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32 lines
2.4 KiB
Properties
32 lines
2.4 KiB
Properties
# This contains the anti-cheat related dedicated server default properties. Add these to your server.properties file and modify as desired.
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# Common values for player movement
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# Allowed values: "client-auth", "server-auth", "server-auth-with-rewind"
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# Changes the server authority on movement:
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# "client-auth": Server has no authority and accepts all positions from the client.
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# "server-auth": Server takes user input and simulates the Player movement but accepts the Client version if there is disagreement.
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# "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.
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# 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.
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server-authoritative-movement=server-auth-with-rewind
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# Regardless of discrepancies the server will not send corrections within this many ticks of each-other
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# After a correction on tick 5 and a delay of 2, the next possible correction would be on tick 8
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player-rewind-min-correction-delay-ticks=5
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# How many ticks of history are contained in the client's rolling window for use when receiving corrections.
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# At 20 ticks per second a history size of 40 means that a correction could stil be processed with rewind with
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# two seconds of two-way latency
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player-rewind-history-size-ticks=40
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# Only used with "server-auth-with-rewind".
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# This is the tolerance of discrepancies between the Client and Server Player position. This helps prevent sending corrections too frequently
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# 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.
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# 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.
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# This value drives a combination of a few behaviors:
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# - The server eases their position by a small fraction of this towards the client to converge towards being in sync
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# - The server sends a correction if the divergence distance is above this amount
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# - The server accepts the client position if the divergence is within a small fraction of this
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player-position-acceptance-threshold=0.5
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# Block break settings
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server-authoritative-block-breaking=true
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server-authoritative-block-breaking-pick-range-scalar=1.5
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