Compatibility
Minecraft: Java Edition
1.21.x
1.20.x
1.19.x
1.18.x
1.17.x
1.16.x
1.15.x
1.14.x
1.13.x
1.12.x
1.11.x
1.10.x
1.9.x
1.8.x
1.7.x
Platforms
Bukkit
Supported environments
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Details
Licensed GPL-3.0-only
Published 2 months ago
Updated 21 hours ago
Lightning Grim Anticheat
This project is a fork of GrimAC implementing substantial performance improvements and superiour reach, block placement, and interact checks. If you would like a bugfix or enhancement and cannot sponsor the work, pull requests are welcome.
GrimAC is an open source Minecraft anticheat designed for 1.21.1 and supports 1.8-1.21.1. It can run on 1.8-1.21.1 and fully supports players connecting through ViaVersion on 1.7-1.21.x no matter the native server version. Geyser players are fully exempt.
Current changes that upstream does not have (includes but is not limited to)
- More optimized Hitboxes
- LineOfSightPlace - checks if blocks placements/container interactions were within line of sight of player. Stops placing blocks and opening chests through walls or in directions players aren't looking at.
- Reach - checks if blocks or other entiites blocked an attack
- Optimized Hitbox/Collision Boxes
- Checks for PacketOrder (patches lots of noslow, autoblocks, etc...)
- Checks for Inventory interactions (prevents using crafting slots as extra storage, moving while having inventory open, etc...)
Compiling through terminal/command prompt
- git clone https://github.com/Axionize/LightningGrim (or click the green code button, download ZIP, then unzip it.)
- cd Grim
- gradlew build
- The final jar is located in build/libs
API Information
Grim's API allows you to integrate Grim into your own plugins. For more information, check out the API's GitHub repository here.
Grim supremacy
Here are the main cores that make Grim stand out against other anticheats
Movement Simulation Engine
- We have a 1:1 replication of the player's possible movements
- This covers everything from basic walking, swimming, knockback, cobwebs, to bubble columns
- It even covers riding entities from boats to pigs to striders
- Built upon covering edge cases to confirm accuracy
- 1.13+ clients on 1.13+ servers, 1.12- clients on 1.13+ servers, 1.13+ clients on 1.12- servers, and 1.12- clients on 1.12- servers are all supported regardless of the large technical changes between these versions.
- The order of collisions depends on the client version and is correct
- Accounts for minor bounding box differences between versions, for example:
- Single glass panes will be a + shape for 1.7-1.8 players and * for 1.9+ players
- 1.13+ clients on 1.8 servers see the + glass pane hitbox due to ViaVersion
- Many other blocks have this extreme attention to detail.
- Waterlogged blocks do not exist for 1.12 or below players
- Blocks that do not exist in the client's version use ViaVersion's replacement block
- Block data that cannot be translated to previous versions is replaced correctly
- All vanilla collision boxes have been implemented
Fully asynchronous and multithreaded design
- All movement checks and the overwhelming majority of listeners run on the netty thread
- The anticheat can scale to many hundreds of players, if not more
- Thread safety is carefully thought out
- The next core allows for this design
Full world replication
- The anticheat keeps a replica of the world for each player
- The replica is created by listening to chunk data packets, block places, and block changes
- On all versions, chunks are compressed to 16-64 kb per chunk using palettes
- Using this cache, the anticheat can safely access the world state
- Per player, the cache allows for multithreaded design
- Sending players fake blocks with packets is safe and does not lead to falses
- The world is recreated for each player to allow lag compensation
- Client sided blocks cause no issues with packet based blocks. Block glitching does not false the anticheat.
Latency compensation
- World changes are queued until they reach the player
- This means breaking blocks under a player does not false the anticheat
- Everything from flying status to movement speed will be latency compensated
Inventory compensation
- The player's inventory is tracked to prevent ghost blocks at high latency, and other errors
Secure by design, not obscurity
- All systems are designed to be highly secure and mathematically impossible to bypass
- For example, the prediction engine knows all possible movements and cannot be bypassed