Error connect (GameServer)

NightSun

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Всем привет! Периодически, когда на 5-10 секунд пропадает сеть, gameserver выдает вот такую ошибку

Java:
java.net.SocketException: Connection reset
        at java.base/sun.nio.ch.SocketChannelImpl.throwConnectionReset(SocketChannelImpl.java:345)
        at java.base/sun.nio.ch.SocketChannelImpl.read(SocketChannelImpl.java:376)
        at net.sf.l2j.commons.mmocore.SelectorThread.acceptConnection(SelectorThread.java:235)
        at net.sf.l2j.commons.mmocore.SelectorThread.run(SelectorThread.java:153)
TRYING TO RECONNECT...
Exception in thread "SelectorThread-93" java.lang.NullPointerException
        at net.sf.l2j.commons.mmocore.SelectorThread.readPacket(SelectorThread.java:261)
        at net.sf.l2j.commons.mmocore.SelectorThread.run(SelectorThread.java:157)


SelectorThread прикрепил и выложил под спойлер.

Java:
package net.sf.l2j.commons.mmocore;

import java.io.IOException;
import java.net.InetAddress;
import java.net.InetSocketAddress;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.channels.SelectionKey;
import java.nio.channels.Selector;
import java.nio.channels.ServerSocketChannel;
import java.nio.channels.SocketChannel;
import java.util.Arrays;
import java.util.Iterator;
import java.util.LinkedList;

public final class SelectorThread<T extends MMOClient<?>> extends Thread
{
    // default BYTE_ORDER
    private static final ByteOrder BYTE_ORDER = ByteOrder.LITTLE_ENDIAN;
    
    // default HEADER_SIZE
    private static final int HEADER_SIZE = 2;
    
    // Selector
    private final Selector _selector;
    
    // Implementations
    private final IPacketHandler<T> _packetHandler;
    private final IMMOExecutor<T> _executor;
    private final IClientFactory<T> _clientFactory;
    private final IAcceptFilter _acceptFilter;
    
    // Configurations
    private final int HELPER_BUFFER_SIZE;
    private final int HELPER_BUFFER_COUNT;
    private final int MAX_SEND_PER_PASS;
    private final int MAX_READ_PER_PASS;
    private final long SLEEP_TIME;
    public boolean TCP_NODELAY;
    
    // Main Buffers
    private final ByteBuffer DIRECT_WRITE_BUFFER;
    private final ByteBuffer WRITE_BUFFER;
    private final ByteBuffer READ_BUFFER;
    
    // String Buffer
    private final NioNetStringBuffer STRING_BUFFER;
    
    // ByteBuffers General Purpose Pool
    private final LinkedList<ByteBuffer> _bufferPool;
    
    // Pending Close
    private final NioNetStackList<MMOConnection<T>> _pendingClose;
    
    private boolean _shutdown;
    
    public SelectorThread(final SelectorConfig sc, final IMMOExecutor<T> executor, final IPacketHandler<T> packetHandler, final IClientFactory<T> clientFactory, final IAcceptFilter acceptFilter) throws IOException
    {
        super.setName("SelectorThread-" + super.getId());
        
        HELPER_BUFFER_SIZE = sc.HELPER_BUFFER_SIZE;
        HELPER_BUFFER_COUNT = sc.HELPER_BUFFER_COUNT;
        MAX_SEND_PER_PASS = sc.MAX_SEND_PER_PASS;
        MAX_READ_PER_PASS = sc.MAX_READ_PER_PASS;
        
        SLEEP_TIME = sc.SLEEP_TIME;
        TCP_NODELAY = sc.TCP_NODELAY;
        
        DIRECT_WRITE_BUFFER = ByteBuffer.allocateDirect(sc.WRITE_BUFFER_SIZE).order(BYTE_ORDER);
        WRITE_BUFFER = ByteBuffer.wrap(new byte[sc.WRITE_BUFFER_SIZE]).order(BYTE_ORDER);
        READ_BUFFER = ByteBuffer.wrap(new byte[sc.READ_BUFFER_SIZE]).order(BYTE_ORDER);
        
