#Improve Apollo anti-cheat protocol
1 messages · Page 1 of 1 (latest)
I would like to propose numerous changes and improvements to Apollo anti-cheat implementation.
I believe these modifications have the potential to significantly enhance the performance and accuracy of anti-cheats. A few examples:
The transmission of forward, strafe, and jump inputs before a position packet:
- This measure would exempt anti-cheats from resorting to brute-force techniques for evaluating all possible inputs, substantially reducing the computational cost.
Ticking packet when players are stationary on versions 1.9 and above:
- This change would facilitate the compatibility of 1.8 anti-cheat designs with versions 1.9+, it is essential for these designs to possess knowledge of client-side packet timing, applications include entities position tracking, packet order validation, and timing-based detections (such as auto-clicker) that would be vulnerable to latency if they were relying on timestamp-based delays rather than packet order (which are protected by TCP).
More insights on the clicking behavior of players:
- Currently, our ability to discern players' clicking states is restricted to arm-animation packets, which are only transmitted on the tick corresponding to the moment of clicking. Furthermore, we are unable to verify the precise tick at which a click occurred when players are stationary on version 1.9 and above unless suggestion 2 is implemented. It would be greatly beneficial to have access to information regarding the click-press duration, timing of click release among other relevant details we could discuss.
These suggestions represent only a partial selection of valuable information that anti-cheat developers could utilize. I believe implementing these recommendations could lead to substantial improvements in anti-cheat especially regarding ghost cheating.
Do u rly think ima read all this
ChatGPT moment
It's not intended to be read by lunar client users
Just to make sure I'm understanding the suggestion correctly, do you think Apollo is an anti-cheat?
I cannot link the documentation, but it has a anticheat protocol component
Which already send to the server side not usually accessible data, my suggestions is improvements upon that
I see