Look into JS event throttling and debouncing!
Those techniques will help you prevent and detect attacks to a certain point (which is, in my opinion, enough for a small multiplayer socket game)...
EDIT:
In this jsfiddle: http://jsfiddle.net/y4tq9/9/
var sIO = {};
sIO.on = (function(){
var messages = {};
var speedLimit = 5; //5ms
return function(message, handler) {
messages[message] = messages[message] || {};
if(messages[message].timestamp && new Date().getTime() - messages[message].timestamp < speedLimit) return false;
else messages[message].timestamp = new Date().getTime();
handler();
return true;
//execute code, Ex:
}
}());
you can see that every request sent faster than 5ms will return false, otherwise the handler get run.
You simple disconnect the sockets who send request faster than 5ms (or 2ms, or 3ms depending on your network and your application's weight...).
You might as well using js event throttling on client site to make sure all of your requests doesn't send faster than the speed limit!
This technique will not provide absolute protection from exploiting, but it will prevent your server from crashing when attackers try to Dos...