        STRING_BUFFER = new NioNetStringBuffer(64 * 1024);
        
        _pendingClose = new NioNetStackList<>();
        _bufferPool = new LinkedList<>();
        
        for (int i = 0; i < HELPER_BUFFER_COUNT; i++)
            _bufferPool.addLast(ByteBuffer.wrap(new byte[HELPER_BUFFER_SIZE]).order(BYTE_ORDER));
        
        _acceptFilter = acceptFilter;
        _packetHandler = packetHandler;
        _clientFactory = clientFactory;
        _executor = executor;
        _selector = Selector.open();
    }
    
    public final void openServerSocket(InetAddress address, int tcpPort) throws IOException
    {
        final ServerSocketChannel selectable = ServerSocketChannel.open();
        selectable.configureBlocking(false);
        selectable.socket().bind((address == null) ? new InetSocketAddress(tcpPort) : new InetSocketAddress(address, tcpPort));
        selectable.register(_selector, SelectionKey.OP_ACCEPT);
    }
    
    final ByteBuffer getPooledBuffer()
    {
        if (_bufferPool.isEmpty())
            return ByteBuffer.wrap(new byte[HELPER_BUFFER_SIZE]).order(BYTE_ORDER);
        
        return _bufferPool.removeFirst();
    }
    
    final void recycleBuffer(final ByteBuffer buf)
    {
        if (_bufferPool.size() < HELPER_BUFFER_COUNT)
        {
            buf.clear();
            _bufferPool.addLast(buf);
        }
    }
    
    @SuppressWarnings("unchecked")
    @Override
    public final void run()
    {
        int selectedKeysCount = 0;
        
        SelectionKey key;
        MMOConnection<T> con;
        
        Iterator<SelectionKey> selectedKeys;
        
        while (!_shutdown)
        {
            try
            {
                selectedKeysCount = _selector.selectNow();
            }
            catch (IOException e)
            {
                e.printStackTrace();
            }
            
            if (selectedKeysCount > 0)
            {
                selectedKeys = _selector.selectedKeys().iterator();
                
                while (selectedKeys.hasNext())
                {
                    key = selectedKeys.next();
                    selectedKeys.remove();
                    
                    con = (MMOConnection<T>) key.attachment();
                    
                    switch (key.readyOps())
                    {
                        case SelectionKey.OP_CONNECT:
                            finishConnection(key, con);
                            break;
                        
                        case SelectionKey.OP_ACCEPT:
                            acceptConnection(key, con);
                            break;
                        
                        case SelectionKey.OP_READ:
                            readPacket(key, con);
                            break;
                        
                        case SelectionKey.OP_WRITE:
                            writePacket(key, con);
                            break;
                        
                        case SelectionKey.OP_READ | SelectionKey.OP_WRITE:
                            writePacket(key, con);
                            if (key.isValid())
                                readPacket(key, con);
                            break;
                    }
                }
            }
            
            synchronized (_pendingClose)
            {
                while (!_pendingClose.isEmpty())
                {
                    try
                    {
                        con = _pendingClose.removeFirst();
                        writeClosePacket(con);
                        closeConnectionImpl(con.getSelectionKey(), con);
                    }
                    catch (Exception e)
                    {
                        e.printStackTrace();
                    }
                }
            }
            
            try
            {
                Thread.sleep(SLEEP_TIME);
            }
            catch (InterruptedException e)
            {
                e.printStackTrace();
            }
        }
        closeSelectorThread();
    }
    
    private final void finishConnection(final SelectionKey key, final MMOConnection<T> con)
    {
        try
        {
            ((SocketChannel) key.channel()).finishConnect();
        }
        catch (IOException e)
        {
            con.getClient().onForcedDisconnection();
            closeConnectionImpl(key, con);
        }
        
