anti-cheat
Installation
SKILL.md
anti-cheat
Core Philosophy
In multiplayer games, the client is fundamentally compromised. The game executable runs in a hostile environment controlled by the user: memory can be modified via Cheat Engine, network packets can be intercepted, and GPU rendering pipelines can be injected with custom shaders. True anti-cheat engineering does not rely on invasive kernel drivers alone; it is built on an uncompromising architectural foundation: Server Authority. The client only sends input intentions; the authoritative server simulates physics, validates mechanics, and adjudicates reality.
4-Step Server-Authoritative Anti-Cheat Architecture
Step 1: Server Authority & Movement Validation
- Never Trust Client Coordinates:
- The client must never send absolute positional updates (
player.position = x, y, z). - The client sends raw input vectors (Move forward, Jump, Delta time). The server simulates physics and returns authoritative state.
- The client must never send absolute positional updates (
- Speed-Hack & Teleportation Prevention:
- Server tracks positional displacement per tick: $$\Delta d \le v_{text{max}} imes \Delta t + \epsilon_{text{threshold}}$$
- If displacement exceeds maximum legal speed plus latency buffer, snap the player back to their last validated server position and flag anomalous telemetry.
- Ray-Swept Collision Bounds:
- Verify movement vectors using server-side ray sweeps to prevent clipping through solid geometry ("noclip" cheats).