From 4de4c0efd42b156dd967471f5919c14b99f148f8 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/PlayerConnection.java b/src/main/java/net/minecraft/server/PlayerConnection.java index f658be09c..8c9d09e97 100644 --- a/src/main/java/net/minecraft/server/PlayerConnection.java +++ b/src/main/java/net/minecraft/server/PlayerConnection.java @@ -70,7 +70,7 @@ public class PlayerConnection implements PacketListenerPlayIn { private final MinecraftServer minecraftServer; public EntityPlayer player; private int e; - private long lastKeepAlive; private void setLastPing(long lastPing) { this.lastKeepAlive = lastPing;}; private long getLastPing() { return this.lastKeepAlive;}; // Paper - OBFHELPER + private long lastKeepAlive = SystemUtils.getMonotonicMillis(); private void setLastPing(long lastPing) { this.lastKeepAlive = lastPing;}; private long getLastPing() { return this.lastKeepAlive;}; // Paper - OBFHELPER private boolean awaitingKeepAlive; private void setPendingPing(boolean isPending) { this.awaitingKeepAlive = isPending;}; private boolean isPendingPing() { return this.awaitingKeepAlive;}; // Paper - OBFHELPER private long h; private void setKeepAliveID(long keepAliveID) { this.h = keepAliveID;}; private long getKeepAliveID() {return this.h; }; // Paper - OBFHELPER // CraftBukkit start - multithreaded fields @@ -101,6 +101,7 @@ public class PlayerConnection implements PacketListenerPlayIn { private int E; private int receivedMovePackets; private int processedMovePackets; + private static final long KEEPALIVE_LIMIT = Long.getLong("paper.playerconnection.keepalive", 30) * 1000; // Paper - provide property to set keepalive limit public PlayerConnection(MinecraftServer minecraftserver, NetworkManager networkmanager, EntityPlayer entityplayer) { this.minecraftServer = minecraftserver; @@ -179,18 +180,26 @@ public class PlayerConnection implements PacketListenerPlayIn { } this.minecraftServer.getMethodProfiler().enter("keepAlive"); - long i = SystemUtils.getMonotonicMillis(); - - if (i - this.lastKeepAlive >= 25000L) { // CraftBukkit - if (this.awaitingKeepAlive) { + // 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 = SystemUtils.getMonotonicMillis(); + long elapsedTime = currentTime - this.getLastPing(); + + if (this.isPendingPing()) { + if (!this.processedDisconnect && elapsedTime >= KEEPALIVE_LIMIT) { // check keepalive limit, don't fire if already disconnected + PlayerConnection.LOGGER.warn("{} was kicked due to keepalive timeout!", this.player.getName()); // more info this.disconnect(new ChatMessage("disconnect.timeout", new Object[0])); - } else { - this.awaitingKeepAlive = true; - this.lastKeepAlive = i; - this.h = i; - this.sendPacket(new PacketPlayOutKeepAlive(this.h)); + } + } else { + if (elapsedTime >= 15000L) { // 15 seconds + this.setPendingPing(true); + this.setLastPing(currentTime); + this.setKeepAliveID(currentTime); + this.sendPacket(new PacketPlayOutKeepAlive(this.getKeepAliveID())); + } } + // Paper end this.minecraftServer.getMethodProfiler().exit(); // CraftBukkit start -- 2.22.0