        // key might have been invalidated on finishConnect()
        if (key.isValid())
        {
            key.interestOps(key.interestOps() | SelectionKey.OP_READ);
            key.interestOps(key.interestOps() & ~SelectionKey.OP_CONNECT);
        }
    }

    private final void acceptConnection(final SelectionKey key, MMOConnection<T> con)
    {

        ServerSocketChannel ssc = (ServerSocketChannel) key.channel();
        SocketChannel sc;
        for (int i = 0; i < 5; i++) {
            try
            {
                while ((sc = ssc.accept()) != null)
                {
                    if (_acceptFilter == null || _acceptFilter.accept(sc))
                    {
                        sc.configureBlocking(false);
                        SelectionKey clientKey = sc.register(_selector, SelectionKey.OP_READ);
                        ByteBuffer buffer = ByteBuffer.allocate(28);
                        int n = sc.read(buffer);
                        InetAddress address = sc.socket().getInetAddress();
                        if (n > 0) {
                            address = InetAddress.getByAddress(Arrays.copyOfRange(buffer.array(), 16, 20));
                        }
                        con = new MMOConnection<>(this, sc.socket(), clientKey, TCP_NODELAY, address);
                        con.setClient(_clientFactory.create(con));
                        clientKey.attach(con);
                    }
                    else {
                        if (sc != null && sc.socket() != null) {
                            sc.socket().close();
                        }
                    }
                }
                break;
            }
            catch (IOException e)
            {
                e.printStackTrace();
                System.out.println("TRYING TO RECONNECT...");
            }
        }
    }
    
    private final void readPacket(final SelectionKey key, final MMOConnection<T> con)
    {
        if (!con.isClosed())
        {
            ByteBuffer buf;
            if ((buf = con.getReadBuffer()) == null)
            {
                buf = READ_BUFFER;
            }
            
            // if we try to to do a read with no space in the buffer it will read 0 bytes going into infinite loop
            if (buf.position() == buf.limit())
            {
                closeConnectionImpl(key, con);
                return;
            }
            
            int result = -2;
            
            try
            {
                result = con.read(buf);
            }
            catch (IOException e)
            {
                // error handling goes bellow
            }
            
            if (result > 0)
            {
                buf.flip();
                
                final T client = con.getClient();
                
                for (int i = 0; i < MAX_READ_PER_PASS; i++)
                {
                    if (!tryReadPacket(key, client, buf, con))
                        return;
                }
                
                // only reachable if MAX_READ_PER_PASS has been reached
                // check if there are some more bytes in buffer
                // and allocate/compact to prevent content lose.
                if (buf.remaining() > 0)
                {
                    // did we use the READ_BUFFER ?
                    if (buf == READ_BUFFER)
                        // move the pending byte to the connections READ_BUFFER
                        allocateReadBuffer(con);
                    else
                        // move the first byte to the beginning :)
                        buf.compact();
                }
            }
            else
            {
                switch (result)
                {
                    case 0:
                    case -1:
                        closeConnectionImpl(key, con);
                        break;
                    case -2:
                        con.getClient().onForcedDisconnection();
                        closeConnectionImpl(key, con);
                        break;
                }
            }
        }
    }
    
    private final boolean tryReadPacket(final SelectionKey key, final T client, final ByteBuffer buf, final MMOConnection<T> con)
    {
        switch (buf.remaining())
        {
            case 0:
                // buffer is full nothing to read
                return false;
            
            case 1:
                // we don`t have enough data for header so we need to read
                key.interestOps(key.interestOps() | SelectionKey.OP_READ);
                
                // did we use the READ_BUFFER ?
                if (buf == READ_BUFFER)
                    // move the pending byte to the connections READ_BUFFER
                    allocateReadBuffer(con);
                else
                    // move the first byte to the beginning :)
                    buf.compact();
                return false;
            
            default:
                // data size excluding header size :>
                final int dataPending = (buf.getShort() & 0xFFFF) - HEADER_SIZE;
                
