prevent undefined/null values breaking graphs or scales

This commit is contained in:
Nick Krecklow 2020-06-12 18:59:59 -05:00
parent 5b6d65e1c9
commit 7313971871
No known key found for this signature in database
GPG Key ID: 5F149FDE156FFA94
3 changed files with 12 additions and 7 deletions

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@ -26,7 +26,7 @@ export class RelativeScale {
}
static scaleMatrix (data, tickCount, maxFactor) {
const max = Math.max(...data.flat())
const max = Math.max(...data.flat().filter(val => val !== null))
return RelativeScale.scale([0, RelativeScale.isFiniteOrZero(max)], tickCount, maxFactor)
}
@ -46,8 +46,8 @@ export class RelativeScale {
max: 0
}
} else {
const min = Math.min(...data)
const max = Math.max(...data)
const min = Math.min(...data.filter(val => val !== null))
const max = Math.max(...data.filter(val => val !== null))
return {
min: RelativeScale.isFiniteOrZero(min),

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@ -1,3 +1,8 @@
**5.5.2** *(June 12 2020)*
- Fixed ping errors causing server graphs (or the historical graph) to sometimes disappear.
- Fixed ping errors causing server graphs to reset their Y scale minimum to 0.
- Improved zoomed detection and updating of the historical graph with recommendations by [@leeoniya](https://github.com/leeoniya).
**5.5.1** *(June 10 2020)*
- New tooltip hover design on the historical graph. It will highlight the server closest to your cursor.
- Historical graph is now limited to 10,000 increments on the Y axis. This prevents servers with over 100,000 players forcing the graph into 100,000 increments.

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@ -45,6 +45,10 @@ class ServerRegistration {
getUpdate (timestamp, resp, err, version) {
const update = {}
// Always append a playerCount value
// When resp is undefined (due to an error), playerCount will be null
update.playerCount = getPlayerCountOrNull(resp)
if (resp) {
if (resp.version && this.updateProtocolVersionCompat(resp.version, version.protocolId, version.protocolIndex)) {
// Append an updated version listing
@ -65,10 +69,6 @@ class ServerRegistration {
update.favicon = this.getFaviconUrl()
}
// Append a result object
// This filters out unwanted data from resp
update.playerCount = resp.players.online
if (config.logToDatabase) {
// Update calculated graph peak regardless if the graph is being updated
// This can cause a (harmless) desync between live and stored data, but it allows it to be more accurate for long surviving processes