Rewrite console throttling logic; drop complex timer usage and use a very simple throttle
This also removes server process termination logic when a server is breaching the output limits. It simply continues to efficiently throttle the console output.
This commit is contained in:
@@ -1,15 +1,11 @@
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package server
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import (
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"context"
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"fmt"
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"sync"
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"sync/atomic"
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"time"
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"emperror.dev/errors"
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"github.com/mitchellh/colorstring"
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"github.com/pterodactyl/wings/config"
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"github.com/pterodactyl/wings/system"
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)
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@@ -18,118 +14,8 @@ import (
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// the configuration every time we need to send output along to the websocket for
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// a server.
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var appName string
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var appNameSync sync.Once
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var ErrTooMuchConsoleData = errors.New("console is outputting too much data")
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type ConsoleThrottler struct {
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mu sync.Mutex
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config.ConsoleThrottles
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// The total number of activations that have occurred thus far.
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activations uint64
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// The total number of lines that have been sent since the last reset timer period.
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count uint64
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// Wether or not the console output is being throttled. It is up to calling code to
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// determine what to do if it is.
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isThrottled *system.AtomicBool
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// The total number of lines processed so far during the given time period.
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timerCancel *context.CancelFunc
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}
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// Resets the state of the throttler.
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func (ct *ConsoleThrottler) Reset() {
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atomic.StoreUint64(&ct.count, 0)
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atomic.StoreUint64(&ct.activations, 0)
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ct.isThrottled.Store(false)
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}
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// Triggers an activation for a server. You can also decrement the number of activations
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// by passing a negative number.
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func (ct *ConsoleThrottler) markActivation(increment bool) uint64 {
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if !increment {
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if atomic.LoadUint64(&ct.activations) == 0 {
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return 0
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}
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// This weird dohicky subtracts 1 from the activation count.
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return atomic.AddUint64(&ct.activations, ^uint64(0))
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}
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return atomic.AddUint64(&ct.activations, 1)
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}
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// Determines if the console is currently being throttled. Calls to this function can be used to
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// determine if output should be funneled along to the websocket processes.
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func (ct *ConsoleThrottler) Throttled() bool {
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return ct.isThrottled.Load()
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}
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// Starts a timer that runs in a seperate thread and will continually decrement the lines processed
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// and number of activations, regardless of the current console message volume. All of the timers
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// are canceled if the context passed through is canceled.
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func (ct *ConsoleThrottler) StartTimer(ctx context.Context) {
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system.Every(ctx, time.Duration(int64(ct.LineResetInterval))*time.Millisecond, func(_ time.Time) {
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ct.isThrottled.Store(false)
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atomic.StoreUint64(&ct.count, 0)
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})
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system.Every(ctx, time.Duration(int64(ct.DecayInterval))*time.Millisecond, func(_ time.Time) {
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ct.markActivation(false)
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})
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}
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// Handles output from a server's console. This code ensures that a server is not outputting
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// an excessive amount of data to the console that could indicate a malicious or run-away process
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// and lead to performance issues for other users.
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//
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// This was much more of a problem for the NodeJS version of the daemon which struggled to handle
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// large volumes of output. However, this code is much more performant so I generally feel a lot
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// better about it's abilities.
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//
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// However, extreme output is still somewhat of a DoS attack vector against this software since we
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// are still logging it to the disk temporarily and will want to avoid dumping a huge amount of
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// data all at once. These values are all configurable via the wings configuration file, however the
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// defaults have been in the wild for almost two years at the time of this writing, so I feel quite
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// confident in them.
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//
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// This function returns an error if the server should be stopped due to violating throttle constraints
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// and a boolean value indicating if a throttle is being violated when it is checked.
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func (ct *ConsoleThrottler) Increment(onTrigger func()) error {
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if !ct.Enabled {
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return nil
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}
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// Increment the line count and if we have now output more lines than are allowed, trigger a throttle
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// activation. Once the throttle is triggered and has passed the kill at value we will trigger a server
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// stop automatically.
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if atomic.AddUint64(&ct.count, 1) >= ct.Lines && !ct.Throttled() {
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ct.isThrottled.Store(true)
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if ct.markActivation(true) >= ct.MaximumTriggerCount {
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return ErrTooMuchConsoleData
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}
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onTrigger()
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}
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return nil
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}
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// Returns the throttler instance for the server or creates a new one.
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func (s *Server) Throttler() *ConsoleThrottler {
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s.throttleOnce.Do(func() {
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s.throttler = &ConsoleThrottler{
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isThrottled: system.NewAtomicBool(false),
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ConsoleThrottles: config.Get().Throttles,
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}
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})
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return s.throttler
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}
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// PublishConsoleOutputFromDaemon sends output to the server console formatted
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// to appear correctly as being sent from Wings.
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func (s *Server) PublishConsoleOutputFromDaemon(data string) {
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@@ -141,3 +27,55 @@ func (s *Server) PublishConsoleOutputFromDaemon(data string) {
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colorstring.Color(fmt.Sprintf("[yellow][bold][%s Daemon]:[default] %s", appName, data)),
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)
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}
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// Throttler returns the throttler instance for the server or creates a new one.
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func (s *Server) Throttler() *ConsoleThrottle {
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s.throttleOnce.Do(func() {
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throttles := config.Get().Throttles
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period := time.Duration(throttles.Period) * time.Millisecond
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s.throttler = newConsoleThrottle(throttles.Lines, period)
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s.throttler.strike = func() {
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s.PublishConsoleOutputFromDaemon(fmt.Sprintf("Server is outputting console data too quickly -- throttling..."))
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}
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})
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return s.throttler
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}
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type ConsoleThrottle struct {
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limit *system.Rate
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lock *system.Locker
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strike func()
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}
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func newConsoleThrottle(lines uint64, period time.Duration) *ConsoleThrottle {
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return &ConsoleThrottle{
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limit: system.NewRate(lines, period),
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lock: system.NewLocker(),
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}
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}
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// Allow checks if the console is allowed to process more output data, or if too
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// much has already been sent over the line. If there is too much output the
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// strike callback function is triggered, but only if it has not already been
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// triggered at this point in the process.
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//
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// If output is allowed, the lock on the throttler is released and the next time
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// it is triggered the strike function will be re-executed.
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func (ct *ConsoleThrottle) Allow() bool {
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if !ct.limit.Try() {
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if err := ct.lock.Acquire(); err == nil {
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if ct.strike != nil {
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ct.strike()
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}
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}
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return false
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}
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ct.lock.Release()
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return true
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}
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// Reset resets the console throttler internal rate limiter and overage counter.
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func (ct *ConsoleThrottle) Reset() {
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ct.limit.Reset()
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}
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