Documentation

You are viewing the documentation for the 2.9.4 release in the 2.9.x series of releases. The latest stable release series is 3.0.x.

§Configuring Netty Server Backend

The Netty server backend is built on top of Netty.

Note: The Netty server backend is not the default in 2.6.x, and so must be specifically enabled. See more information in Netty Server documentation.

§Default configuration

Play uses the following default configuration:

# 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.io/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.io/4.1/api/io/netty/channel/ChannelOption.html
    # For native socket transport:
    # https://netty.io/4.1/api/io/netty/channel/unix/UnixChannelOption.html
    # https://netty.io/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
      }

    }

  }
}

The configurations above are specific to Netty server backend, but other more generic configurations are also available:

# 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 `akka.coordinated-shutdown.phases.service-requests-done.timeout`
    # to prevent early server terminations by the underlying Akka 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 akka-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}

}

§Configuring transport socket

Native socket transport has higher performance and produces less garbage but is only available on Linux. You can configure the transport socket type in application.conf:

play.server {
  netty {
    transport = "native"
  }
}

§Configuring channel options

The available options are defined in Netty channel option documentation. If you are using native socket transport you can set these and these additional options.

Next: Configuring logging