@esengine/server 1.2.0 → 1.3.0

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@@ -0,0 +1,787 @@
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+ import { P as Player, R as Room } from '../Room-BnKpl5Sj.js';
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+ import '@esengine/rpc';
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+
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+ /**
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+ * @zh 速率限制类型定义
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+ * @en Rate limit type definitions
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+ */
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+
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+ /**
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+ * @zh 速率限制结果
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+ * @en Rate limit result
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+ */
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+ interface RateLimitResult {
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+ /**
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+ * @zh 是否允许
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+ * @en Whether allowed
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+ */
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+ allowed: boolean;
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+ /**
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+ * @zh 剩余配额
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+ * @en Remaining quota
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+ */
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+ remaining: number;
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+ /**
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+ * @zh 配额重置时间(毫秒时间戳)
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+ * @en Quota reset time (milliseconds timestamp)
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+ */
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+ resetAt: number;
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+ /**
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+ * @zh 重试等待时间(毫秒),仅在被限流时返回
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+ * @en Retry after time (milliseconds), only returned when rate limited
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+ */
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+ retryAfter?: number;
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+ }
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+ /**
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+ * @zh 速率限制策略接口
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+ * @en Rate limit strategy interface
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+ */
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+ interface IRateLimitStrategy {
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+ /**
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+ * @zh 策略名称
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+ * @en Strategy name
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+ */
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+ readonly name: string;
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+ /**
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+ * @zh 尝试消费配额
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+ * @en Try to consume quota
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+ *
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+ * @param key - @zh 限流键(通常是玩家ID或连接ID)@en Rate limit key (usually player ID or connection ID)
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+ * @param cost - @zh 消费数量(默认1)@en Consumption amount (default 1)
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+ * @returns @zh 限流结果 @en Rate limit result
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+ */
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+ consume(key: string, cost?: number): RateLimitResult;
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+ /**
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+ * @zh 获取当前状态(不消费)
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+ * @en Get current status (without consuming)
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+ *
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+ * @param key - @zh 限流键 @en Rate limit key
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+ * @returns @zh 限流结果 @en Rate limit result
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+ */
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+ getStatus(key: string): RateLimitResult;
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+ /**
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+ * @zh 重置指定键的限流状态
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+ * @en Reset rate limit status for specified key
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+ *
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+ * @param key - @zh 限流键 @en Rate limit key
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+ */
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+ reset(key: string): void;
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+ /**
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+ * @zh 清理所有过期的限流记录
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+ * @en Clean up all expired rate limit records
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+ */
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+ cleanup(): void;
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+ }
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+ /**
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+ * @zh 速率限制策略类型
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+ * @en Rate limit strategy type
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+ */
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+ type RateLimitStrategyType = 'token-bucket' | 'sliding-window' | 'fixed-window';
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+ /**
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+ * @zh 速率限制配置
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+ * @en Rate limit configuration
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+ */
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+ interface RateLimitConfig {
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+ /**
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+ * @zh 每秒允许的消息数
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+ * @en Messages allowed per second
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+ * @defaultValue 10
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+ */
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+ messagesPerSecond?: number;
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+ /**
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+ * @zh 突发容量(令牌桶大小)
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+ * @en Burst capacity (token bucket size)
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+ * @defaultValue 20
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+ */
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+ burstSize?: number;
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+ /**
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+ * @zh 限流策略
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+ * @en Rate limit strategy
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+ * @defaultValue 'token-bucket'
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+ */
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+ strategy?: RateLimitStrategyType;
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+ /**
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+ * @zh 被限流时的回调
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+ * @en Callback when rate limited
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+ */
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+ onLimited?: (player: Player, messageType: string, result: RateLimitResult) => void;
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+ /**
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+ * @zh 是否在限流时断开连接
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+ * @en Whether to disconnect when rate limited
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+ * @defaultValue false
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+ */
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+ disconnectOnLimit?: boolean;
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+ /**
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+ * @zh 连续被限流多少次后断开连接(0 表示不断开)
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+ * @en Disconnect after how many consecutive rate limits (0 means never)
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+ * @defaultValue 0
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+ */
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+ maxConsecutiveLimits?: number;
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+ /**
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+ * @zh 获取限流键的函数(默认使用玩家ID)
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+ * @en Function to get rate limit key (default uses player ID)
