我认为这需要更改为while子句,此时它将等到所有10000次ping完成后,我需要它在ping成功时返回。程序“说”是在OSX上它让电脑说话。
#!/bin/bash
echo begin ping
if ping -c 100000 8.8.8.8 | grep timeout;
then echo `say timeout`;
else echo `say the internet is back up`;
fi
好的,我没有权利回答我自己的问题,所以这是我在玩完之后的答案:
谢谢,是的,我不知道$?到现在。无论如何,现在我已经离开并做了这个。我喜欢你的不是永远不会永远,但在我的情况下,我不需要它停止直到它完成。
#!/bin/bash
intertube=0
echo "begin ping"
while [ $intertube -ne 1 ]; do
ping -c 3 google.com
if [ $? -eq 0 ]; then
echo "ping success";
say success
intertube=1;
else
echo "fail ping"
fi
done
echo "fin script"
答案 0 :(得分:28)
当ping
命令gives you a perfectly good return value:
如果从指定的主机听到至少一个响应,ping实用程序将返回零退出状态;如果传输成功但没有收到回复,则为2;如果发生错误,则来自
<sysexits.h>
的其他值。
换句话说,使用类似的东西:
((count = 100)) # Maximum number to try.
while [[ $count -ne 0 ]] ; do
ping -c 1 8.8.8.8 # Try once.
rc=$?
if [[ $rc -eq 0 ]] ; then
((count = 1)) # If okay, flag to exit loop.
fi
((count = count - 1)) # So we don't go forever.
done
if [[ $rc -eq 0 ]] ; then # Make final determination.
echo `say The internet is back up.`
else
echo `say Timeout.`
fi
答案 1 :(得分:10)
您不需要使用echo或grep。你可以这样做:
ping -oc 100000 8.8.8.8 > /dev/null && say "up" || say "down"
答案 2 :(得分:7)
这也可以通过超时来完成:
# Ping until timeout or 1 successful packet
ping -w (timeout) -c 1
答案 3 :(得分:3)
如果您使用-o
选项,Mac OS X的ping
将在收到一个回复包后退出。
进一步阅读:http://developer.apple.com/library/mac/#documentation/Darwin/Reference/ManPages/man8/ping.8.html
编辑:paxdiablo makes a very good point关于使用ping
的退出状态对您有利。我会做类似的事情:
#!/usr/bin/env bash
echo 'Begin ping'
if ping -oc 100000 8.8.8.8 > /dev/null; then
echo $(say 'timeout')
else
echo $(say 'the Internet is back up')
fi
ping
将发送最多100,000个数据包,然后以失败状态退出 - 除非它收到一个回复数据包,在这种情况下它会以成功状态退出。然后if
将执行适当的声明。
答案 4 :(得分:3)
我使用这个Bash脚本在OSX上每分钟测试一次互联网状态
#address=192.168.1.99 # forced bad address for testing/debugging
address=23.208.224.170 # www.cisco.com
internet=1 # default to internet is up
while true;
do
# %a Day of Week, textual
# %b Month, textual, abbreviated
# %d Day, numeric
# %r Timestamp AM/PM
echo -n $(date +"%a, %b %d, %r") "-- "
ping -c 1 ${address} > /tmp/ping.$
if [[ $? -ne 0 ]]; then
if [[ ${internet} -eq 1 ]]; then # edge trigger -- was up now down
echo -n $(say "Internet down") # OSX Text-to-Speech
echo -n "Internet DOWN"
else
echo -n "... still down"
fi
internet=0
else
if [[ ${internet} -eq 0 ]]; then # edge trigger -- was down now up
echo -n $(say "Internet back up") # OSX Text-To-Speech
fi
internet=1
fi
cat /tmp/ping.$ | head -2 | tail -1
sleep 60 ; # sleep 60 seconds =1 min
done
答案 5 :(得分:1)
这是我的单线解决方案:
screen -S internet-check -d -m -- bash -c 'while ! ping -c 1 google.com; do echo -; done; echo Google responding to ping | mail -s internet-back my-email@example.com'
这会在新的屏幕会话中运行无限ping,直到有响应,此时它会向my-email@example.com
发送电子邮件。在发送到手机的电子邮件时代很有用。
(您可能需要先检查mail
是否配置正确echo test | mail -s test my-email@example.com
。当然,您可以从done;
开始执行任何操作,发出响铃,启动网页浏览器,用你的想象力。)
答案 6 :(得分:0)
我喜欢paxdiablo的剧本,但想要一个无限期运行的版本。此版本运行ping,直到建立连接,然后打印一条消息说明。
// Settings
var particleCount = 35,
flareCount = 0,
motion = 0.05,
tilt = 0,
particleSizeBase = 1,
particleSizeMultiplier = 0.5,
flareSizeBase = 100,
flareSizeMultiplier = 100,
glareAngle = -60,
glareOpacityMultiplier = 0.4,
renderParticles = true,
renderParticleGlare = true,
renderFlares = false,
renderLinks = false,
renderMesh = false,
flicker = false,
flickerSmoothing = 15, // higher = smoother flicker
blurSize = 0,
orbitTilt = true,
randomMotion = true,
noiseLength = 1000,
noiseStrength = 3;
document.querySelectorAll('.stars').forEach(canvas => {
var context = canvas.getContext('2d'),
color = canvas.dataset['color'],
mouse = { x: 0, y: 0 },
