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Fix handling servers that don't return a playercount
1 parent 6ab9c14 commit 9bd61b6

1 file changed

Lines changed: 8 additions & 2 deletions

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main.go

Lines changed: 8 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -117,9 +117,15 @@ func query(edition string, name string, queryHostname string) {
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118118
log.Debug("resolved", "hostname", resolvedHostname, "ip", ip.IP, "asn", ip.ASNum)
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120-
log.Info("finished querying server ", "edition", edition, "name", name, "players", strconv.FormatInt(*playercount, 10), "execTimeMs", time.Since(executionTimer).Milliseconds())
120+
var pc string = "N/A"
121+
if playercount != nil {
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pc = strconv.FormatInt(int64(*playercount), 10)
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}
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log.Info("finished querying server ", "edition", edition, "name", name, "players", pc, "execTimeMs", time.Since(executionTimer).Milliseconds())
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122-
promGauge.WithLabelValues(edition, name, slug.Make(name), queryHostname, strconv.Itoa(int(ip.ASNum)), ip.ASName).Set(float64(*playercount))
126+
if playercount != nil {
127+
promGauge.WithLabelValues(edition, name, slug.Make(name), queryHostname, strconv.Itoa(int(ip.ASNum)), ip.ASName).Set(float64(*playercount))
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}
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}
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func queryServers(servers []Server, serverType string, wg *sync.WaitGroup) {

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