Boar Anticheat

Boar Anticheat

Plugin

Proof of concept prediction anticheat for Geyser.

Server Game MechanicsManagementOptimizationUtility

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Boar (an Geyser extension) is a proof of concept anticheat project that act simillar to server-auth-with-rewind on Bedrock for GeyserMC project with a few more checks and improvements compare to BDS.

Note: I'm getting more and more tired maintaining this project, so this project won't be frequently update. However this project is not abandoned, I will still maintain it, update and push fixes from time to time if needed. If there are bugs and bypasses, you can still can contact to me about it and I wil get to it when I can. Extra note: This doesn't make this anticheat worse than other anticheat

⚠️ WARNING: THIS ONLY FOR BEDROCK PLAYER NOT JAVA PLAYER! YOU WILL NEED TO PAIR THIS WITH ANOTHER JAVA ANTICHEAT!

  • Also side note, there is ZERO guarantee about performance, update frequences, or if I will ever finish this.
  • I'm one again warning you I WONT'T GUARANTEE THAT THIS WON'T FALSE, THIS ANTICHEAT STILL IN VERY EARLY DEVELOPMENT.
Current detections list
  • Almost every single movement-related cheats (except vehicle), including - but not limited to
  • List of movement related dectections
    • Fly
    • Speed
    • Jesus
    • Step
    • Fast Climb
    • High Jump
    • No Fall
    • No Slow
    • Velocity
    • And a whole lot of things, basically (almost) everything, try it for youself.
  • Reach
  • Timer

What makes this anticheat "better" compare to other.

You can take a look at a list of "other anti-cheats" here

  • It's free..... and open-source, which is pretty dang good already.
  • Instead of rely on tricks to detect misbehaviour, Boar predict/simulate the EXACT behaviour that the client going to do (entity attack, position), making it almost "unbypassable".
  • Built to be accurate to Bedrock as possible as it could be, and instead of reading/interfering with what Geyser translate, Boar catch any kind of misbehaviour BEFORE GEYSER HANDLE IT.
  • Fully packet based, as stated above, read and interfere directly (if needed) bedrock packet that client/server sent
  • Fully synced to the player ping to account for lag.

Note

  • It's not perfect, expect falses, and a lot difference that Bedrock have from Java is un-implementated, so if you do find a bug/false, do report it.

Project members

oryxel

Member

Details

Licensed GPL-3.0-or-later
Published 2 months ago
Updated a day ago