§配置 Netty 服务器后端
Netty 服务器后端构建在 Netty 之上。
注意:Netty 服务器后端不是 2.6.x 中的默认后端,因此必须明确启用。有关更多信息,请参阅 Netty 服务器 文档。
§默认配置
Play 使用以下默认配置
# Copyright (C) from 2022 The Play Framework Contributors <https://github.com/playframework>, 2011-2021 Lightbend Inc. <https://www.lightbend.com>
play.server {
# The server provider class name
provider = "play.core.server.NettyServerProvider"
netty {
# The default value of the `Server` header to produce if no explicit `Server`-header was included in a response.
# If this value is the null and no header was included in the request, no `Server` header will be rendered at all.
server-header = null
server-header = ${?play.server.server-header}
# The number of event loop threads. 0 means let Netty decide, which by default will select 2 times the number of
# available processors.
eventLoopThreads = 0
# When Netty shuts down, it ensures that no tasks (requests) are submitted for 'the quiet period' before it finally shuts down.
# If a task is submitted during the quiet period, it is guaranteed to be accepted and the quiet period will start over.
#
# For more details see:
# https://netty.java.net.cn/4.1/api/io/netty/util/concurrent/EventExecutorGroup.html#shutdownGracefully-long-long-java.util.concurrent.TimeUnit-
#
# Play keeps using Netty's default of 2 seconds:
# https://github.com/netty/netty/blob/netty-4.1.92.Final/common/src/main/java/io/netty/util/concurrent/AbstractEventExecutor.java#L40
shutdownQuietPeriod = 2 seconds
# The maximum length of the initial line. This effectively restricts the maximum length of a URL that the server will
# accept, the initial line consists of the method (3-7 characters), the URL, and the HTTP version (8 characters),
# including typical whitespace, the maximum URL length will be this number - 18.
maxInitialLineLength = 4096
# The maximum length of body bytes that Netty will read into memory at a time.
# This is used in many ways. Note that this setting has no relation to HTTP chunked transfer encoding - Netty will
# read "chunks", that is, byte buffers worth of content at a time and pass it to Play, regardless of whether the body
# is using HTTP chunked transfer encoding. A single HTTP chunk could span multiple Netty chunks if it exceeds this.
# A body that is not HTTP chunked will span multiple Netty chunks if it exceeds this or if no content length is
# specified. This only controls the maximum length of the Netty chunk byte buffers.
maxChunkSize = 8192
# Whether the Netty wire should be logged
log.wire = false
# The transport to use, either jdk or native.
# Native socket transport has higher performance and produces less garbage but are only available on linux
transport = "jdk"
# Netty options. Possible keys here are defined by:
#
# https://netty.java.net.cn/4.1/api/io/netty/channel/ChannelOption.html
# For native socket transport:
# https://netty.java.net.cn/4.1/api/io/netty/channel/unix/UnixChannelOption.html
# https://netty.java.net.cn/4.1/api/io/netty/channel/epoll/EpollChannelOption.html
#
# Options that pertain to the listening server socket are defined at the top level, options for the sockets associated
# with received client connections are prefixed with child.*
option {
# Set the size of the backlog of TCP connections. The default and exact meaning of this parameter is JDK specific.
# SO_BACKLOG = 100
child {
# Set whether connections should use TCP keep alive
# SO_KEEPALIVE = false
# Set whether the TCP no delay flag is set
# TCP_NODELAY = false
# Example how to set native socket transport options
# (Full qualified class name + "#" + option)
# "io.netty.channel.unix.UnixChannelOption#SO_REUSEPORT" = true
# "io.netty.channel.ChannelOption#TCP_FASTOPEN" = 1
}
}
}
}
上面的配置特定于 Netty 服务器后端,但其他更通用的配置也可用
# Copyright (C) from 2022 The Play Framework Contributors <https://github.com/playframework>, 2011-2021 Lightbend Inc. <https://www.lightbend.com>
play {
server {
# The root directory for the Play server instance. This value can
# be set by providing a path as the first argument to the Play server
# launcher script. See `ServerConfig.loadConfiguration`.
dir = ${?user.dir}
# HTTP configuration
http {
# The HTTP port of the server. Use a value of "disabled" if the server
# shouldn't bind an HTTP port.
port = 9000
port = ${?PLAY_HTTP_PORT}
port = ${?http.port}
# The interface address to bind to.
address = "0.0.0.0"
address = ${?PLAY_HTTP_ADDRESS}
address = ${?http.address}
# The idle timeout for an open connection after which it will be closed
# Set to null or "infinite" to disable the timeout, but notice that this
# is not encouraged since timeout are important mechanisms to protect your
# servers from malicious attacks or programming mistakes.
idleTimeout = 75 seconds
}
# HTTPS configuration
https {
# The HTTPS port of the server.
port = ${?PLAY_HTTPS_PORT}
port = ${?https.port}
# The interface address to bind to
address = "0.0.0.0"
