Files
Empostor/compose.yml
T
FangkuaiYa 2cd2f92d4f New Update (No Test):
## Fix: players keep getting kicked mid-game (auth cache TTL)

**Root cause**: the auth cache (`AuthCacheService`) has a 10-min TTL but `CreatedAt` was only set when the token was created — never refreshed while the player was actually connected. After ~12 min, the cleanup timer would expire the port entry, fire `OnPortExpired` → return the port to the pool → stop the delta UDP listener → the active player got force-disconnected ("Server shutting down" in the logs).

**What I changed**:
- `AuthCacheService`: added a `_confirmedPorts` set + `ConfirmPort()`. Cleanup now **skips confirmed (actively connected) ports** — as long as the player is connected, the port lease is never cleared.
- `ClientManager`: calls `_authCache.ConfirmPort(deltaPort)` right after `_portPool.ConfirmPort()` when the port matches, so an active session is marked confirmed.
- Port is still properly released on disconnect (existing `RemoveByPort` path untouched).

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## Change: hide the default UDP port, use last delta port as default

**Why**: the well-known default port (my config: 22023) was getting flooded with garbage UDP. So now the server reserves the **last port** of the delta range as the main listener, so the default game socket is never the obvious 22023, and even if the pool is fully allocated, the server still runs.

**What I changed**:
- `ServerConfig`: new option `ReserveLastDeltaPortAsDefault` (default true).
- `PortPoolService`: `DefaultPort` = last delta port (`DeltaPortEnd`) when enabled; pool excludes it.
- `MatchmakerService`: main UDP listener binds to `DefaultPort` instead of `ListenPort`.
- `GamesController`: fallback port in `GetDeltaPort()` uses `DefaultPort`.

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## Change: Filtaur-style line-speed UDP packet filter

**What I changed**: new `UdpPacketFilter` in Hazel + hooked into `UdpConnectionListener.ProcessData`. It drops junk at line speed before it reaches the game server:
- size check (min/max length),
- send-option byte check (layer-7),
- per-IP connection burst limit + temporary blacklist (default 30 burst / 60s blacklist).

Only applies to **unknown endpoints** (new connection attempts); established connections are never filtered, so in-game traffic is unaffected. This is the "filtaur" idea — force spammers through overhead and drop bad packets fast so they can't overload the server and drop everyone.

---

## Config (config.json)
Added `"ReserveLastDeltaPortAsDefault": true` under `Server`.
2026-08-12 12:15:41 +08:00

41 lines
1.2 KiB
YAML

services:
empostor:
build:
context: .
dockerfile: Dockerfile
container_name: empostor-server
restart: unless-stopped
ports:
# HTTP API / admin panel (TCP)
- "22023:22023/tcp"
# Main UDP listener now uses the last port of the delta range
# (DeltaPortEnd), so 22023/udp is no longer the game socket.
# Expose the whole delta range so players can connect.
# Adjust the range to match DeltaPortStart-DeltaPortEnd in config.json.
- "22024-22099:22024-22099/udp"
# Uncomment to expose admin HTTP panel:
# - "80:80/tcp"
volumes:
# Server config (can be read-only if you only edit via file)
- ./config.json:/app/config.json:ro
# Writable runtime data
- empostor_plugins:/app/plugins
- empostor_libraries:/app/libraries
- empostor_languages:/app/Languages
- ./Log:/app/Log
- ./Data:/app/Data
- ./marketplace:/app/marketplace
# Per-component configs (writable from admin panel)
- ./discord_webhook.json:/app/discord_webhook.json
environment:
- ASPNETCORE_URLS=http://0.0.0.0:80
- EMPOSTOR_Server__PublicIp=0.0.0.0
volumes:
empostor_plugins:
empostor_libraries:
empostor_languages: