ModernUO/Projects/Server.Tests/Tests/Network/Packets/Outgoing/VendorSellPackets.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

39 lines
1 KiB
C#

using System.Collections.Generic;
namespace Server.Network;
public sealed class VendorSellList : Packet
{
public VendorSellList(Mobile shopkeeper, List<SellItemState> sis) : base(0x9E)
{
EnsureCapacity(256);
Stream.Write(shopkeeper.Serial);
Stream.Write((ushort)sis.Count);
foreach (var state in sis)
{
Stream.Write(state.Item.Serial);
Stream.Write((ushort)state.Item.ItemID);
Stream.Write((ushort)state.Item.Hue);
Stream.Write((ushort)state.Item.Amount);
Stream.Write((ushort)state.Price);
var name = string.IsNullOrWhiteSpace(state.Item.Name) ? state.Name ?? "" : state.Item.Name.Trim();
Stream.Write((ushort)name.Length);
Stream.WriteAsciiFixed(name, (ushort)name.Length);
}
}
}
public sealed class EndVendorSell : Packet
{
public EndVendorSell(Mobile vendor) : base(0x3B, 8)
{
Stream.Write((ushort)8); // length
Stream.Write(vendor.Serial);
Stream.Write((byte)0);
}
}