Update socket rate limiting (#3447)

## Description:

On replays, there can be a burst of traffic from hashes, so instead just
have a 2MB limit per client for the entire game. Also the winner message
can be 100s of kb on a large game with many players, so now we don't
need to put a special case for that.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
This commit is contained in:
Evan
2026-03-16 20:26:56 -07:00
committed by GitHub
parent 194a288ce1
commit 5e7317a818
2 changed files with 53 additions and 55 deletions
+22 -30
View File
@@ -3,18 +3,14 @@ import { ClientID } from "../core/Schemas";
const INTENTS_PER_SECOND = 10;
const INTENTS_PER_MINUTE = 150;
const MAX_BYTES_PER_MINUTE = 25 * 1024; // 25KB/min per client
const MAX_INTENT_BYTES = 500; // intents are stored in turns, keep them small
const MAX_INTENT_SIZE = 500;
const TOTAL_BYTES = 2 * 1024 * 1024; // 2MB per client
export type RateLimitResult = "ok" | "limit" | "kick";
// Allow 3 winner messages per client since a player can rejoin and resend.
const MAX_WINNER_MSGS = 3;
interface ClientBucket {
perSecond: RateLimiter;
perMinute: RateLimiter;
bytesPerMinute: RateLimiter;
winnerMsgCount: number;
totalBytes: number;
}
export class ClientMsgRateLimiter {
@@ -22,27 +18,27 @@ export class ClientMsgRateLimiter {
check(clientID: ClientID, type: string, bytes: number): RateLimitResult {
const bucket = this.getOrCreate(clientID);
bucket.totalBytes += bytes;
// Winner message contains stats for all players and can be large (100s of KB).
// It bypasses the byte rate limit but is strictly limited to one per client.
if (type === "winner") {
if (bucket.winnerMsgCount >= MAX_WINNER_MSGS) return "kick";
bucket.winnerMsgCount++;
return "ok";
if (bucket.totalBytes >= TOTAL_BYTES) return "kick";
if (type === "intent") {
// Intents are stored in turn history for the duration of the game, so
// oversized intents would accumulate and fill up server RAM.
// Intents are also sent to all players, so it increase outgoing
// data.
// Intents should never be larger than MAX_INTENT_SIZE, so we assume the client is malicious.
if (bytes > MAX_INTENT_SIZE) {
return "kick";
}
if (
!bucket.perSecond.tryRemoveTokens(1) ||
!bucket.perMinute.tryRemoveTokens(1)
) {
return "limit";
}
}
// Intents are stored in turn history for the duration of the game, so
// oversized intents would accumulate and fill up server RAM.
if (type === "intent" && bytes > MAX_INTENT_BYTES) return "kick";
if (!bucket.bytesPerMinute.tryRemoveTokens(bytes)) return "kick";
if (
!bucket.perSecond.tryRemoveTokens(1) ||
!bucket.perMinute.tryRemoveTokens(1)
)
return "limit";
return "ok";
}
@@ -60,11 +56,7 @@ export class ClientMsgRateLimiter {
tokensPerInterval: INTENTS_PER_MINUTE,
interval: "minute",
}),
bytesPerMinute: new RateLimiter({
tokensPerInterval: MAX_BYTES_PER_MINUTE,
interval: "minute",
}),
winnerMsgCount: 0,
totalBytes: 0,
};
this.buckets.set(clientID, bucket);
return bucket;