m = {},
r = 0,
c = 1000, // multiplier for delaunay points, since floats too small can mess up the algorithm
n = 0,
nAngle = (Math.PI * 2) / noiseLength,
nRad = 100,
nScale = 1,
nPos = {x: 0, y: 0},
points = [],
vertices = [],
triangles = [],
links = [],
particles = [],
flares = [];
function init() {
var i, j, k;
// requestAnimFrame polyfill
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function( callback ){
window.setTimeout(callback, 1000 / 60);
};
})();
// Size canvas
resize();
mouse.x = canvas.clientWidth / 2;
mouse.y = canvas.clientHeight / 2;
// Create particle positions
for (i = 0; i < particleCount; i++) {
var p = new Particle();
particles.push(p);
points.push([p.x*c, p.y*c]);
}
vertices = Delaunay.triangulate(points);
var tri = [];
for (i = 0; i < vertices.length; i++) {
if (tri.length == 2) {
triangles.push(tri);
tri = [];
}
tri.push(vertices[i]);
}
// Tell all the particles who their neighbors are
for (i = 0; i < particles.length; i++) {
// Loop through all tirangles
for (j = 0; j < triangles.length; j++) {
// Check if this particle's index is in this triangle
k = triangles[j].indexOf(i);
// If it is, add its neighbors to the particles contacts list
if (k !== -1) {
triangles[j].forEach(function(value, index, array) {
if (value !== i && particles[i].neighbors.indexOf(value) == -1) {
particles[i].neighbors.push(value);
}
});
}
}
}
var fps = 60;
var now;
var then = Date.now();
var interval = 1000/fps;
var delta;
// Animation loop
(function animloop(){
requestAnimFrame(animloop);
now = Date.now();
delta = now - then;
if (delta > interval) {
then = now - (delta % interval);
resize();
render();
}
})();
}
function render() {
if (randomMotion) {
n++;
if (n >= noiseLength) {
n = 0;
}
nPos = noisePoint(n);
}
if (renderParticles) {
// Render particles
for (var i = 0; i < particleCount; i++) {
particles[i].render();
}
}
}
function resize() {
canvas.width = window.innerWidth * (window.devicePixelRatio || 1);
canvas.height = canvas.width * (canvas.clientHeight / canvas.clientWidth);
}
// Particle class
var Particle = function() {
this.x = random(-0.1, 1.1, true);
this.y = random(-0.1, 1.1, true);
this.z = random(0,4);
this.color = color;
this.opacity = random(0.1,1,true);
this.flicker = 0;
this.neighbors = []; // placeholder for neighbors
};
Particle.prototype.render = function() {
var pos = position(this.x, this.y, this.z),
r = ((this.z * particleSizeMultiplier) + particleSizeBase) * (sizeRatio() / 1000),
o = this.opacity;
context.fillStyle = this.color;
context.globalAlpha = o;
context.beginPath();
context.fill();
context.closePath();
if (renderParticleGlare) {
context.globalAlpha = o * glareOpacityMultiplier;
context.ellipse(pos.x, pos.y, r * 100, r, (glareAngle - ((nPos.x - 0.5) * noiseStrength * motion)) * (Math.PI / 180), 0, 2 * Math.PI, false);
context.fill();
context.closePath();
}
context.globalAlpha = 1;
};
// Utils
function noisePoint(i) {
var a = nAngle * i,
cosA = Math.cos(a),
sinA = Math.sin(a),
rad = nRad;
return {
x: rad * cosA,
y: rad * sinA
};
}
function position(x, y, z) {
return {
x: (x * canvas.width) + ((((canvas.width / 2) - mouse.x + ((nPos.x - 0.5) * noiseStrength)) * z) * motion),
y: (y * canvas.height) + ((((canvas.height / 2) - mouse.y + ((nPos.y - 0.5) * noiseStrength)) * z) * motion)
};
}
function sizeRatio() {
return canvas.width >= canvas.height ? canvas.width : canvas.height;
}
function random(min, max, float) {
return float ?
Math.random() * (max - min) + min :
Math.floor(Math.random() * (max - min + 1)) + min;
}
// init
if (canvas) init();
});
我还有一个Gist of this script,我会根据需要更新修复和改进。