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bedrock-protocol-docs/additional_docs/AntiCheatServer.properties
2024-02-15 15:10:22 -08:00

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Properties

# This contains the anti-cheat related dedicated server default properties. Add these to your server.properties file and modify as desired.
# Common values for player movement
# Allowed values: "client-auth", "server-auth", "server-auth-with-rewind"
# Changes the server authority on movement:
# "client-auth": Server has no authority and accepts all positions from the client.
# "server-auth": Server takes user input and simulates the Player movement but accepts the Client version if there is disagreement.
# "server-auth-with-rewind": The server will replay local user input and will push it to the Client so it can correct the position if it does not match.
# The clients will rewind time back to the correction time, apply the correction, then replay all the player's inputs since then. This results in smoother and more frequent corrections.
server-authoritative-movement=server-auth-with-rewind
# Regardless of discrepancies the server will not send corrections within this many ticks of each-other
# After a correction on tick 5 and a delay of 2, the next possible correction would be on tick 8
player-rewind-min-correction-delay-ticks=5
# How many ticks of history are contained in the client's rolling window for use when receiving corrections.
# At 20 ticks per second a history size of 40 means that a correction could stil be processed with rewind with
# two seconds of two-way latency
player-rewind-history-size-ticks=40
# Only used with "server-auth-with-rewind".
# This is the tolerance of discrepancies between the Client and Server Player position. This helps prevent sending corrections too frequently
# for non-cheating players in cases where the server and client have different perceptions about when a motion started. For example damage knockback or being pushed by pistons.
# The higher the number, the more tolerant the server will be before asking for a correction. Values beyond 1.0 have increased chances of allowing cheating.
# This value drives a combination of a few behaviors:
# - The server eases their position by a small fraction of this towards the client to converge towards being in sync
# - The server sends a correction if the divergence distance is above this amount
# - The server accepts the client position if the divergence is within a small fraction of this
player-position-acceptance-threshold=0.5
# Block break settings
server-authoritative-block-breaking=true
server-authoritative-block-breaking-pick-range-scalar=1.5