send playerCount in payload directly instead of nesting into legacy data structure
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04d94a9461
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@ -119,7 +119,7 @@ export class App {
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// Set initial playerCount to the payload's value
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// This will always exist since it is explicitly generated by the backend
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// This is used for any post-add rendering of things like the percentageBar
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serverRegistration.playerCount = payload.result.players.online
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serverRegistration.playerCount = payload.playerCount
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}
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// Create the plot instance internally with the restructured and cleaned data
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@ -105,8 +105,8 @@ export class ServerRegistration {
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}
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handlePing (payload, timestamp) {
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if (payload.result) {
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this.playerCount = payload.result.players.online
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if (typeof payload.playerCount !== 'undefined') {
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this.playerCount = payload.playerCount
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// Only update graph for successful pings
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// This intentionally pauses the server graph when pings begin to fail
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@ -200,12 +200,12 @@ export class ServerRegistration {
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errorElement.style.display = 'block'
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errorElement.innerText = ping.error.message
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} else if (ping.result) {
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} else if (typeof ping.playerCount !== 'undefined') {
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// Ensure the player-count element is visible and hide the error element
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playerCountLabelElement.style.display = 'block'
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errorElement.style.display = 'none'
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document.getElementById('player-count-value_' + this.serverId).innerText = formatNumber(ping.result.players.online)
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document.getElementById('player-count-value_' + this.serverId).innerText = formatNumber(ping.playerCount)
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}
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// An updated favicon has been sent, update the src
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@ -101,7 +101,7 @@ export class SocketManager {
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// Skip any incoming updates if the graph is disabled
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if (serverUpdate.updateHistoryGraph && this._app.graphDisplayManager.isVisible) {
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// Update may not be successful, safely append 0 points
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const playerCount = serverUpdate.result ? serverUpdate.result.players.online : 0
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const playerCount = serverUpdate.playerCount || 0
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this._app.graphDisplayManager.addGraphPoint(serverRegistration.serverId, payload.timestamp, playerCount)
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@ -70,9 +70,7 @@ class ServerRegistration {
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// Append a result object
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// This filters out unwanted data from resp
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update.result = {
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players: resp.players
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}
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update.playerCount = resp.players.online
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if (config.logToDatabase) {
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// Update calculated graph peak regardless if the graph is being updated
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@ -115,11 +113,7 @@ class ServerRegistration {
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// Assume the ping was a success and define result
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// pingHistory does not keep error references, so its impossible to detect if this is an error
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// It is also pointless to store that data since it will be short lived
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payload.result = {
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players: {
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online: this._pingHistory[this._pingHistory.length - 1]
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}
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}
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payload.playerCount = this._pingHistory[this._pingHistory.length - 1]
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// Send a copy of pingHistory
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// Include the last value even though it is contained within payload
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