// Copyright (c) 2018 Shivaram Lingamneni // released under the MIT license package irc import ( "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 { window time.Duration burstLimit uint throttleMessagesPerWindow uint cooldown time.Duration nowFunc func() time.Time sleepFunc func(time.Duration) state FakelagState burstCount uint // number of messages sent in the current burst lastTouch time.Time } func NewFakelag(window time.Duration, burstLimit uint, throttleMessagesPerWindow uint, cooldown time.Duration) *Fakelag { return &Fakelag{ window: window, burstLimit: burstLimit, throttleMessagesPerWindow: throttleMessagesPerWindow, cooldown: cooldown, nowFunc: time.Now, sleepFunc: time.Sleep, state: FakelagBursting, } } // register a new command, sleep if necessary to delay it func (fl *Fakelag) Touch() { if fl == nil { 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.cooldown { fl.burstCount = 0 } fl.burstCount++ if fl.burstCount > fl.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.cooldown { // let them burst again fl.state = FakelagBursting return } // space them out by at least window/messagesperwindow sleepDuration := time.Duration((int64(fl.window) / int64(fl.throttleMessagesPerWindow)) - int64(elapsed)) if sleepDuration > 0 { fl.sleepFunc(sleepDuration) // the touch time should take into account the time we slept fl.lastTouch = fl.nowFunc() } } }