From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Shane Freeder Date: Sun, 15 Oct 2017 00:29:07 +0100 Subject: [PATCH] revert serverside behavior of keepalives This patch intends to bump up the time that a client has to reply to the server back to 30 seconds as per pre 1.12.2, which allowed clients more than enough time to reply potentially allowing them to be less tempermental due to lag spikes on the network thread, e.g. that caused by plugins that are interacting with netty. We also add a system property to allow people to tweak how long the server will wait for a reply. There is a compromise here between lower and higher values, lower values will mean that dead connections can be closed sooner, whereas higher values will make this less sensitive to issues such as spikes from networking or during connections flood of chunk packets on slower clients, at the cost of dead connections being kept open for longer. diff --git a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java index f188a55fda95abd5ccf9119ed4ab772841128d74..c2f614b64482be75b28d47e79b0531a9143a157d 100644 --- a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java +++ b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java @@ -222,9 +222,9 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Ser private final MinecraftServer server; public ServerPlayer player; private int tickCount; - private long keepAliveTime; private void setLastPing(long lastPing) { this.keepAliveTime = lastPing;}; private long getLastPing() { return this.keepAliveTime;}; // Paper - OBFHELPER - private boolean keepAlivePending; private void setPendingPing(boolean isPending) { this.keepAlivePending = isPending;}; private boolean isPendingPing() { return this.keepAlivePending;}; // Paper - OBFHELPER - private long keepAliveChallenge; private void setKeepAliveID(long keepAliveID) { this.keepAliveChallenge = keepAliveID;}; private long getKeepAliveID() {return this.keepAliveChallenge; }; // Paper - OBFHELPER + private long keepAliveTime = Util.getMillis(); + private boolean keepAlivePending; + private long keepAliveChallenge; // CraftBukkit start - multithreaded fields private AtomicInteger chatSpamTickCount = new AtomicInteger(); // CraftBukkit end @@ -253,6 +253,7 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Ser private int aboveGroundVehicleTickCount; private int receivedMovePacketCount; private int knownMovePacketCount; + private static final long KEEPALIVE_LIMIT = Long.getLong("paper.playerconnection.keepalive", 30) * 1000; // Paper - provide property to set keepalive limit public ServerGamePacketListenerImpl(MinecraftServer server, Connection connection, ServerPlayer player) { this.server = server; @@ -335,18 +336,25 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Ser } this.server.getProfiler().push("keepAlive"); - long i = Util.getMillis(); - - if (i - this.keepAliveTime >= 25000L) { // CraftBukkit - if (this.keepAlivePending) { - this.disconnect(new TranslatableComponent("disconnect.timeout")); - } else { + // Paper Start - give clients a longer time to respond to pings as per pre 1.12.2 timings + // This should effectively place the keepalive handling back to "as it was" before 1.12.2 + long currentTime = Util.getMillis(); + long elapsedTime = currentTime - this.keepAliveTime; + + if (this.keepAlivePending) { + if (!this.processedDisconnect && elapsedTime >= KEEPALIVE_LIMIT) { // check keepalive limit, don't fire if already disconnected + ServerGamePacketListenerImpl.LOGGER.warn("{} was kicked due to keepalive timeout!", this.player.getScoreboardName()); // more info + this.disconnect(new TranslatableComponent("disconnect.timeout", new Object[0])); + } + } else { + if (elapsedTime >= 15000L) { // 15 seconds this.keepAlivePending = true; - this.keepAliveTime = i; - this.keepAliveChallenge = i; + this.keepAliveTime = currentTime; + this.keepAliveChallenge = currentTime; this.send(new ClientboundKeepAlivePacket(this.keepAliveChallenge)); } } + // Paper end this.server.getProfiler().pop(); // CraftBukkit start