mirror of
https://github.com/modernuo/ModernUO
synced 2026-08-11 22:23:06 -04:00
## 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
}
```
13 lines
448 B
C#
13 lines
448 B
C#
namespace Server;
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/// <summary>
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/// Static boolean flags for Server project hot paths.
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/// Values are synced by FeatureFlagManager in UOContent when flags change.
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/// </summary>
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public static class ServerFeatureFlags
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{
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public static bool PlayerTrading { get; set; } = true;
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public static bool PvPCombat { get; set; } = true;
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public static bool BankAccess { get; set; } = true;
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public static bool SpeedhackDetection { get; set; }
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}
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