
}
clearStatus(type: StatusType = this.statusType) {
this.statusType = type;
this.userMessage = '';
this.updateIdentity();
}
getAccountStatusString() {
return this.trusted === this.id ? `[trusted]` :
this.autoconfirmed === this.id ? `[ac]` :
this.registered ? `[registered]` :
``;
}
destroy() {
// deallocate user
for (const roomid of this.games) {
const game = Rooms.get(roomid)?.game;
if (!game) {
Monitor.warn(`while deallocating, room ${roomid} did not have a game for ${this.id} in rooms ${[...this.inRooms]} and games ${[...this.games]}`);
this.games.delete(roomid);
continue;
}
if (!game.ended) game.forfeit?.(this, " lost by being offline too long.");
}
this.clearChatQueue();
this.destroyPunishmentTimer();
Users.delete(this);
}
destroyPunishmentTimer() {
if (this.punishmentTimer) {
clearTimeout(this.punishmentTimer);
this.punishmentTimer = null;
}
}
toString() {
return this.id;
}
}
/*********************************************************
* Inactive user pruning
*********************************************************/
function pruneInactive(threshold: number) {
const now = Date.now();
for (const user of users.values()) {
if (user.statusType === 'online') {
// check if we should set status to idle
const awayTimer = user.can('lock') ? STAFF_IDLE_TIMER : IDLE_TIMER;
const bypass = !user.can('bypassall') && (
user.can('bypassafktimer') ||
Array.from(user.inRooms).some(room => user.can('bypassafktimer', null, Rooms.get(room)!))
);
if (!bypass && !user.connections.some(connection => now - connection.lastActiveTime < awayTimer)) {
user.setStatusType('idle');
}
}
if (!user.connected && (now - user.lastDisconnected) > threshold) {
user.destroy();
}
if (!user.can('addhtml')) {
const suspicious = global.Config?.isSuspicious?.(user) || false;
for (const connection of user.connections) {
if (
// conn's been inactive for 24h, just kill it
(now - connection.lastActiveTime > CONNECTION_EXPIRY_TIME) ||
// they're connected and not named, but not namelocked. this is unusual behavior, ultimately just wasting resources.
// people have been spamming us with conns as of writing this, so it appears to be largely bots doing this.
// so we're just gonna go ahead and dc them. if they're a real user, they can rejoin and go back to... whatever.
suspicious && (now - connection.connectedAt) > threshold
) {
connection.destroy();
}
}
}
}
}
function logGhostConnections(threshold: number): Promise<unknown> {
const buffer = [];
for (const connection of connections.values()) {
// If the connection's been around for at least a week and it doesn't
// use raw WebSockets (which doesn't have any kind of keepalive or
// timeouts on it), log it.
if (connection.protocol !== 'websocket-raw' && connection.connectedAt <= Date.now() - threshold) {
const timestamp = Chat.toTimestamp(new Date(connection.connectedAt));
const now = Chat.toTimestamp(new Date());
const log = `Connection ${connection.id} from ${connection.ip} with protocol "${connection.protocol}" has been around since ${timestamp} (currently ${now}).`;
buffer.push(log);
}
}
return buffer.length ?
Monitor.logPath(`ghosts-${process.pid}.log`).append(buffer.join('\r\n') + '\r\n') :
Promise.resolve();
}
/*********************************************************
* Routing
*********************************************************/
function socketConnect(
worker: ProcessManager.StreamWorker,
workerid: number,
socketid: string,
ip: string,
protocol: string
) {
const id = `${workerid}-${socketid}`;
const connection = new Connection(id, worker, socketid, null, ip, protocol);
connections.set(id, connection);
const banned = Punishments.checkIpBanned(connection);
if (banned) {
return connection.destroy();
}
// Emergency mode connections logging
if (Config.emergency) {
void Monitor.logPath('cons.emergency.log').append('[' + ip + ']\n');
}
const user = new User(connection);
connection.user = user;
void Punishments.checkIp(user, connection);
// Generate 1024-bit challenge string.
require('crypto').randomBytes(128, (err: Error | null, buffer: Buffer) => {
if (err) {
// It's not clear what sort of condition could cause this.
// For now, we'll basically assume it can't happen.
