f875361bc7
* remove unused #getServer methods, inline #roundToPoint * replace #safeName regex with incremental ids * remove legacy #setInterval based #updateMojangServices handling * add Tooltip class, move faviconSize to css instead of js * move server id assignment to ServerRegistry * move printPort logic to formatMinecraftServerAddress, add MINECRAFT_DEFAULT_PORTS * simplify ping tracking * rework perc-bar tooltip to not use mousemove event * begin moving graphing logic to GraphDisplayManager * begin merge graph point tracking into graphDisplayManager * centralizing graphing logic into GraphDisplayManager * properly reset GraphDisplayManager when handling disconnects * move individual server graph data into ServerGraph class * constantly run sortServers loop to simplify logic * inline #updateMojangServices method * resize performance improvements * remove legacy bootTime refresh behavior, require manual user refresh * move class defs to core.js * remove unused #isGraphDataVisible arg * remove #toggleControlsDrawer * dont call #updatePercentageBar in #updateServerStatus calls * centralize caption handling * inline #msToTime * remove hackish seconds handling for timestamps * reduce #forEach calls with filter/map * safely fallback to errorMessage if errno/description does not match * Add /images/missing_favicon.png path instead of putting base64 in js * remove debug * cleanup mojang status handling * move historyPlot instance into GraphDisplayManager * cleanup checkbox html generation * cleanup #updateServerStatus * fix up tooltip styling * move jquery code out of core.js * fix add server race condition when initially pinging servers * send error.placeholder=true for pending pings so the frontend can discard later * filter placeholder pings sent by the backend * del assets/images/logo_2014.png * move graph code into graph.js * merge pingTracker into ServerRegistry+ServerGraph * remove todos * simplify getVisibleGraphData * fix potential sortServers race condition when adding * use #show instead of #fadeIn(0) * remove publicConfig.json, send over socket * update docs/CHANGELOG.md * getOrAssign -> getOrCreateId * dont delete graph controls when disconnected * early work cleaning up HTML+CSS structures * cleanup server css elements * cleanup graph control css elements * move base CSS color values into @media(prefers-color-scheme: light) * move CSS magic colors to vars * reduce duplicated CSS color rules * inline body text color CSS * WIP replacing jQuery calls with vanilla JS * WIP replacing jQuery calls with vanilla JS * replace getElementsByClass with querySelectorAll * typeMarker -> serverTypeHTML * use jQuery slim for remaining flot.js dependency * merge setAllGraphVisibility into GraphDisplayManager * break apart element update and redraw logic * add eslint + parcel bundler * auto lint assets/js when building * statically serve favicons/ for faviconOverrides outside of dist/ * only send favicons when changed * move faviconOverride behavior into entry in servers.json * add warning to backend server files * remove .server-favicon-missing class * add Minetrack 5 migration guide * add npm run build step to install.sh * adjust package.json version to 5.0.0 * remove js references from index.html * move logic and behavior out of site.js * cleanup ServerRegistry methods * prevent multiple history graph redraws * add comments * cleanup #addServer usage, move to App * move graph control bindings into GraphDisplayManager * site.js -> main.js, core.js -> servers.js * move Tooltip/Caption into util.js * spacing tweak * format index.html * ensure the frontend does not handling updateHistoryGraph events * prevent versions/record updates if the same value * avoid empty percbar updates, ensure versions are sorted * only include main.js ref in index.html * serve minified copy of font awesome directly * bundle icons.css into main.css, remove Open Sans 400 * add new SVG logo * update docs/CHANGELOG.md * new design, server version grouping * remove start.sh call from install.sh * move graph controls into header with new button * move #handleSettingsToggle back to graph * fix legacy code behavior of currentVersionIndex applying globally * fix header text color in light mode * fix mojang status text color in light mode * fix toggle settings and checkbox colors * tweak button hover color * tweak button hover color * add new status-overlay to avoid complicated DOM management during loading * fix initial graph rendering bug * add comments * update default graph tick sizes * prevent #tooltip from overflowing page * remove localhost spec * prevent minor connection errors from reshuffling layout * update CHANGELOG.md * add message/button for manually loading historical graph on mobile devices * send isGraphVisible to frontend to prevent alert if logToDatabase: false * send timestamp data with record * update docs/CHANGELOG.md * remove clock icon * remove 24h peak timestamp * Only check favicon if present * safely handle undefined/empty knownVersions in #formatMinecraftVersions * merge config.versions and minecraft.json into minecraft_versions.json, simplify index matching behavior * remove localhost url in socket.io config * stub methods/linkage for FocusManager * add #isObjectEqual hack, add event proxying to FocusManager * wip extended stats box * remove server-type badging * tweak mojang unstable color * serve socket.io-client using parcel * fix incorrect mojang status colors * remove legacy capitalization design * redesign focus boxes * update docs/CHANGELOG.md * remove localhost ref * color clock icon * use background-color for hover effect, remove unused var * improve stats focus box icons * change mojang sessions icon to globe * Add favorites system * remove focus boxes * update docs/CHANGELOG.md * remove focus icons from font * simplify graph related event binding * Add Sort By button * store current sortOption in localStorage * update docs/CHANGELOG.md * move magic 0 sortOption to SORT_OPTION_INDEX_DEFAULT * remove localhost