Fixes time update

This commit is contained in:
Sotr
2018-06-13 16:42:52 +08:00
parent 876bf4d7cd
commit dc10b10979

View File

@@ -30,43 +30,45 @@ public class AkarinSlackScheduler extends Thread {
public void run() {
MinecraftServer server = MinecraftServer.getServer();
// Send time updates to everyone, it will get the right time from the world the player is in.
if (++updateTime == AkarinGlobalConfig.timeUpdateInterval * 10) {
while (server.isRunning()) {
// Send time updates to everyone, it will get the right time from the world the player is in.
if (++updateTime >= AkarinGlobalConfig.timeUpdateInterval * 10) {
for (EntityPlayer player : server.getPlayerList().players) {
player.playerConnection.sendPacket(new PacketPlayOutUpdateTime(player.world.getTime(), player.getPlayerTime(), player.world.getGameRules().getBoolean("doDaylightCycle"))); // Add support for per player time
}
updateTime = 0;
}
for (EntityPlayer player : server.getPlayerList().players) {
player.playerConnection.sendPacket(new PacketPlayOutUpdateTime(player.world.getTime(), player.getPlayerTime(), player.world.getGameRules().getBoolean("doDaylightCycle"))); // Add support for per player time
}
updateTime = 0;
}
for (EntityPlayer player : server.getPlayerList().players) {
PlayerConnection conn = player.playerConnection;
// Paper - give clients a longer time to respond to pings as per pre 1.12.2 timings
// This should effectively place the keepalive handling back to "as it was" before 1.12.2
long currentTime = System.nanoTime() / 1000000L;
long elapsedTime = currentTime - conn.getLastPing();
if (conn.isPendingPing()) {
// We're pending a ping from the client
if (!conn.processedDisconnect && elapsedTime >= AkarinGlobalConfig.keepAliveTimeout * 1000L) { // check keepalive limit, don't fire if already disconnected
Akari.callbackQueue.add(() -> {
Akari.logger.warn("{} was kicked due to keepalive timeout!", conn.player.getName()); // more info
conn.disconnect("disconnect.timeout");
});
}
} else {
if (elapsedTime >= AkarinGlobalConfig.keepAliveSendInterval * 1000L) { // 15 seconds default
conn.setPendingPing(true);
conn.setLastPing(currentTime);
conn.setKeepAliveID(currentTime);
conn.sendPacket(new PacketPlayOutKeepAlive(conn.getKeepAliveID()));
PlayerConnection conn = player.playerConnection;
// Paper - give clients a longer time to respond to pings as per pre 1.12.2 timings
// This should effectively place the keepalive handling back to "as it was" before 1.12.2
long currentTime = System.nanoTime() / 1000000L;
long elapsedTime = currentTime - conn.getLastPing();
if (conn.isPendingPing()) {
// We're pending a ping from the client
if (!conn.processedDisconnect && elapsedTime >= AkarinGlobalConfig.keepAliveTimeout * 1000L) { // check keepalive limit, don't fire if already disconnected
Akari.callbackQueue.add(() -> {
Akari.logger.warn("{} was kicked due to keepalive timeout!", conn.player.getName()); // more info
conn.disconnect("disconnect.timeout");
});
}
} else {
if (elapsedTime >= AkarinGlobalConfig.keepAliveSendInterval * 1000L) { // 15 seconds default
conn.setPendingPing(true);
conn.setLastPing(currentTime);
conn.setKeepAliveID(currentTime);
conn.sendPacket(new PacketPlayOutKeepAlive(conn.getKeepAliveID()));
}
}
}
}
try {
Thread.sleep(100);
} catch (InterruptedException ex) {
Akari.logger.warn("Slack scheduler thread was interrupted unexpectly!");
ex.printStackTrace();
try {
Thread.sleep(100);
} catch (InterruptedException ex) {
Akari.logger.warn("Slack scheduler thread was interrupted unexpectly!");
ex.printStackTrace();
}
}
}