feat: Adds a movement throttle system. Removes Fastwalk system. (#1511)

### Summary

- Removes Fastwalk system
  - Removed the following settings:
    - `movement.enableFastWalkPrevention`
    - `movement.fastwalkExemptionLevel`
- Adds movement throttle system.
  - Adds the following settings:
    - `movement.throttleReset` - Default value is `1000` (1 second).
    - `movement.throttleThreshold` - Default value is `400` (400ms).

### Movement Throttling

This new system will trigger if a player requests 400ms (configurable) worth of movements quicker than wall clock time. When this happens, the player is throttled (all incoming packets to the server are halted) until wall clock time catches up with the requests. Upon each throttle, the player receives enough credit to handle up to 400ms of "lag" as a grace/catch-up.


### Developer Notes
We use two throttle queues to prevent an infinite loop.
This commit is contained in:
Kamron Batman 2023-09-27 20:53:22 -07:00 committed by GitHub
parent 27df6344d9
commit 146abad36e
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
11 changed files with 106 additions and 322 deletions

View file

@ -67,17 +67,5 @@ namespace Server.Tests.Network
var result = ns.SendPipe.Reader.TryRead();
AssertThat.Equal(result.Buffer[0].AsSpan(0), expected);
}
[Fact]
public void TestNullFastwalkStack()
{
var expected = new NullFastwalkStack().Compile();
var ns = PacketTestUtilities.CreateTestNetState();
ns.SendInitialFastwalkStack(new uint[]{ 0, 0, 0, 0, 0, 0 });
var result = ns.SendPipe.Reader.TryRead();
AssertThat.Equal(result.Buffer[0].AsSpan(0), expected);
}
}
}

View file

@ -65,19 +65,4 @@ namespace Server.Network
return p;
}
}
public sealed class NullFastwalkStack : Packet
{
public NullFastwalkStack() : base(0xBF)
{
EnsureCapacity(29);
Stream.Write((short)0x1);
Stream.Write(0x0);
Stream.Write(0x0);
Stream.Write(0x0);
Stream.Write(0x0);
Stream.Write(0x0);
Stream.Write(0x0);
}
}
}

View file

@ -1,37 +0,0 @@
/*************************************************************************
* ModernUO *
* Copyright 2019-2023 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: FastwalkEvent.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
using System;
using System.Runtime.CompilerServices;
using Server.Network;
namespace Server;
public class FastWalkEventArgs
{
public FastWalkEventArgs(NetState state) => NetState = state;
public NetState NetState { get; }
public bool Blocked { get; set; } = true;
}
public static partial class EventSink
{
public static event Action<FastWalkEventArgs> FastWalk;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void InvokeFastWalk(FastWalkEventArgs e) => FastWalk?.Invoke(e);
}

View file

@ -556,6 +556,15 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
SendLocalizedMessage(m_Paralyzed ? 502381 : 502382);
_paraTimerToken.Cancel();
}
if (!value && m_NetState != null)
{
var now = Core.TickCount;
if (now - m_NetState._nextMovementTime > 0)
{
m_NetState._nextMovementTime = now;
}
}
}
}
@ -4232,21 +4241,6 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
return false;
}
if (
CalcMoves.EnableFastwalkPrevention &&
AccessLevel < CalcMoves.FastwalkExemptionLevel &&
m_NetState?.AddStep(d) == false
)
{
var fw = new FastWalkEventArgs(m_NetState);
EventSink.InvokeFastWalk(fw);
if (fw.Blocked)
{
return false;
}
}
LastMoveTime = Core.TickCount;
return true;
@ -4280,6 +4274,11 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
DisruptiveAction();
}
if (m_NetState != null)
{
m_NetState._nextMovementTime += ComputeMovementSpeed(d);
}
m_NetState?.SendMovementAck(m_NetState.Sequence, this);
SetLocation(newLocation, false);
@ -4354,6 +4353,7 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
}
OnAfterMove(oldLocation);
return true;
}
@ -4565,6 +4565,11 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
/// <param name="spell"></param>
public virtual void OnSpellCast(ISpell spell)
{
var now = Core.TickCount;
if (m_NetState != null && now - m_NetState._nextMovementTime > 0)
{
m_NetState._nextMovementTime = now;
}
}
/// <summary>

