

The biggest problem with developing an anti-cheat for Sponge is that you also have to account for modded actions. On top of that, you don’t control the client for a vanilla server re-enforcing the disincentives I mentioned above.

Most would suggest that you implement a client side anti-cheat if you have control over your client/mod pack, but these are easily bypassed and will not stop determined cheaters. Eliminating these disincentives will start to lead to more servers actually using Sponge to power their game even if they aren’t a peaceful modded server like what Sponge’s main niche is currently. One of the disincentives for using Sponge would be the lack of an anti-cheat to enforce fair game play. If this wasn’t obvious, there is no incentives for a vanilla server to use Sponge, but there is definitely disincentives. This will allow for more servers to actually start using Sponge. Obviously that won’t help you if your server or computer is compromised, but it’s incredibly useful for PvP servers or any server that wants to enforce fair play. If these methods are being employed by a server that is operated by your son and he is unaware of it, it is likely that your server is either compromised or your son’s computer itself is compromised.īack on to the main topic, I believe that a server sided anti-cheat should be created for Sponge. These are the only ways for a server to manipulate the client in any way similar to what you have described. Usually these are not employed intentionally, as it’s quite scummy to do. Three, the client will crash (an uncaught exception, usually), causing the client to close. Two, the client will freeze completely (a deadlock, usually). One, the client will simply disconnect from the server (corrupted NBT or JSON, usually). Thirdly, the server is able to, in multiple ways, send corrupted packets that cause the Minecraft client to crash completely. Mining fatigue effect can also do similar things with block breaking.

The slowness effect can also be used to completely freeze player movement, but more “smooth” than what movement resetting will do. Most hackers probably would be unaffected by this so it is not employed outside of mini games usually however this with a combination of movement calculation checks and movement resetting, the first one I mentioned, would allow the server to enforce your player to be slower than normal as a punishment for cheating. Secondly, the server is able to send a Slowness potion effect - which will “slow down” the player but this effect is only enforced client side. This is capable of completely stopping movement of a player and freezing them, or to teleport them back to a location before a violation. Firstly, the server is able to decline movement packets and reset your location, as it ultimately has control of where your player is located.
