Move ping handling into a separate method
This commit is contained in:
parent
2c7526e442
commit
4bc9d9b5ae
158
app.js
158
app.js
@ -30,87 +30,93 @@ function pingAll() {
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res.favicon = config.faviconOverride[network.name];
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res.favicon = config.faviconOverride[network.name];
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}
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}
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var networkSnapshot = {
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handlePing(network, res, err);
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info: {
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name: network.name,
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timestamp: util.getCurrentTimeMs()
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}
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};
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if (res) {
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networkSnapshot.result = res;
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} else if (err) {
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networkSnapshot.error = err;
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}
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server.io.sockets.emit('update', networkSnapshot);
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// Log our response.
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if (!networkHistory[network.name]) {
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networkHistory[network.name] = [];
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}
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var _networkHistory = networkHistory[network.name];
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// Remove our previous data that we don't need anymore.
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for (var i = 0; i < _networkHistory.length; i++) {
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delete _networkHistory[i].info;
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if (_networkHistory[i].result) {
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delete _networkHistory[i].result.favicon;
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}
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}
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_networkHistory.push({
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error: err,
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result: res,
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timestamp: util.getCurrentTimeMs(),
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info: {
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ip: network.ip,
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port: network.port,
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type: network.type,
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name: network.name
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}
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});
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// Make sure we never log too much.
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if (_networkHistory.length > 72) { // 60/2.5 = 24, so 24 is one minute
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_networkHistory.shift();
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}
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// Log it to the database if needed.
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if (config.logToDatabase) {
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db.log(network.ip, util.getCurrentTimeMs(), res ? res.players.online : 0);
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}
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// Push it to our graphs.
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var timeMs = util.getCurrentTimeMs();
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// The same mechanic from trimUselessPings is seen here.
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// If we dropped the ping, then to avoid destroying the graph, ignore it.
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// However if it's been too long since the last successful ping, we'll send it anyways.
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if (config.logToDatabase) {
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if (!lastGraphPush[network.ip] || (timeMs - lastGraphPush[network.ip] >= 60 * 1000 && res) || timeMs - lastGraphPush[network.ip] >= 70 * 1000) {
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lastGraphPush[network.ip] = timeMs;
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// Don't have too much data!
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util.trimOldPings(graphData);
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graphData[network.ip].push([timeMs, res ? res.players.online : 0]);
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// Send the update.
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server.io.sockets.emit('updateHistoryGraph', {
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ip: network.ip,
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players: (res ? res.players.online : 0),
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timestamp: timeMs
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});
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}
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}
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});
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});
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})(servers[i]);
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})(servers[i]);
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}
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}
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}
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}
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// This is where the result of a ping is feed.
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// This stores it and converts it to ship to the frontend.
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function handlePing(network, res, err) {
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var networkSnapshot = {
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info: {
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name: network.name,
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timestamp: util.getCurrentTimeMs()
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}
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};
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if (res) {
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networkSnapshot.result = res;
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} else if (err) {
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networkSnapshot.error = err;
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}
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server.io.sockets.emit('update', networkSnapshot);
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// Log our response.
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if (!networkHistory[network.name]) {
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networkHistory[network.name] = [];
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}
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var _networkHistory = networkHistory[network.name];
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// Remove our previous data that we don't need anymore.
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for (var i = 0; i < _networkHistory.length; i++) {
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delete _networkHistory[i].info;
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if (_networkHistory[i].result) {
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delete _networkHistory[i].result.favicon;
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}
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}
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_networkHistory.push({
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error: err,
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result: res,
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timestamp: util.getCurrentTimeMs(),
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info: {
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ip: network.ip,
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port: network.port,
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type: network.type,
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name: network.name
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}
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});
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// Make sure we never log too much.
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if (_networkHistory.length > 72) { // 60/2.5 = 24, so 24 is one minute
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_networkHistory.shift();
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}
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// Log it to the database if needed.
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if (config.logToDatabase) {
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db.log(network.ip, util.getCurrentTimeMs(), res ? res.players.online : 0);
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}
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// Push it to our graphs.
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var timeMs = util.getCurrentTimeMs();
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// The same mechanic from trimUselessPings is seen here.
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// If we dropped the ping, then to avoid destroying the graph, ignore it.
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// However if it's been too long since the last successful ping, we'll send it anyways.
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if (config.logToDatabase) {
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if (!lastGraphPush[network.ip] || (timeMs - lastGraphPush[network.ip] >= 60 * 1000 && res) || timeMs - lastGraphPush[network.ip] >= 70 * 1000) {
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lastGraphPush[network.ip] = timeMs;
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// Don't have too much data!
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util.trimOldPings(graphData);
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graphData[network.ip].push([timeMs, res ? res.players.online : 0]);
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// Send the update.
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server.io.sockets.emit('updateHistoryGraph', {
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ip: network.ip,
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players: (res ? res.players.online : 0),
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timestamp: timeMs
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});
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}
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}
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}
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// Start our main loop that does everything.
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// Start our main loop that does everything.
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function startMainLoop() {
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function startMainLoop() {
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util.setIntervalNoDelay(pingAll, config.rates.pingAll);
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util.setIntervalNoDelay(pingAll, config.rates.pingAll);
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