View file

@ -19,26 +19,19 @@ public static class Movement
{
// Movement implementation algorithm
public static IMovementImpl Impl { get; set; }
public static int WalkFootDelay { get; set; } = 400;
public static int RunFootDelay { get; set; } = 200;
public static int WalkMountDelay { get; set; } = 200;
public static int RunMountDelay { get; set; } = 100;
public static bool EnableFastwalkPrevention { get; set; } = true;
public static AccessLevel FastwalkExemptionLevel { get; set; } = AccessLevel.Counselor;
// If this is changed during runtime, then the steps array needs resizing.
public static int MaxSteps { get; private set; } = 3;
public static int WalkFootDelay { get; set; }
public static int RunFootDelay { get; set; }
public static int WalkMountDelay { get; set; }
public static int RunMountDelay { get; set; }
public static int TurnDelay { get; set; }
public static void Configure()
{
EnableFastwalkPrevention = ServerConfiguration.GetOrUpdateSetting("movement.enableFastWalkPrevention", EnableFastwalkPrevention);
MaxSteps = ServerConfiguration.GetOrUpdateSetting("movement.maxSteps", MaxSteps);
FastwalkExemptionLevel = ServerConfiguration.GetOrUpdateSetting("movement.fastwalkExemptionLevel", FastwalkExemptionLevel);
WalkFootDelay = ServerConfiguration.GetOrUpdateSetting("movement.delay.walkFoot", WalkFootDelay);
RunFootDelay = ServerConfiguration.GetOrUpdateSetting("movement.delay.runFoot", RunFootDelay);
WalkMountDelay = ServerConfiguration.GetOrUpdateSetting("movement.delay.walkMount", WalkMountDelay);
RunMountDelay = ServerConfiguration.GetOrUpdateSetting("movement.delay.runMount", RunMountDelay);
TurnDelay = ServerConfiguration.GetOrUpdateSetting("movement.delay.turn", 0);
WalkFootDelay = ServerConfiguration.GetOrUpdateSetting("movement.delay.walkFoot", 400);
RunFootDelay = ServerConfiguration.GetOrUpdateSetting("movement.delay.runFoot", 200);
WalkMountDelay = ServerConfiguration.GetOrUpdateSetting("movement.delay.walkMount", 200);
RunMountDelay = ServerConfiguration.GetOrUpdateSetting("movement.delay.runMount", 100);
}
public static bool CheckMovement(Mobile m, Direction d, out int newZ)

View file

@ -0,0 +1,71 @@
/*************************************************************************
* ModernUO *
* Copyright 2019-2023 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: MovementThrottle.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
using System;
namespace Server.Network;
public static class MovementThrottle
{
private static long _movementThrottleReset; // 1 second
private static long _throttleThreshold; // 400 milliseconds
public static void Configure()
{
_movementThrottleReset = ServerConfiguration.GetOrUpdateSetting("movement.throttleReset", 1000);
_throttleThreshold = ServerConfiguration.GetOrUpdateSetting("movement.throttleThreshold", 400);
}
public static unsafe void Initialize()
{
IncomingPackets.RegisterThrottler(0x02, &Throttle);
}
public static bool Throttle(int packetId, NetState ns, out bool drop)
{
drop = false;
var from = ns.Mobile;
if (from?.Deleted != false || from.AccessLevel > AccessLevel.Player)
{
return true;
}
long now = Core.TickCount;
long credit = ns._movementCredit;
long nextMove = ns._nextMovementTime;
// Reset system if idle for more than 1 second
if (now - nextMove + _movementThrottleReset > 0)
{
ns._movementCredit = 0;
ns._nextMovementTime = now;
return true;
}
long cost = nextMove - now;
if (credit < cost)
{
// Not enough credit, therefore throttled
return false;
}
// On the next event loop, the player receives up to 400ms in grace latency
ns._movementCredit = Math.Min(_throttleThreshold, credit - cost);
return true;
}
}

