Don't perform lookup for obvious IPs and account for async

This old version of Node forces us to use callbacks, so I had to rearrange some code to ensure the client only launches after the resolution is complete
This commit is contained in:
gsemaj 2022-04-27 20:50:23 -04:00
parent 8d6e546628
commit 7ce21cdddc

View File

@ -156,6 +156,20 @@ function setGameInfo(serverUUID) {
window.asseturl = gameversion.url; // gameclient.js needs to access this window.asseturl = gameversion.url; // gameclient.js needs to access this
remotefs.writeFileSync(__dirname+"\\assetInfo.php", asseturl); remotefs.writeFileSync(__dirname+"\\assetInfo.php", asseturl);
if (result.hasOwnProperty('endpoint')) {
var httpendpoint = result.endpoint.replace("https://", "http://")
remotefs.writeFileSync(__dirname+"\\rankurl.txt", httpendpoint+"getranks");
// Write these out too
remotefs.writeFileSync(__dirname+"\\sponsor.php", httpendpoint+"upsell/sponsor.png");
remotefs.writeFileSync(__dirname+"\\images.php", httpendpoint+"upsell/");
} else {
// Remove/default the endpoint related stuff, this server won't be using it
if (remotefs.existsSync(__dirname+"\\rankurl.txt")) {
remotefs.unlinkSync(__dirname+"\\rankurl.txt");
remotefs.writeFileSync(__dirname+"\\sponsor.php", "assets/img/welcome.png");
remotefs.writeFileSync(__dirname+"\\images.php", "assets/img/");
}
}
// Server address parsing // Server address parsing
var address; var address;
@ -169,34 +183,27 @@ function setGameInfo(serverUUID) {
port = 23000 // default port = 23000 // default
} }
// DNS resolution. there is no synchronous version unfortunately // DNS resolution. there is no synchronous version for some stupid reason
// if the resolution fails, keep the original entry (includes plain IP cases) if(!address.match(/^[0-9.]+$/)) dns.resolve4(address, function(err, res) {
var ip = address;
dns.resolve4(address, function(err, res) {
if(!err) { if(!err) {
ip = res[0]; console.log("Resolved " + address + " to " + res[0]);
console.log("Resolved " + address + " to " + ip); address = res[0];
}
var fullAddress = ip + ":" + port;
console.log("Will connect to " + fullAddress);
remotefs.writeFileSync(__dirname+"\\loginInfo.php", fullAddress);
if (result.hasOwnProperty('endpoint')) {
var httpendpoint = result.endpoint.replace("https://", "http://")
remotefs.writeFileSync(__dirname+"\\rankurl.txt", httpendpoint+"getranks");
// Write these out too
remotefs.writeFileSync(__dirname+"\\sponsor.php", httpendpoint+"upsell/sponsor.png");
remotefs.writeFileSync(__dirname+"\\images.php", httpendpoint+"upsell/");
} else { } else {
// Remove/default the endpoint related stuff, this server won't be using it console.log("Err: " + err.code);
if (remotefs.existsSync(__dirname+"\\rankurl.txt")) {
remotefs.unlinkSync(__dirname+"\\rankurl.txt");
remotefs.writeFileSync(__dirname+"\\sponsor.php", "assets/img/welcome.png");
remotefs.writeFileSync(__dirname+"\\images.php", "assets/img/");
}
} }
prepConnection(address, port);
}); });
else {
console.log(address + " is an IP; skipping DNS lookup");
prepConnection(address, port);
}
}
function prepConnection(address, port) {
var full = address + ":" + port;
console.log("Will connect to " + full);
remotefs.writeFileSync(__dirname+"\\loginInfo.php", full);
launchGame();
} }
// Returns the UUID of the server with the selected background color. // Returns the UUID of the server with the selected background color.
@ -216,7 +223,6 @@ function connectToServer() {
setTimeout(function(){ setTimeout(function(){
$('body,html').css('pointer-events',''); $('body,html').css('pointer-events','');
setGameInfo(getSelectedServer()); setGameInfo(getSelectedServer());
launchGame();
}, 200); }, 200);
}); });
} }