ref * merge #settings-toggle, #sort-by and .mojang-status CSS * remove .focus-box CSS * use sortedServerIds for _lastSortedServers * tweak --color-blue * new missing_favicon design to match logo * edit footer CSS/text, remove github icon * replace player count diff counter with GROWTH sort option * italize non-default sort options * add Only Favorites button to auto sync favorites to the visible graph data * add icons to graph control buttons * update docs/CHANGELOG.md * use * to denote non-default sort option instead * remove localhost url in socket.io config * add value highlighting to make sort by easier to read * remove last remaining uppercase text * remove serverTypesVisible from config.json * simplify header CSS, fix spacing with logToDatabase=false * fix inverted text color on highlighted values * remove localhost url in socket.io config * break header into rows on mobile devices Co-authored-by: Hugo Manrique <contact@hugmanrique.me>
393 lines
12 KiB
JavaScript
393 lines
12 KiB
JavaScript
/**
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* THIS IS LEGACY, UNMAINTAINED CODE
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* IT MAY (AND LIKELY DOES) CONTAIN BUGS
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* USAGE IS NOT RECOMMENDED
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*/
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var server = require('./lib/server');
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var ping = require('./lib/ping');
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var logger = require('./lib/logger');
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var mojang = require('./lib/mojang_services');
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var util = require('./lib/util');
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var db = require('./lib/database');
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var config = require('./config.json');
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var servers = require('./servers.json');
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var minecraftVersions = require('./minecraft_versions.json');
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var networkHistory = [];
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var connectedClients = 0;
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var networkVersions = [];
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const lastFavicons = [];
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var graphData = [];
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var highestPlayerCount = {};
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var lastGraphPush = [];
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var graphPeaks = {};
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const serverProtocolVersionIndexes = []
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function getNextProtocolVersion (server) {
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// Minecraft Bedrock Edition does not have protocol versions
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if (server.type === 'PE') {
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return {
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protocolId: 0,
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protocolIndex: 0
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}
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}
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const protocolVersions = minecraftVersions[server.type]
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let nextProtocolVersion = serverProtocolVersionIndexes[server.name]
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if (typeof nextProtocolVersion === 'undefined' || nextProtocolVersion + 1 >= protocolVersions.length) {
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nextProtocolVersion = 0
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} else {
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nextProtocolVersion++
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}
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serverProtocolVersionIndexes[server.name] = nextProtocolVersion
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return {
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protocolId: protocolVersions[nextProtocolVersion].protocolId,
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protocolIndex: nextProtocolVersion
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}
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}
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function pingAll() {
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for (var i = 0; i < servers.length; i++) {
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// Make sure we lock our scope.
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(function(network) {
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// Asign auto generated color if not present
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if (!network.color) {
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network.color = util.stringToColor(network.name);
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}
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const attemptedVersion = getNextProtocolVersion(network)
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ping.ping(network.ip, network.port, network.type, config.rates.connectTimeout, function(err, res) {
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// Handle our ping results, if it succeeded.
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if (err) {
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logger.log('error', 'Failed to ping ' + network.ip + ': ' + err.message);
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}
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// If we have favicon override specified, use it.
