/************************************************************************* * 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 . * *************************************************************************/ 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) { var from = ns.Mobile; if (from?.Deleted != false || from.AccessLevel > AccessLevel.Player) { return false; } 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 false; } long cost = nextMove - now; if (credit < cost) { // Not enough credit, therefore throttled return true; } // On the next event loop, the player receives up to 400ms in grace latency ns._movementCredit = Math.Min(_throttleThreshold, credit - cost); return false; } }