geforkt von Mirrors/Velocity
Further confinement of preconnect checks to event loop.
Dieser Commit ist enthalten in:
Ursprung
fa954ab717
Commit
b0f1398b45
@ -1,5 +1,8 @@
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package com.velocitypowered.proxy.connection.client;
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import static com.velocitypowered.proxy.connection.util.ConnectionRequestResults.plainResult;
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import static java.util.concurrent.CompletableFuture.completedFuture;
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import com.google.common.base.Preconditions;
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import com.google.gson.JsonObject;
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import com.velocitypowered.api.event.connection.DisconnectEvent;
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@ -33,7 +36,6 @@ import com.velocitypowered.proxy.connection.MinecraftConnectionAssociation;
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import com.velocitypowered.proxy.connection.backend.VelocityServerConnection;
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import com.velocitypowered.proxy.connection.forge.legacy.LegacyForgeConstants;
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import com.velocitypowered.proxy.connection.util.ConnectionMessages;
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import com.velocitypowered.proxy.connection.util.ConnectionRequestResults;
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import com.velocitypowered.proxy.connection.util.ConnectionRequestResults.Impl;
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import com.velocitypowered.proxy.protocol.StateRegistry;
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import com.velocitypowered.proxy.protocol.packet.Chat;
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@ -711,8 +713,8 @@ public class ConnectedPlayer implements MinecraftConnectionAssociation, Player {
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}
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private Optional<ConnectionRequestBuilder.Status> checkServer(RegisteredServer server) {
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Preconditions
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.checkState(server instanceof VelocityRegisteredServer, "Not a valid Velocity server.");
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Preconditions.checkArgument(server instanceof VelocityRegisteredServer,
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"Not a valid Velocity server.");
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if (connectionInFlight != null || (connectedServer != null
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&& !connectedServer.hasCompletedJoin())) {
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return Optional.of(ConnectionRequestBuilder.Status.CONNECTION_IN_PROGRESS);
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@ -723,38 +725,41 @@ public class ConnectedPlayer implements MinecraftConnectionAssociation, Player {
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return Optional.empty();
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}
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private CompletableFuture<Optional<Status>> getInitialStatus() {
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return CompletableFuture.supplyAsync(() -> checkServer(toConnect), connection.eventLoop());
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}
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private CompletableFuture<Impl> internalConnect() {
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Optional<ConnectionRequestBuilder.Status> initialCheck = checkServer(toConnect);
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if (initialCheck.isPresent()) {
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return CompletableFuture
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.completedFuture(ConnectionRequestResults.plainResult(initialCheck.get(), toConnect));
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}
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// Otherwise, initiate the connection.
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ServerPreConnectEvent event = new ServerPreConnectEvent(ConnectedPlayer.this, toConnect);
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return server.getEventManager().fire(event)
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.thenComposeAsync(newEvent -> {
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Optional<RegisteredServer> connectTo = newEvent.getResult().getServer();
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if (!connectTo.isPresent()) {
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return CompletableFuture.completedFuture(
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ConnectionRequestResults
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.plainResult(ConnectionRequestBuilder.Status.CONNECTION_CANCELLED, toConnect)
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);
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return this.getInitialStatus()
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.thenCompose(initialCheck -> {
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if (initialCheck.isPresent()) {
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return completedFuture(plainResult(initialCheck.get(), toConnect));
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}
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RegisteredServer rs = connectTo.get();
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Optional<ConnectionRequestBuilder.Status> lastCheck = checkServer(rs);
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if (lastCheck.isPresent()) {
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return CompletableFuture
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.completedFuture(ConnectionRequestResults.plainResult(lastCheck.get(), rs));
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}
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ServerPreConnectEvent event = new ServerPreConnectEvent(ConnectedPlayer.this,
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toConnect);
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return server.getEventManager().fire(event)
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.thenComposeAsync(newEvent -> {
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Optional<RegisteredServer> newDest = newEvent.getResult().getServer();
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if (!newDest.isPresent()) {
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return completedFuture(
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plainResult(ConnectionRequestBuilder.Status.CONNECTION_CANCELLED, toConnect)
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);
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}
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VelocityRegisteredServer vrs = (VelocityRegisteredServer) rs;
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VelocityServerConnection con = new VelocityServerConnection(vrs, ConnectedPlayer.this,
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server);
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connectionInFlight = con;
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return con.connect();
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}, connection.eventLoop());
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RegisteredServer realDestination = newDest.get();
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Optional<ConnectionRequestBuilder.Status> check = checkServer(realDestination);
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if (check.isPresent()) {
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return completedFuture(plainResult(check.get(), realDestination));
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}
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VelocityRegisteredServer vrs = (VelocityRegisteredServer) realDestination;
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VelocityServerConnection con = new VelocityServerConnection(vrs,
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ConnectedPlayer.this, server);
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connectionInFlight = con;
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return con.connect();
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}, connection.eventLoop());
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});
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}
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@Override
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