use serverId in protocol instead of legacy info object
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@ -48,8 +48,7 @@ export class ServerRegistry {
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}
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}
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createServerRegistration (serverName) {
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const serverId = this._serverIdsByName[serverName]
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createServerRegistration (serverId) {
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const serverData = this._serverDataById[serverId]
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const serverRegistration = new ServerRegistration(this._app, serverId, serverData)
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this._registeredServers[serverId] = serverRegistration
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@ -139,7 +138,7 @@ export class ServerRegistration {
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if (pushToGraph) {
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// Only update graph for successful pings
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// This intentionally pauses the server graph when pings begin to fail
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this._graphData.push([payload.info.timestamp, this.playerCount])
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this._graphData.push([payload.timestamp, this.playerCount])
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// Trim graphData to within the max length by shifting out the leading elements
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if (this._graphData.length > SERVER_GRAPH_DATA_MAX_LENGTH) {
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@ -174,7 +173,7 @@ export class ServerRegistration {
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document.getElementById('ranking_' + this.serverId).innerText = '#' + (rankIndex + 1)
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}
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updateServerPeak (time, playerCount) {
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updateServerPeak (data) {
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const peakLabelElement = document.getElementById('peak_' + this.serverId)
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// Always set label once any peak data has been received
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@ -182,13 +181,10 @@ export class ServerRegistration {
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const peakValueElement = document.getElementById('peak-value_' + this.serverId)
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peakValueElement.innerText = formatNumber(playerCount)
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peakLabelElement.title = 'At ' + formatTimestamp(time)
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peakValueElement.innerText = formatNumber(data.playerCount)
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peakLabelElement.title = 'At ' + formatTimestamp(data.timestamp)
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this.lastPeakData = {
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timestamp: time,
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playerCount: playerCount
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}
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this.lastPeakData = data
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}
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updateServerStatus (ping, isInitialUpdate, minecraftVersions) {
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@ -229,6 +225,10 @@ export class ServerRegistration {
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}
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}
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if (ping.graphPeakData) {
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this.updateServerPeak(ping.graphPeakData)
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}
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const playerCountLabelElement = document.getElementById('player-count_' + this.serverId)
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const errorElement = document.getElementById('error_' + this.serverId)
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