Sliding-window heuristic over (Steam ID, item code) groups: any window of
THRESHOLD_WINDOW_SECONDS containing THRESHOLD_COUNT or more positive-delta
events for the same player/item pair triggers a Problem. Negative deltas
(drops, transfers out) are filtered. Five events in ten seconds (defaults)
encodes the rule of thumb that legitimate gameplay rarely produces five
identical items in that span.
Constants live as class constants on the analyser so operators can
override via subclass without touching analysis logic; the docblocks
record the justification.
Synthetic fixture extended with a 6-event burst (AdminUser +
Base.Bullets9mm in <1s) and a 4-event sub-threshold group (Player1 +
Base.Plank scattered over 4 minutes) to exercise both paths.
First custom Analyser subclass in this game tree. PatternAnalyser
operates per-entry without cross-entry state, so pairing
'attempting to join' with 'allowed to join' per Steam ID requires a
bespoke pass over the log. The analyser counts attempts and allowed
events per Steam ID and emits a ConnectionFailureProblem for each
player whose attempt count exceeds their allowed count. Unmatched
'attempting to join used queue' rows are surfaced as failures in v1
because a long queue wait is indistinguishable from a real failure
without timing context.