2017-10-09 08:49:12 +00:00
From 86f7060fad99e5d5efc34425c2e95e90ce59d109 Mon Sep 17 00:00:00 2001
2017-10-05 01:25:41 +00:00
From: Shane Freeder <theboyetronic@gmail.com>
Date: Thu, 5 Oct 2017 01:54:07 +0100
2017-10-09 08:49:12 +00:00
Subject: [PATCH] handle PacketPlayInKeepAlive async and revert keepalive limit
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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
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off the main thread.
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We also revert the bump on the servers built in keepalive back to 15 seconds,
this solves a read timeout in scenarios where the client isn't sending data to
the server, e.g. spectating an entity.
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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 36af72387..b0ed57ba1 100644
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--- a/src/main/java/net/minecraft/server/PlayerConnection.java
+++ b/src/main/java/net/minecraft/server/PlayerConnection.java
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@@ -181,7 +181,7 @@ public class PlayerConnection implements PacketListenerPlayIn, ITickable {
this.minecraftServer.methodProfiler.a("keepAlive");
long i = this.d();
- if (i - this.f >= 30000L) { // CraftBukkit
+ if (i - this.f >= 15000L) { // CraftBukkit // Paper - revert to 15
if (this.g) {
this.disconnect(new ChatMessage("disconnect.timeout", new Object[0]));
} else {
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@@ -2225,14 +2225,18 @@ public class PlayerConnection implements PacketListenerPlayIn, ITickable {
}
public void a(PacketPlayInKeepAlive packetplayinkeepalive) {
- PlayerConnectionUtils.ensureMainThread(packetplayinkeepalive, this, this.player.x()); // CraftBukkit
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+ //PlayerConnectionUtils.ensureMainThread(packetplayinkeepalive, this, this.player.x()); // CraftBukkit // Paper - This shouldn't be on the main thread
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if (this.g && packetplayinkeepalive.a() == this.h) {
int i = (int) (this.d() - this.f);
this.player.ping = (this.player.ping * 3 + i) / 4;
this.g = false;
} else if (!this.player.getName().equals(this.minecraftServer.Q())) {
- this.disconnect(new ChatMessage("disconnect.timeout", new Object[0]));
+ // Paper start - This needs to be handled on the main thread for plugins
+ minecraftServer.postToMainThread(() -> {
+ this.disconnect(new ChatMessage("disconnect.timeout", new Object[0]));
+ });
+ // Paper end
}
}
--
2.14.2