文件

§生產環境組態

在生產環境中,您可以組態許多不同類型的組態。三種類型的主要組態為

每種類型都有不同的方法來組態它們。

§一般組態

Play 有許多可設定的設定。你可以設定資料庫連線 URL、應用程式密碼、HTTP 埠、SSL 組態等等。

Play 的大多數組態都定義在不同的 .conf 檔案中,這些檔案使用 HOCON 格式。你將會使用的主要組態檔案是 application.conf 檔案。你可以在專案中的 conf/application.conf 中找到此檔案。application.conf 檔案會在執行階段從類別路徑載入(或你可以覆寫它載入的位置)。每個專案只能有一個 application.conf

其他 .conf 檔案也會載入。函式庫在 reference.conf 檔案中定義預設設定。這些檔案儲存在函式庫的 JAR 中,每個 JAR 有一个 reference.conf,並在執行階段彙整在一起。reference.conf 檔案提供預設值;它們會被 application.conf 檔案中定義的任何設定覆寫。

Play 的組態也可以使用系統屬性和環境變數定義。當設定在不同環境之間變更時,這會很方便;你可以將 application.conf 用於一般設定,但使用系統屬性和環境變數來變更設定,當你在不同環境中執行應用程式時。

系統屬性會覆寫 application.conf 中的設定,而 application.conf 會覆寫不同 reference.conf 檔案中的預設設定。

你可以透過多種方式覆寫執行階段組態。當設定在不同環境之間變更時,這會很方便;你可以動態變更每個環境的組態。以下是執行階段組態的選項

§指定備用設定檔

預設會從類別路徑載入 application.conf 檔。必要時,您可以指定備用設定檔

§使用 -Dconfig.resource

這會在應用程式類別路徑中搜尋備用設定檔(您通常會在封裝前將這些備用設定檔提供給應用程式的 conf/ 目錄)。Play 會查看 conf/,因此您不必新增 conf/

$ /path/to/bin/<project-name> -Dconfig.resource=prod.conf

§使用 -Dconfig.file

您也可以指定未封裝到應用程式成品中的另一個本機設定檔

$ /path/to/bin/<project-name> -Dconfig.file=/opt/conf/prod.conf

請注意,您始終可以使用 include 指令在新的 prod.conf 檔中參照原始設定檔,例如

include "application.conf"

key.to.override=blah

§使用系統屬性覆寫設定

有時您不想指定另一個完整的設定檔,而只是覆寫一堆特定金鑰。您可以透過將它們指定為 Java 系統屬性來執行此操作

$ /path/to/bin/<project-name> -Dplay.http.secret.key=ad31779d4ee49d5ad5162bf1429c32e2e9933f3b -Ddb.default.password=toto

§使用系統屬性指定 HTTP 伺服器地址和埠

您可以使用系統屬性輕鬆提供 HTTP 埠和地址。預設會在 0.0.0.0 地址(所有地址)的 9000 埠上監聽。

$ /path/to/bin/<project-name> -Dhttp.port=1234 -Dhttp.address=127.0.0.1

§使用環境變數指定 HTTP 伺服器地址和埠

您可以使用環境變數輕鬆提供 HTTP 埠和地址,例如在 Linux 中使用 Bash 時

export PLAY_HTTP_PORT=1234
export PLAY_HTTPS_PORT=1235
export PLAY_HTTP_ADDRESS=127.0.0.1

這些變數會在最後選取,表示在 application.conf 或透過系統屬性中已定義的任何埠或地址都會覆寫這些環境變數。

§變更 RUNNING_PID 的路徑

可以變更包含已啟動應用程式程序 ID 的檔案路徑。通常此檔案會放置在 Play 專案的根目錄中,但建議您將它放在重新啟動時會自動清除的地方,例如 /var/run

$ /path/to/bin/<project-name> -Dpidfile.path=/var/run/play.pid

請確認目錄存在,且執行 Play 應用程式的使用者具有寫入權限。

使用此檔案,您可以使用 kill 指令停止應用程式,例如

$ kill $(cat /var/run/play.pid)

若要防止 Play 建立自己的 PID,您可以在 application.conf 檔案中將路徑設定為 /dev/null

pidfile.path = "/dev/null"

§使用環境變數

您也可以從 application.conf 檔案參照環境變數

my.key = defaultvalue
my.key = ${?MY_KEY_ENV}

在此,覆寫欄位 my.key = ${?MY_KEY_ENV} 如果沒有 MY_KEY_ENV 的值,就會消失,但如果您設定環境變數 MY_KEY_ENV,它就會被使用。

§伺服器組態選項

Play 的預設 HTTP 伺服器實作是 Pekko HTTP,它提供了許多調整和組態伺服器的方法,包括剖析器緩衝區的大小、是否使用保持連線等。

可以在這裡看到伺服器組態選項的完整清單,包括預設值

# Copyright (C) from 2022 The Play Framework Contributors <https://github.com/playframework>, 2011-2021 Lightbend Inc. <https://www.lightbend.com>

