354 lines
10 KiB
JavaScript
354 lines
10 KiB
JavaScript
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 networkHistory = [];
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var connectedClients = 0;
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var currentVersionIndex = {
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'PC': 0,
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'PE': 0
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};
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var networkVersions = [];
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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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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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var attemptedVersion = config.versions[network.type][currentVersionIndex[network.type]];
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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 (res && config.faviconOverride && config.faviconOverride[network.name]) {
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res.favicon = config.faviconOverride[network.name];
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}
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handlePing(network, res, err, attemptedVersion);
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}, attemptedVersion);
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})(servers[i]);
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}
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currentVersionIndex['PC']++;
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currentVersionIndex['PE']++;
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if (currentVersionIndex['PC'] >= config.versions['PC'].length) {
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// Loop around
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currentVersionIndex['PC'] = 0;
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}
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if (currentVersionIndex['PE'] >= config.versions['PE'].length) {
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// Loop around
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currentVersionIndex['PE'] = 0;
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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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// If the result version matches the attempted version, the version is supported
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var _networkVersions = networkVersions[network.name];
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if (res) {
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if (res.version == attemptedVersion) {
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if (_networkVersions.indexOf(res.version) == -1) {
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_networkVersions.push(res.version);
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}
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} else {
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// Mismatch, so remove the version from the supported version list
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var index = _networkVersions.indexOf(attemptedVersion);
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if (index != -1) {
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_networkVersions.splice(index, 1);
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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: util.getCurrentTimeMs(),
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type: network.type
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},
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versions: _networkVersions,
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record: highestPlayerCount[network.ip]
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};
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if (res) {
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networkSnapshot.result = res;
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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 && res.players.online > highestPlayerCount[network.ip]) {
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highestPlayerCount[network.ip] = res.players.online;
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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].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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versions: _networkVersions,
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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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if (!graphData[network.name]) {
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graphData[network.name] = [];
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}
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graphData[network.name].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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name: network.name,
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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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// 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', client.request.connection.remoteAddress, connectedClients);
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// We send the boot time (also sent in publicConfig.json) to the frontend to validate they have the same config.
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// If so, they'll send back "requestListing" event, otherwise they will pull the new config and retry.
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client.emit('bootTime', util.getBootTime());
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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', client.request.connection.remoteAddress, 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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client.on('requestListing', function() {
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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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// Remap our associative array into just an array.
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var networkHistoryKeys = Object.keys(networkHistory);
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networkHistoryKeys.sort();
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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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},
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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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client.emit('add', [networkHistory[networkHistoryKeys[i]]]);
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}
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}
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client.emit('syncComplete');
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});
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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[i][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(record) {
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logger.log('info', 'Computed total record %s (%d)', server.ip, record);
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highestPlayerCount[server.ip] = record;
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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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