Minetrack/app.js

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var server = require('./lib/server');
var ping = require('./lib/ping');
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var logger = require('./lib/logger');
var mojang = require('./lib/mojang_services');
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var util = require('./lib/util');
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var db = require('./lib/database');
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var config = require('./config.json');
var servers = require('./servers.json');
var networkHistory = [];
var connectedClients = 0;
var currentVersionIndex = {
'PC': 0,
'PE': 0
};
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var networkVersions = [];
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var graphData = [];
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var highestPlayerCount = {};
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var lastGraphPush = [];
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function pingAll() {
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for (var i = 0; i < servers.length; i++) {
// Make sure we lock our scope.
(function(network) {
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// Asign auto generated color if not present
if (!network.color) {
network.color = util.stringToColor(network.name);
}
var attemptedVersion = config.versions[network.type][currentVersionIndex[network.type]];
ping.ping(network.ip, network.port, network.type, config.rates.connectTimeout, function(err, res) {
// Handle our ping results, if it succeeded.
if (err) {
logger.log('error', 'Failed to ping ' + network.ip + ': ' + err.message);
}
// If we have favicon override specified, use it.
if (res && config.faviconOverride && config.faviconOverride[network.name]) {
res.favicon = config.faviconOverride[network.name];
}
handlePing(network, res, err, attemptedVersion);
}, attemptedVersion);
})(servers[i]);
}
currentVersionIndex['PC']++;
currentVersionIndex['PE']++;
if (currentVersionIndex['PC'] >= config.versions['PC'].length) {
// Loop around
currentVersionIndex['PC'] = 0;
}
if (currentVersionIndex['PE'] >= config.versions['PE'].length) {
// Loop around
currentVersionIndex['PE'] = 0;
}
}
// This is where the result of a ping is feed.
// This stores it and converts it to ship to the frontend.
function handlePing(network, res, err, attemptedVersion) {
// Log our response.
if (!networkHistory[network.name]) {
networkHistory[network.name] = [];
}
// Update the version list
if (!networkVersions[network.name]) {
networkVersions[network.name] = [];
}
// If the result version matches the attempted version, the version is supported
var _networkVersions = networkVersions[network.name];
if (res) {
if (res.version == attemptedVersion) {
if (_networkVersions.indexOf(res.version) == -1) {
_networkVersions.push(res.version);
}
} else {
// Mismatch, so remove the version from the supported version list
var index = _networkVersions.indexOf(attemptedVersion);
if (index != -1) {
_networkVersions.splice(index, 1);
}
}
}
// Update the clients
var networkSnapshot = {
info: {
name: network.name,
timestamp: util.getCurrentTimeMs(),
type: network.type
},
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versions: _networkVersions,
record: highestPlayerCount[network.ip]
};
if (res) {
networkSnapshot.result = res;
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// Validate that we have logToDatabase enabled otherwise in memory pings
// will create a record that's only valid for the runtime duration.
if (config.logToDatabase && res.players.online > highestPlayerCount[network.ip]) {
highestPlayerCount[network.ip] = res.players.online;
}
} else if (err) {
networkSnapshot.error = err;
}
server.io.sockets.emit('update', networkSnapshot);
var _networkHistory = networkHistory[network.name];
// Remove our previous data that we don't need anymore.
for (var i = 0; i < _networkHistory.length; i++) {
delete _networkHistory[i].info;
if (_networkHistory[i].result) {
delete _networkHistory[i].result.favicon;
}
}
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_networkHistory.push({
error: err,
result: res,
versions: _networkVersions,
timestamp: util.getCurrentTimeMs(),
info: {
ip: network.ip,
port: network.port,
type: network.type,
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name: network.name
}
});
// Make sure we never log too much.
if (_networkHistory.length > 72) { // 60/2.5 = 24, so 24 is one minute
_networkHistory.shift();
}
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// Log it to the database if needed.
if (config.logToDatabase) {
db.log(network.ip, util.getCurrentTimeMs(), res ? res.players.online : 0);
}
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// Push it to our graphs.
var timeMs = util.getCurrentTimeMs();
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// The same mechanic from trimUselessPings is seen here.