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+ */
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+ getKey?: (player: Player) => string;
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+ /**
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+ * @zh 清理间隔(毫秒)
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+ * @en Cleanup interval (milliseconds)
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+ * @defaultValue 60000
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+ */
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+ cleanupInterval?: number;
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+ }
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+ /**
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+ * @zh 单个消息的速率限制配置
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+ * @en Rate limit configuration for individual message
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+ */
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+ interface MessageRateLimitConfig {
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+ /**
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+ * @zh 每秒允许的消息数
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+ * @en Messages allowed per second
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+ */
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+ messagesPerSecond?: number;
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+ /**
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+ * @zh 突发容量
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+ * @en Burst capacity
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+ */
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+ burstSize?: number;
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+ /**
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+ * @zh 消费的令牌数(默认1)
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+ * @en Tokens to consume (default 1)
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+ */
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+ cost?: number;
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+ }
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+ /**
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+ * @zh 速率限制元数据
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+ * @en Rate limit metadata
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+ */
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+ interface RateLimitMetadata {
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+ /**
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+ * @zh 是否启用速率限制
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+ * @en Whether rate limit is enabled
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+ */
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+ enabled: boolean;
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+ /**
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+ * @zh 是否豁免速率限制
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+ * @en Whether exempt from rate limit
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+ */
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+ exempt?: boolean;
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+ /**
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+ * @zh 自定义配置
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+ * @en Custom configuration
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+ */
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+ config?: MessageRateLimitConfig;
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+ }
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+ /**
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+ * @zh 速率限制上下文接口
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+ * @en Rate limit context interface
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+ */
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+ interface IRateLimitContext {
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+ /**
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+ * @zh 检查是否允许(不消费)
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+ * @en Check if allowed (without consuming)
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+ */
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+ check(messageType?: string): RateLimitResult;
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+ /**
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+ * @zh 消费配额
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+ * @en Consume quota
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+ */
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+ consume(messageType?: string, cost?: number): RateLimitResult;
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+ /**
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+ * @zh 重置限流状态
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+ * @en Reset rate limit status
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+ */
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+ reset(messageType?: string): void;
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+ /**
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+ * @zh 获取连续被限流次数
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+ * @en Get consecutive limit count
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+ */
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+ readonly consecutiveLimitCount: number;
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+ /**
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+ * @zh 重置连续限流计数
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+ * @en Reset consecutive limit count
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+ */
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+ resetConsecutiveCount(): void;
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+ }
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+ /**
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+ * @zh 带速率限制的 Room 接口
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+ * @en Room interface with rate limit
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+ */
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+ interface RateLimitedRoom {
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+ /**
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+ * @zh 获取玩家的速率限制上下文
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+ * @en Get rate limit context for player
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+ */
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+ getRateLimitContext(player: Player): IRateLimitContext | null;
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+ /**
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+ * @zh 全局速率限制策略
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+ * @en Global rate limit strategy
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+ */
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+ readonly rateLimitStrategy: IRateLimitStrategy;
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+ }
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+ /**
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+ * @zh 速率限制策略配置
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+ * @en Rate limit strategy configuration
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+ */
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+ interface StrategyConfig {
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+ /**
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+ * @zh 每秒允许的请求数
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+ * @en Requests allowed per second
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+ */
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+ rate: number;
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+ /**
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+ * @zh 容量/窗口大小
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+ * @en Capacity/window size
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+ */
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+ capacity: number;
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+ }
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+
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+ /**
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+ * @zh 令牌桶速率限制策略
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+ * @en Token bucket rate limit strategy
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+ */
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+
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+ /**
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+ * @zh 令牌桶速率限制策略
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+ * @en Token bucket rate limit strategy
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+ *
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+ * @zh 令牌桶算法允许突发流量,同时保持长期速率限制。
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+ * 令牌以固定速率添加到桶中,每个请求消耗一个或多个令牌。
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+ * @en Token bucket algorithm allows burst traffic while maintaining long-term rate limit.
