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子路径使用 nginx 返回 404

SingleNegationElimination 2月前

208 0

我在一台装有 github ci/cd 的 ubuntu 服务器上有一个 dockerized node js 应用程序,并且我已经用 nginx 设置了反向代理,当我点击 serverip 时它可以工作,但是当我执行诸如 serverip/aboutpage 之类的操作时

我在带有 github ci/cd 的 ubuntu 服务器上有一个 dockerized node js 应用程序,并且我已经使用 nginx 设置了反向代理,当我访问 serverip 时它可以工作,但是当我执行诸如 serverip/aboutpage 之类的操作时,nginx 返回 404,因此我尝试使用 curl 0.0.0.0:8080/aboutpage 访问我服务器上的 docker 容器,它返回了一个有效的响应

这是 etc/nginx/sites-available 下的默认文件

root /var/www/html;

        # Add index.php to the list if you are using PHP
        index index.html index.htm index.nginx-debian.html;

        server_name _;

        location / {
                proxy_pass http://172.17.0.2:8080; #docker container ip 
                # First attempt to serve request as file, then
                # as directory, then fall back to displaying a 404.
                try_files $uri $uri/ =404;
        }

Dockerfile

FROM node:22-alpine

RUN mkdir -p /home/node/app/node_modules && chown -R node:node /home/node/app

USER node

WORKDIR /home/node/app

COPY --chown=node:node package*.json .

RUN npm install

COPY --chown=node:node . .

EXPOSE 8080

CMD [ "node", "server.js" ]

ci.yml

name: CI Pipeline

on:
  push:
    branches: [ "main" ]

jobs:

  build:

    runs-on: ubuntu-latest

    steps:
    - uses: actions/checkout@v4
    - name: Login Dockerhub
      env:
        DOCKER_USERNAME: ${{secrets.DOCKER_USERNAME}}
        DOCKER_PASSWORD: ${{secrets.DOCKER_PASSWORD}}
      run: docker login -u $DOCKER_USERNAME -p $DOCKER_PASSWORD
    - name: Build the Docker image
      run: docker build -t sm-api .
    - name: Tag Docker local image
      run: docker tag sm-api username/sm-api:latest
    - name: Push to Dockerhub
      run: docker push username/sm-api:latest

cd.yml

name: CD Pipeline

on:
  workflow_run:
    workflows: ["CI Pipeline"]
    types:
      - completed

jobs:

  build:

    runs-on: self-hosted

    steps:
    - name: Pull Docker image
      run: sudo docker pull username/sm-api:latest
    - name: Delete Old docker container
      run: sudo docker rm -f sm-api-container || true
    - name: Run Docker Container
      run: sudo docker run -d -p 8080:8080 --name sm-api-container username/sm-api

我的 nodejs 路由器索引文件

function MyRoutes(app, express){
    const router = express.Router();
    router.get('/', (req, res) => {
        res.send('HomePage');
      });
    router.get('/about', (req, res) => {
        res.send('about');
      });
    
      return router;
}
module.exports = {
    WebRoutes
};

本地一切正常

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最新回复 (0)
  • 我有一段代码,可以生成一个球并将其扔向玩家注视的方向,稍后我想制作一个从库存中扔物品的系统,但是我遇到了多个问题......

    我有一段代码,它可以生成一个球,然后把它扔向玩家注视的方向,稍后我想制作一个从库存中投掷物品的系统,但我在多人游戏中遇到了问题,因为游戏对象只能生成服务器,所以我使用 Rpc,但它会在投掷物体之前造成相当大的延迟(比如 0.5 秒)

    有谁知道如何减少这种延迟吗?

    感谢您的任何想法

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using Unity.Netcode;
    
    public class PlayerFunctions : NetworkBehaviour
    {
        public GameObject itemPrefab;
        public float throwForce;
    
        public Transform cameraPos;
    
        public Transform itemSpawnPos;
    
        private KeyCode throwKey = KeyCode.Q;
    
        bool network = false;
    
        public override void OnNetworkSpawn()
        {
            base.OnNetworkSpawn();
    
            network = true;
        }
    
        // Update is called once per frame
        void Update()
        {
            if (Input.GetKeyDown(throwKey) && IsOwner)
            {
                ThrowServerRpc(itemSpawnPos.position, cameraPos.rotation);
            }
            else if(!network)
            {
                Throw();
            }
        }
    
        [ServerRpc]
        void ThrowServerRpc(Vector3 position, Quaternion rotation)
        {
            GameObject objectToThrow = Instantiate(itemPrefab, position, rotation);
            var objectToThrowNetworkObject = objectToThrow.GetComponent<NetworkObject>();
            objectToThrowNetworkObject.Spawn();
    
            ThrowClientRpc(objectToThrowNetworkObject.NetworkObjectId);
        }
    
        [ClientRpc]
        void ThrowClientRpc(ulong networkObjectId)
        {
            NetworkObject networkObject = NetworkManager.Singleton.SpawnManager.SpawnedObjects[networkObjectId];
    
            if(networkObject != null)
            {
                Rigidbody itemRb = networkObject.GetComponent<Rigidbody>();
    
    
                itemRb.AddForce(cameraPos.forward * throwForce, ForceMode.Force);
                itemRb.AddForce(transform.up * 100, ForceMode.Force);
            }
        }
    
        void Throw()
        {
    
             GameObject objectToThrow = Instantiate(itemPrefab, itemSpawnPos.position, cameraPos.rotation);
    
    
            Rigidbody itemRb = objectToThrow.GetComponent<Rigidbody>();
    
            
            itemRb.AddForce(cameraPos.forward * throwForce, ForceMode.Force);
            itemRb.AddForce(transform.up * 100, ForceMode.Force);
        }
    }
    
    
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