                // do we got enough bytes for the packet?
                if (dataPending <= buf.remaining())
                {
                    // avoid parsing dummy packets (packets without body)
                    if (dataPending > 0)
                    {
                        final int pos = buf.position();
                        parseClientPacket(pos, buf, dataPending, client);
                        buf.position(pos + dataPending);
                    }
                    
                    // if we are done with this buffer
                    if (!buf.hasRemaining())
                    {
                        if (buf != READ_BUFFER)
                        {
                            con.setReadBuffer(null);
                            recycleBuffer(buf);
                        }
                        else
                            READ_BUFFER.clear();
                        return false;
                    }
                    return true;
                }
                
                // we don`t have enough bytes for the dataPacket so we need
                // to read
                key.interestOps(key.interestOps() | SelectionKey.OP_READ);
                
                // did we use the READ_BUFFER ?
                if (buf == READ_BUFFER)
                {
                    // move it`s position
                    buf.position(buf.position() - HEADER_SIZE);
                    // move the pending byte to the connections READ_BUFFER
                    allocateReadBuffer(con);
                }
                else
                {
                    buf.position(buf.position() - HEADER_SIZE);
                    buf.compact();
                }
                return false;
        }
    }
    
    private final void allocateReadBuffer(final MMOConnection<T> con)
    {
        con.setReadBuffer(getPooledBuffer().put(READ_BUFFER));
        READ_BUFFER.clear();
    }
    
    private final void parseClientPacket(final int pos, final ByteBuffer buf, final int dataSize, final T client)
    {
        final boolean ret = client.decrypt(buf, dataSize);
        
        if (ret && buf.hasRemaining())
        {
            // apply limit
            final int limit = buf.limit();
            buf.limit(pos + dataSize);
            final ReceivablePacket<T> cp = _packetHandler.handlePacket(buf, client);
            
            if (cp != null)
            {
                cp._buf = buf;
                cp._sbuf = STRING_BUFFER;
                cp._client = client;
                
                if (cp.read())
                    _executor.execute(cp);
                
                cp._buf = null;
                cp._sbuf = null;
            }
            buf.limit(limit);
        }
    }
    
    private final void writeClosePacket(final MMOConnection<T> con)
    {
        SendablePacket<T> sp;
        synchronized (con.getSendQueue())
        {
            if (con.getSendQueue().isEmpty())
                return;
            
            while ((sp = con.getSendQueue().removeFirst()) != null)
            {
                WRITE_BUFFER.clear();
                
                putPacketIntoWriteBuffer(con.getClient(), sp);
                
                WRITE_BUFFER.flip();
                
                try
                {
                    con.write(WRITE_BUFFER);
                }
                catch (IOException e)
                {
                    // error handling goes on the if bellow
                }
            }
        }
    }
    
    protected final void writePacket(final SelectionKey key, final MMOConnection<T> con)
    {
        if (!prepareWriteBuffer(con))
        {
            key.interestOps(key.interestOps() & ~SelectionKey.OP_WRITE);
            return;
        }
        
        DIRECT_WRITE_BUFFER.flip();
        
        final int size = DIRECT_WRITE_BUFFER.remaining();
        
        int result = -1;
        
        try
        {
            result = con.write(DIRECT_WRITE_BUFFER);
        }
        catch (IOException e)
        {
            // error handling goes on the if bellow
        }
        
        // check if no error happened
        if (result >= 0)
        {
            // check if we written everything
            if (result == size)
            {
                // complete write
                synchronized (con.getSendQueue())
                {
                    if (con.getSendQueue().isEmpty() && !con.hasPendingWriteBuffer())
                    {
                        key.interestOps(key.interestOps() & ~SelectionKey.OP_WRITE);
                    }
                }
            }
            else
                // incomplete write
                con.createWriteBuffer(DIRECT_WRITE_BUFFER);
        }
        else
        {
            con.getClient().onForcedDisconnection();
            closeConnectionImpl(key, con);
        }
    }
    
    private final boolean prepareWriteBuffer(final MMOConnection<T> con)
    {
        boolean hasPending = false;
        DIRECT_WRITE_BUFFER.clear();
        
