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https://github.com/pmmp/PocketMine-MP.git
synced 2025-09-03 16:45:13 +00:00
NetworkSession: extract rate limiting functionality into its own unit, and apply a separate rate limit to game packets
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@ -128,19 +128,14 @@ use function ucfirst;
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use const JSON_THROW_ON_ERROR;
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class NetworkSession{
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private const INCOMING_PACKET_BATCH_PER_TICK = 2; //usually max 1 per tick, but transactions may arrive separately
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private const INCOMING_PACKET_BATCH_MAX_BUDGET = 100 * self::INCOMING_PACKET_BATCH_PER_TICK; //enough to account for a 5-second lag spike
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private const INCOMING_PACKET_BATCH_PER_TICK = 2; //usually max 1 per tick, but transactions arrive separately
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private const INCOMING_PACKET_BATCH_BUFFER_TICKS = 100; //enough to account for a 5-second lag spike
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/**
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* At most this many more packets can be received. If this reaches zero, any additional packets received will cause
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* the player to be kicked from the server.
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* This number is increased every tick up to a maximum limit.
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*
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* @see self::INCOMING_PACKET_BATCH_PER_TICK
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* @see self::INCOMING_PACKET_BATCH_MAX_BUDGET
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*/
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private int $incomingPacketBatchBudget = self::INCOMING_PACKET_BATCH_MAX_BUDGET;
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private int $lastPacketBudgetUpdateTimeNs;
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private const INCOMING_GAME_PACKETS_PER_TICK = 2;
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private const INCOMING_GAME_PACKETS_BUFFER_TICKS = 100;
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private PacketRateLimiter $packetBatchLimiter;
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private PacketRateLimiter $gamePacketLimiter;
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private \PrefixedLogger $logger;
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private ?Player $player = null;
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@ -196,7 +191,8 @@ class NetworkSession{
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$this->disposeHooks = new ObjectSet();
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$this->connectTime = time();
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$this->lastPacketBudgetUpdateTimeNs = hrtime(true);
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$this->packetBatchLimiter = new PacketRateLimiter("Packet Batches", self::INCOMING_PACKET_BATCH_PER_TICK, self::INCOMING_PACKET_BATCH_BUFFER_TICKS);
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$this->gamePacketLimiter = new PacketRateLimiter("Game Packets", self::INCOMING_GAME_PACKETS_PER_TICK, self::INCOMING_GAME_PACKETS_BUFFER_TICKS);
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$this->setHandler(new SessionStartPacketHandler(
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$this->server,
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@ -339,13 +335,7 @@ class NetworkSession{
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Timings::$playerNetworkReceive->startTiming();
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try{
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if($this->incomingPacketBatchBudget <= 0){
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$this->updatePacketBudget();
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if($this->incomingPacketBatchBudget <= 0){
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throw new PacketHandlingException("Receiving packets too fast");
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}
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}
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$this->incomingPacketBatchBudget--;
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$this->packetBatchLimiter->decrement();
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if($this->cipher !== null){
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Timings::$playerNetworkReceiveDecrypt->startTiming();
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@ -377,6 +367,7 @@ class NetworkSession{
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$stream = new BinaryStream($decompressed);
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$count = 0;
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foreach(PacketBatch::decodeRaw($stream) as $buffer){
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$this->gamePacketLimiter->decrement();
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if(++$count > 100){
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throw new PacketHandlingException("Too many packets in batch");
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}
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@ -1105,23 +1096,6 @@ class NetworkSession{
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$this->sendDataPacket(ToastRequestPacket::create($title, $body));
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}
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private function updatePacketBudget() : void{
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$nowNs = hrtime(true);
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$timeSinceLastUpdateNs = $nowNs - $this->lastPacketBudgetUpdateTimeNs;
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if($timeSinceLastUpdateNs > 50_000_000){
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$ticksSinceLastUpdate = intdiv($timeSinceLastUpdateNs, 50_000_000);
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/*
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* If the server takes an abnormally long time to process a tick, add the budget for time difference to
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* compensate. This extra budget may be very large, but it will disappear the next time a normal update
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* occurs. This ensures that backlogs during a large lag spike don't cause everyone to get kicked.
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* As long as all the backlogged packets are processed before the next tick, everything should be OK for
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* clients behaving normally.
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*/
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$this->incomingPacketBatchBudget = min($this->incomingPacketBatchBudget, self::INCOMING_PACKET_BATCH_MAX_BUDGET) + (self::INCOMING_PACKET_BATCH_PER_TICK * 2 * $ticksSinceLastUpdate);
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$this->lastPacketBudgetUpdateTimeNs = $nowNs;
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}
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}
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public function tick() : void{
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if(!$this->isConnected()){
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$this->dispose();
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