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+ * Tokens are added to the bucket at a fixed rate, each request consumes one or more tokens.
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+ *
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+ * @example
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+ * ```typescript
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+ * const strategy = new TokenBucketStrategy({
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+ * rate: 10, // 10 tokens per second
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+ * capacity: 20 // bucket can hold 20 tokens max
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+ * });
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+ *
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+ * const result = strategy.consume('player-123');
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+ * if (result.allowed) {
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+ * // Process message
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+ * }
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+ * ```
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+ */
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+ declare class TokenBucketStrategy implements IRateLimitStrategy {
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+ readonly name = "token-bucket";
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+ private _rate;
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+ private _capacity;
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+ private _buckets;
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+ /**
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+ * @zh 创建令牌桶策略
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+ * @en Create token bucket strategy
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+ *
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+ * @param config - @zh 配置 @en Configuration
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+ * @param config.rate - @zh 每秒添加的令牌数 @en Tokens added per second
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+ * @param config.capacity - @zh 桶容量(最大令牌数)@en Bucket capacity (max tokens)
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+ */
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+ constructor(config: StrategyConfig);
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+ /**
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+ * @zh 尝试消费令牌
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+ * @en Try to consume tokens
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+ */
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+ consume(key: string, cost?: number): RateLimitResult;
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+ /**
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+ * @zh 获取当前状态
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+ * @en Get current status
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+ */
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+ getStatus(key: string): RateLimitResult;
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+ /**
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+ * @zh 重置指定键
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+ * @en Reset specified key
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+ */
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+ reset(key: string): void;
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+ /**
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+ * @zh 清理所有记录
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+ * @en Clean up all records
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+ */
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+ cleanup(): void;
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+ /**
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+ * @zh 获取或创建桶
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+ * @en Get or create bucket
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+ */
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+ private _getOrCreateBucket;
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+ /**
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+ * @zh 补充令牌
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+ * @en Refill tokens
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+ */
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+ private _refillBucket;
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+ }
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+ /**
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+ * @zh 创建令牌桶策略
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+ * @en Create token bucket strategy
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+ *
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+ * @example
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+ * ```typescript
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+ * const strategy = createTokenBucketStrategy({
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+ * rate: 10,
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+ * capacity: 20
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+ * });
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+ * ```
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+ */
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+ declare function createTokenBucketStrategy(config: StrategyConfig): TokenBucketStrategy;
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+
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+ /**
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+ * @zh 滑动窗口速率限制策略
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+ * @en Sliding window rate limit strategy
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+ */
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+
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+ /**
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+ * @zh 滑动窗口速率限制策略
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+ * @en Sliding window rate limit strategy
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+ *
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+ * @zh 滑动窗口算法精确跟踪时间窗口内的请求数。
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+ * 比固定窗口更精确,但内存开销稍大。
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+ * @en Sliding window algorithm precisely tracks requests within a time window.
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+ * More accurate than fixed window, but with slightly higher memory overhead.
