fix(limbo): 经 felis:control 放行玩家并在 felis-api 故障时退避重试
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1 file changed
+127
-49
@@ -1,5 +1,7 @@
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package best.lolicon.felis.limbo;
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import best.lolicon.felis.link.Control;
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import best.lolicon.felis.link.ControlFrame;
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import best.lolicon.felis.link.FelisApiClient;
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import best.lolicon.felis.link.LinkClient;
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import best.lolicon.felis.link.LinkCode;
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@@ -21,13 +23,12 @@ import net.kyori.adventure.text.Component;
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import net.kyori.adventure.text.event.ClickEvent;
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import net.kyori.adventure.text.format.NamedTextColor;
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import java.io.ByteArrayOutputStream;
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import java.io.DataOutputStream;
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import java.io.File;
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import java.io.IOException;
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import java.io.OutputStream;
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import java.net.InetSocketAddress;
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import java.nio.charset.StandardCharsets;
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import java.util.Set;
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import java.util.UUID;
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import java.util.concurrent.ConcurrentHashMap;
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import java.util.concurrent.atomic.AtomicBoolean;
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@@ -61,12 +62,25 @@ import java.util.logging.Logger;
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* browser — never the WeChat/QQ in-app browser, where WebAuthn/passkey does not
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* work (the web entry additionally guards this, see internal/panel);</li>
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* <li>polls {@code link/status/{uuid}} until the player redeems the code on the web
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* console, then transfers them to the lobby via a BungeeCord {@code Connect}
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* plugin message;</li>
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* <li>disconnects (fail-closed) on blacklist, on a mint/transport failure, or when
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* the login window elapses — "rather refuse than admit unauthenticated".</li>
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* console, then asks the proxy to move them to the lobby with a
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* {@code felis:control} {@code LoginRelease} frame, re-sent with backoff until
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* the player has left (the proxy re-checks the link before it lets them go);</li>
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* <li>disconnects (fail-closed) on blacklist, on a refused mint, or when the login
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* window elapses — "rather refuse than admit unauthenticated".</li>
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* </ol>
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*
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* <p>A felis-api outage at join (transport error or 5xx) is retried with backoff for
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* {@link #START_RETRY_WINDOW_MILLIS} before the player is turned away. Each retry
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* also sends a {@code LoginRelease}: the proxy keeps recent link confirmations for
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* exactly this case, so a player who was signed in minutes ago can still get
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* through a felis-api restart, and anyone else is refused there.
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*
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* <p>The release used to be a BungeeCord {@code Connect} on {@code bungeecord:main}.
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* Velocity answers that channel itself, before any plugin can see it, so leaving it
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* on for the gate left it on for every user backend (KickPlayer, ConnectOther). The
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* installer now switches it off and the proxy accepts {@code LoginRelease} only from
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* this server.
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*
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* <p><b>Config (deployment inputs, never compiled in).</b> The API base URL and
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* service token come from {@code FELIS_API_BASE_URL} / {@code FELIS_SERVICE_TOKEN}
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* (env wins, else a {@code felis-link.properties} template in the plugin data dir) via
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@@ -96,9 +110,13 @@ public final class FelisLimboPlugin extends LimboPlugin implements Listener {
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private static final long MIN_TIMEOUT_SECONDS = 30L;
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private static final long MAX_TIMEOUT_SECONDS = 3600L;
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// The BungeeCord plugin-message channel Velocity intercepts to move a player to
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// another backend. "Connect" + the target server name is the classic transfer.
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private static final String BUNGEE_CHANNEL = "bungeecord:main";
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// Backoff between retries, in ticks (≈1s, 2s, 4s, then every 8s): used both for a
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// felis-api outage at join and for re-sending the release until the player leaves.
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private static final long[] BACKOFF_TICKS = {20L, 40L, 80L, 160L};
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// How long a felis-api outage at join is retried before the player is turned away.
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static final long START_RETRY_WINDOW_MILLIS = 60_000L;
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// How long the release is re-sent after sign-in before giving up with a message.
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private static final long RELEASE_WINDOW_MILLIS = 120_000L;
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// ---- readiness state ----
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private final AtomicBoolean ready = new AtomicBoolean(false);
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@@ -112,9 +130,13 @@ public final class FelisLimboPlugin extends LimboPlugin implements Listener {
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private volatile String lobbyServer;
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private volatile long timeoutMillis;
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// Per-player poll task ids, so a completed/abandoned login cancels its own timer
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// rather than polling a departed UUID forever.
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// Per-player task ids (the link poll, a join retry, or the next release), so a
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// completed/abandoned login cancels its own timer rather than polling a departed
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// UUID forever.
