Commit graph

19 commits

Author SHA1 Message Date
md_5 27bed04351 Revert "Reduce legacy ping threshold to 1000ms"
This reverts commit d2bb5e9ad6.
2013-02-10 14:52:14 +11:00
md_5 d2bb5e9ad6 Reduce legacy ping threshold to 1000ms 2013-02-10 14:35:13 +11:00
md_5 7a9eda4b61 Fix legacy pinging with some uber ninja coding. 2013-02-10 14:26:59 +11:00
md_5 4542cc4a23 Fix support for windows xp / server 2003 2013-02-10 12:35:52 +11:00
md_5 b3e5c97f6b It came to me in a dream - literally. This should fix all known issues. 2013-02-10 11:54:49 +11:00
md_5 60cb2f461b Tweak to thread pool and safety. 2013-02-10 10:30:58 +11:00
md_5 86bb33ece7 Clearing the queue when they are disconnected might actually fix some issues. 2013-02-10 09:33:31 +11:00
md_5 ff911e1872 Add extra info regarding why a user is disconnected. Should help us troubleshoot these errors - please post the full DC line if reporting a bug. 2013-02-10 08:55:18 +11:00
md_5 0dd4f55fd9 *break when dc'd 2013-02-09 23:00:03 +11:00
md_5 3e21bba4ee Remove debug code now that we know it can be called. 2013-02-09 22:54:14 +11:00
md_5 0dd0ebb15f Run disconnect code on the main thread. 2013-02-09 21:55:33 +11:00
md_5 9bca4e4b70 Add debug to see if statement is ever true 2013-02-09 21:28:34 +11:00
md_5 5e80c9de0b Give a pot shot at bringing network logic a bit closer to CB/Vanilla 2013-02-09 21:05:34 +11:00
md_5 3302eedef5 Small cleanup to netty code, no functional changes. 2013-02-09 20:58:03 +11:00
md_5 a2ffb31ddb Don't scare users with debug mode. 2013-02-09 20:42:08 +11:00
md_5 41579ff315 Add debug logging + more cleanup 2013-02-09 20:27:25 +11:00
md_5 f4572d5786 Nullcheck channel just in case, only null channel on disconnect. 2013-02-09 20:16:23 +11:00
md_5 56d3bd5f39 Use a synced arraylist 2013-02-09 20:10:34 +11:00
md_5 d212863aa7 Implement an uber efficient network engine based on the Java NIO framework Netty. This is basically a complete rewrite of the Minecraft network engine with many distinct advantages. First and foremost, there will no longer be the horrid, and redundant case of 2, or even at times, 3 threads per a connection. Instead low level select/epoll based NIO is used. The number of threads used for network reading and writing will scale automatically to the number of cores for use on your server. In most cases this will be around 8 threads for a 4 core server, much better than the up to 1000 threads that could be in use at one time with the old engine. To facilitate asynchronous packet sending or receiving (currently only chat), a cached thread pool is kept handy. Currently this pool is unbounded, however at this stage we do not need to worry about servers being resource starved due to excessive spam or chat.
== Plugin incompatibilities
As a side effect of this change, plugins which rely on very specific implementation level details within Minecraft are broken. At this point in time, TagAPI and ProtocolLib are affected. If you are a user of ProtocolLib you are advised to update to the latest build, where full support is enabled. If you are a user of TagAPI, support has not yet been added, so you will need to install the updated ProtocolLib so that TagAPI may use its functions.
== Stability
The code within this commit has been very lightly tested in production (300 players for approximately 24 hours), however it is not guaranteed to be free from all bugs. If you experence weird connection behaviour, reporting the bug and steps to reproduce are advised. You are also free to downgrade to the latest recommend build, which is guaranteed to be stable.
== Summary
This commit provides a reduction in threads, which gives the CPU / operating system more time to allocate to the main server threads, as well as various other side benefits such as chat thread pooling and a slight reduction in latency.
This commit is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported license.
2013-02-09 17:16:27 +11:00