Commit 0bbe249c authored by skeletor's avatar skeletor

fixed pinging to send every 30 seconds, regardless of idle state

parent 5531c206
......@@ -32,9 +32,6 @@ public class GameServer extends Server {
public void initChannel(SocketChannel ch) throws Exception {
ch.pipeline().addLast("logger", new LoggingHandler());
ch.pipeline().addLast("idleStateHandler", new IdleStateHandler(60, 30, 0));
ch.pipeline().addAfter("idleStateHandler", "idleEventHandler", new IdleTimeoutHandler());
// Decoders.
ch.pipeline().addLast(new GamePolicyDecoder());
ch.pipeline().addLast(new GameByteFrameDecoder());
......@@ -43,7 +40,7 @@ public class GameServer extends Server {
if (PacketManager.DEBUG_SHOW_PACKETS) {
ch.pipeline().addLast(new GameClientMessageLogger());
}
ch.pipeline().addLast("idleEventHandler", new IdleTimeoutHandler(30, 60));
ch.pipeline().addLast(new GameMessageRateLimit());
ch.pipeline().addLast(new GameMessageHandler());
......
package com.eu.habbo.networking.gameserver.handlers;
import com.eu.habbo.habbohotel.gameclients.GameClient;
import com.eu.habbo.messages.ClientMessage;
import com.eu.habbo.messages.incoming.Incoming;
import com.eu.habbo.messages.outgoing.handshake.PingComposer;
import com.eu.habbo.networking.gameserver.GameServerAttributes;
import io.netty.channel.ChannelDuplexHandler;
import io.netty.channel.ChannelHandlerContext;
import io.netty.handler.timeout.IdleState;
import io.netty.handler.timeout.IdleStateEvent;
import java.util.concurrent.ScheduledFuture;
import java.util.concurrent.TimeUnit;
public class IdleTimeoutHandler extends ChannelDuplexHandler {
private static final long MIN_TIMEOUT_NANOS = TimeUnit.MILLISECONDS.toNanos(1);
private final long pingScheduleNanos;
private final long pongTimeoutNanos;
volatile ScheduledFuture<?> pingScheduleFuture;
volatile long lastPongTime;// in nanoseconds
private volatile int state; // 0 - none, 1 - initialized, 2 - destroyed
public IdleTimeoutHandler(int pingScheduleSeconds, int pongTimeoutSeconds) {
this.pingScheduleNanos = Math.max(MIN_TIMEOUT_NANOS, TimeUnit.SECONDS.toNanos(pingScheduleSeconds));
this.pongTimeoutNanos = Math.max(MIN_TIMEOUT_NANOS, TimeUnit.SECONDS.toNanos(pongTimeoutSeconds));
}
private void initialize(ChannelHandlerContext ctx) {
// Avoid the case where destroy() is called before scheduling timeouts.
// See: https://github.com/netty/netty/issues/143
switch (state) {
case 1:
case 2:
return;
}
state = 1;
lastPongTime = System.nanoTime();
if (pingScheduleNanos > 0) {
pingScheduleFuture = ctx.executor().schedule(new PingScheduledTask(ctx), pingScheduleNanos, TimeUnit.NANOSECONDS);
}
}
private void destroy() {
state = 2;
if (pingScheduleFuture != null) {
pingScheduleFuture.cancel(false);
pingScheduleFuture = null;
}
}
@Override
public void userEventTriggered(ChannelHandlerContext ctx, Object evt) throws Exception {
if (evt instanceof IdleStateEvent) {
IdleStateEvent e = (IdleStateEvent) evt;
if (e.state() == IdleState.READER_IDLE) {
ctx.close();
} else if (e.state() == IdleState.WRITER_IDLE) {
GameClient client = ctx.channel().attr(GameServerAttributes.CLIENT).get();
if (client != null) {
client.sendResponse(new PingComposer());
}
}
public void handlerAdded(ChannelHandlerContext ctx) throws Exception {
if (ctx.channel().isActive() && ctx.channel().isRegistered()) {
// channelActvie() event has been fired already, which means this.channelActive() will
// not be invoked. We have to initialize here instead.
initialize(ctx);
} else {
super.userEventTriggered(ctx, evt);
// channelActive() event has not been fired yet. this.channelActive() will be invoked
// and initialization will occur there.
}
}
@Override
public void handlerRemoved(ChannelHandlerContext ctx) throws Exception {
destroy();
}
@Override
public void channelRegistered(ChannelHandlerContext ctx) throws Exception {
// Initialize early if channel is active already.
if (ctx.channel().isActive()) {
initialize(ctx);
}
super.channelRegistered(ctx);
}
@Override
public void channelActive(ChannelHandlerContext ctx) throws Exception {
// This method will be invoked only if this handler was added
// before channelActive() event is fired. If a user adds this handler
// after the channelActive() event, initialize() will be called by beforeAdd().
initialize(ctx);
super.channelActive(ctx);
}
@Override
public void channelInactive(ChannelHandlerContext ctx) throws Exception {
destroy();
super.channelInactive(ctx);
}
@Override
public void channelRead(ChannelHandlerContext ctx, Object msg) throws Exception {
// check if its a pong message
if(msg instanceof ClientMessage) {
ClientMessage packet = (ClientMessage) msg;
if(packet.getMessageId() == Incoming.PongEvent) {
this.lastPongTime = System.nanoTime();
}
}
super.channelRead(ctx, msg);
}
private final class PingScheduledTask implements Runnable {
private final ChannelHandlerContext ctx;
public PingScheduledTask(ChannelHandlerContext ctx) {
this.ctx = ctx;
}
@Override
public void run() {
if (!ctx.channel().isOpen()) {
return;
}
long currentTime = System.nanoTime();
if(currentTime - lastPongTime > pongTimeoutNanos) {
ctx.close();// add a promise here ?
return;
}
GameClient client = ctx.channel().attr(GameServerAttributes.CLIENT).get();
if (client != null) {
client.sendResponse(new PingComposer());
}
pingScheduleFuture = ctx.executor().schedule(this, pingScheduleNanos, TimeUnit.NANOSECONDS);
}
}
}
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