        // if there is pending content add it
        if (con.hasPendingWriteBuffer())
        {
            con.movePendingWriteBufferTo(DIRECT_WRITE_BUFFER);
            hasPending = true;
        }
        
        if (DIRECT_WRITE_BUFFER.remaining() > 1 && !con.hasPendingWriteBuffer())
        {
            final NioNetStackList<SendablePacket<T>> sendQueue = con.getSendQueue();
            final T client = con.getClient();
            SendablePacket<T> sp;
            
            for (int i = 0; i < MAX_SEND_PER_PASS; i++)
            {
                synchronized (con.getSendQueue())
                {
                    if (sendQueue.isEmpty())
                        sp = null;
                    else
                        sp = sendQueue.removeFirst();
                }
                
                if (sp == null)
                    break;
                
                hasPending = true;
                
                // put into WriteBuffer
                putPacketIntoWriteBuffer(client, sp);
                
                WRITE_BUFFER.flip();
                
                if (DIRECT_WRITE_BUFFER.remaining() >= WRITE_BUFFER.limit())
                    DIRECT_WRITE_BUFFER.put(WRITE_BUFFER);
                else
                {
                    con.createWriteBuffer(WRITE_BUFFER);
                    break;
                }
            }
        }
        return hasPending;
    }
    
    private final void putPacketIntoWriteBuffer(final T client, final SendablePacket<T> sp)
    {
        WRITE_BUFFER.clear();
        
        // reserve space for the size
        final int headerPos = WRITE_BUFFER.position();
        final int dataPos = headerPos + HEADER_SIZE;
        WRITE_BUFFER.position(dataPos);
        
        // set the write buffer
        sp._buf = WRITE_BUFFER;
        // set the client.
        sp._client = client;
        // write content to buffer
        sp.write();
        // delete the write buffer
        sp._buf = null;
        
        // size (inclusive header)
        int dataSize = WRITE_BUFFER.position() - dataPos;
        WRITE_BUFFER.position(dataPos);
        client.encrypt(WRITE_BUFFER, dataSize);
        
        // recalculate size after encryption
        dataSize = WRITE_BUFFER.position() - dataPos;
        
        WRITE_BUFFER.position(headerPos);
        // write header
        WRITE_BUFFER.putShort((short) (dataSize + HEADER_SIZE));
        WRITE_BUFFER.position(dataPos + dataSize);
    }
    
    final void closeConnection(final MMOConnection<T> con)
    {
        synchronized (_pendingClose)
        {
            _pendingClose.addLast(con);
        }
    }
    
    private final void closeConnectionImpl(final SelectionKey key, final MMOConnection<T> con)
    {
        try
        {
            // notify connection
            con.getClient().onDisconnection();
        }
        finally
        {
            try
            {
                // close socket and the SocketChannel
                con.close();
            }
            catch (IOException e)
            {
                // ignore, we are closing anyway
            }
            finally
            {
                con.releaseBuffers();
                // clear attachment
                key.attach(null);
                // cancel key
                key.cancel();
            }
        }
    }
    
    public final void shutdown()
    {
        _shutdown = true;
    }
    
    protected void closeSelectorThread()
    {
        for (final SelectionKey key : _selector.keys())
        {
            try
            {
                key.channel().close();
            }
            catch (IOException e)
            {
                // ignore
            }
        }
        
        try
        {
            _selector.close();
        }
        catch (IOException e)
        {
            // Ignore
        }
    }
}

Кто-то может подсказать решение ?
 

