Update dependencies.
[valheim_web.git] / backend / src / valheim_controller.rs
index 0aa92de..aa0ff31 100644 (file)
@@ -1,7 +1,6 @@
-use sysinfo::{ ProcessExt, SystemExt };\r
 \r
 use std::{ fs, time::SystemTime };\r
-\r
+use sysinfo::{ ProcessExt, SystemExt };\r
 use chrono::{ DateTime, offset::Local };\r
 \r
 #[cfg(target_os = "linux")]\r
@@ -38,7 +37,13 @@ impl ValheimExe {
     }\r
 \r
     pub fn format_active_players(&self) -> String {\r
-        self.active_players.join(", ")\r
+        /* Commented because the player list isn't correct (the number is).\r
+        if self.active_players.len() == 0 {\r
+            String::from("<none>")\r
+        } else {\r
+            self.active_players.join(", ")\r
+        }*/\r
+        self.active_players.len().to_string()\r
     }\r
 \r
     pub fn format_last_backup(&self) -> String {\r
@@ -72,6 +77,13 @@ fn format_byte_size(bytes: u64, precision: usize) -> String {
 \r
 const VALHEIM_PROCESS_NAME: &str = "valheim_server";\r
 \r
+#[cfg(target_os = "linux")]\r
+const STRING_BEFORE_CHARACTER_NAME: &str = "Got character ZDOID from";\r
+\r
+#[cfg(target_os = "linux")]\r
+const STRING_BEFORE_NB_OF_CONNECTIONS: &str = "Connections";\r
+\r
+// It doesn't work for the moment, it only scan the connection event and do not treat disconnections.\r
 #[cfg(target_os = "linux")]\r
 fn get_active_players() -> Vec<String> {\r
     let mut journal =\r
@@ -79,7 +91,7 @@ fn get_active_players() -> Vec<String> {
 \r
     journal.seek_tail().unwrap();\r
 \r
-    let mut number_of_connections = -1;\r
+    let mut number_of_connections = -1i32;\r
     let mut players : Vec<String> = Vec::new();\r
 \r
     loop {\r
@@ -87,26 +99,28 @@ fn get_active_players() -> Vec<String> {
             Ok(Some(entry)) => {\r
                 if let (Some(unit), Some(mess)) = (entry.get("_SYSTEMD_UNIT"), entry.get("MESSAGE")) {\r
                     if unit == "valheim.service" {\r
-                        //"Got character ZDOID from {}"\r
-                        if let Some(pos) = mess.find("Got character ZDOID from") {\r
-                            let character_str = mess.get(pos+25..).unwrap();\r
+                        if let Some(pos) = mess.find(STRING_BEFORE_CHARACTER_NAME) {\r
+                            let character_str = mess.get(pos+STRING_BEFORE_CHARACTER_NAME.len()+1..).unwrap();\r
                             if let Some(pos_end) = character_str.find(" : ") {\r
-                                let player_name = String::from(character_str.get(0..pos_end));\r
-                                if !players.contains(player_name) {\r
+                                let player_name = String::from(character_str.get(0..pos_end).unwrap());\r
+                                if !players.contains(&player_name) {\r
                                     players.push(player_name);\r
-                                    if players.len() == number_of_connections {\r
+                                    if players.len() as i32 == number_of_connections {\r
                                         return players;\r
                                     }\r
                                 }\r
                             }\r
                         }\r
-                        else if let Some(pos) = mess.find("Connections") {\r
-                            let nb_of_connections_str = mess.get(pos+12..).unwrap();\r
+                        else if let Some(pos) = mess.find(STRING_BEFORE_NB_OF_CONNECTIONS) {\r
+                            let nb_of_connections_str = mess.get(pos+STRING_BEFORE_NB_OF_CONNECTIONS.len()+1..).unwrap();\r
                             if let Some(pos_end) = nb_of_connections_str.find(' ') {\r
-                                if let Ok(n) = nb_of_connections_str.get(0..pos_end).unwrap().parse() {\r
-                                    number_of_connections = n;\r
-                                    if players.len() >= number_of_connections {\r
-                                        return players;\r
+                                if let Ok(n) = nb_of_connections_str.get(0..pos_end).unwrap().parse::<i32>() {\r
+                                    if number_of_connections == -1 {\r
+                                        number_of_connections = n;\r
+\r
+                                        if players.len() as i32 >= number_of_connections {\r
+                                            return players;\r
+                                        }\r
                                     }\r
                                 }\r
                             }\r
@@ -142,17 +156,16 @@ fn get_last_backup_datetime(backup_path: &str) -> Option<SystemTime> {
 pub fn get_valheim_executable_information(world_path: &str, backup_path: &str) -> Option<ValheimExe> {\r
     let mut system = sysinfo::System::new_all();\r
     system.refresh_system();\r
-    let processes = system.get_process_by_name(VALHEIM_PROCESS_NAME);\r
+    let mut processes = system.processes_by_name(VALHEIM_PROCESS_NAME);\r
 \r
-    if processes.len() >= 1 {\r
-        let process = processes.first().unwrap();\r
+    if let Some(process) = processes.next() {\r
 \r
         let world_size = match std::fs::metadata(world_path) { Ok(f) => f.len(), Err(_) => 0u64 };\r
 \r
         Some(\r
             ValheimExe {\r
                 memory: process.memory(),\r
-                load_average_5min: system.get_load_average().five / system.get_processors().len() as f64 * 100.,\r
+                load_average_5min: system.load_average().five / system.cpus().len() as f64 * 100.,\r
                 uptime: std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap().as_secs() - process.start_time(),\r
                 world_size,\r
                 active_players: get_active_players(),\r