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dev-multiplayer-anti-cheat-validation

Input validation and anti-cheat patterns for multiplayer servers. Use when implementing server-side validation.

Installable skillMITBy feliperybaUpdated Oct 27, 2026
INTENDED FOROpenClawInstall in a listed agent.

instructions.md

---
name: dev-multiplayer-anti-cheat-validation
description: Input validation and anti-cheat patterns for multiplayer servers. Use when implementing server-side validation.
category: multiplayer
---

# Anti-Cheat Validation

Server-side validation to prevent cheating in multiplayer games.

## When to Use

Use when:
- Implementing input validation on the server
- Adding shooting mechanics
- Preventing speed hacks or teleportation

## Input Validation Pattern

```typescript
function validateInput(input: PlayerInput, player: PlayerState): boolean {
  // Sanity checks - reject impossible inputs
  if (input.movementSpeed > 20) return false; // Speed hack
  if (input.jumpHeight > 10) return false;   // Super jump hack

  // Movement constraints
  const dx = input.targetX - player.x;
  const dz = input.targetZ - player.z;
  const distance = Math.sqrt(dx * dx + dz * dz);

  // Can't move more than X meters per tick
  if (distance > 2) return false;

  return true;
}

onMessage(client: Client, data: any) {
  const player = this.state.players.get(client.sessionId);
  if (!player) return;

  if (data.type === 'player_input') {
    // VALIDATE before processing
    if (validateInput(data.input, player)) {
      player.pendingInput = data.input;
    } else {
      // Log potential cheater
      console.warn(`Suspicious input from ${client.sessionId}`);
    }
  }
}
```

## Shooting Validation

```typescript
onMessage(client: Client, data: any) {
  if (data.type !== 'shoot') return;

  const shooter = this.state.players.get(client.sessionId);
  if (!shooter) return;

  // Validate shooter can shoot
  if (shooter.ink <= 0) return;
  if (Date.now() - shooter.lastShotTime < 100) return; // 100ms cooldown

  // Validate aim direction is reasonable
  const aim = data.aimDirection;
  const aimLength = Math.sqrt(aim.x ** 2 + aim.y ** 2 + aim.z ** 2);
  if (aimLength > 1.1 || aimLength < 0.9) return; // Must be normalized

  // Server creates paint projectile
  const projectile = {
    x: shooter.x,
    y: shooter.y + 1.5,
    z: shooter.z,
    dx: aim.x * 25,
    dy: aim.y * 25,
    dz: aim.z * 25,
    owner: client.sessionId,
    team: shooter.team,
  };

  this.projectiles.push(projectile);
  shooter.ink -= 1;
  shooter.lastShotTime = Date.now();
}
```

## Hit Detection with Lag Compensation

```typescript
// Server validates hits by rewinding time
function checkHit(shooter: PlayerState, targetId: string, aim: Vector3): boolean {
  const target = this.state.players.get(targetId);
  if (!target) return false;

  // Get target position at the time of shooting (lag compensation)
  const shotTime = Date.now();
  const latency = this.getClientLatency(shooter.sessionId);
  const rewindTime = shotTime - latency;

  // Find where target was at rewindTime
  const historicalPosition = this.getPositionHistory(targetId, rewindTime);
  if (!historicalPosition) return false;

  // Raycast from shooter to historical position
  return this.raycastHits(shooter, historicalPosition, aim);
}

// Store position history for lag compensation
private positionHistory: Map<string, Array<{time: number, x: number, y: number, z: number}>> = new Map();

update(dt: number) {
  const now = Date.now();

  for (const [sessionId, player] of this.state.players) {
    if (!this.positionHistory.has(sessionId)) {
      this.positionHistory.set(sessionId, []);
    }
    const history = this.positionHistory.get(sessionId)!;

    // Store position for lag compensation (keep last 500ms)
    history.push({ time: now, x: player.x, y: player.y, z: player.z });

    // Remove old entries
    while (history.length > 0 && history[0].time < now - 500) {
      history.shift();
    }
  }
}
```

## Anti-Cheat Best Practices

1. **Validate all inputs** - Reject impossible values
2. **Rate limit actions** - Prevent spam exploits
3. **Track position history** - Detect teleportation
4. **Checksum game state** - Detect tampering
5. **Log suspicious activity** - For analysis/banning

## Testing Checklist

- [ ] Server running successfully
- [ ] Feature works through network (not just locally)
- [ ] Server logs show player actions
- [ ] State updates propagate to all clients
- [ ] Inputs are validated server-side
- [ ] Impossible inputs are rejected
- [ ] No client-authoritative position updates

## Common Mistakes

| ❌ Wrong | ✅ Right |
|----------|----------|
| Trust client position | Validate all inputs |
| No rate limiting | Add cooldowns |
| No logging | Log suspicious activity |
| Client determines hit | Server validates hit |

## Reference

- [server-authoritative.md](references/upstream/ee7092017d8fde76-SKILL.md) - Architecture principles
- [prediction-shooting.md](references/upstream/8cb47f0f05b304d1-SKILL.md) - Shooting prediction

Platform guidance

Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.

Resource notes updated 2026-10-27 · Original instructions by feliperyba