Вложения

  • SelectorThread.txt
    15,6 КБ · Просмотры: 11
  • Мне нравится
Реакции: kick
Соответственно дальше выбора сервера не пускает
 
Логир сервер при этом молчит ?
да в логин-сервере тишина, ошибок никаких нет.
ввожу данные аккаунта заходит до выбора сервера и все

Пробовали сделать вот так:
Java:
private final void acceptConnection(final SelectionKey key, MMOConnection<T> con)
    {
      ServerSocketChannel ssc = (ServerSocketChannel) key.channel();
      SocketChannel sc;
      try
      {
        while ((sc = ssc.accept()) != null)
        {
          if (_acceptFilter == null || _acceptFilter.accept(sc))
          {
            sc.configureBlocking(false);
            SelectionKey clientKey = sc.register(_selector, SelectionKey.OP_READ);
            ByteBuffer buffer = ByteBuffer.allocate(28);
            int n = sc.read(buffer);
            InetAddress address = sc.socket().getInetAddress();
            if (n > 0) {
              address = InetAddress.getByAddress(Arrays.copyOfRange(buffer.array(), 16, 20));
            }
            con = new MMOConnection<>(this, sc.socket(), clientKey, TCP_NODELAY, address);
            con.setClient(_clientFactory.create(con));
            clientKey.attach(con);
          }
          else
              sc.socket().close();
        }
      }
      catch (IOException e)
      {
        e.printStackTrace();
        System.out.println("TRYING TO RECONNECT...");
      }
    }

Но ошибка все равно появляется:
Код:
java.net.SocketException: Connection reset
        at java.base/sun.nio.ch.SocketChannelImpl.throwConnectionReset(SocketChannelImpl.java:345)
        at java.base/sun.nio.ch.SocketChannelImpl.read(SocketChannelImpl.java:376)
        at net.sf.l2j.commons.mmocore.SelectorThread.acceptConnection(SelectorThread.java:235)
        at net.sf.l2j.commons.mmocore.SelectorThread.run(SelectorThread.java:153)
TRYING TO RECONNECT...
Exception in thread "SelectorThread-93" java.lang.NullPointerException
        at net.sf.l2j.commons.mmocore.SelectorThread.readPacket(SelectorThread.java:257)
        at net.sf.l2j.commons.mmocore.SelectorThread.run(SelectorThread.java:157)
 
мне кажется самое лучшее решение при падении сетки в данном случае при проверке доступности сокеда делать релоад логина, если логин сервер отвалился и не может понять что делать
 
мне кажется самое лучшее решение при падении сетки в данном случае при проверке доступности сокеда делать релоад логина, если логин сервер отвалился и не может понять что делать
я тоже думал проблема с логином. геймсервер оставил его не трогал.
Перезагрузил в ручную логинсервер, он сконнектился с геймсервером, захожу в игру, ввожу логин и пароль, все ок, далее жму выбор сервер и 0 эффекта, тупо не пускает. Сервер при этом показывает, что онлайн.
 
Java:
    private final void readPacket(final SelectionKey key, final MMOConnection<T> con)
    {
        if (!con.isClosed())
        {
            ByteBuffer buf;
            if ((buf = con.getReadBuffer()) == null)
            {
                buf = READ_BUFFER;
            }
            
            // if we try to to do a read with no space in the buffer it will read 0 bytes going into infinite loop
            if (buf.position() == buf.limit())
            {
                closeConnectionImpl(key, con);
                return;
            }
            
            int result = -2;
            
            try
            {
                result = con.read(buf);
            }
            catch (IOException e)
            {
                // error handling goes bellow
            }
            
            if (result > 0)
            {
                buf.flip();
                
                final T client = con.getClient();
                
                for (int i = 0; i < MAX_READ_PER_PASS; i++)
                {
                    if (!tryReadPacket(key, client, buf, con))
                        return;
                }
                
                // only reachable if MAX_READ_PER_PASS has been reached
                // check if there are some more bytes in buffer
                // and allocate/compact to prevent content lose.
                if (buf.remaining() > 0)
                {
                    // did we use the READ_BUFFER ?
                    if (buf == READ_BUFFER)
                        // move the pending byte to the connections READ_BUFFER
                        allocateReadBuffer(con);
                    else
                        // move the first byte to the beginning :)
                        buf.compact();
                }
            }
            else
            {
                хм интерестно тут почему через switch
                switch (result)
                {
                    case 0: <-- это хз зачем
                    case -1:
                        closeConnectionImpl(key, con);
                        break;
                    case -2: <-- зачем второй раз -2
                        con.getClient().onForcedDisconnection();
                        closeConnectionImpl(key, con);
                        break;
                }
            }
        }
    }
я хз может я не правильно понимаю все это :Golddigging:
 
PrizraKZN, переписать таким образом ?