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private final ConcurrentHashMap<UUID, Integer> pollTasks = new ConcurrentHashMap<>();
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// Players whose release loop is running; the async link poll can observe "linked"
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// twice before its cancellation lands, and the release must start once.
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private final Set<UUID> releasing = ConcurrentHashMap.newKeySet();
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@Override
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public void onEnable() {
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@@ -141,6 +163,7 @@ public final class FelisLimboPlugin extends LimboPlugin implements Listener {
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// cancelTask(plugin) tears down every scheduled task this plugin owns.
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getServer().getScheduler().cancelTask(this);
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pollTasks.clear();
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releasing.clear();
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}
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// ---- readiness endpoint (unchanged behavior) ----
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@@ -227,12 +250,17 @@ public final class FelisLimboPlugin extends LimboPlugin implements Listener {
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public void onJoin(PlayerJoinEvent event) {
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Player player = event.getPlayer();
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UUID id = player.getUniqueId();
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releasing.remove(id); // a reconnect starts a fresh login
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long startedAt = System.currentTimeMillis();
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// Everything below touches the network; run it off the tick thread so a slow
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// felis-api never stalls the server loop. The player waits in the limbo world.
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getServer().getScheduler().runTaskAsync(this, () -> beginLogin(id));
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getServer().getScheduler().runTaskAsync(this, () -> beginLogin(id, 0, startedAt));
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}
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private void beginLogin(UUID id) {
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private void beginLogin(UUID id, int attempt, long startedAt) {
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if (online(id) == null) {
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return; // left while a retry was pending
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}
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try {
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if (apiClient.isBlacklisted(id)) {
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disconnectOnMain(id, "该用户名已被回收保护 / This username is under reclaim protection. Contact staff.");
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@@ -243,16 +271,37 @@ public final class FelisLimboPlugin extends LimboPlugin implements Listener {
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// useless code. Only unlinked players get one. The on-demand /link
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// command (proxy + lobby) stays the door to a fresh web session.
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if (apiClient.linkStatus(id)) {
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getServer().getScheduler().runTask(this, () -> transferToLobby(id));
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getServer().getScheduler().runTask(this, () -> startRelease(id));
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return;
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}
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LinkCode code = linkClient.requestCode(id);
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getServer().getScheduler().runTask(this, () -> presentAndPoll(id, code));
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} catch (LinkException e) {
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// Fail closed: we could not reach the auth backend, so we cannot admit the
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// player. Refuse the connection rather than let them idle unauthenticated.
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LOG.warning("FelisLimbo: login start failed for " + id + " — " + e.getMessage());
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disconnectOnMain(id, "登录服务暂不可用,请稍后重连 / Login service unavailable, please reconnect shortly.");
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boolean outage = e.statusCode() == 0 || e.statusCode() >= 500;
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if (!outage || System.currentTimeMillis() - startedAt > START_RETRY_WINDOW_MILLIS) {
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// Fail closed: felis-api refused, or stayed unreachable for the whole
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// retry window. Refuse the connection rather than let them idle
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// unauthenticated.
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LOG.warning("FelisLimbo: login start failed for " + id + " after " + (attempt + 1)
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+ " attempt(s) — " + e.getMessage());
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disconnectOnMain(id, "登录服务暂不可用,请稍后重连 / Login service unavailable, please reconnect shortly.");
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return;
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}
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LOG.info("FelisLimbo: felis-api unavailable at login for " + id + " (attempt " + (attempt + 1)
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+ "): " + e.getMessage());
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getServer().getScheduler().runTask(this, () -> {
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Player player = online(id);
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if (player == null) {
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return;
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}
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if (attempt == 0) {
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player.sendMessage("§e[Felis] 登录服务繁忙,正在重试… / The login service is busy — retrying…");
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}
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sendRelease(player);
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});
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int taskId = getServer().getScheduler().runTaskLaterAsync(
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this, () -> beginLogin(id, attempt + 1, startedAt), backoff(attempt));
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track(id, taskId);
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}
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}
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@@ -281,11 +330,7 @@ public final class FelisLimboPlugin extends LimboPlugin implements Listener {
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long deadline = System.currentTimeMillis() + timeoutMillis;
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int taskId = getServer().getScheduler().runTaskTimerAsync(
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this, () -> pollOnce(id, deadline), POLL_PERIOD_TICKS, POLL_PERIOD_TICKS);
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// Replace any prior task for this UUID (a reconnect) and cancel the stale one.
