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:
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commit
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17 changed files with 2474 additions and 74 deletions
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@ -63,9 +63,9 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
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// Managed socket with buffers (handles lifecycle automatically)
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internal RingSocket _socket;
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// Speed Hack Prevention
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internal long _movementCredit;
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internal long _nextMovementTime;
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// General packet throttle state (used for other throttled packets)
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internal bool _isThrottled;
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private IAccount _account;
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internal enum ParserState
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@ -942,6 +942,14 @@ public partial class NetState : IComparable<NetState>, IValueLinkListNode<NetSta
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}
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else
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{
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// Authenticated pre-game clients (login screens): send keep-alive instead of disconnecting.
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// The 0xBD ClientVersionRequest resets NextActivityCheck via DataSent.
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if (_account != null && Mobile == null)
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{
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this.SendClientVersionRequest();
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return;
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}
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LogInfo("Disconnecting due to inactivity...");
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Disconnect("Disconnecting due to inactivity.");
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}
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