Janmm14
Janmm14
> While we are on this subject, shouldn't JoinGame be resent if the next server is != the same mode (hardcore or not hardcore) ? > @Xernium This is already...
@Sneakometer The idea is probably that for most servers the server map is not changing, that's probably why it is using a fast map and manual synchronization
You could ask CloudNet to use Waterfall's functions if they're found.
@narumii This offensive language will not get you anywhere. You did not provide any useful information. I suggest that the maintainers of waterfall delete your comment. I suggest that you...
> > Do you have the beginning of the attack ? (the logs before the java.lang.OutOfMemoryError: Direct buffer memory) ? > > Here is the log from 5 minutes before...
@Sneakometer That fix in 628 was intentionally reverted here: https://github.com/PaperMC/Waterfall/commit/f17de7472d01af9cf94198e00386ed998558ea00
> That was intentional indeed, there are now some packets that can easily exceed that size (up to 16mb) which is already a whole ton too much Not sure how...
But we do not allocate a buffer with the size before the full packet is there in Varint21FrameDecoder. So until then, the buffer we have is completely handled by netty...
@electronicboy Since I moved the readtimeouthandler after the Varint21FrameDecoder in Bungee to counter slowloris-style attacks, this would mean that the attacker is able to do this in just 30 seconds?
> the buffers are fixed size, so all you've gotta do is cause enough of them to be created That really does not sound like the right thing to do...