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+ *
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+ * @example
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+ * ```typescript
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+ * const strategy = new SlidingWindowStrategy({
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+ * rate: 10, // 10 requests per second
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+ * capacity: 10 // window size (same as rate for 1-second window)
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+ * });
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+ *
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+ * const result = strategy.consume('player-123');
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+ * if (result.allowed) {
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+ * // Process message
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+ * }
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+ * ```
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+ */
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+ declare class SlidingWindowStrategy implements IRateLimitStrategy {
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+ readonly name = "sliding-window";
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+ private _rate;
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+ private _capacity;
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+ private _windowMs;
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+ private _windows;
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+ /**
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+ * @zh 创建滑动窗口策略
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+ * @en Create sliding window strategy
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+ *
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+ * @param config - @zh 配置 @en Configuration
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+ * @param config.rate - @zh 每秒允许的请求数 @en Requests allowed per second
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+ * @param config.capacity - @zh 窗口容量 @en Window capacity
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+ */
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+ constructor(config: StrategyConfig);
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+ /**
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+ * @zh 尝试消费配额
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+ * @en Try to consume quota
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+ */
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+ consume(key: string, cost?: number): RateLimitResult;
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+ /**
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+ * @zh 获取当前状态
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+ * @en Get current status
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+ */
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+ getStatus(key: string): RateLimitResult;
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+ /**
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+ * @zh 重置指定键
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+ * @en Reset specified key
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+ */
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+ reset(key: string): void;
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+ /**
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+ * @zh 清理所有过期记录
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+ * @en Clean up all expired records
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+ */
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+ cleanup(): void;
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+ /**
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+ * @zh 获取或创建窗口
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+ * @en Get or create window
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+ */
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+ private _getOrCreateWindow;
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+ /**
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+ * @zh 清理过期的时间戳
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+ * @en Clean expired timestamps
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+ */
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+ private _cleanExpiredTimestamps;
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+ /**
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+ * @zh 获取重置时间
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+ * @en Get reset time
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+ */
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+ private _getResetAt;
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+ }
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+ /**
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+ * @zh 创建滑动窗口策略
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+ * @en Create sliding window strategy
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+ *
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+ * @example
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+ * ```typescript
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+ * const strategy = createSlidingWindowStrategy({
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+ * rate: 10,
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+ * capacity: 10
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+ * });
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+ * ```
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+ */
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+ declare function createSlidingWindowStrategy(config: StrategyConfig): SlidingWindowStrategy;
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+
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+ /**
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+ * @zh 固定窗口速率限制策略
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+ * @en Fixed window rate limit strategy
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+ */
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+
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+ /**
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+ * @zh 固定窗口速率限制策略
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+ * @en Fixed window rate limit strategy
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+ *
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+ * @zh 固定窗口算法将时间划分为固定长度的窗口,在每个窗口内计数请求。
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+ * 实现简单,内存开销小,但在窗口边界可能有两倍突发的问题。
