feat: Adds robust speed hack detection and movement throttling (#2266)
## Summary
Server-side movement throttle that prevents speed hacking while accurately identifying cheaters with detection of lagging connections.
**Key features:**
- Credit buffer (200ms) absorbs timing jitter from legitimate players
- Movement queue handles larger bursts, draining at proper game-tick intervals
- RTT measurement distinguishes network lag from speed hacks
- Queue depth detection catches ACK-throttled speed hacks (going straight)
## How It Works
**Throttle** (prevention): Movements arriving too early either consume credit or get queued. The queue drains at
correct intervals, so speed hackers can't move faster regardless of what they send.
**Detection** (identification): Combines multiple signals to identify cheaters:
| Signal | What it catches |
|--------|-----------------|
| Queue depth ≥4 sustained | ACK-throttled speed hacks (client limits unacked moves to 5) |
| Movement rate >1.05x | Direction-change speed hacks where timing is visible |
| Stable RTT + high queue | Eliminates false positives from laggy players |
**RTT-Aware Logic:**
- Probes only sent to players actively moving (event-driven, not global loop)
- Stable low-latency + problems = suspicious
- Unstable/high-latency + problems = probably just lag, throttle handles it
## Configuration
```json
{
"movementThrottle.maxCredit": 200,
"movementThrottle.softQueueLimit": 6,
"movementThrottle.hardQueueLimit": 10,
"movementThrottle.debugLogging": false
}
```
This commit is contained in:
parent
6745cf2075
commit
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17 changed files with 2474 additions and 74 deletions
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@ -2522,7 +2522,7 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
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if (ns != null)
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{
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ns.Sequence = 0;
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ns.ResetMovementState();
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if (m_Map != null)
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{
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@ -2758,7 +2758,7 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
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{
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if (sendUpdate)
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{
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ourState.Sequence = 0;
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ourState.ResetMovementState();
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ourState.SendMobileUpdate(this);
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}
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@ -4309,7 +4309,32 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
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if (m_NetState != null)
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{
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m_NetState._nextMovementTime += ComputeMovementSpeed(d);
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var cost = ComputeMovementSpeed(d);
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var now = Core.TickCount;
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var delta = now - m_NetState._nextMovementTime;
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// Cap drift to prevent banking "lateness" for speed hacking later.
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// maxDrift should match the credit buffer so the systems are symmetric.
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const int maxDrift = 200;
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if (cost == 0)
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{
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// Direction-only turn: reset to now to prevent turn accumulation
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m_NetState._nextMovementTime = now;
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}
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else
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{
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// Clamp _nextMovementTime so it's never more than maxDrift behind now.
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// This limits how much "lateness" can be banked.
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if (delta > maxDrift)
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{
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m_NetState._nextMovementTime = now - maxDrift;
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}
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// Accumulative timing: add cost to current baseline
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m_NetState._nextMovementTime += cost;
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}
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m_NetState.SendMovementAck(m_NetState.Sequence, this);
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}
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@ -7249,7 +7274,7 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
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if (isTeleport && (!m_NetState.HighSeas || !NoMoveHS))
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{
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m_NetState.Sequence = 0;
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m_NetState.ResetMovementState();
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m_NetState.SendMobileUpdate(this);
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}
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}
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