PaperMC/patches/server/0157-handle-ServerboundKeepAlivePacket-async.patch

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From 0000000000000000000000000000000000000000 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 ServerboundKeepAlivePacket async
In 1.12.2, Mojang moved the processing of ServerboundKeepAlivePacket 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/network/ServerGamePacketListenerImpl.java b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
index 1f52d3cdb63319b0fe7aa29c34f502f4368646c2..9fdde607ee51da69371cce114c15074beb2d611a 100644
--- a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
+++ b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
@@ -3120,14 +3120,18 @@ public class ServerGamePacketListenerImpl implements ServerPlayerConnection, Tic
@Override
public void handleKeepAlive(ServerboundKeepAlivePacket packet) {
- PacketUtils.ensureRunningOnSameThread(packet, this, this.player.serverLevel()); // CraftBukkit
+ //PacketUtils.ensureRunningOnSameThread(packet, this, this.player.serverLevel()); // CraftBukkit // Paper - This shouldn't be on the main thread
if (this.keepAlivePending && packet.getId() == this.keepAliveChallenge) {
int i = (int) (Util.getMillis() - this.keepAliveTime);
this.player.latency = (this.player.latency * 3 + i) / 4;
this.keepAlivePending = false;
} else if (!this.isSingleplayerOwner()) {
+ // Paper start - This needs to be handled on the main thread for plugins
+ server.submit(() -> {
this.disconnect(Component.translatable("disconnect.timeout"));
+ });
+ // Paper end
}
}