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Feb 26th, 2017
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  1. status: function(gameServer, split) {
  2.     var ini = require('./ini.js');
  3.     // Get amount of humans/bots
  4.     var humans = 0,
  5.         bots = 0;
  6.     for (var i = 0; i < gameServer.clients.length; i++) {
  7.         if ('_socket' in gameServer.clients[i])
  8.             humans++;
  9.         else
  10.             bots++;
  11.     }
  12.  
  13.     // Get average score of all players
  14.     var scores = [];
  15.     for (var i in gameServer.clients)
  16.         scores.push(getScore(gameServer.clients[i].playerTracker))
  17.     if (!gameServer.clients.length) scores = [0];
  18.        
  19.     Logger.print("Connected players: " + gameServer.clients.length + "/" + gameServer.config.serverMaxConnections);
  20.     Logger.print("Players: " + humans + " - Bots: " + bots);
  21.     Logger.print("Average score: " + (scores.reduce((x, y) => x + y) / scores.length).toFixed(2));
  22.     Logger.print("Server has been running for " + Math.floor(process.uptime() / 60) + " minutes");
  23.     Logger.print("Current memory usage: " + Math.round(process.memoryUsage().heapUsed / 1048576 * 10) / 10 + "/" + Math.round(process.memoryUsage().heapTotal / 1048576 * 10) / 10 + " mb");
  24.     Logger.print("Current game mode: " + gameServer.gameMode.name);
  25.     Logger.print("Current update time: " + gameServer.updateTimeAvg.toFixed(3) + " [ms]  (" + ini.getLagMessage(gameServer.updateTimeAvg) + ")");
  26. },
  27.  
  28. function getScore(client) {
  29.     var score = 0; // reset to not cause bugs
  30.     for (var i = 0; i < client.cells.length; i++) {
  31.         if (!client.cells[i]) continue;
  32.         score += client.cells[i]._mass;
  33.     }
  34.     return score;
  35. };
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