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Threading and ping improvements (#1870)
- Don't schedule for setting jumping on and off if cache chunks is enabled, since we don't need to know that - Add a new setting to disable player ping forwarding. Hopefully this helps with timeouts.
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1ec589fa35
commit
b16e1d6b43
9 changed files with 43 additions and 28 deletions
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@ -56,10 +56,7 @@ import org.geysermc.connector.network.translators.world.WorldManager;
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import org.geysermc.connector.network.translators.world.block.BlockTranslator;
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import org.geysermc.connector.network.translators.world.block.entity.BlockEntityTranslator;
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import org.geysermc.connector.network.translators.world.block.entity.SkullBlockEntityTranslator;
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import org.geysermc.connector.utils.DimensionUtils;
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import org.geysermc.connector.utils.LanguageUtils;
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import org.geysermc.connector.utils.LocaleUtils;
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import org.geysermc.connector.utils.ResourcePack;
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import org.geysermc.connector.utils.*;
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import javax.naming.directory.Attribute;
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import javax.naming.directory.InitialDirContext;
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@ -190,6 +187,7 @@ public class GeyserConnector {
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remoteServer = new RemoteServer(config.getRemote().getAddress(), remotePort);
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authType = AuthType.getByName(config.getRemote().getAuthType());
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CooldownUtils.setShowCooldown(config.isShowCooldown());
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DimensionUtils.changeBedrockNetherId(config.isAboveBedrockNetherBuilding()); // Apply End dimension ID workaround to Nether
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SkullBlockEntityTranslator.ALLOW_CUSTOM_SKULLS = config.isAllowCustomSkulls();
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@ -59,6 +59,8 @@ public interface GeyserConfiguration {
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int getPingPassthroughInterval();
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boolean isForwardPlayerPing();
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int getMaxPlayers();
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boolean isDebugMode();
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@ -74,6 +74,9 @@ public abstract class GeyserJacksonConfiguration implements GeyserConfiguration
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@JsonProperty("ping-passthrough-interval")
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private int pingPassthroughInterval = 3;
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@JsonProperty("forward-player-ping")
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private boolean forwardPlayerPing = false;
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@JsonProperty("max-players")
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private int maxPlayers = 100;
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@ -170,6 +170,9 @@ public class GeyserSession implements CommandSender {
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@Setter
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private boolean sprinting;
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/**
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* Not updated if cache chunks is enabled.
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*/
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@Setter
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private boolean jumping;
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@ -567,8 +570,10 @@ public class GeyserSession implements CommandSender {
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downstream.getSession().setFlag(BuiltinFlags.ENABLE_CLIENT_PROXY_PROTOCOL, true);
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downstream.getSession().setFlag(BuiltinFlags.CLIENT_PROXIED_ADDRESS, upstream.getAddress());
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}
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// Let Geyser handle sending the keep alive
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downstream.getSession().setFlag(MinecraftConstants.AUTOMATIC_KEEP_ALIVE_MANAGEMENT, false);
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if (connector.getConfig().isForwardPlayerPing()) {
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// Let Geyser handle sending the keep alive
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downstream.getSession().setFlag(MinecraftConstants.AUTOMATIC_KEEP_ALIVE_MANAGEMENT, false);
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}
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downstream.getSession().addListener(new SessionAdapter() {
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@Override
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public void packetSending(PacketSendingEvent event) {
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@ -33,23 +33,25 @@ import org.geysermc.connector.network.translators.Translator;
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import org.geysermc.floodgate.util.DeviceOS;
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/**
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* Used to send the keep alive packet back to the server
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* Used to send the forwarded keep alive packet back to the server
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*/
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@Translator(packet = NetworkStackLatencyPacket.class)
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public class BedrockNetworkStackLatencyTranslator extends PacketTranslator<NetworkStackLatencyPacket> {
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@Override
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public void translate(NetworkStackLatencyPacket packet, GeyserSession session) {
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long pingId;
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// so apparently, as of 1.16.200
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// PS4 divides the network stack latency timestamp FOR US!!!
