ergo/irc/fakelag.go

124 lines
3.1 KiB
Go

// Copyright (c) 2018 Shivaram Lingamneni <slingamn@cs.stanford.edu>
// released under the MIT license
package irc
import (
"maps"
"time"
)
// fakelag is a system for artificially delaying commands when a user issues
// them too rapidly
type FakelagState uint
const (
// initially, the client is "bursting" and can send n commands without
// encountering fakelag
FakelagBursting FakelagState = iota
// after that, they're "throttled" and we sleep in between commands until
// they're spaced sufficiently far apart
FakelagThrottled
)
// this is intentionally not threadsafe, because it should only be touched
// from the loop that accepts the client's input and runs commands
type Fakelag struct {
config FakelagConfig
suspended bool
nowFunc func() time.Time
sleepFunc func(time.Duration)
state FakelagState
burstCount uint // number of messages sent in the current burst
lastTouch time.Time
}
func (fl *Fakelag) Initialize(config FakelagConfig) {
fl.config = config
// XXX don't share mutable member CommandBudgets:
if config.CommandBudgets != nil {
fl.config.CommandBudgets = maps.Clone(config.CommandBudgets)
}
fl.nowFunc = time.Now
fl.sleepFunc = time.Sleep
fl.state = FakelagBursting
}
// Idempotently turn off fakelag if it's enabled
func (fl *Fakelag) Suspend() {
if fl.config.Enabled {
fl.suspended = true
fl.config.Enabled = false
}
}
// Idempotently turn fakelag back on if it was previously Suspend'ed
func (fl *Fakelag) Unsuspend() {
if fl.suspended {
fl.config.Enabled = true
fl.suspended = false
}
}
// register a new command, sleep if necessary to delay it
func (fl *Fakelag) Touch(command string) {
if !fl.config.Enabled {
return
}
if budget, ok := fl.config.CommandBudgets[command]; ok && budget > 0 {
fl.config.CommandBudgets[command] = budget - 1
return
}
now := fl.nowFunc()
// XXX if lastTouch.IsZero(), treat it as "very far in the past", which is fine
elapsed := now.Sub(fl.lastTouch)
fl.lastTouch = now
if fl.state == FakelagBursting {
// determine if the previous burst is over
if elapsed > fl.config.Cooldown {
fl.burstCount = 0
}
fl.burstCount++
if fl.burstCount > fl.config.BurstLimit {
// reset burst window for next time
fl.burstCount = 0
// transition to throttling
fl.state = FakelagThrottled
// continue to throttling logic
} else {
return
}
}
if fl.state == FakelagThrottled {
if elapsed > fl.config.Cooldown {
// let them burst again
fl.state = FakelagBursting
fl.burstCount = 1
return
}
var sleepDuration time.Duration
if fl.config.MessagesPerWindow > 0 {
// space them out by at least window/messagesperwindow
sleepDuration = time.Duration((int64(fl.config.Window) / int64(fl.config.MessagesPerWindow)) - int64(elapsed))
} else {
// only burst messages are allowed: sleep until cooldown expires,
// then count this as a burst message
sleepDuration = time.Duration(int64(fl.config.Cooldown) - int64(elapsed))
fl.state = FakelagBursting
fl.burstCount = 1
}
if sleepDuration > 0 {
fl.sleepFunc(sleepDuration)
// the touch time should take into account the time we slept
fl.lastTouch = fl.nowFunc()
}
}
}