#2908: Don't frame packets for dead connections
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a0f9333a13
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@ -14,6 +14,13 @@ public class LegacyDecoder extends ByteToMessageDecoder
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@Override
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protected void decode(ChannelHandlerContext ctx, ByteBuf in, List<Object> out) throws Exception
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{
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// See check in Varint21FrameDecoder for more details
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if ( !ctx.channel().isActive() )
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{
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in.skipBytes( in.readableBytes() );
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return;
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}
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if ( !in.isReadable() )
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{
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return;
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@ -20,6 +20,13 @@ public class MinecraftDecoder extends MessageToMessageDecoder<ByteBuf>
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@Override
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protected void decode(ChannelHandlerContext ctx, ByteBuf in, List<Object> out) throws Exception
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{
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// See Varint21FrameDecoder for the general reasoning. We add this here as ByteToMessageDecoder#handlerRemoved()
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// will fire any cumulated data through the pipeline, so we want to try and stop it here.
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if ( !ctx.channel().isActive() )
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{
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return;
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}
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Protocol.DirectionData prot = ( server ) ? protocol.TO_SERVER : protocol.TO_CLIENT;
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ByteBuf slice = in.copy(); // Can't slice this one due to EntityMap :(
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@ -15,6 +15,16 @@ public class Varint21FrameDecoder extends ByteToMessageDecoder
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@Override
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protected void decode(ChannelHandlerContext ctx, ByteBuf in, List<Object> out) throws Exception
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{
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// If we decode an invalid packet and an exception is thrown (thus triggering a close of the connection),
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// the Netty ByteToMessageDecoder will continue to frame more packets and potentially call fireChannelRead()
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// on them, likely with more invalid packets. Therefore, check if the connection is no longer active and if so
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// sliently discard the packet.
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if ( !ctx.channel().isActive() )
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{
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in.skipBytes( in.readableBytes() );
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return;
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}
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in.markReaderIndex();
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final byte[] buf = new byte[ 3 ];
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