Monitor.crashlog(err, 'randomBytes');
// This is pretty crude, but it's the easiest way to deal
// with this case, which should be impossible anyway.
user.disconnectAll();
} else if (connection.user) { // if user is still connected
connection.challenge = buffer.toString('hex');
// console.log('JOIN: ' + connection.user.name + ' [' + connection.challenge.substr(0, 15) + '] [' + socket.id + ']');
const keyid = Config.loginserverpublickeyid || 0;
connection.sendTo(null, `|challstr|${keyid}|${connection.challenge}`);
}
});
Rooms.global.handleConnect(user, connection);
}
function socketDisconnect(worker: ProcessManager.StreamWorker, workerid: number, socketid: string) {
const id = `${workerid}-${socketid}`;
const connection = connections.get(id);
if (!connection) return;
connection.onDisconnect();
}
function socketDisconnectAll(worker: ProcessManager.StreamWorker, workerid: number) {
for (const connection of connections.values()) {
if (connection.worker === worker) {
connection.onDisconnect();
}
}
}
function socketReceive(worker: ProcessManager.StreamWorker, workerid: number, socketid: string, message: string) {
const id = `${workerid}-${socketid}`;
const connection = connections.get(id);
if (!connection) return;
connection.lastActiveTime = Date.now();
// Due to a bug in SockJS or Faye, if an exception propagates out of
// the `data` event handler, the user will be disconnected on the next
// `data` event. To prevent this, we log exceptions and prevent them
// from propagating out of this function.
// drop legacy JSON messages
if (message.startsWith('{')) return;
const pipeIndex = message.indexOf('|');
if (pipeIndex < 0) {
// drop invalid messages without a pipe character
connection.popup(`Invalid message; messages should be in the format \`ROOMID|MESSAGE\`. See https://github.com/smogon/pokemon-showdown/blob/master/PROTOCOL.md`);
return;
}
const user = connection.user;
if (!user) return;
// LEGACY: In the past, an empty room ID would default to Lobby,
// but that is no longer supported
const roomId = message.slice(0, pipeIndex) || '';
message = message.slice(pipeIndex + 1);
const room = Rooms.get(roomId) || null;
const multilineMessage = Chat.multiLinePattern.test(message);
if (multilineMessage) {
user.chat(multilineMessage, room, connection);
return;
}
const lines = message.split('\n');
if (!lines[lines.length - 1]) lines.pop();
const maxLineCount = (
user.can('bypassall') ? THROTTLE_MULTILINE_WARN_ADMIN :
(user.isStaff || room?.auth.isStaff(user.id)) ?
THROTTLE_MULTILINE_WARN_STAFF : THROTTLE_MULTILINE_WARN
);
if (lines.length > maxLineCount && !Config.nothrottle) {
connection.popup(`You're sending too many lines at once. Try using a paste service like [[Pastebin]].`);
return;
}
// Emergency logging
if (Config.emergency) {
void Monitor.logPath('emergency.log').append(`[${user} (${connection.ip})] ${roomId}|${message}\n`);
}
for (const line of lines) {
if (user.chat(line, room, connection) === false) break;
}
}
const users = new Map<ID, User>();
const prevUsers = new Map<ID, ID>();
let numUsers = 0;
export const Users = {
delete: deleteUser,
move,
add,
merge,
users,
prevUsers,
onlineCount: 0,
get: getUser,
getExact: getExactUser,
findUsers,
Auth,
Avatars: null as typeof import('./chat-commands/avatars').Avatars | null,
globalAuth,
isUsernameKnown,
isUsername,
isTrusted,
isPublicBot,
PLAYER_SYMBOL,
HOST_SYMBOL,
connections,
User,
Connection,
socketDisconnect,
socketDisconnectAll,
socketReceive,
pruneInactive,
pruneInactiveTimer: setInterval(() => {
pruneInactive(Config.inactiveuserthreshold || 60 * MINUTES);
}, 30 * MINUTES),
logGhostConnections,
logGhostConnectionsTimer: setInterval(() => {
void logGhostConnections(7 * 24 * 60 * MINUTES);
}, 7 * 24 * 60 * MINUTES),
socketConnect,
};