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// WTF
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if (session.getClientData().getDeviceOS().equals(DeviceOS.NX)) {
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// Ignore the weird DeviceOS, our order is wrong and will be fixed in Floodgate 2.0
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pingId = packet.getTimestamp();
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} else {
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pingId = packet.getTimestamp() / 1000;
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if (session.getConnector().getConfig().isForwardPlayerPing()) {
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long pingId;
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// so apparently, as of 1.16.200
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// PS4 divides the network stack latency timestamp FOR US!!!
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// WTF
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if (session.getClientData().getDeviceOS().equals(DeviceOS.NX)) {
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// Ignore the weird DeviceOS, our order is wrong and will be fixed in Floodgate 2.0
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pingId = packet.getTimestamp();
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} else {
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pingId = packet.getTimestamp() / 1000;
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}
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session.sendDownstreamPacket(new ClientKeepAlivePacket(pingId));
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}
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session.sendDownstreamPacket(new ClientKeepAlivePacket(pingId));
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}
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}
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@ -205,10 +205,11 @@ public class BedrockActionTranslator extends PacketTranslator<PlayerActionPacket
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session.getEntityCache().updateBossBars();
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break;
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case JUMP:
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session.setJumping(true);
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session.getConnector().getGeneralThreadPool().schedule(() -> {
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session.setJumping(false);
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}, 1, TimeUnit.SECONDS);
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if (!session.getConnector().getConfig().isCacheChunks()) {
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// Save the jumping status for determining teleport status
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session.setJumping(true);
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session.getConnector().getGeneralThreadPool().schedule(() -> session.setJumping(false), 1, TimeUnit.SECONDS);
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}
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break;
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}
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}
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@ -39,6 +39,9 @@ public class JavaKeepAliveTranslator extends PacketTranslator<ServerKeepAlivePac
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@Override
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public void translate(ServerKeepAlivePacket packet, GeyserSession session) {
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if (!session.getConnector().getConfig().isForwardPlayerPing()) {
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return;
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}
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NetworkStackLatencyPacket latencyPacket = new NetworkStackLatencyPacket();
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latencyPacket.setFromServer(true);
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latencyPacket.setTimestamp(packet.getPingId() * 1000);
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@ -26,7 +26,6 @@
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package org.geysermc.connector.utils;
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import com.nukkitx.protocol.bedrock.packet.SetTitlePacket;
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import org.geysermc.connector.GeyserConnector;
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import org.geysermc.connector.network.session.GeyserSession;
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import java.util.concurrent.TimeUnit;
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@ -36,11 +35,10 @@ import java.util.concurrent.TimeUnit;
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* Much of the work here is from the wonderful folks from ViaRewind: https://github.com/ViaVersion/ViaRewind
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*/
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public class CooldownUtils {
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private static boolean SHOW_COOLDOWN;
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private final static boolean SHOW_COOLDOWN;
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static {
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SHOW_COOLDOWN = GeyserConnector.getInstance().getConfig().isShowCooldown();
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public static void setShowCooldown(boolean showCooldown) {
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SHOW_COOLDOWN = showCooldown;
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}
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/**
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@ -116,5 +114,4 @@ public class CooldownUtils {
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}
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return builder.toString();
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}
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}
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@ -81,7 +81,11 @@ legacy-ping-passthrough: false
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# Increase if you are getting BrokenPipe errors.
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ping-passthrough-interval: 3
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# Maximum amount of players that can connect
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# Whether to forward player ping to the server. While enabling this will allow Bedrock players to have more accurate
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# ping, it may also cause players to time out more easily.
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forward-player-ping: false
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# Maximum amount of players that can connect. This is only visual at this time and does not actually limit player count.
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max-players: 100
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# If debug messages should be sent through console
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