mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-10-19 04:15:04 +00:00
Merge branch 'stable' into minor-next
This commit is contained in:
@@ -31,7 +31,7 @@ use function str_repeat;
|
||||
|
||||
final class VersionInfo{
|
||||
public const NAME = "PocketMine-MP";
|
||||
public const BASE_VERSION = "4.18.4";
|
||||
public const BASE_VERSION = "4.18.5";
|
||||
public const IS_DEVELOPMENT_BUILD = true;
|
||||
public const BUILD_CHANNEL = "stable";
|
||||
|
||||
|
@@ -114,11 +114,8 @@ use function base64_encode;
|
||||
use function bin2hex;
|
||||
use function count;
|
||||
use function get_class;
|
||||
use function hrtime;
|
||||
use function in_array;
|
||||
use function intdiv;
|
||||
use function json_encode;
|
||||
use function min;
|
||||
use function strcasecmp;
|
||||
use function strlen;
|
||||
use function strtolower;
|
||||
@@ -128,19 +125,14 @@ use function ucfirst;
|
||||
use const JSON_THROW_ON_ERROR;
|
||||
|
||||
class NetworkSession{
|
||||
private const INCOMING_PACKET_BATCH_PER_TICK = 2; //usually max 1 per tick, but transactions may arrive separately
|
||||
private const INCOMING_PACKET_BATCH_MAX_BUDGET = 100 * self::INCOMING_PACKET_BATCH_PER_TICK; //enough to account for a 5-second lag spike
|
||||
private const INCOMING_PACKET_BATCH_PER_TICK = 2; //usually max 1 per tick, but transactions arrive separately
|
||||
private const INCOMING_PACKET_BATCH_BUFFER_TICKS = 100; //enough to account for a 5-second lag spike
|
||||
|
||||
/**
|
||||
* At most this many more packets can be received. If this reaches zero, any additional packets received will cause
|
||||
* the player to be kicked from the server.
|
||||
* This number is increased every tick up to a maximum limit.
|
||||
*
|
||||
* @see self::INCOMING_PACKET_BATCH_PER_TICK
|
||||
* @see self::INCOMING_PACKET_BATCH_MAX_BUDGET
|
||||
*/
|
||||
private int $incomingPacketBatchBudget = self::INCOMING_PACKET_BATCH_MAX_BUDGET;
|
||||
private int $lastPacketBudgetUpdateTimeNs;
|
||||
private const INCOMING_GAME_PACKETS_PER_TICK = 2;
|
||||
private const INCOMING_GAME_PACKETS_BUFFER_TICKS = 100;
|
||||
|
||||
private PacketRateLimiter $packetBatchLimiter;
|
||||
private PacketRateLimiter $gamePacketLimiter;
|
||||
|
||||
private \PrefixedLogger $logger;
|
||||
private ?Player $player = null;
|
||||
@@ -196,7 +188,8 @@ class NetworkSession{
|
||||
$this->disposeHooks = new ObjectSet();
|
||||
|
||||
$this->connectTime = time();
|
||||
$this->lastPacketBudgetUpdateTimeNs = hrtime(true);
|
||||
$this->packetBatchLimiter = new PacketRateLimiter("Packet Batches", self::INCOMING_PACKET_BATCH_PER_TICK, self::INCOMING_PACKET_BATCH_BUFFER_TICKS);
|
||||
$this->gamePacketLimiter = new PacketRateLimiter("Game Packets", self::INCOMING_GAME_PACKETS_PER_TICK, self::INCOMING_GAME_PACKETS_BUFFER_TICKS);
|
||||
|
||||
$this->setHandler(new SessionStartPacketHandler(
|
||||
$this->server,
|
||||
@@ -339,13 +332,7 @@ class NetworkSession{
|
||||
|
||||
Timings::$playerNetworkReceive->startTiming();
|
||||
try{
|
||||
if($this->incomingPacketBatchBudget <= 0){
|
||||
$this->updatePacketBudget();
|
||||
if($this->incomingPacketBatchBudget <= 0){
|
||||
throw new PacketHandlingException("Receiving packets too fast");
|
||||
}
|
||||
}
|
||||
$this->incomingPacketBatchBudget--;
|
||||
$this->packetBatchLimiter->decrement();
|
||||
|
||||
if($this->cipher !== null){
|
||||
Timings::$playerNetworkReceiveDecrypt->startTiming();
|
||||
@@ -377,6 +364,7 @@ class NetworkSession{
|
||||
$stream = new BinaryStream($decompressed);
|
||||
$count = 0;
|
||||
foreach(PacketBatch::decodeRaw($stream) as $buffer){
|
||||
$this->gamePacketLimiter->decrement();
|
||||
if(++$count > 100){
|
||||
throw new PacketHandlingException("Too many packets in batch");
|
||||
}
|
||||
@@ -1105,23 +1093,6 @@ class NetworkSession{
|
||||
$this->sendDataPacket(ToastRequestPacket::create($title, $body));
|
||||
}
|
||||
|
||||
private function updatePacketBudget() : void{
|
||||
$nowNs = hrtime(true);
|
||||
$timeSinceLastUpdateNs = $nowNs - $this->lastPacketBudgetUpdateTimeNs;
|
||||
if($timeSinceLastUpdateNs > 50_000_000){
|
||||
$ticksSinceLastUpdate = intdiv($timeSinceLastUpdateNs, 50_000_000);
|
||||
/*
|
||||
* If the server takes an abnormally long time to process a tick, add the budget for time difference to
|
||||
* compensate. This extra budget may be very large, but it will disappear the next time a normal update
|
||||
* occurs. This ensures that backlogs during a large lag spike don't cause everyone to get kicked.
