Don't print whole json data buffer to errorstream on error
`errorstream` must not be overly verbose as clientside it is directly printed onto the ingame chat window. These days, the serverlist can contain > 200k bytes, so better print it to warningstream if the data buffer is too long.master
parent
e52ebda8b2
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860d70bd0e
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@ -52,7 +52,13 @@ Json::Value fetchJsonValue(const std::string &url,
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if (!reader.parse(stream, root)) {
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errorstream << "URL: " << url << std::endl;
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errorstream << "Failed to parse json data " << reader.getFormattedErrorMessages();
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errorstream << "data: \"" << fetch_result.data << "\"" << std::endl;
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if (fetch_result.data.size() > 100) {
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errorstream << "Data (" << fetch_result.data.size()
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<< " bytes) printed to warningstream." << std::endl;
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warningstream << "data: \"" << fetch_result.data << "\"" << std::endl;
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} else {
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errorstream << "data: \"" << fetch_result.data << "\"" << std::endl;
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}
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return Json::Value();
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}
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@ -161,8 +161,14 @@ int ModApiUtil::l_parse_json(lua_State *L)
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if (!reader.parse(stream, root)) {
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errorstream << "Failed to parse json data "
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<< reader.getFormattedErrorMessages();
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errorstream << "data: \"" << jsonstr << "\""
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<< std::endl;
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size_t jlen = strlen(jsonstr);
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if (jlen > 100) {
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errorstream << "Data (" << jlen
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<< " bytes) printed to warningstream." << std::endl;
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warningstream << "data: \"" << jsonstr << "\"" << std::endl;
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} else {
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errorstream << "data: \"" << jsonstr << "\"" << std::endl;
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}
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lua_pushnil(L);
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return 1;
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}
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