Paper/Spigot-Server-Patches/0241-handle-PacketPlayInKeepAlive-async.patch
Aikar 094bb03a37
Optimize Hoppers
- Lots of itemstack cloning removed. Only clone if the item is actually moved
- Return true when a plugin cancels inventory move item event instead of false, as false causes pulls to cycle through all items.
  However, pushes do not exhibit the same behavior, so this is not something plugins could of been relying on.
- Add option (Default on) to cooldown hoppers when they fail to move an item due to full inventory
- Skip subsequent InventoryMoveItemEvents if a plugin does not use the item after first event fire for an iteration
2018-02-12 23:26:02 -05:00

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Diff

From 8739276298bf59af5c9a36049733aec513ce659e Mon Sep 17 00:00:00 2001
From: Shane Freeder <theboyetronic@gmail.com>
Date: Thu, 5 Oct 2017 01:54:07 +0100
Subject: [PATCH] handle PacketPlayInKeepAlive async
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
off the main thread.
also adding some additional logging in order to help work out what is causing
random disconnections for clients.
diff --git a/src/main/java/net/minecraft/server/PlayerConnection.java b/src/main/java/net/minecraft/server/PlayerConnection.java
index cc58a4a93..a92bf8967 100644
--- a/src/main/java/net/minecraft/server/PlayerConnection.java
+++ b/src/main/java/net/minecraft/server/PlayerConnection.java
@@ -2230,14 +2230,20 @@ public class PlayerConnection implements PacketListenerPlayIn, ITickable {
}
public void a(PacketPlayInKeepAlive packetplayinkeepalive) {
- PlayerConnectionUtils.ensureMainThread(packetplayinkeepalive, this, this.player.x()); // CraftBukkit
+ //PlayerConnectionUtils.ensureMainThread(packetplayinkeepalive, this, this.player.x()); // CraftBukkit // Paper - This shouldn't be on the main thread
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
+ PlayerConnection.LOGGER.warn("{} sent an invalid keepalive! pending keepalive: {} got id: {} expected id: {}",
+ this.player.getName(), this.isPendingPing(), packetplayinkeepalive.a(), this.getKeepAliveID());
+ minecraftServer.postToMainThread(() -> {
+ this.disconnect(new ChatMessage("disconnect.timeout", new Object[0]));
+ });
+ // Paper end
}
}
--
2.16.1