{{-- Simple-language SMART / EWMA guide for administrators --}}
What SMART does (big picture). SMART watches how much traffic normally hits your game port. When traffic suddenly jumps far above that “normal line”, the node can automatically add temporary protection (mitigation). Think smoke alarm plus sprinkler: it reacts when something looks wrong.
What EWMA means (without the math). EWMA is a smoothed recent average. Instead of reacting to one tiny spike, the node blends the last few seconds together so a single stray packet does not trigger chaos. It is like a teacher averaging quiz scores instead of grading on one pop question.
Alpha (EWMA alpha, 0–1). How quickly the “normal line” follows new traffic.
Example: Default 0.3 is a balanced starting point for many Minecraft / Source-style servers.
Anomaly multiplier. “How many times louder than normal before we call it an attack?” If baseline is ~20 connections/sec and multiplier is 3, traffic near 60/s starts looking suspicious.
Example: A server that normally peaks at 40/s might use multiplier 2.5 so mitigation starts around 100/s.
Warmup samples. How many readings to collect before EWMA is trusted. Too low = jumpy; too high = slow to arm.
Example: Default 10 means “ignore the first few seconds of weirdness while we learn.”
Level 1 rate limit (SMART). First-line automatic throttle when things look odd. Usually gentler than full mitigation.
Example: 50/second caps how aggressively SMART throttles before escalation.
Cooldowns L1 / L2 / L3. How long SMART waits before lowering protection after traffic calms down. L3 is the longest “timeout corner” after repeated issues.
Example: Defaults 30s / 120s / 300s: short first relief, longer if attacks keep returning.
When not to touch these. If players report random lag after you tweak EWMA, revert to defaults first. These settings interact with each other; change one thing at a time.
Defaults recap: alpha 0.3, multiplier 3.0, warmup 10, L1 limit 50/second, cooldowns 30 / 120 / 300 seconds.