英文:
Socket.close stuck for 15 minutes
问题
我已经开发了自己的MMORPG游戏客户端和服务器,使用了SSLSockets。新的连接在它们自己的线程中获得数据输出/输入流。在我的主线程循环中,我有一个方法遍历连接映射并关闭连接(不活动踢出,请求注销等)。
我的游戏服务器会随机挂起15分钟,因此每60秒,在另一个线程中,我会打印出堆栈跟踪以及主线程运行了多少次循环。
以下是堆栈跟踪示例:
main: [sun.misc.Unsafe.park(Native Method),
java.util.concurrent.locks.LockSupport.park(LockSupport.java:175),
java.util.concurrent.locks.AbstractQueuedSynchronizer.parkAndCheckInterrupt(AbstractQueuedSynchronizer.java:836),
java.util.concurrent.locks.AbstractQueuedSynchronizer.acquireQueued(AbstractQueuedSynchronizer.java:870),
java.util.concurrent.locks.AbstractQueuedSynchronizer.acquire(AbstractQueuedSynchronizer.java:1199),
java.util.concurrent.locks.ReentrantLock$NonfairSync.lock(ReentrantLock.java:209),
java.util.concurrent.locks.ReentrantLock.lock(ReentrantLock.java:285),
sun.security.ssl.SSLSocketImpl.writeRecord(SSLSocketImpl.java:863),
sun.security.ssl.SSLSocketImpl.writeRecord(SSLSocketImpl.java:735),
...
com.jayavon.game.server.MyServer.processClientConnectionMapV2(MyServer.java:6427),
com.jayavon.game.server.MyServer.main(MyServer.java:708)]
根据这些信息,我可以看出服务器在尝试关闭连接时出现了卡顿:
clientConnectionEntry.getValue().getSocket().close();
以下是导致卡顿的精简方法(这会导致整个服务器挂起):
private void processClientConnectionMapV2(boolean disconnectAll) {
try {
Iterator<Entry<String, ClientConnectionV2>> it = MyServer.ClientConnectionMapV2.entrySet().iterator();
while (it.hasNext()) {
Entry<String, ClientConnectionV2> clientConnectionEntry = it.next();
if (clientConnectionEntry.getValue().isToDisconnect()
|| disconnectAll){ //this connection should be disconnected
if (!hasOutstandingBacklogMessagesV2(MyServer.ClientConnectionMapV2.get(clientConnectionEntry.getKey()))
|| clientConnectionEntry.getValue().getDisconnectLoopsSkipped() > 4
|| disconnectAll) {
MyServer.LOGGER.warn("----REMOVE CONNECTION----<processClientConnectionMapV2>---- " + clientConnectionEntry);
//close the actual connection here
try {
clientConnectionEntry.getValue().getSocket().close();
clientConnectionEntry.getValue().getDataInputStream().close();
clientConnectionEntry.getValue().getDataOutputStream().close();
clientConnectionEntry.getValue().getCommandHandlerV2().loggedOut = true;
serverConnectionNumber--;
} catch (Exception e1) {
LOGGER.warn("unable to close in Server processClientConnectionsV2", e1);
LOGGER.warn("connection was already closed on client side");
}
//remove from iterator and ClientConnectionMapV2
it.remove();
} else {
clientConnectionEntry.getValue().setDisconnectLoopsSkipped(clientConnectionEntry.getValue().getDisconnectLoopsSkipped() + 1);
MyServer.LOGGER.warn("----SKIP REMOVE CONNECTION----<processClientConnectionMapV2>---- " + clientConnectionEntry);
}
}
}
} catch (Exception e) {
LOGGER.fatal("MAIN LOOP: processClientConnectionsV2: ", e);
}
}
我最近已经多次重写了连接代码,以尝试修复这些卡顿问题,现在终于找到了根本原因,但我不确定如何解决。
英文:
I've developed my own MMORPG game client and server using SSLSockets. New connections get a dataoutput/input stream in their own threads. In my main thread loop, I have a method that goes through the connection map and closes connections (inactivity kicks, requested logouts, etc.).
My game server randomly hangs for 15 minutes so every 60 seconds, in another thread, I print out a stacktrace and how many loops the main thread has run.