# Configuration for Play's PekkoHttpServer
play {

  server {
    # The server provider class name
    provider = "play.core.server.PekkoHttpServerProvider"

    pekko {
      # How long to wait when binding to the listening socket
      bindTimeout = 5 seconds

      # How long a request takes until it times out. Set to null or "infinite" to disable the timeout.
      requestTimeout = infinite

      # Enables/disables automatic handling of HEAD requests.
      # If this setting is enabled the server dispatches HEAD requests as GET
      # requests to the application and automatically strips off all message
      # bodies from outgoing responses.
      # Note that, even when this setting is off the server will never send
      # out message bodies on responses to HEAD requests.
      # For Play to work correctly with WebSockets, you should avoid setting this config to "on",
      # see https://github.com/playframework/playframework/pull/7060
      transparent-head-requests = off

      # If this setting is empty the server only accepts requests that carry a
      # non-empty `Host` header. Otherwise it responds with `400 Bad Request`.
      # Set to a non-empty value to be used in lieu of a missing or empty `Host`
      # header to make the server accept such requests.
      # Note that the server will never accept HTTP/1.1 request without a `Host`
      # header, i.e. this setting only affects HTTP/1.1 requests with an empty
      # `Host` header as well as HTTP/1.0 requests.
      # Examples: `www.spray.io` or `example.com:8080`
      default-host-header = ""

      # The default value of the `Server` header to produce if no
      # explicit `Server`-header was included in a response.
      # If this value is 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}

      # Configures the processing mode when encountering illegal characters in
      # header value of response.
      #
      # Supported mode:
      # `error`  : default mode, throw an ParsingException and terminate the processing
      # `warn`   : ignore the illegal characters in response header value and log a warning message
      # `ignore` : just ignore the illegal characters in response header value
      illegal-response-header-value-processing-mode = warn

      # Enables/disables inclusion of an Tls-Session-Info header in parsed
      # messages over Tls transports (i.e., HttpRequest on server side and
      # HttpResponse on client side).
      #
      # See Pekko HTTP `pekko.http.server.parsing.tls-session-info-header` for
      # more information about how this works.
      tls-session-info-header = on

      # The maximum number of requests that are accepted (and dispatched to
      # the application) on one single connection before the first request
      # has to be completed.
      # Incoming requests that would cause the pipelining limit to be exceeded
      # are not read from the connections socket so as to build up "back-pressure"
      # to the client via TCP flow control.
      # A setting of 1 disables HTTP pipelining, since only one request per
      # connection can be "open" (i.e. being processed by the application) at any time.
      # This value must be > 0 and <= 1024.
      # ATTENTION:
      # Only enable HTTP pipelining if you _really_ know what you are doing. Nowadays, HTTP pipelining
      # is mostly used for benchmarks anyway. Basically all web browser and most common clients (like curl)
      # removed support for HTTP pipelining, since most client and server implementations were error prone.
      # Also the implemention used by Play can cause unexpected behaviour, e.g. see
      # https://github.com/playframework/playframework/issues/12351
      pipelining-limit = 1
    }
  }

}

您也可以使用 Netty 作為 HTTP 伺服器,它也提供了自己的組態。可以在下面看到 Netty 伺服器組態的完整清單,包括預設值

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

    }

  }
}

注意:Netty 伺服器後端在 2.6.x 中不是預設值,因此必須 特別啟用

上述組態是特定於 Pekko HTTP 和 Netty 伺服器後端的,但也有其他更通用的組態可用

# 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}

}

§記錄設定

記錄可透過建立 logback 設定檔進行設定。您的應用程式可透過下列方式使用此設定檔

§將自訂 logback 設定檔與您的應用程式綑綁

建立稱為 logback.xml 的替代 logback 設定檔,並將其複製到 <app>/conf

您也可以透過系統屬性指定另一個 logback 設定檔。請注意,如果未指定設定檔,play 會在生產模式下使用 play 附帶的預設 logback.xml。這表示 application.conf 檔中的任何記錄層級設定都將被覆寫。建議您始終指定您的 logback.xml

§使用 -Dlogger.resource

指定要從類別路徑載入的另一個 logback 設定檔

$ /path/to/bin/<project-name> -Dlogger.resource=prod-logger.xml

§使用 -Dlogger.file

指定要從檔案系統載入的另一個 logback 設定檔

$ /path/to/bin/<project-name> -Dlogger.file=/opt/prod/prod-logger.xml

§使用 -Dlogger.url

指定要從 URL 載入的另一個 logback 設定檔

$ /path/to/bin/<project-name> -Dlogger.url=http://conf.mycompany.com/logger.xml

注意:若要查看正在使用的檔案,您可以設定系統屬性來進行偵錯:-Dlogback.debug=true

§JVM 設定

您可以為應用程式啟動指令碼指定任何 JVM 引數。否則,將使用預設 JVM 設定

$ /path/to/bin/<project-name> -J-Xms128M -J-Xmx512m -J-server

下一頁:設定前端 HTTP 伺服器


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