Minetrack/assets/js/app.js

153 lines
5.5 KiB
JavaScript

import { ServerRegistry } from './servers'
import { SocketManager } from './socket'
import { SortController } from './sort'
import { GraphDisplayManager } from './graph'
import { PercentageBar } from './percbar'
import { FavoritesManager } from './favorites'
import { Tooltip, Caption, formatNumber } from './util'
export class App {
publicConfig
constructor () {
this.tooltip = new Tooltip()
this.caption = new Caption()
this.serverRegistry = new ServerRegistry(this)
this.socketManager = new SocketManager(this)
this.sortController = new SortController(this)
this.graphDisplayManager = new GraphDisplayManager(this)
this.percentageBar = new PercentageBar(this)
this.favoritesManager = new FavoritesManager(this)
this._taskIds = []
}
// Called once the DOM is ready and the app can begin setup
init () {
this.socketManager.createWebSocket()
}
setPageReady (isReady) {
document.getElementById('push').style.display = isReady ? 'block' : 'none'
document.getElementById('footer').style.display = isReady ? 'block' : 'none'
document.getElementById('status-overlay').style.display = isReady ? 'none' : 'block'
}
setPublicConfig (publicConfig) {
this.publicConfig = publicConfig
this.serverRegistry.assignServers(publicConfig.servers)
// Start repeating frontend tasks once it has received enough data to be considered active
// This simplifies management logic at the cost of each task needing to safely handle empty data
this.initTasks()
}
handleSyncComplete () {
this.caption.hide()
// Load favorites since all servers are registered
this.favoritesManager.loadLocalStorage()
// Run a single bulk server sort instead of per-add event since there may be multiple
this.sortController.show()
this.percentageBar.redraw()
// The data may not be there to correctly compute values, but run an attempt
// Otherwise they will be updated by #initTasks
this.updateGlobalStats()
}
initTasks () {
this._taskIds.push(setInterval(this.sortController.sortServers, 5000))
}
handleDisconnect () {
this.tooltip.hide()
// Reset individual tracker elements to flush any held data
this.serverRegistry.reset()
this.socketManager.reset()
this.sortController.reset()
this.graphDisplayManager.reset()
this.percentageBar.reset()
// Undefine publicConfig, resynced during the connection handshake
this.publicConfig = undefined
// Clear all task ids, if any
this._taskIds.forEach(clearInterval)
this._taskIds = []
// Reset hidden values created by #updateGlobalStats
this._lastTotalPlayerCount = undefined
this._lastServerRegistrationCount = undefined
// Reset modified DOM structures
document.getElementById('stat_totalPlayers').innerText = 0
document.getElementById('stat_networks').innerText = 0
this.setPageReady(false)
}
getTotalPlayerCount () {
return this.serverRegistry.getServerRegistrations()
.map(serverRegistration => serverRegistration.playerCount)
.reduce((sum, current) => sum + current, 0)
}
addServer = (serverId, payload, timestampPoints) => {
// Even if the backend has never pinged the server, the frontend is promised a placeholder object.
// result = undefined
// error = defined with "Waiting" description
// info = safely defined with configured data
const serverRegistration = this.serverRegistry.createServerRegistration(serverId)
serverRegistration.initServerStatus(payload)
// playerCountHistory is only defined when the backend has previous ping data
// undefined playerCountHistory means this is a placeholder ping generated by the backend
if (typeof payload.playerCountHistory !== 'undefined') {
// Push the historical data into the graph
// This will trim and format the data so it is ready for the graph to render once init
serverRegistration.addGraphPoints(payload.playerCountHistory, timestampPoints)
// Set initial playerCount to the payload's value
// This will always exist since it is explicitly generated by the backend
// This is used for any post-add rendering of things like the percentageBar
serverRegistration.playerCount = payload.playerCount
}
// Create the plot instance internally with the restructured and cleaned data
serverRegistration.buildPlotInstance()
// Handle the last known state (if any) as an incoming update
// This triggers the main update pipeline and enables centralized update handling
serverRegistration.updateServerStatus(payload, this.publicConfig.minecraftVersions)
// Allow the ServerRegistration to bind any DOM events with app instance context
serverRegistration.initEventListeners()
}
updateGlobalStats = () => {
// Only redraw when needed
// These operations are relatively cheap, but the site already does too much rendering
const totalPlayerCount = this.getTotalPlayerCount()
if (totalPlayerCount !== this._lastTotalPlayerCount) {
this._lastTotalPlayerCount = totalPlayerCount
document.getElementById('stat_totalPlayers').innerText = formatNumber(totalPlayerCount)
}
// Only redraw when needed
// These operations are relatively cheap, but the site already does too much rendering
const serverRegistrationCount = this.serverRegistry.getServerRegistrations().length
if (serverRegistrationCount !== this._lastServerRegistrationCount) {
this._lastServerRegistrationCount = serverRegistrationCount
document.getElementById('stat_networks').innerText = serverRegistrationCount
}
}
}