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+ * @en Fixed window algorithm divides time into fixed-length windows and counts requests in each window.
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+ * Simple to implement with low memory overhead, but may have 2x burst issue at window boundaries.
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+ *
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+ * @example
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+ * ```typescript
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+ * const strategy = new FixedWindowStrategy({
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+ * rate: 10, // 10 requests per second
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+ * capacity: 10 // same as rate for 1-second window
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+ * });
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+ *
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+ * const result = strategy.consume('player-123');
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+ * if (result.allowed) {
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+ * // Process message
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+ * }
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+ * ```
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+ */
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+ declare class FixedWindowStrategy implements IRateLimitStrategy {
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+ readonly name = "fixed-window";
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+ private _rate;
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+ private _capacity;
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+ private _windowMs;
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+ private _windows;
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+ /**
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+ * @zh 创建固定窗口策略
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+ * @en Create fixed window strategy
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+ *
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+ * @param config - @zh 配置 @en Configuration
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+ * @param config.rate - @zh 每秒允许的请求数 @en Requests allowed per second
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+ * @param config.capacity - @zh 窗口容量 @en Window capacity
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+ */
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+ constructor(config: StrategyConfig);
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+ /**
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+ * @zh 尝试消费配额
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+ * @en Try to consume quota
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+ */
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+ consume(key: string, cost?: number): RateLimitResult;
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+ /**
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+ * @zh 获取当前状态
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+ * @en Get current status
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+ */
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+ getStatus(key: string): RateLimitResult;
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+ /**
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+ * @zh 重置指定键
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+ * @en Reset specified key
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+ */
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+ reset(key: string): void;
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+ /**
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+ * @zh 清理所有过期记录
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+ * @en Clean up all expired records
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+ */
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+ cleanup(): void;
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+ /**
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+ * @zh 获取或创建窗口
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+ * @en Get or create window
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+ */
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+ private _getOrCreateWindow;
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+ /**
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+ * @zh 如果需要则重置窗口
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+ * @en Reset window if needed
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+ */
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+ private _maybeResetWindow;
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+ /**
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+ * @zh 获取窗口开始时间
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+ * @en Get window start time
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+ */
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+ private _getWindowStart;
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+ }
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+ /**
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+ * @zh 创建固定窗口策略
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+ * @en Create fixed window strategy
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+ *
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+ * @example
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+ * ```typescript
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+ * const strategy = createFixedWindowStrategy({
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+ * rate: 10,
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+ * capacity: 10
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+ * });
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+ * ```
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+ */
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+ declare function createFixedWindowStrategy(config: StrategyConfig): FixedWindowStrategy;
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+
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+ /**
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+ * @zh 速率限制上下文
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+ * @en Rate limit context
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+ */
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+
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+ /**
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+ * @zh 速率限制上下文
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+ * @en Rate limit context
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+ *