address = ${?PLAY_HTTPS_ADDRESS}
address = ${?https.address}
# The idle timeout for an open connection after which it will be closed
# Set to null or "infinite" to disable the timeout, but notice that this
# is not encouraged since timeout are important mechanisms to protect your
# servers from malicious attacks or programming mistakes.
idleTimeout = ${play.server.http.idleTimeout}
# The SSL engine provider
engineProvider = "play.core.server.ssl.DefaultSSLEngineProvider"
engineProvider = ${?play.http.sslengineprovider}
# HTTPS keystore configuration, used by the default SSL engine provider
keyStore {
# The path to the keystore
path = ${?https.keyStore}
# The type of the keystore
type = "JKS"
type = ${?https.keyStoreType}
# The password for the keystore
password = ""
password = ${?https.keyStorePassword}
# The algorithm to use. If not set, uses the platform default algorithm.
algorithm = ${?https.keyStoreAlgorithm}
}
# HTTPS truststore configuration
trustStore {
# If true, does not do CA verification on client side certificates
noCaVerification = false
}
# Whether JSSE want client auth mode should be used. This means, the server
# will request a client certificate, but won't fail if one isn't provided.
wantClientAuth = false
# Whether JSSE need client auth mode should be used. This means, the server
# will request a client certificate, and will fail and terminate the session
# if one isn't provided.
needClientAuth = false
}
# The path to the process id file created by the server when it runs.
# If set to "/dev/null" then no pid file will be created.
pidfile.path = ${play.server.dir}/RUNNING_PID
pidfile.path = ${?pidfile.path}
websocket {
# Maximum allowable frame payload length. Setting this value to your application's
# requirement may reduce denial of service attacks using long data frames.
frame.maxLength = 64k
frame.maxLength = ${?websocket.frame.maxLength}
# Periodic keep alive may be implemented using by sending Ping frames
# upon which the other side is expected to reply with a Pong frame,
# or by sending a Pong frame, which serves as unidirectional heartbeat.
# Valid values:
# ping - default, for bi-directional ping/pong keep-alive heartbeating
# pong - for uni-directional pong keep-alive heartbeating
periodic-keep-alive-mode = ping
# Interval for sending periodic keep-alives
# If a client does not send a frame within this idle time, the server will sent the the keep-alive frame.
# The frame sent will be the one configured in play.server.websocket.periodic-keep-alive-mode
# `infinite` by default, or a duration that is the max idle interval after which an keep-alive frame should be sent
# The value `infinite` means that *no* keep-alive heartbeat will be sent, as: "the allowed idle time is infinite"
periodic-keep-alive-max-idle = infinite
}
debug {
# If set to true this will attach an attribute to each request containing debug information. If the application
# fails to load (e.g. due to a compile issue in dev mode), then this configuration value is ignored and the debug
# information is always attached.
#
# Note: This configuration option is not part of Play's public API and is subject to change without the usual
# deprecation cycle.
addDebugInfoToRequests = false
}
# The maximum length of the HTTP headers. The most common effect of this is a restriction in cookie length, including
# number of cookies and size of cookie values.
max-header-size = 8k
# If a request contains a Content-Length header it will be checked against this maximum value.
# If the value of a given Content-Length header exceeds this configured value, the request will not be processed
# further but instead the error handler will be called with Http status code 413 "Entity too large".
# If set to infinite or if no Content-Length header exists then no check will take place at all
# and the request will continue to be processed.
# Play uses the concept of a `BodyParser` to enforce this limit, so we set it to infinite.
max-content-length = infinite
# Timeout after which all requests and connections shall be forcefully terminated
# when shutting down the server. When this timeout gets applied, already the server is not bound to ports
# and therefore not accepting new connections anymore. It will default to Coordinated Shutdown service-requests-done
# phase timeout. Because of that default, Play will trigger the timeout 100 milliseconds earlier than actually configured
# via this config to make sure it fires before the service-requests-done phase ends.
# Value must be a duration, for example:
# play.server.terminationTimeout = 5 seconds
# This should be less than or equal to the value for `pekko.coordinated-shutdown.phases.service-requests-done.timeout`
# to prevent early server terminations by the underlying Pekko Coordinated Shutdown system.
terminationTimeout = null
# The delay to wait before the server will shut down requests and connections via "graceful" termination. When
# this delay gets applied, already the server is not bound to ports and therefore not accepting new connections anymore.
# This config might help you do work around a bug which causes the pekko-http backend to not take response entity streams into account
# during graceful termination, giving those responses time to finish: https://github.com/akka/akka-http/issues/3209
# By default, no delay is applied.
# Value must be a duration, for example:
# play.server.waitBeforeTermination = 2 seconds
# Be aware that `waitBeforeTermination` and `terminationTimeout` both happen within the Coordinated Shutdown `service-requests-done` phase.
# Therefore, the total value of the two configs should not be longer than the total timeout of the `service-requests-done` phase.
waitBeforeTermination = 0
# If body parsing should happen before executing actions defined via action composition (default) or if it should
# be deferred to a later point in time.
# Depending on the used Play plugin (PlayScala or PlayJava), setting this config to true will behave slightly differently.
# Please see the docs for more details:
# PlayScala
# https://playframework.com/documentation/latest/ScalaActionsComposition#Action-composition-in-interaction-with-body-parsing
# PlayJava
# https://playframework.com/documentation/latest/JavaActionsComposition#Action-composition-in-interaction-with-body-parsing
deferBodyParsing = false
}
editor = ${?PLAY_EDITOR}
}
§配置传输套接字
原生套接字传输具有更高的性能并产生更少的垃圾,但仅在 Linux 上可用。您可以在 application.conf
中配置传输套接字类型
play.server {
netty {
transport = "native"
}
}
§配置通道选项
可用选项在 Netty 通道选项文档 中定义。如果您使用的是原生套接字传输,则可以设置 这些 和 这些 附加选项。
下一步: 配置日志
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