var server = require('./lib/server'); var ping = require('./lib/ping'); var logger = require('./lib/logger'); var mojang = require('./lib/mojang_services'); var util = require('./lib/util'); var db = require('./lib/database'); var config = require('./config.json'); var servers = require('./servers.json'); var networkHistory = []; var connectedClients = 0; var currentVersionIndex = { 'PC': 0, 'PE': 0 }; var networkVersions = []; var graphData = []; var highestPlayerCount = {}; var lastGraphPush = []; function pingAll() { for (var i = 0; i < servers.length; i++) { // Make sure we lock our scope. (function(network) { 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 }, versions: _networkVersions, record: highestPlayerCount[network.ip] }; if (res) { networkSnapshot.result = res; // 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; } } _networkHistory.push({ error: err, result: res, versions: _networkVersions, 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); if (!graphData[network.name]) { graphData[network.name] = []; } graphData[network.name].push([timeMs, res ? res.players.online : 0]); // Send the update. server.io.sockets.emit('updateHistoryGraph', { ip: network.ip, name: network.name, players: (res ? res.players.online : 0), timestamp: timeMs }); } } } // Start our main loop that does everything. function startMainLoop() { util.setIntervalNoDelay(pingAll, config.rates.pingAll); util.setIntervalNoDelay(function() { mojang.update(config.rates.mojangStatusTimeout); server.io.sockets.emit('updateMojangServices', mojang.toMessage()); }, config.rates.upateMojangStatus); } function startServices() { server.start(); // Track how many people are currently connected. server.io.on('connect', function(client) { // We're good to connect them! connectedClients += 1; logger.log('info', '%s connected, total clients: %d', client.request.connection.remoteAddress, connectedClients); // 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()); // Attach our listeners. client.on('disconnect', function() { connectedClients -= 1; logger.log('info', '%s disconnected, total clients: %d', client.request.connection.remoteAddress, connectedClients); }); 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]]]); } } client.emit('syncComplete'); }); }); startMainLoop(); } logger.log('info', 'Booting, please wait...'); if (config.logToDatabase) { // Setup our database. db.setup(); var timestamp = util.getCurrentTimeMs(); db.queryPings(config.graphDuration, function(data) { graphData = util.convertServerHistory(data); completedQueries = 0; logger.log('info', 'Queried and parsed ping history in %sms', util.getCurrentTimeMs() - timestamp); 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]); } }); } else { 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.'); startServices(); }