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+ * @zh 管理单个玩家的速率限制状态,支持全局限制和按消息类型限制
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+ * @en Manages rate limit status for a single player, supports global and per-message-type limits
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+ *
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+ * @example
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+ * ```typescript
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+ * const context = new RateLimitContext('player-123', globalStrategy);
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+ *
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+ * // Check global rate limit
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+ * const result = context.consume();
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+ *
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+ * // Check per-message rate limit
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+ * const tradeResult = context.consume('Trade', 1);
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+ * ```
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+ */
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+ declare class RateLimitContext implements IRateLimitContext {
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+ private _key;
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+ private _globalStrategy;
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+ private _messageStrategies;
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+ private _consecutiveLimitCount;
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+ /**
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+ * @zh 创建速率限制上下文
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+ * @en Create rate limit context
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+ *
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+ * @param key - @zh 限流键(通常是玩家ID)@en Rate limit key (usually player ID)
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+ * @param globalStrategy - @zh 全局限流策略 @en Global rate limit strategy
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+ */
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+ constructor(key: string, globalStrategy: IRateLimitStrategy);
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+ /**
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+ * @zh 获取连续被限流次数
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+ * @en Get consecutive limit count
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+ */
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+ get consecutiveLimitCount(): number;
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+ /**
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+ * @zh 检查是否允许(不消费)
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+ * @en Check if allowed (without consuming)
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+ */
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+ check(messageType?: string): RateLimitResult;
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+ /**
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+ * @zh 消费配额
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+ * @en Consume quota
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+ */
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+ consume(messageType?: string, cost?: number): RateLimitResult;
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+ /**
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+ * @zh 重置限流状态
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+ * @en Reset rate limit status
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+ */
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+ reset(messageType?: string): void;
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+ /**
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+ * @zh 重置连续限流计数
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+ * @en Reset consecutive limit count
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+ */
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+ resetConsecutiveCount(): void;
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+ /**
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+ * @zh 为特定消息类型设置独立的限流策略
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+ * @en Set independent rate limit strategy for specific message type
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+ *
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+ * @param messageType - @zh 消息类型 @en Message type
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+ * @param strategy - @zh 限流策略 @en Rate limit strategy
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+ */
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+ setMessageStrategy(messageType: string, strategy: IRateLimitStrategy): void;
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+ /**
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+ * @zh 移除特定消息类型的限流策略
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+ * @en Remove rate limit strategy for specific message type
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+ *
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+ * @param messageType - @zh 消息类型 @en Message type
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+ */
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+ removeMessageStrategy(messageType: string): void;
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+ /**
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+ * @zh 检查是否有特定消息类型的限流策略
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+ * @en Check if has rate limit strategy for specific message type
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+ *
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+ * @param messageType - @zh 消息类型 @en Message type
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+ */
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+ hasMessageStrategy(messageType: string): boolean;
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+ }
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+
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+ /**
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+ * @zh 房间速率限制 Mixin
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+ * @en Room rate limit mixin
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+ */
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+
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+ /**
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+ * @zh 带速率限制的玩家
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+ * @en Player with rate limit
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+ */
