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:
Dane Everitt
2022-01-30 19:31:04 -05:00
parent fb73d5dbbf
commit 2b2b5200eb
12 changed files with 482 additions and 386 deletions

View File

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