"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 }); } //# sourceMappingURL=index.js.map