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if (network.favicon) {
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res.favicon = network.favicon
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}
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handlePing(network, res, err, attemptedVersion);
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}, attemptedVersion.protocolId);
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})(servers[i]);
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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, attemptedVersion) {
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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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// Update the version list
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if (!networkVersions[network.name]) {
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networkVersions[network.name] = [];
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}
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const serverVersionHistory = networkVersions[network.name]
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// If the result version matches the attempted version, the version is supported
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if (res && res.version !== undefined) {
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const indexOf = serverVersionHistory.indexOf(attemptedVersion.protocolIndex)
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// Test indexOf to avoid inserting previously recorded protocolIndex values
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if (res.version === attemptedVersion.protocolId && indexOf === -1) {
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serverVersionHistory.push(attemptedVersion.protocolIndex)
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} else if (res.version !== attemptedVersion.protocolId && indexOf >= 0) {
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serverVersionHistory.splice(indexOf, 1)
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}
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}
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const timestamp = util.getCurrentTimeMs()
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if (res) {
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const recordData = highestPlayerCount[network.ip]
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// Validate that we have logToDatabase enabled otherwise in memory pings
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// will create a record that's only valid for the runtime duration.
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if (config.logToDatabase && (!recordData || res.players.online > recordData.playerCount)) {
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highestPlayerCount[network.ip] = {
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playerCount: res.players.online,
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timestamp: timestamp
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}
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}
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}
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// Update the clients
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var networkSnapshot = {
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info: {
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name: network.name,
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timestamp: timestamp,
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type: network.type
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},
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versions: serverVersionHistory,
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recordData: highestPlayerCount[network.ip]
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};
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if (res) {
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networkSnapshot.result = res;
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// Only emit updated favicons
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// Favicons will otherwise be explicitly emitted during the handshake process
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if (res.favicon) {
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const lastFavicon = lastFavicons[network.name]
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if (lastFavicon !== res.favicon) {
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lastFavicons[network.name] = res.favicon
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networkSnapshot.favicon = res.favicon // Send updated favicon directly on object
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}
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delete res.favicon // Never store favicons in memory outside lastFavicons
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}
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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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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].versions
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delete _networkHistory[i].info;
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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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versions: serverVersionHistory,
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timestamp: timestamp,
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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, timestamp, res ? res.players.online : 0);
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}
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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] || (timestamp - lastGraphPush[network.ip] >= 60 * 1000 && res) || timestamp - lastGraphPush[network.ip] >= 70 * 1000) {
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lastGraphPush[network.ip] = timestamp;
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// Don't have too much data!
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util.trimOldPings(graphData);
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if (!graphData[network.name]) {
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graphData[network.name] = [];
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}
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graphData[network.name].push([timestamp, 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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name: network.name,
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players: (res ? res.players.online : 0),
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timestamp: timestamp
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});
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}
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// Update calculated graph peak regardless if the graph is being updated
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// This can cause a (harmless) desync between live and stored data, but it allows it to be more accurate for long surviving processes
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var networkData = graphData[network.name];
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if (networkData) {
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var graphPeakIndex = -1;
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var graphPeakPlayerCount = 0;
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for (var i = 0; i < networkData.length; i++) {
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// [1] refers to the online player count
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var point = networkData[i][1];
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if (point > 0 && (graphPeakIndex === -1 || point > graphPeakPlayerCount)) {
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graphPeakIndex = i;
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graphPeakPlayerCount = point;
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}
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}
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// Test if a highest index has been selected and has changed from any previous selections
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var previousPeak = graphPeaks[network.name];
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// [1] refers to the online player count
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if (graphPeakIndex !== -1 && (!previousPeak || previousPeak[1] !== graphPeakPlayerCount)) {
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var graphPeakData = networkData[graphPeakIndex];
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graphPeaks[network.name] = graphPeakData;
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// Broadcast update event to clients
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server.io.sockets.emit('updatePeak', {
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ip: network.ip,
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name: network.name,
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players: graphPeakData[1],
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timestamp: graphPeakData[0]
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});
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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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function startMainLoop() {
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util.setIntervalNoDelay(pingAll, config.rates.pingAll);
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util.setIntervalNoDelay(function() {
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mojang.update(config.rates.mojangStatusTimeout);
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server.io.sockets.emit('updateMojangServices', mojang.toMessage());
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}, config.rates.upateMojangStatus);
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}
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function startServices() {
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server.start();
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// Track how many people are currently connected.