View file

@ -1,121 +0,0 @@
/*************************************************************************
* ModernUO *
* Copyright 2019-2023 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: NetState.Fastwalk.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
using System.Runtime.CompilerServices;
using CalcMoves = Server.Movement.Movement;
namespace Server.Network;
public partial class NetState
{
// The next step
private int _stepIndex;
// The last index to expire
private int _expiredIndex;
private long[] _steps;
public bool AddStep(Direction d)
{
if (Mobile == null)
{
return false;
}
_steps ??= new long[CalcMoves.MaxSteps + 1]; // Extra index as a sentinel
var stepsLength = _steps.Length;
var now = Core.TickCount;
var lastIndex = -1;
// Expire old steps
while (_expiredIndex != _stepIndex)
{
var step = _steps[_expiredIndex];
// Is the step ahead of us, or the next step rolled over and we didn't yet
if (step - now > 0 || lastIndex > -1 && _steps[lastIndex] > step)
{
break;
}
lastIndex = _expiredIndex++;
if (_expiredIndex == stepsLength)
{
_expiredIndex -= stepsLength;
}
}
var stepsTaken = (_stepIndex < _expiredIndex ? _stepIndex + stepsLength : _stepIndex) - _expiredIndex;
var maxSteps = _steps.Length - 1;
// Can we take a step?
if (stepsTaken >= maxSteps)
{
return false;
}
var delay = Mobile.ComputeMovementSpeed(d);
var prev = _stepIndex - 1;
if (prev < 0)
{
prev += stepsLength;
}
// Give a 5% buffer on the first step
_steps[_stepIndex++] = stepsTaken > 0 ? _steps[prev] + delay : now + delay * 950 / 1000;
if (_stepIndex == stepsLength)
{
_stepIndex -= stepsLength;
}
// If CalcMoves.MaxSteps is modified, we need to adjust accordingly
AdjustSteps(CalcMoves.MaxSteps);
return true;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void AdjustSteps(int maxSteps)
{
var stepsLength = maxSteps + 1;
if (_steps.Length == stepsLength)
{
return;
}
var oldSteps = _steps;
_steps = new long[stepsLength];
var expiredIndex = _expiredIndex;
var newStepIndex = 0;
while (newStepIndex < maxSteps && expiredIndex != _stepIndex)
{
_steps[newStepIndex++] = oldSteps[expiredIndex++];
if (expiredIndex >= oldSteps.Length)
{
expiredIndex -= oldSteps.Length;
}
}
_expiredIndex = 0;
_stepIndex = newStepIndex;
}
}

View file

@ -76,6 +76,10 @@ public partial class NetState : IComparable<NetState>
public GCHandle Handle => _handle;
// Speed Hack Prevention
internal long _movementCredit;
internal long _nextMovementTime;
internal enum ParserState
{
AwaitingNextPacket,

View file

@ -60,43 +60,6 @@ public static class OutgoingMovementPackets
ns.Send(writer.Span);
}
public static void SendInitialFastwalkStack(this NetState ns, uint[] keys)
{
if (ns.CannotSendPackets())
{
return;
}
var writer = new SpanWriter(stackalloc byte[29]);
writer.Write((byte)0xBF); // Packet ID
writer.Write((ushort)29);
writer.Write((ushort)0x1); // Subpacket
writer.Write(keys[0]);
writer.Write(keys[1]);
writer.Write(keys[2]);
writer.Write(keys[3]);
writer.Write(keys[4]);
writer.Write(keys[5]);
ns.Send(writer.Span);
}
public static void SendFastwalkStackKey(this NetState ns, uint key = 0)
{
if (ns.CannotSendPackets())
{
return;
}
var writer = new SpanWriter(stackalloc byte[9]);
writer.Write((byte)0xBF); // Packet ID
writer.Write((ushort)9);
writer.Write((ushort)0x2); // Subpacket
writer.Write(key);
ns.Send(writer.Span);
}
public static void SendTimeSyncResponse(this NetState ns)
{
if (ns.CannotSendPackets())

View file

@ -4147,7 +4147,7 @@ namespace Server.Mobiles
{
if (checkTurning && (dir & Direction.Mask) != (Direction & Direction.Mask))
{
return CalcMoves.RunMountDelay; // We are NOT actually moving (just a direction change)
return CalcMoves.TurnDelay; // We are NOT actually moving (just a direction change)
}
var context = TransformationSpellHelper.GetContext(this);

View file

@ -1,67 +0,0 @@
using System.Collections.Generic;
using Server.Commands.Generic;
namespace Server.Network;
public static class FastwalkDetection
{
private static readonly HashSet<Mobile> _debugFastwalk = new();
public static void Initialize()
{
TargetCommands.Register(new DebugFastwalk());
EventSink.FastWalk += OnFastwalk;
}
private static void OnFastwalk(FastWalkEventArgs e)
{
var from = e.NetState.Mobile;
if (from == null)
{
return;
}
if (!_debugFastwalk.Contains(from))
{
return;
}
from.PublicOverheadMessage(MessageType.Emote, from.EmoteHue, false, "Fastwalk Detected", accessLevel: AccessLevel.GameMaster);
}
public class DebugFastwalk : BaseCommand
{
public DebugFastwalk()
{
AccessLevel = AccessLevel.GameMaster;
Supports = CommandSupport.AllMobiles;
Commands = new[] { "DebugFastwalk" };
ObjectTypes = ObjectTypes.Mobiles;
ListOptimized = true;
Usage = "DebugFastwalk <on|off>";
Description = "Enables fastwalk debug messages";
}
public override void ExecuteList(CommandEventArgs e, List<object> list)
{
var on = e.Arguments.Length == 0 || e.GetBoolean(0);
foreach (var o in list)
{
if (o is not Mobile m)
{
continue;
}
if (on)
{
_debugFastwalk.Add(m);
}
else
{
_debugFastwalk.Remove(m);
}
}
}
}
}