// If we dropped the ping, then to avoid destroying the graph, ignore it.
// However if it's been too long since the last successful ping, we'll send it anyways.
if (config.logToDatabase) {
if (!lastGraphPush[network.ip] || (timeMs - lastGraphPush[network.ip] >= 60 * 1000 && res) || timeMs - lastGraphPush[network.ip] >= 70 * 1000) {
lastGraphPush[network.ip] = timeMs;
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// Don't have too much data!
util.trimOldPings(graphData);
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if (!graphData[network.name]) {
graphData[network.name] = [];
}
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graphData[network.name].push([timeMs, res ? res.players.online : 0]);
// Send the update.
server.io.sockets.emit('updateHistoryGraph', {
ip: network.ip,
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name: network.name,
players: (res ? res.players.online : 0),
timestamp: timeMs
});
}
}
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}
// Start our main loop that does everything.
function startMainLoop() {
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util.setIntervalNoDelay(pingAll, config.rates.pingAll);
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util.setIntervalNoDelay(function() {
mojang.update(config.rates.mojangStatusTimeout);
server.io.sockets.emit('updateMojangServices', mojang.toMessage());
}, config.rates.upateMojangStatus);
}
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function startServices() {
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server.start();
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// Track how many people are currently connected.
server.io.on('connect', function(client) {
// We're good to connect them!
connectedClients += 1;
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logger.log('info', '%s connected, total clients: %d', client.request.connection.remoteAddress, connectedClients);
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// We send the boot time (also sent in publicConfig.json) to the frontend to validate they have the same config.
// If so, they'll send back "requestListing" event, otherwise they will pull the new config and retry.
client.emit('bootTime', util.getBootTime());
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// Attach our listeners.
client.on('disconnect', function() {
connectedClients -= 1;
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logger.log('info', '%s disconnected, total clients: %d', client.request.connection.remoteAddress, connectedClients);
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});
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client.on('requestHistoryGraph', function() {
if (config.logToDatabase) {
// Send them the big 24h graph.
client.emit('historyGraph', graphData);
}
});
client.on('requestListing', function() {
// Send them our previous data, so they have somewhere to start.
client.emit('updateMojangServices', mojang.toMessage());
// Remap our associative array into just an array.
var networkHistoryKeys = Object.keys(networkHistory);
networkHistoryKeys.sort();
// Send each individually, this should look cleaner than waiting for one big array to transfer.
for (var i = 0; i < servers.length; i++) {
var server = servers[i];
if (!(server.name in networkHistory) || networkHistory[server.name].length < 1) {
// This server hasn't been ping'd yet. Send a hacky placeholder.
client.emit('add', [[{
error: {
description: 'Waiting'
},
result: null,
timestamp: util.getCurrentTimeMs(),
info: {
ip: server.ip,
port: server.port,
type: server.type,
name: server.name
}
}]]);
} else {
client.emit('add', [networkHistory[networkHistoryKeys[i]]]);
}
}
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client.emit('syncComplete');
});
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});
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startMainLoop();
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}
logger.log('info', 'Booting, please wait...');
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if (config.logToDatabase) {
// Setup our database.
db.setup();
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var timestamp = util.getCurrentTimeMs();
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db.queryPings(config.graphDuration, function(data) {
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graphData = util.convertServerHistory(data);
completedQueries = 0;
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logger.log('info', 'Queried and parsed ping history in %sms', util.getCurrentTimeMs() - timestamp);
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for (var i = 0; i < servers.length; i++) {
(function(server) {
db.getTotalRecord(server.ip, function(record) {
logger.log('info', 'Completed query for %s', server.ip);
highestPlayerCount[server.ip] = record;
completedQueries += 1;
if (completedQueries === servers.length) {
startServices();
}
});
})(servers[i]);
}
});
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} else {
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logger.log('warn', 'Database logging is not enabled. You can enable it by setting "logToDatabase" to true in config.json. This requires sqlite3 to be installed.');
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startServices();
}