Spot the difference

Example_Steve joins survival-2 on a hacked client with reach set to 3.4 blocks. Here is what each kind of anti-cheat sees, and what it costs you and your players to see it.

  1. Runs on the player's computer

    Client scan

    Missed

    The scanner compares installed mods against a list of known cheat signatures. Steve's build was renamed and repacked this morning, so it matches nothing. Every legit player still had to install the scanner to join.

    1. [Scan] Checking Example_Steve (214 files)
    2. [Scan] 0 known signatures found
    3. Example_Steve joined the game
    4. <Example_Steve> gg ez
  2. Runs inside your game server

    Server plugin

    Caught, on your tick budget

    A good plugin judges what Steve did, so the rename does not help him. But every check runs inside the same tick loop as your world, and when cheat developers find a way around a check, the fix is a new jar and a restart.

    1. [AC] Example_Steve failed reach (3.41)
    2. [AC] Example_Steve failed reach (3.38)
    3. [AC] Example_Steve failed reach (3.44)
    4. [AC] Update available, restart to apply
  3. Plugin forwards, analysis runs on our servers

    Thorium

    Caught, with the replay

    Our plugin captures and forwards. The analysis checks each tick against vanilla movement and combat rules on our hardware, so your TPS stays yours. The flag arrives with a replay, and when Steve hops to another server on your network, his case follows him.

    1. [Thorium] Example_Steve failed reach (3.41)
    2. [Thorium] 12 s replay attached
    3. Example_Steve moved to lobby-1
    4. [Thorium] Same case, 3 flags across 2 servers

    Reach

    Hit landed 3.41 blocks away

    Vanilla limit is 3.00

    Watch replay

Try it on your own servers

Detection runs off your box, so the only thing you install is a plugin and a network token. Your first paid plan starts with a 14-day free trial.

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