ModernUO/Projects/UOContent/Network/Packets/IncomingMovementPackets.cs
Kamron Batman 04d438239d
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
   }
   ```
2026-03-07 11:44:37 -08:00

99 lines
3.2 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: IncomingMovementPackets.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.Buffers;
namespace Server.Network;
public static class IncomingMovementPackets
{
public static unsafe void Configure()
{
IncomingPackets.Register(0x02, 7, true, &MovementReq);
// Not used by OSI, and interferes with ClassicUO/Razor protocol extensions
// IncomingPackets.Register(0xF0, 0, true, NewMovementReq);
// IncomingPackets.Register(0xF1, 9, true, TimeSyncReq);
}
public static void NewMovementReq(NetState ns, SpanReader reader)
{
var from = ns.Mobile;
if (from == null)
{
return;
}
var steps = reader.ReadByte();
for (var i = 0; i < steps; i++)
{
var t1 = reader.ReadUInt64(); // start time?
var t2 = reader.ReadUInt64(); // end time?
int seq = reader.ReadByte();
var dir = (Direction)reader.ReadByte();
var mode = reader.ReadInt32(); // 1 = walk, 2 = run
if (mode == 2)
{
dir |= Direction.Running;
}
// Location
reader.ReadInt32(); // x
reader.ReadInt32(); // y
reader.ReadInt32(); // z
if (ns.Sequence == 0 && seq != 0 || !from.Move(dir))
{
ns.SendMovementRej(seq, from);
ns.Sequence = 0;
}
else
{
++seq;
if (seq == 256)
{
seq = 1;
}
ns.Sequence = seq;
}
}
}
public static void TimeSyncReq(NetState ns, SpanReader reader)
{
reader.ReadUInt64(); // Client Time?
ns.SendTimeSyncResponse();
}
public static void MovementReq(NetState state, SpanReader reader)
{
var from = state.Mobile;
if (from == null)
{
return;
}
var dir = (Direction)reader.ReadByte();
int seq = reader.ReadByte();
var key = reader.ReadUInt32(); // FastWalkStack key - not used (not on EA servers)
// Delegate to MovementThrottle which has full context for timing validation
MovementThrottle.ValidateAndQueueMovement(state, from, dir, seq);
}
}