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+ interface RateLimitedPlayer<TData = Record<string, unknown>> extends Player<TData> {
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+ /**
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+ * @zh 速率限制上下文
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+ * @en Rate limit context
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+ */
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+ readonly rateLimit: IRateLimitContext;
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+ }
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+ /**
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+ * @zh 带速率限制的房间接口
611
+ * @en Room with rate limit interface
612
+ */
613
+ interface IRateLimitRoom {
614
+ /**
615
+ * @zh 获取玩家的速率限制上下文
616
+ * @en Get rate limit context for player
617
+ */
618
+ getRateLimitContext(player: Player): IRateLimitContext | null;
619
+ /**
620
+ * @zh 全局速率限制策略
621
+ * @en Global rate limit strategy
622
+ */
623
+ readonly rateLimitStrategy: IRateLimitStrategy;
624
+ /**
625
+ * @zh 速率限制钩子(被限流时调用)
626
+ * @en Rate limit hook (called when rate limited)
627
+ */
628
+ onRateLimited?(player: Player, messageType: string, result: RateLimitResult): void;
629
+ }
630
+ /**
631
+ * @zh 速率限制房间构造器类型
632
+ * @en Rate limit room constructor type
633
+ */
634
+ type RateLimitRoomClass = new (...args: any[]) => Room & IRateLimitRoom;
635
+ /**
636
+ * @zh 获取玩家的速率限制上下文
637
+ * @en Get rate limit context for player
638
+ */
639
+ declare function getPlayerRateLimitContext(player: Player): IRateLimitContext | null;
640
+ /**
641
+ * @zh 包装房间类添加速率限制功能
642
+ * @en Wrap room class with rate limit functionality
643
+ *
644
+ * @zh 使用 mixin 模式为房间添加速率限制,在消息处理前验证速率限制
645
+ * @en Uses mixin pattern to add rate limit to room, validates rate before processing messages
646
+ *
647
+ * @example
648
+ * ```typescript
649
+ * import { Room, onMessage } from '@esengine/server';
650
+ * import { withRateLimit } from '@esengine/server/ratelimit';
651
+ *
652
+ * class GameRoom extends withRateLimit(Room, {
653
+ * messagesPerSecond: 10,
654
+ * burstSize: 20,
655
+ * onLimited: (player, type, result) => {
656
+ * player.send('Error', {
657
+ * code: 'RATE_LIMITED',
658
+ * retryAfter: result.retryAfter
659
+ * });
660
+ * }
661
+ * }) {
662
+ * @onMessage('Move')
663
+ * handleMove(data: { x: number, y: number }, player: Player) {
664
+ * // Protected by rate limit
665
+ * }
666
+ * }
667
+ * ```
668
+ *
669
+ * @example
670
+ * // Combine with auth
671
+ * ```typescript
672
+ * class GameRoom extends withRateLimit(
673
+ * withRoomAuth(Room, { requireAuth: true }),
674
+ * { messagesPerSecond: 10 }
675
+ * ) {
676
+ * // Both auth and rate limit active
677
+ * }
678
+ * ```
679
+ */
680
+ declare function withRateLimit<TBase extends new (...args: any[]) => Room = new (...args: any[]) => Room>(Base: TBase, config?: RateLimitConfig): TBase & (new (...args: any[]) => IRateLimitRoom);
681
+
682
+ /**
683
+ * @zh 速率限制装饰器
684
+ * @en Rate limit decorators
685
+ */
686
+
687
+ /**
688
+ * @zh 速率限制元数据存储键
689
+ * @en Rate limit metadata storage key
690
+ */
691
+ declare const RATE_LIMIT_METADATA_KEY: unique symbol;
692
+ /**
693
+ * @zh 获取速率限制元数据
694
+ * @en Get rate limit metadata
695
+ *
696
+ * @param target - @zh 目标对象 @en Target object
697
+ * @param messageType - @zh 消息类型 @en Message type
698
+ * @returns @zh 元数据 @en Metadata
699
+ */
700
+ declare function getRateLimitMetadata(target: any, messageType: string): RateLimitMetadata | undefined;
701
+ /**
702
+ * @zh 速率限制装饰器
703
+ * @en Rate limit decorator
704
+ *
705
+ * @zh 为消息处理器设置独立的速率限制配置
706
+ * @en Set independent rate limit configuration for message handler
707
+ *
708
+ * @example
709
+ * ```typescript
710
+ * class GameRoom extends withRateLimit(Room) {
711
+ * @rateLimit({ messagesPerSecond: 1, burstSize: 2 })
712
+ * @onMessage('Trade')
713
+ * handleTrade(data: TradeData, player: Player) {
714
+ * // This message has stricter rate limit
715
+ * }
716
+ *
717
+ * @rateLimit({ cost: 5 })
718
+ * @onMessage('ExpensiveAction')
719
+ * handleExpensiveAction(data: any, player: Player) {
720
+ * // This message consumes 5 tokens
721
+ * }
722
+ * }
723
+ * ```
724
+ */
725
+ declare function rateLimit(config?: MessageRateLimitConfig): MethodDecorator;
726
+ /**
727
+ * @zh 豁免速率限制装饰器
728
+ * @en Exempt from rate limit decorator
729
+ *
730
+ * @zh 标记消息处理器不受速率限制
731
+ * @en Mark message handler as exempt from rate limit
732
+ *
733
+ * @example
734
+ * ```typescript
735
+ * class GameRoom extends withRateLimit(Room) {
736
+ * @noRateLimit()
737
+ * @onMessage('Heartbeat')
738
+ * handleHeartbeat(data: any, player: Player) {
739
+ * // This message is not rate limited
740
+ * }
741
+ *
742
+ * @noRateLimit()
743
+ * @onMessage('Ping')
744
+ * handlePing(data: any, player: Player) {
745
+ * player.send('Pong', {});
746
+ * }
747
+ * }
748
+ * ```
749
+ */
750
+ declare function noRateLimit(): MethodDecorator;
751
+ /**
752
+ * @zh 速率限制消息装饰器(直接指定消息类型)
753
+ * @en Rate limit message decorator (directly specify message type)
754
+ *
755
+ * @zh 当无法自动获取消息类型时使用此装饰器
756
+ * @en Use this decorator when message type cannot be obtained automatically
757
+ *
758
+ * @example
759
+ * ```typescript
760
+ * class GameRoom extends withRateLimit(Room) {
761
+ * @rateLimitMessage('Trade', { messagesPerSecond: 1 })
762
+ * @onMessage('Trade')
763
+ * handleTrade(data: TradeData, player: Player) {
764
+ * // Explicitly rate limited
765
+ * }
766
+ * }
767
+ * ```
768
+ */
769
+ declare function rateLimitMessage(messageType: string, config?: MessageRateLimitConfig): MethodDecorator;
770
+ /**
771
+ * @zh 豁免速率限制消息装饰器(直接指定消息类型)
772
+ * @en Exempt rate limit message decorator (directly specify message type)
773
+ *
774
+ * @example
775
+ * ```typescript
776
+ * class GameRoom extends withRateLimit(Room) {
777
+ * @noRateLimitMessage('Heartbeat')
778
+ * @onMessage('Heartbeat')
779
+ * handleHeartbeat(data: any, player: Player) {
780
+ * // Explicitly exempted
781
+ * }
782
+ * }
783
+ * ```
784
+ */
785
+ declare function noRateLimitMessage(messageType: string): MethodDecorator;
786
+
787
+ export { FixedWindowStrategy, type IRateLimitContext, type IRateLimitRoom, type IRateLimitStrategy, type MessageRateLimitConfig, RATE_LIMIT_METADATA_KEY, type RateLimitConfig, RateLimitContext, type RateLimitMetadata, type RateLimitResult, type RateLimitRoomClass, type RateLimitStrategyType, type RateLimitedPlayer, type RateLimitedRoom, SlidingWindowStrategy, type StrategyConfig, TokenBucketStrategy, createFixedWindowStrategy, createSlidingWindowStrategy, createTokenBucketStrategy, getPlayerRateLimitContext, getRateLimitMetadata, noRateLimit, noRateLimitMessage, rateLimit, rateLimitMessage, withRateLimit };