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Paper/patches/server-remapped/0172-handle-PacketPlayInKeepAlive-async.patch
Mariell Hoversholm a207d14a0e
Rename all patches to correct numbering scheme
Signed-off-by: Mariell Hoversholm <proximyst@proximyst.com>
2021-06-11 15:46:44 +02:00

41 Zeilen
2.1 KiB
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Shane Freeder <theboyetronic@gmail.com>
Date: Thu, 5 Oct 2017 01:54:07 +0100
Subject: [PATCH] handle PacketPlayInKeepAlive async
In 1.12.2, Mojang moved the processing of PacketPlayInKeepAlive off the main
thread, while entirely correct for the server, this causes issues with
plugins which are expecting the PlayerQuitEvent on the main thread.
In order to counteract some bad behavior, we will post handling of the
disconnection to the main thread, but leave the actual processing of the packet
off the main thread.
also adding some additional logging in order to help work out what is causing
random disconnections for clients.
diff --git a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
index f35a976de39f16d100bcbe411b64de357832c5df..f0aab8639c7d8440e4d70dd096200313d7958780 100644
--- a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
+++ b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
@@ -2777,14 +2777,18 @@ public class ServerGamePacketListenerImpl implements ServerGamePacketListener {
@Override
public void handleKeepAlive(ServerboundKeepAlivePacket packet) {
- PacketUtils.ensureRunningOnSameThread(packet, this, this.player.getLevel()); // CraftBukkit
+ //PlayerConnectionUtils.ensureMainThread(packetplayinkeepalive, this, this.player.getWorldServer()); // CraftBukkit // Paper - This shouldn't be on the main thread
if (this.keepAlivePending && packet.getId() == this.keepAliveChallenge) {
int i = (int) (Util.getMillis() - this.keepAliveTime);
this.player.latency = (this.player.latency * 3 + i) / 4;
this.keepAlivePending = false;
} else if (!this.isSingleplayerOwner()) {
+ // Paper start - This needs to be handled on the main thread for plugins
+ server.scheduleOnMain(() -> {
this.disconnect(new TranslatableComponent("disconnect.timeout"));
+ });
+ // Paper end
}
}