Java:
switch(result)
{
    case -1:
closeConnectionImpl(key, con);
con.getClient().onForcedDisconnection();
        break;
}
 
PrizraKZN, переписать таким образом ?

Java:
switch(result)
{
    case -1:
closeConnectionImpl(key, con);
con.getClient().onForcedDisconnection();
        break;
}
Java:
    private final void acceptConnection(final SelectionKey key, MMOConnection<T> con)
    {
        ServerSocketChannel ssc = (ServerSocketChannel) key.channel();
        SocketChannel sc;
       
        try
        {
            while ((sc = ssc.accept()) != null)
            {
                if ((_acceptFilter == null) || _acceptFilter.accept(sc))
                {
                    sc.configureBlocking(false);
                    SelectionKey clientKey = sc.register(_selector, SelectionKey.OP_READ);
                    con = new MMOConnection<>(this, sc.socket(), clientKey, TCP_NODELAY);
                    con.setClient(_clientFactory.create(con));
                    clientKey.attach(con);
                }
                else
                {
                    sc.socket().close();
                }
            }
        }
        catch (IOException e)
        {
            e.printStackTrace();
        }
    }
   
    private final void readPacket(final SelectionKey key, final MMOConnection<T> con)
    {
        if (!con.isClosed())
        {
            ByteBuffer buf;
            if ((buf = con.getReadBuffer()) == null)
            {
                buf = READ_BUFFER;
            }
           
            // if we try to to do a read with no space in the buffer it will
            // read 0 bytes
            // going into infinite loop
            if (buf.position() == buf.limit())
            {
                System.exit(0);
            }
           
            int result = -2;
           
            try
            {
                result = con.read(buf);
            }
            catch (IOException e)
            {
                // error handling goes bellow
            }
           
            if (result > 0)
            {
                buf.flip();
               
                final T client = con.getClient();
               
                for (int i = 0; i < MAX_READ_PER_PASS; i++)
                {
                    if (!tryReadPacket(key, client, buf, con))
                    {
                        return;
                    }
                }
               
                // only reachable if MAX_READ_PER_PASS has been reached
                // check if there are some more bytes in buffer
                // and allocate/compact to prevent content lose.
                if (buf.remaining() > 0)
                {
                    // did we use the READ_BUFFER ?
                    if (buf == READ_BUFFER)
                    {
                        // move the pending byte to the connections READ_BUFFER
                        allocateReadBuffer(con);
                    }
                    else
                    {
                        // move the first byte to the beginning :)
                        buf.compact();
                    }
                }
            }
            else
            {
                switch (result)
                {
                    case 0:
                    case -1:
                        closeConnectionImpl(key, con);
                        break;
                    case -2:
                        con.getClient().onForcedDisconnection();
                        closeConnectionImpl(key, con);
                        break;
                }
            }
        }
    }
:Maikka:
 
PrizraKZN, выдает ошибку при компиляции

Java:
....\mmocore\SelectorThread.java:235: error: cannot infer type arguments for MMOConnection<>
    [javac]                     con = new MMOConnection<>(this, sc.socket(), clientKey, TCP_NODELAY);
    [javac]                           ^
    [javac]   reason: cannot infer type-variable(s) T
    [javac]     (actual and formal argument lists differ in length)
    [javac]   where T is a type-variable:
    [javac]     T extends MMOClient<?> declared in class MMOConnection
    [javac] 1 error
 
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