|
||||
* As long as all the backlogged packets are processed before the next tick, everything should be OK for
|
||||
* clients behaving normally.
|
||||
*/
|
||||
$this->incomingPacketBatchBudget = min($this->incomingPacketBatchBudget, self::INCOMING_PACKET_BATCH_MAX_BUDGET) + (self::INCOMING_PACKET_BATCH_PER_TICK * 2 * $ticksSinceLastUpdate);
|
||||
$this->lastPacketBudgetUpdateTimeNs = $nowNs;
|
||||
}
|
||||
}
|
||||
|
||||
public function tick() : void{
|
||||
if(!$this->isConnected()){
|
||||
$this->dispose();
|
||||
|
81
src/network/mcpe/PacketRateLimiter.php
Normal file
81
src/network/mcpe/PacketRateLimiter.php
Normal file
@@ -0,0 +1,81 @@
|
||||
<?php
|
||||
|
||||
/*
|
||||
*
|
||||
* ____ _ _ __ __ _ __ __ ____
|
||||
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
|
||||
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
|
||||
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
|
||||
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU Lesser General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* @author PocketMine Team
|
||||
* @link http://www.pocketmine.net/
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
declare(strict_types=1);
|
||||
|
||||
namespace pocketmine\network\mcpe;
|
||||
|
||||
use pocketmine\network\PacketHandlingException;
|
||||
use function hrtime;
|
||||
use function intdiv;
|
||||
use function min;
|
||||
|
||||
final class PacketRateLimiter{
|
||||
/**
|
||||
* At most this many more packets can be received. If this reaches zero, any additional packets received will cause
|
||||
* the player to be kicked from the server.
|
||||
* This number is increased every tick up to a maximum limit, and decreased by one every time a packet is received.
|
||||
*/
|
||||
private int $budget;
|
||||
private int $lastUpdateTimeNs;
|
||||
private int $maxBudget;
|
||||
|
||||
public function __construct(
|
||||
private string $name,
|
||||
private int $averagePerTick,
|
||||
int $maxBufferTicks,
|
||||
private int $updateFrequencyNs = 50_000_000,
|
||||
){
|
||||
$this->maxBudget = $this->averagePerTick * $maxBufferTicks;
|
||||
$this->budget = $this->maxBudget;
|
||||
$this->lastUpdateTimeNs = hrtime(true);
|
||||
}
|
||||
|
||||
/**
|
||||
* @throws PacketHandlingException if the rate limit has been exceeded
|
||||
*/
|
||||
public function decrement(int $amount = 1) : void{
|
||||
if($this->budget <= 0){
|
||||
$this->update();
|
||||
if($this->budget <= 0){
|
||||
throw new PacketHandlingException("Exceeded rate limit for \"$this->name\"");
|
||||
}
|
||||
}
|
||||
$this->budget -= $amount;
|
||||
}
|
||||
|
||||
public function update() : void{
|
||||
$nowNs = hrtime(true);
|
||||
$timeSinceLastUpdateNs = $nowNs - $this->lastUpdateTimeNs;
|
||||
if($timeSinceLastUpdateNs > $this->updateFrequencyNs){
|
||||
$ticksSinceLastUpdate = intdiv($timeSinceLastUpdateNs, $this->updateFrequencyNs);
|
||||
/*
|
||||
* If the server takes an abnormally long time to process a tick, add the budget for time difference to
|
||||
* compensate. This extra budget may be very large, but it will disappear the next time a normal update
|
||||
* occurs. This ensures that backlogs during a large lag spike don't cause everyone to get kicked.
|
||||
* As long as all the backlogged packets are processed before the next tick, everything should be OK for
|
||||
* clients behaving normally.
|
||||
*/
|
||||
$this->budget = min($this->budget, $this->maxBudget) + ($this->averagePerTick * 2 * $ticksSinceLastUpdate);
|
||||
$this->lastUpdateTimeNs = $nowNs;
|
||||
}
|
||||
}
|
||||
}
|
@@ -214,7 +214,7 @@ class InGamePacketHandler extends PacketHandler{
|
||||
if($newPos->distanceSquared($curPos) > 1){ //Tolerate up to 1 block to avoid problems with client-sided physics when spawning in blocks
|
||||
$this->session->getLogger()->debug("Got outdated pre-teleport movement, received " . $newPos . ", expected " . $curPos);
|
||||
//Still getting movements from before teleport, ignore them
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Once we get a movement within a reasonable distance, treat it as a teleport ACK and remove position lock
|
||||
|
@@ -1231,7 +1231,7 @@ class Player extends Human implements CommandSender, ChunkListener, IPlayer{
|
||||
|
||||
$revert = false;
|
||||
|
||||
if($distanceSquared > 100){
|
||||
if($distanceSquared > 225){ //15 blocks
|
||||
//TODO: this is probably too big if we process every movement
|
||||
/* !!! BEWARE YE WHO ENTER HERE !!!
|
||||
*
|
||||
@@ -1243,7 +1243,7 @@ class Player extends Human implements CommandSender, ChunkListener, IPlayer{
|
||||
* If you must tamper with this code, be aware that this can cause very nasty results. Do not waste our time
|
||||
* asking for help if you suffer the consequences of messing with this.
|
||||
*/
|
||||
$this->logger->debug("Moved too fast, reverting movement");
|
||||
$this->logger->debug("Moved too fast (" . sqrt($distanceSquared) . " blocks in 1 movement), reverting movement");
|
||||
$this->logger->debug("Old position: " . $oldPos->asVector3() . ", new position: " . $newPos);
|
||||
$revert = true;
|
||||
}elseif(!$this->getWorld()->isInLoadedTerrain($newPos)){
|
||||
|
Reference in New Issue
Block a user