Move ping handling into a separate method

This commit is contained in:
Cryptkeeper 2015-12-26 14:21:20 -06:00
parent 2c7526e442
commit 4bc9d9b5ae

158
app.js

@ -30,87 +30,93 @@ function pingAll() {
res.favicon = config.faviconOverride[network.name];
}
var networkSnapshot = {
info: {
name: network.name,
timestamp: util.getCurrentTimeMs()
}
};
if (res) {
networkSnapshot.result = res;
} else if (err) {
networkSnapshot.error = err;
}
server.io.sockets.emit('update', networkSnapshot);
// Log our response.
if (!networkHistory[network.name]) {
networkHistory[network.name] = [];
}
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;
}
}
_networkHistory.push({
error: err,
result: res,
timestamp: util.getCurrentTimeMs(),
info: {
ip: network.ip,
port: network.port,
type: network.type,
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();
}
// Log it to the database if needed.
if (config.logToDatabase) {
db.log(network.ip, util.getCurrentTimeMs(), res ? res.players.online : 0);
}
// Push it to our graphs.
var timeMs = util.getCurrentTimeMs();
// 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;
// Don't have too much data!
util.trimOldPings(graphData);
graphData[network.ip].push([timeMs, res ? res.players.online : 0]);
// Send the update.
server.io.sockets.emit('updateHistoryGraph', {
ip: network.ip,
players: (res ? res.players.online : 0),
timestamp: timeMs
});
}
}
handlePing(network, res, err);
});
})(servers[i]);
}
}
// 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) {
var networkSnapshot = {
info: {
name: network.name,
timestamp: util.getCurrentTimeMs()
}
};
if (res) {
networkSnapshot.result = res;
} else if (err) {
networkSnapshot.error = err;
}
server.io.sockets.emit('update', networkSnapshot);
// Log our response.
if (!networkHistory[network.name]) {
networkHistory[network.name] = [];
}
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;
}
}
_networkHistory.push({
error: err,
result: res,
timestamp: util.getCurrentTimeMs(),
info: {
ip: network.ip,
port: network.port,
type: network.type,
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();
}
// Log it to the database if needed.
if (config.logToDatabase) {
db.log(network.ip, util.getCurrentTimeMs(), res ? res.players.online : 0);
}
// Push it to our graphs.
var timeMs = util.getCurrentTimeMs();
// 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;
// Don't have too much data!
util.trimOldPings(graphData);
graphData[network.ip].push([timeMs, res ? res.players.online : 0]);
// Send the update.
server.io.sockets.emit('updateHistoryGraph', {
ip: network.ip,
players: (res ? res.players.online : 0),
timestamp: timeMs
});
}
}
}
// Start our main loop that does everything.
function startMainLoop() {
util.setIntervalNoDelay(pingAll, config.rates.pingAll);