164 lines
4.3 KiB
Go
164 lines
4.3 KiB
Go
package server
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import (
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"container/list"
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"context"
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"errors"
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"time"
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"git.konjactw.dev/falloutBot/go-mc/chat"
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)
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// keepAliveInterval represents the interval when the server sends keep alive
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const keepAliveInterval = time.Second * 15
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// keepAliveWaitInterval represents how long does the player expired
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const keepAliveWaitInterval = time.Second * 30
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type KeepAliveClient interface {
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SendKeepAlive(id int64)
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SendDisconnect(reason chat.Message)
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}
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type KeepAlive struct {
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join chan KeepAliveClient
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quit chan KeepAliveClient
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tick chan KeepAliveClient
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pingList *list.List
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waitList *list.List
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listIndex map[KeepAliveClient]*list.Element
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listTimer *time.Timer
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waitTimer *time.Timer
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// The Notchian server uses a system-dependent time in milliseconds to generate the keep alive ID value.
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// We don't do that here for security reason.
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keepAliveID int64
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updatePlayerDelay []func(p KeepAliveClient, delay time.Duration)
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}
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func NewKeepAlive() (k *KeepAlive) {
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return &KeepAlive{
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join: make(chan KeepAliveClient),
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quit: make(chan KeepAliveClient),
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tick: make(chan KeepAliveClient),
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pingList: list.New(),
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waitList: list.New(),
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listIndex: make(map[KeepAliveClient]*list.Element),
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listTimer: time.NewTimer(keepAliveInterval),
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waitTimer: time.NewTimer(keepAliveWaitInterval),
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keepAliveID: 0,
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}
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}
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func (k *KeepAlive) AddPlayerDelayUpdateHandler(f func(c KeepAliveClient, delay time.Duration)) {
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k.updatePlayerDelay = append(k.updatePlayerDelay, f)
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}
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func (k *KeepAlive) ClientJoin(client KeepAliveClient) { k.join <- client }
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func (k *KeepAlive) ClientTick(client KeepAliveClient) { k.tick <- client }
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func (k *KeepAlive) ClientLeft(client KeepAliveClient) { k.quit <- client }
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// Run implement Component for KeepAlive
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func (k *KeepAlive) Run(ctx context.Context) {
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for {
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select {
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case <-ctx.Done():
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return
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case c := <-k.join:
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k.pushPlayer(c)
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case c := <-k.quit:
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k.removePlayer(c)
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case now := <-k.listTimer.C:
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k.pingPlayer(now)
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case <-k.waitTimer.C:
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k.kickPlayer()
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case c := <-k.tick:
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k.tickPlayer(c)
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}
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}
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}
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func (k *KeepAlive) pushPlayer(c KeepAliveClient) {
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k.listIndex[c] = k.pingList.PushBack(
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keepAliveItem{player: c, t: time.Now()},
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)
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}
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func (k *KeepAlive) removePlayer(c KeepAliveClient) {
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elem := k.listIndex[c]
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delete(k.listIndex, c)
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if elem.Prev() == nil {
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// At present, it is difficult to distinguish
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// which linked list the player is in,
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// so both timers will be reset
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defer keepAliveSetTimer(k.pingList, k.listTimer, keepAliveInterval)
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defer keepAliveSetTimer(k.waitList, k.waitTimer, keepAliveWaitInterval)
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}
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k.pingList.Remove(elem)
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k.waitList.Remove(elem)
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}
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func (k *KeepAlive) pingPlayer(now time.Time) {
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if elem := k.pingList.Front(); elem != nil {
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c := k.pingList.Remove(elem).(keepAliveItem).player
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// Send Clientbound KeepAlive packet.
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c.SendKeepAlive(k.keepAliveID)
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k.keepAliveID++
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// Clientbound KeepAlive packet is sent, move the player to waiting list.
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k.listIndex[c] = k.waitList.PushBack(
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keepAliveItem{player: c, t: now},
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)
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}
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// Wait for next earliest player
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keepAliveSetTimer(k.pingList, k.listTimer, keepAliveInterval)
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}
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func (k *KeepAlive) tickPlayer(c KeepAliveClient) {
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elem, ok := k.listIndex[c]
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if !ok {
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panic(errors.New("keepalive: fail to tick player: client not found"))
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}
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if elem.Prev() == nil {
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if !k.waitTimer.Stop() {
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<-k.waitTimer.C
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}
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defer keepAliveSetTimer(k.waitList, k.waitTimer, keepAliveWaitInterval)
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}
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// update delay of player
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now := time.Now()
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delay := now.Sub(k.waitList.Remove(elem).(keepAliveItem).t)
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for _, f := range k.updatePlayerDelay {
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f(c, delay)
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}
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// move the player to ping list
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k.listIndex[c] = k.pingList.PushBack(
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keepAliveItem{player: c, t: now},
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)
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}
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func (k *KeepAlive) kickPlayer() {
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if elem := k.waitList.Front(); elem != nil {
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c := k.waitList.Remove(elem).(keepAliveItem).player
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k.waitList.Remove(elem)
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c.SendDisconnect(chat.TranslateMsg("disconnect.timeout"))
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}
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keepAliveSetTimer(k.waitList, k.waitTimer, keepAliveWaitInterval)
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}
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func keepAliveSetTimer(l *list.List, timer *time.Timer, interval time.Duration) {
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if first := l.Front(); first != nil {
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item := first.Value.(keepAliveItem)
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interval -= time.Since(item.t)
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if interval < 0 {
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interval = 0
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}
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}
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timer.Reset(interval)
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}
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type keepAliveItem struct {
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player KeepAliveClient
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t time.Time
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}
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