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Grim Anticheat

Grim Anticheat

Fully async, multithreaded, predictive, open source, 3.01 reach, 1.005 timer, 0.01% speed, 99.99% antikb, "bypassable" 1.8-1.21 anticheat

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Game Mechanics
Management
Utility

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
1.8.8–1.8.9

Platforms

Bukkit
Folia
Paper
Purpur
Spigot

Supported environments

Server-side

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Links

Report issues View source Visit wiki Join Discord server

Creators

GrimACOrganization

Details

Licensed GPL-3.0-or-later
Published 10 months ago
Updated 2 months ago
DescriptionChangelogVersions

GrimAC

GrimAC is an open source Minecraft anticheat designed for 1.21 and supports 1.8-1.21. It is free while in beta. It will eventually become paid and/or will include offering additional subscription based paid checks. Geyser players are fully exempt.

This project is considered feature complete for the 2.0 (open-source) branch of this project. If you would like a bugfix or enhancement and cannot sponsor the work, pull requests are welcome.

Installation notes

  • Java 17 is now required. More information here.
  • Paper, Spigot, and Folia are currently supported.
  • If you use Geyser, place Floodgate on the backend server so grim can exempt bedrock players. Grim cannot access the Floodgate API if it is on the proxy.
  • If you use ViaVersion, it should be on the backend server as movement is highly dependent on client version.

Support & wiki information

  • Support & discussion: Discord
  • Report issues: Issues
  • Wiki & examples: Wiki

Developer API

Grim's API allows you to integrate Grim into your own plugins.

  • API repository: GrimAPI
  • Wiki info: Wiki

How to compile

  1. git clone https://github.com/GrimAnticheat/Grim.git
  2. cd Grim
  3. ./gradlew build
  4. The final jar will compile into the build/libs folder

Grim supremacy

What makes 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

Modrinth is open source.

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