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Integer previous = pollTasks.put(id, taskId);
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if (previous != null) {
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getServer().getScheduler().cancelTask(previous);
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}
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track(id, taskId);
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}
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private void pollOnce(UUID id, long deadline) {
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@@ -301,11 +346,7 @@ public final class FelisLimboPlugin extends LimboPlugin implements Listener {
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}
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try {
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if (apiClient.linkStatus(id)) {
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// Keep polling until the player actually leaves this backend. The
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// proxy independently re-checks link status before releasing the
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// gate; a transient failure there denies this attempt, so retrying
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// avoids stranding an authenticated player in limbo.
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getServer().getScheduler().runTask(this, () -> transferToLobby(id));
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getServer().getScheduler().runTask(this, () -> startRelease(id));
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}
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} catch (LinkException e) {
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// A transient poll failure is not fatal — keep trying until the deadline.
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@@ -313,18 +354,67 @@ public final class FelisLimboPlugin extends LimboPlugin implements Listener {
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}
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}
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private void transferToLobby(UUID id) {
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Player player = getServer().getPlayer(id);
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if (player == null || !player.isValid()) {
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// startRelease runs on the main thread once the player is known to be linked: stop
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// the link poll, say so once, and start asking the proxy for the lobby.
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private void startRelease(UUID id) {
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Player player = online(id);
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if (player == null || !releasing.add(id)) {
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return;
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}
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try {
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player.sendMessage("§a[Felis] 登录成功,正在进入大厅… / Signed in — sending you to the lobby…");
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player.sendPluginMessage(BUNGEE_CHANNEL, bungeeConnect(lobbyServer));
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} catch (IOException | RuntimeException e) {
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LOG.warning("FelisLimbo: transfer to lobby failed for " + id + " — " + e.getMessage());
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disconnectOnMain(id, "进入大厅失败,请重连 / Could not reach the lobby. Please reconnect.");
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cancelPoll(id);
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player.sendMessage("§a[Felis] 登录成功,正在进入大厅… / Signed in — sending you to the lobby…");
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releaseAttempt(id, 0, System.currentTimeMillis() + RELEASE_WINDOW_MILLIS);
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}
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// releaseAttempt sends one LoginRelease and schedules the next. The proxy re-checks
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// the link before it moves the player, and a transient failure there only denies
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// that one attempt, so the gate keeps asking (with backoff, silently) until the
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// player is gone or the window closes.
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private void releaseAttempt(UUID id, int attempt, long deadline) {
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Player player = online(id);
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if (player == null) {
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releasing.remove(id);
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cancelPoll(id);
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return;
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}
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if (System.currentTimeMillis() > deadline) {
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releasing.remove(id);
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LOG.warning("FelisLimbo: " + id + " was not released to the lobby within "
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+ (RELEASE_WINDOW_MILLIS / 1000) + "s");
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disconnectOnMain(id, "进入大厅失败,请重连 / Could not reach the lobby. Please reconnect.");
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return;
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}
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sendRelease(player);
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int taskId = getServer().getScheduler().runTaskLater(
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this, () -> releaseAttempt(id, attempt + 1, deadline), backoff(attempt));
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track(id, taskId);
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}
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private void sendRelease(Player player) {
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try {
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player.sendPluginMessage(Control.CHANNEL, Control.encode(ControlFrame.loginRelease(player.getName())));
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} catch (IOException | RuntimeException e) {
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// The next attempt sends again; the window bounds how long we keep trying.
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LOG.warning("FelisLimbo: could not send the lobby release for " + player.getUniqueId()
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+ " — " + e.getMessage());
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}
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}
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private Player online(UUID id) {
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Player player = getServer().getPlayer(id);
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return player != null && player.isValid() ? player : null;
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}
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// track records the player's current task, cancelling the one it replaces.
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private void track(UUID id, int taskId) {
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Integer previous = pollTasks.put(id, taskId);
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if (previous != null && previous != taskId) {
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getServer().getScheduler().cancelTask(previous);
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}
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}
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private static long backoff(int attempt) {
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return BACKOFF_TICKS[Math.min(attempt, BACKOFF_TICKS.length - 1)];
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}
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private void cancelPoll(UUID id) {
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@@ -361,18 +451,6 @@ public final class FelisLimboPlugin extends LimboPlugin implements Listener {
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page);
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}
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// bungeeConnect frames a BungeeCord "Connect" sub-channel message: the UTF string
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// "Connect" followed by the target server name. Velocity intercepts this on the
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// bungeecord:main channel and moves the player to that backend.
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private static byte[] bungeeConnect(String server) throws IOException {
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ByteArrayOutputStream buf = new ByteArrayOutputStream();
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try (DataOutputStream out = new DataOutputStream(buf)) {
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out.writeUTF("Connect");
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out.writeUTF(server);
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}
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return buf.toByteArray();
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}
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// ---- env helpers ----
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private static int healthPort() {
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