uptime-kuma/server/socket-handlers/general-socket-handler.js

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const { log } = require("../../src/util");
const { Settings } = require("../settings");
const { sendInfo } = require("../client");
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const { checkLogin } = require("../util-server");
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const GameResolver = require("gamedig/lib/GameResolver");
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const { testChrome } = require("../monitor-types/real-browser-monitor-type");
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let gameResolver = new GameResolver();
let gameList = null;
/**
* Get a game list via GameDig
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* @returns {Object[]} list of games supported by GameDig
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*/
function getGameList() {
if (gameList == null) {
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gameList = gameResolver._readGames().games.sort((a, b) => {
if ( a.pretty < b.pretty ) {
return -1;
}
if ( a.pretty > b.pretty ) {
return 1;
}
return 0;
});
}
return gameList;
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}
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module.exports.generalSocketHandler = (socket, server) => {
socket.on("initServerTimezone", async (timezone) => {
try {
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checkLogin(socket);
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log.debug("generalSocketHandler", "Timezone: " + timezone);
await Settings.set("initServerTimezone", true);
await server.setTimezone(timezone);
await sendInfo(socket);
} catch (e) {
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log.warn("initServerTimezone", e.message);
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}
});
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socket.on("getGameList", async (callback) => {
try {
checkLogin(socket);
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callback({
ok: true,
gameList: getGameList(),
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});
} catch (e) {
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callback({
ok: false,
msg: e.message,
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});
}
});
socket.on("testChrome", (executable, callback) => {
try {
checkLogin(socket);
// Just noticed that await call could block the whole socket.io server!!! Use pure promise instead.
testChrome(executable).then((version) => {
callback({
ok: true,
msg: "Found Chromium/Chrome. Version: " + version,
});
}).catch((e) => {
callback({
ok: false,
msg: e.message,
});
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});
} catch (e) {
callback({
ok: false,
msg: e.message,
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});
}
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});
// Disconnect all other socket clients of the user
socket.on("disconnectOtherSocketClients", async () => {
try {
checkLogin(socket);
server.disconnectAllSocketClients(socket.userID, socket.id);
} catch (e) {
log.warn("disconnectAllSocketClients", e.message);
}
});
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};