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https://github.com/modernuo/ModernUO
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> [!Warning] > **Developer Warning** > The `PacketThrottle` callback return value is now reversed. `true` indicates the connection is _throttled_. ### Summary - Fixes an issue where connections get stalled forever - Fixes an issue where the throttler is not working properly - Removes account attack limiter - Rewrites IP limiter - Removes IP restrictions (they weren't used, and not practical) - Fixes issue where IP limiter was counting before firewall was blocking. View without whitespace: https://github.com/modernuo/ModernUO/pull/1796/files?diff=split&w=1
69 lines
2.5 KiB
C#
69 lines
2.5 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2023 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: MovementThrottle.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System;
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namespace Server.Network;
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public static class MovementThrottle
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{
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private static long _movementThrottleReset; // 1 second
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private static long _throttleThreshold; // 400 milliseconds
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public static void Configure()
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{
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_movementThrottleReset = ServerConfiguration.GetOrUpdateSetting("movement.throttleReset", 1000);
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_throttleThreshold = ServerConfiguration.GetOrUpdateSetting("movement.throttleThreshold", 400);
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}
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public static unsafe void Initialize()
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{
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IncomingPackets.RegisterThrottler(0x02, &Throttle);
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}
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public static bool Throttle(int packetId, NetState ns)
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{
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var from = ns.Mobile;
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if (from?.Deleted != false || from.AccessLevel > AccessLevel.Player)
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{
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return false;
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}
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long now = Core.TickCount;
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long credit = ns._movementCredit;
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long nextMove = ns._nextMovementTime;
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// Reset system if idle for more than 1 second
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if (now - nextMove + _movementThrottleReset > 0)
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{
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ns._movementCredit = 0;
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ns._nextMovementTime = now;
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return false;
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}
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long cost = nextMove - now;
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if (credit < cost)
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{
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// Not enough credit, therefore throttled
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return true;
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}
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// On the next event loop, the player receives up to 400ms in grace latency
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ns._movementCredit = Math.Min(_throttleThreshold, credit - cost);
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return false;
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}
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}
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