Revert keepalive back to 15 seconds
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@@ -0,0 +1,52 @@
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Shane Freeder <theboyetronic@gmail.com>
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Date: Thu, 5 Oct 2017 01:54:07 +0100
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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
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thread, while entirely correct for the server, this causes issues with
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plugins which are expecting the PlayerQuitEvent on the main thread.
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In order to counteract some bad behavior, we will post handling of the
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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,
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this solves a read timeout in scenarios where the client isn't sending data to
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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
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+++ b/src/main/java/net/minecraft/server/PlayerConnection.java
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@@ -0,0 +0,0 @@ public class PlayerConnection implements PacketListenerPlayIn, ITickable {
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this.minecraftServer.methodProfiler.a("keepAlive");
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long i = this.d();
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- if (i - this.f >= 30000L) { // CraftBukkit
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+ if (i - this.f >= 15000L) { // CraftBukkit // Paper - revert to 15
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if (this.g) {
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this.disconnect(new ChatMessage("disconnect.timeout", new Object[0]));
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} else {
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@@ -0,0 +0,0 @@ public class PlayerConnection implements PacketListenerPlayIn, ITickable {
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}
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public void a(PacketPlayInKeepAlive packetplayinkeepalive) {
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- 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) {
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int i = (int) (this.d() - this.f);
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this.player.ping = (this.player.ping * 3 + i) / 4;
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this.g = false;
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} else if (!this.player.getName().equals(this.minecraftServer.Q())) {
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- this.disconnect(new ChatMessage("disconnect.timeout", new Object[0]));
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+ // Paper start - This needs to be handled on the main thread for plugins
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+ minecraftServer.postToMainThread(() -> {
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+ this.disconnect(new ChatMessage("disconnect.timeout", new Object[0]));
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+ });
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+ // Paper end
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}
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}
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--
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