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This simply provides the base API to create the objects. Further commits will come that adds adds usage of this API to existing GameProfile based API's, as well as new API's.
70 lines
3.5 KiB
Diff
70 lines
3.5 KiB
Diff
From 02abc033533f70ef3165a97bfda3f5c2fa58633a Mon Sep 17 00:00:00 2001
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From: Shane Freeder <theboyetronic@gmail.com>
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Date: Sun, 15 Oct 2017 00:29:07 +0100
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Subject: [PATCH] revert serverside behavior of keepalives
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This patch intends to bump up the time that a client has to reply to the
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server back to 30 seconds as per pre 1.12.2, which allowed clients
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more than enough time to reply potentially allowing them to be less
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tempermental due to lag spikes on the network thread, e.g. that caused
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by plugins that are interacting with netty.
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We also add a system property to allow people to tweak how long the server
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will wait for a reply. There is a compromise here between lower and higher
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values, lower values will mean that dead connections can be closed sooner,
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whereas higher values will make this less sensitive to issues such as spikes
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from networking or during connections flood of chunk packets on slower clients,
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at the cost of dead connections being kept open for longer.
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diff --git a/src/main/java/net/minecraft/server/PlayerConnection.java b/src/main/java/net/minecraft/server/PlayerConnection.java
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index a92bf8967..d0ab87d0f 100644
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--- a/src/main/java/net/minecraft/server/PlayerConnection.java
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+++ b/src/main/java/net/minecraft/server/PlayerConnection.java
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@@ -100,6 +100,7 @@ public class PlayerConnection implements PacketListenerPlayIn, ITickable {
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private int receivedMovePackets;
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private int processedMovePackets;
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private AutoRecipe H = new AutoRecipe();
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+ private static final long KEEPALIVE_LIMIT = Long.getLong("paper.playerconnection.keepalive", 30) * 1000; // Paper - provide property to set keepalive limit
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public PlayerConnection(MinecraftServer minecraftserver, NetworkManager networkmanager, EntityPlayer entityplayer) {
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this.minecraftServer = minecraftserver;
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@@ -179,18 +180,25 @@ public class PlayerConnection implements PacketListenerPlayIn, ITickable {
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}
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this.minecraftServer.methodProfiler.a("keepAlive");
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- long i = this.d();
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-
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- if (i - this.f >= 25000L) { // CraftBukkit
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- if (this.g) {
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- this.disconnect(new ChatMessage("disconnect.timeout", new Object[0]));
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- } else {
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- this.g = true;
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- this.f = i;
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- this.h = i;
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- this.sendPacket(new PacketPlayOutKeepAlive(this.h));
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+ // Paper Start - give clients a longer time to respond to pings as per pre 1.12.2 timings
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+ // This should effectively place the keepalive handling back to "as it was" before 1.12.2
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+ long currentTime = this.getCurrentMillis();
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+ long elapsedTime = currentTime - this.getLastPing();
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+ if (this.isPendingPing()) {
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+ // We're pending a ping from the client
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+ if (!this.processedDisconnect && elapsedTime >= KEEPALIVE_LIMIT) { // check keepalive limit, don't fire if already disconnected
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+ PlayerConnection.LOGGER.warn("{} was kicked due to keepalive timeout!", this.player.getName()); // more info
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+ this.disconnect(new ChatMessage("disconnect.timeout"));
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+ }
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+ } else {
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+ if (elapsedTime >= 15000L) { // 15 seconds
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+ this.setPendingPing(true);
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+ this.setLastPing(currentTime);
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+ this.setKeepAliveID(currentTime);
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+ this.sendPacket(new PacketPlayOutKeepAlive(this.getKeepAliveID()));
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}
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}
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+ // Paper end
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this.minecraftServer.methodProfiler.b();
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// CraftBukkit start
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--
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2.15.1
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