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AstroX AntiCheat is a Geyser extension that performs packet‑level anti‑cheat for Bedrock clients. It uses Bedrock‑aware physics, reach heuristics, and statistical buffering with async, pooled execution for low‑latency on large servers.

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Eangly99/AstroX-AntiCheat

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AstroX AntiCheat

AstroX AntiCheat is a Geyser extension that performs packet-level anti-cheat analysis for Minecraft: Bedrock Edition clients before their traffic is translated to Java. It targets common Bedrock cheat behaviors (movement, reach, and packet abuse) while prioritizing performance and low latency on high-load servers.

Features

  • Packet interception for upstream (Bedrock) and downstream (Java) traffic
  • Modular check system with per-check configuration
  • Async, striped execution model to avoid blocking Netty I/O
  • Bedrock-aware movement prediction and combat reach heuristics
  • Statistical buffer (z-score) to reduce false positives under jitter

Requirements

  • Java 17+
  • Geyser API 2.9.2-SNAPSHOT (extension API)

Build

gradle build

The output JAR will be in build/libs/.

Install

  1. Copy the built JAR to your Geyser extensions/ folder.
  2. Start/reload Geyser.
  3. Edit config.yml in the extension data folder to tune checks.

Configuration

See src/main/resources/config.yml for default options. Each check can be enabled/disabled and tuned (thresholds, buffers, and per-check parameters).

Project Structure

  • dev.naruto.astrox.AstroX - extension entry point
  • dev.naruto.astrox.packet - packet interception + listeners
  • dev.naruto.astrox.check - checks and sample models
  • dev.naruto.astrox.player - per-player state and violation tracking
  • dev.naruto.astrox.engine - movement prediction engine

Notes

  • This extension relies on internal Geyser classes for packet access; keep Geyser core and API versions aligned.
  • Tuning is essential for your server�s latency profile and player base.

License

MIT - see LICENSE.

About

AstroX AntiCheat is a Geyser extension that performs packet‑level anti‑cheat for Bedrock clients. It uses Bedrock‑aware physics, reach heuristics, and statistical buffering with async, pooled execution for low‑latency on large servers.

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