mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-28 15:14:16 +00:00
Server-side WebSocket message rate limiting & size enforcement (#3424)
## Description: * Adds ClientMsgRateLimiter — a per-client token-bucket rate limiter that gates all incoming WebSocket messages. Returns "ok", "limit" (drop), or "kick" based on the violation type. * Intent messages are capped at 500 bytes each (they are stored in turn history for the game duration, so oversized intents accumulate in server RAM). Violations kick the client. * Winner messages bypass the byte rate limit (they include stats for all players and can be 100s of KB) but are strictly capped at one per client — a second winner message kicks the client. * All other messages go through the standard per-second (10/s) and per-minute (150/min) rate limits. Violations drop the message; byte budget exhaustion kicks the client. * WebSocket maxPayload set to 2 MB on game workers. Invalid (unparseable) messages now immediately kick the client rather than being silently dropped. Unit tests added for all rate limiting behaviors. ## 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:
@@ -0,0 +1,69 @@
|
||||
import { RateLimiter } from "limiter";
|
||||
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
|
||||
export type RateLimitResult = "ok" | "limit" | "kick";
|
||||
|
||||
interface ClientBucket {
|
||||
perSecond: RateLimiter;
|
||||
perMinute: RateLimiter;
|
||||
bytesPerMinute: RateLimiter;
|
||||
hasSentWinnerMsg: boolean;
|
||||
}
|
||||
|
||||
export class ClientMsgRateLimiter {
|
||||
private buckets = new Map<ClientID, ClientBucket>();
|
||||
|
||||
check(clientID: ClientID, type: string, bytes: number): RateLimitResult {
|
||||
const bucket = this.getOrCreate(clientID);
|
||||
|
||||
// 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.hasSentWinnerMsg) return "kick";
|
||||
bucket.hasSentWinnerMsg = true;
|
||||
return "ok";
|
||||
}
|
||||
|
||||
// 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";
|
||||
}
|
||||
|
||||
private getOrCreate(clientID: ClientID): ClientBucket {
|
||||
const existing = this.buckets.get(clientID);
|
||||
if (existing) {
|
||||
return existing;
|
||||
}
|
||||
const bucket = {
|
||||
perSecond: new RateLimiter({
|
||||
tokensPerInterval: INTENTS_PER_SECOND,
|
||||
interval: "second",
|
||||
}),
|
||||
perMinute: new RateLimiter({
|
||||
tokensPerInterval: INTENTS_PER_MINUTE,
|
||||
interval: "minute",
|
||||
}),
|
||||
bytesPerMinute: new RateLimiter({
|
||||
tokensPerInterval: MAX_BYTES_PER_MINUTE,
|
||||
interval: "minute",
|
||||
}),
|
||||
hasSentWinnerMsg: false,
|
||||
};
|
||||
this.buckets.set(clientID, bucket);
|
||||
return bucket;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user