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Detection ChecksOverview

Checks Overview

AsyncAnticheat modules implement various checks to detect different types of cheating. This section documents the available checks, how they work, and how to configure them.

Check Categories

Movement Checks

Detect speed hacks, fly hacks, and other movement-related cheats.

  • Speed - Horizontal movement speed violations
  • Fly - Unauthorized flight detection
  • NoFall - Fall damage bypass
  • Phase - Moving through solid blocks
  • Step - Stepping up blocks too quickly

Combat Checks

Detect killaura, reach hacks, and other combat cheats.

Interaction Checks

Detect scaffold, nuker, and other block interaction cheats.

Check Naming Convention

Checks follow a hierarchical naming pattern:

category.type.subtype

Examples:

  • speed.ground - Speed on ground
  • speed.air - Speed while airborne
  • fly.creative - Creative-mode fly detection
  • reach.attack - Attack reach violation

Severity Levels

Each finding includes a severity indicating its seriousness:

SeverityDescriptionTypical Action
lowMinor anomaly, possibly legitimateLog only
mediumModerate suspicionWarn player
highStrong indication of cheatingKick player
criticalDefinitive cheat detectionBan player

Modules determine severity based on the confidence and impact of the detection. Multiple low-severity findings from the same player may indicate a pattern worth investigating.

Violation Tracking

Modules can track violation levels (VL) internally to accumulate evidence over time before emitting a finding. This is stored in the module’s per-player state and decays between batches:

  • Typical decay: 1 VL per 10 seconds
  • No violations for 60 seconds: Reset to 0
  • When VL crosses a threshold, a finding is emitted with the appropriate severity

Check Feasibility

Different checks have varying effectiveness in async analysis:

✅ Well-Suited for Async

  • Speed checks (clear packet patterns)
  • Fly checks (gravity violations)
  • Reach checks (distance calculations)
  • Click pattern analysis

⚠️ Challenging for Async

  • Timer checks (requires precise timing)
  • Phase checks (needs world state)
  • FastUse checks (item timing sensitive)

❌ Not Suitable for Async

  • Instant checks (require server-side response)
  • World-dependent checks (need block data)

Check Configuration

Per-check configuration via module settings:

{ "checks": { "speed": { "enabled": true, "sensitivity": 1.0, "max_vl_per_batch": 100 }, "fly": { "enabled": true, "creative_exempt": true } } }
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AsyncAnticheat v0.1.0Go to Dashboard →