anti-cheat
Enforce server authority and defend against speed hacks, memory editing, and exploits.
Skill by poorvith-mp
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/poorvith-mp-anti-cheat
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Use cases: backend, writing
Reviews
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/anti-cheat
What's inside
- Skill name
anti-cheat- Description
- Enforce server authority and defend against speed hacks, memory editing, and exploits. For networking setup, see unity-multiplayer. Use when defending games against exploits or hacks.
- License
- MIT
- Instructions
- 93 lines in SKILL.md · view on GitHub
Files (3)
- SKILL.md
- anti-cheat.skill
- routing.yaml · evals/
SKILL.md (first lines)
# 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
1. **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.
2. **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.
3. **Ray-Swept Collision Bounds**:
- Verify movement vectors using server-side ray sweeps to prevent clipping through solid geometry ("noclip" cheats).
### Step 2: Combat & Action Validation
1. **Fire Rate & Ammo Accounting**:
- Track weapon state strictly on the server: cooldown timer between shots, reload animations, magazine capacity.
- Instantly drop firing requests if the time delta between shots is lower than the weapon's configured firing delay.
2. **Lag Compensation & Rewind Bounds**:
- For hitscan weapons, the server maintains a circular buffer of past entity positions (typically 1,000ms).
- When a client claims a hit at timestamp $T$, the server rewinds player hitboxes to timestamp $T$, performs a raycast, and validates line-of-sight.
- *Security Bound*: Cap maximum backward rewind at **200ms**. If client latency exceeds 200ms, hits are rejected to prevent players behind cover from being shot by lagging clients.
### Step 3: Statistical Heuristics & Aimbot Detection
1. **Angular Velocity & Entropy Analysis**:
- Human aim exhibits micro-adjustments, tremors, and acceleration/deceleration curves.
- Aimbots snap instantaneously: angular velocity $ o \infty$, angular acceleration approaches a single-frame delta, and angular path entropy drops to zero.
- Log server-side telemetry on crosshair angular snap speed; flag players who consistently snap within 1 frame across $> 30^\circ$ angles.
### Step 4: Memory Obfuscation & Heartbeat Integrity
1. **Encrypted In-Memory Variables**:
- Obfuscate high-value memory addresses (Player Health, Ammo, Gold) using dynamic XOR bitmasks changed every game tick.
2. **Deterministic Simulation Hashes**:
- Run cryptographic checksums on loaded map geometry and weapon config tables at match start to detect modified local asset files.
---
## Deliverable Format: Anti-Cheat System Specification (`ANTI-CHEAT-SPEC.md`)
```markdown
# Server-Authoritative Anti-Cheat Architecture: [Game Title]
## 1. Authority Model & Tick Rates
- **Server Tick Rate**: 64 Hz (15.625ms per tick)
- **Authority Scope**: Movement, Combat, Inventory, State Machine (100% Server Authoritative)
- **Lag Compensation Window**: Capped at 180ms maximum rewind
## 2. Real-Time Input Validation Rules
| Mechanic | Client Payload | Server Validation Logic | Enforcement Action |
|---|---|---|---|
| Movement | Input Vector + View Angles | Swept-sphere collision + max velocity cap | Hard snapback to last valid pos |
| Fire Weapon | Shoot Event + Target ID | Check ammo count > 0 & cooldown timer expired | Drop packet silently; log warning |
| Reload | Reload Request | Check reload duration >= 2.4s before resetting ammo | Reset reload progress on interrupt |
## 3. Server-Side Heuristic Detection Thresholds
- **Snap Angle**: > 45° angular displacement in <= 1 frame (15.6ms).
- **Hit Ratio**: Headshot ratio > 78% across 10 consecutive matches triggers manual review.
- **Speed Variance**: Accumulated distance delta > 1.15x theoretical max over 3 seconds.
```
---
## Worked Example: Stopping Speed Hacks in a Fast-Paced Shooter
- **Exploit**: Cheaters modified client `Time.timeScale` to move 3x faster than normal players.
- **Server Fix**: Implemented server-side distance delta accumulation over rolling 20-tick windows.
- **Result**: Cheaters were clamped to legal speed caps and rubber-banded backward; exploit neutralized with zero false-positive kicks for high-ping players.
---
## Verification Checklist
- [ ] All positional movement and combat actions adjudicated on the server.
- [ ] Lag compensation rewinds capped at $\le 200text{ms}$.
- [ ] Weapon fire rates, reload timers, and ammo pools tracked server-side.
- [ ] Heuristic telemetry detects unnatural angular snap velocities.
- [ ] Asset checksums verify local map and weapon files before match entry.
---
## Anti-Patterns
- **Client-Authoritative Hits**: Trusting the client when it sends "I hit Player B for 100 damage", inviting trivial memory-injection cheats.
- **Unbounded Lag Compensation**: Letting 500ms ping players shoot people who ran behind concrete walls 2 seconds ago.
- **Client-Only Anti-Cheat**: Relying exclusively on client-side scanning software without server-side validation.From poorvith-mp/skills-gamedev, MIT.
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Signals
- Stars
- 5
- Forks
- 0
- Open issues
- 0
- Last commit (this folder)
- Sep 12, 2026 (1 month ago)
- Last release
- Oct 2, 2026 (26 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/poorvith-mp/skills-gamedev
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Integrate FMOD and Wwise, build adaptive music systems, spatial audio and audio performance budgets.
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Model, retopologise, UV unwrap and bake game-ready assets with correct scale, pivots and polycount.
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Cite this page
anti-cheat skill. Agent Mart. https://agentmart.dev/skills/poorvith-mp-anti-cheat (last updated 2026-10-24)