main: [sun.misc.Unsafe.park(Native Method),
java.util.concurrent.locks.LockSupport.park(LockSupport.java:175),
java.util.concurrent.locks.AbstractQueuedSynchronizer.parkAndCheckInterrupt(AbstractQueuedSynchronizer.java:836),
java.util.concurrent.locks.AbstractQueuedSynchronizer.acquireQueued(AbstractQueuedSynchronizer.java:870),
java.util.concurrent.locks.AbstractQueuedSynchronizer.acquire(AbstractQueuedSynchronizer.java:1199),
java.util.concurrent.locks.ReentrantLock$NonfairSync.lock(ReentrantLock.java:209),
java.util.concurrent.locks.ReentrantLock.lock(ReentrantLock.java:285),
sun.security.ssl.SSLSocketImpl.writeRecord(SSLSocketImpl.java:863),
sun.security.ssl.SSLSocketImpl.writeRecord(SSLSocketImpl.java:735),
sun.security.ssl.SSLSocketImpl.sendAlert(SSLSocketImpl.java:2087),
sun.security.ssl.SSLSocketImpl.warning(SSLSocketImpl.java:1914),
sun.security.ssl.SSLSocketImpl.closeInternal(SSLSocketImpl.java:1677),
sun.security.ssl.SSLSocketImpl.close(SSLSocketImpl.java:1615),
com.jayavon.game.server.MyServer.processClientConnectionMapV2(MyServer.java:6427),
com.jayavon.game.server.MyServer.main(MyServer.java:708)]
From this I can tell that my server gets stuck when trying to close connections:
clientConnectionEntry.getValue().getSocket().close();
Here is the condensed method it is getting stuck running (which hangs the whole server):
private void processClientConnectionMapV2(boolean disconnectAll) {
try {
Iterator<Entry<String, ClientConnectionV2>> it = MyServer.ClientConnectionMapV2.entrySet().iterator();
while (it.hasNext()) {
Entry<String, ClientConnectionV2> clientConnectionEntry = it.next();
if (clientConnectionEntry.getValue().isToDisconnect()
|| disconnectAll){ //this connection should be disconnected
if (!hasOutstandingBacklogMessagesV2(MyServer.ClientConnectionMapV2.get(clientConnectionEntry.getKey()))
|| clientConnectionEntry.getValue().getDisconnectLoopsSkipped() > 4
|| disconnectAll) {
MyServer.LOGGER.warn("----REMOVE CONNECTION----<processClientConnectionMapV2>---- " + clientConnectionEntry);
//close the actual connection here
try {
clientConnectionEntry.getValue().getSocket().close();
clientConnectionEntry.getValue().getDataInputStream().close();
clientConnectionEntry.getValue().getDataOutputStream().close();
clientConnectionEntry.getValue().getCommandHandlerV2().loggedOut = true;
serverConnectionNumber--;
} catch (Exception e1) {
LOGGER.warn("unable to close in Server processClientConnectionsV2", e1);
LOGGER.warn("connection was already closed on client side");
}
//remove from iterator and ClientConnectionMapV2
it.remove();
} else {
clientConnectionEntry.getValue().setDisconnectLoopsSkipped(clientConnectionEntry.getValue().getDisconnectLoopsSkipped() + 1);
MyServer.LOGGER.warn("----SKIP REMOVE CONNECTION----<processClientConnectionMapV2>---- " + clientConnectionEntry);
}
}
}
} catch (Exception e) {
LOGGER.fatal("MAIN LOOP: processClientConnectionsV2: ", e);
}
}
I've rewritten my connection code so much recently to try to fix the hangs and I have finally found the root cause - but I'm unsure how to address it.
答案1
得分: 0
对于可能会发现这个的任何人,以下是我是如何解决的。我不能仅仅依赖于setSoTimeout
方法,因为我想要随时有能力踢出玩家。
Thread closerThread = new Thread(){
public void run(){
// 在这里关闭实际连接
try {
Thread.currentThread().setName("closerThread-" + clientConnectionEntry.getKey() + "-" + tmpAccountName + "|" + tmpCharacterName);
clientConnectionEntry.getValue().getCommandHandlerV2().outgoingMessageBacklog.clear();
clientConnectionEntry.getValue().getCommandHandlerV2().loggedOut = true;
serverConnectionNumber--;
clientConnectionEntry.getValue().getSocket().close();
clientConnectionEntry.getValue().getDataInputStream().close();
clientConnectionEntry.getValue().getDataOutputStream().close();
} catch (Exception e1) {
LOGGER.warn("无法在服务器processClientConnectionsV2中关闭", e1);
}
}
};
closerThread.start();
英文:
For anyone who may find this here is how I solved it. I was unable to just rely on the setSoTimeout method as I wanted the ability to kick players ad hoc.
Thread closerThread = new Thread(){
public void run(){
//close the actual connection here
try {
Thread.currentThread().setName("closerThread-" + clientConnectionEntry.getKey() + "-" + tmpAccountName + "|" + tmpCharacterName);
clientConnectionEntry.getValue().getCommandHandlerV2().outgoingMessageBacklog.clear();
clientConnectionEntry.getValue().getCommandHandlerV2().loggedOut = true;
serverConnectionNumber--;
clientConnectionEntry.getValue().getSocket().close();
clientConnectionEntry.getValue().getDataInputStream().close();
clientConnectionEntry.getValue().getDataOutputStream().close();
} catch (Exception e1) {
LOGGER.warn("unable to close in Server processClientConnectionsV2", e1);
}
}
};
closerThread.start();
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