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server.io.on('connect', function(client) {
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// We're good to connect them!
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connectedClients += 1;
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logger.log('info', '%s connected, total clients: %d', util.getRemoteAddr(client.request), connectedClients);
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// Attach our listeners.
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client.on('disconnect', function() {
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connectedClients -= 1;
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logger.log('info', '%s disconnected, total clients: %d', util.getRemoteAddr(client.request), connectedClients);
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});
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client.on('requestHistoryGraph', function() {
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if (config.logToDatabase) {
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// Send them the big 24h graph.
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client.emit('historyGraph', graphData);
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// Send current peaks, if any
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if (Object.keys(graphPeaks).length > 0) {
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client.emit('peaks', graphPeaks);
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}
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}
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});
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const minecraftVersionNames = {}
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Object.keys(minecraftVersions).forEach(function (key) {
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minecraftVersionNames[key] = minecraftVersions[key].map(version => version.name)
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})
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// Send configuration data for rendering the page
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client.emit('setPublicConfig', {
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graphDuration: config.graphDuration,
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servers: servers,
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minecraftVersions: minecraftVersionNames,
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isGraphVisible: config.logToDatabase
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});
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// Send them our previous data, so they have somewhere to start.
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client.emit('updateMojangServices', mojang.toMessage());
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// Send each individually, this should look cleaner than waiting for one big array to transfer.
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for (var i = 0; i < servers.length; i++) {
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var server = servers[i];
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if (!(server.name in networkHistory) || networkHistory[server.name].length < 1) {
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// This server hasn't been ping'd yet. Send a hacky placeholder.
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client.emit('add', [[{
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error: {
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description: 'Waiting...',
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placeholder: true
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},
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result: null,
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timestamp: util.getCurrentTimeMs(),
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info: {
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ip: server.ip,
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port: server.port,
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type: server.type,
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name: server.name
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}
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}]]);
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} else {
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// Append the lastFavicon to the last ping entry
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const serverHistory = networkHistory[server.name];
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const lastFavicon = lastFavicons[server.name];
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if (lastFavicon) {
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serverHistory[serverHistory.length - 1].favicon = lastFavicon
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}
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client.emit('add', [serverHistory])
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}
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}
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client.emit('syncComplete');
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});
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startMainLoop();
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}
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logger.log('info', 'Booting, please wait...');
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if (config.logToDatabase) {
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// Setup our database.
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db.setup();
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var timestamp = util.getCurrentTimeMs();
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db.queryPings(config.graphDuration, function(data) {
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graphData = util.convertServerHistory(data);
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completedQueries = 0;
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logger.log('info', 'Queried and parsed ping history in %sms', util.getCurrentTimeMs() - timestamp);
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for (var i = 0; i < servers.length; i++) {
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// Compute graph peak from historical data
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var networkData = graphData[servers[i].name];
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if (networkData) {
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var graphPeakIndex = -1;
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var graphPeakPlayerCount = 0;
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for (var x = 0; x < networkData.length; x++) {
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// [1] refers to the online player count
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var point = networkData[x][1];
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if (point > 0 && (graphPeakIndex === -1 || point > graphPeakPlayerCount)) {
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graphPeakIndex = x;
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graphPeakPlayerCount = point;
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}
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}
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if (graphPeakIndex !== -1) {
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graphPeaks[servers[i].name] = networkData[graphPeakIndex];
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logger.log('info', 'Selected graph peak %d (%s)', networkData[graphPeakIndex][1], servers[i].name);
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}
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}
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(function(server) {
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db.getTotalRecord(server.ip, function(playerCount, timestamp) {
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logger.log('info', 'Computed total record %s (%d) @ %d', server.ip, playerCount, timestamp);
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highestPlayerCount[server.ip] = {
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playerCount: playerCount,
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timestamp: timestamp
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};
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completedQueries += 1;
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if (completedQueries === servers.length) {
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startServices();
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}
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});
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})(servers[i]);
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}
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});
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} else {
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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.');
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startServices();
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}
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