Description
๐ก๏ธ 1. SECURITY SYSTEMS โ EXPANDED
Security must cover identity, transport, gameplay integrity, runtime integrity, and data.
๐ 1.1 Authentication & Identity Security
โ๏ธ Unified Login Protection
Players may enter through:
Java Edition (Launcher)
Bedrock Edition (Console/Mobile/Win10)
VR Client forks (QuestCraft, Vivecraft, injected launchers)
Core Requirements
Validate that all incoming players have legitimate identity tokens
Prevent cracked/unsigned traffic
Prevent spoofing (UUID/IP/session)
๐ง Recommended Components
Component
Purpose
Geyser + Floodgate
Enables Bedrock players to join a Java server; maps identities
Online Mode Enabled
Java users authenticated through Mojang/Microsoft
Skin Signature Validation
Prevent illegal skin/UUID spoofing
VR Client Fingerprinting
Detect Vivecraft/Questcraft metadata to prevent exploit masking
๐ Admin Authentication Hardening
Disable /op usage entirely after initial setup
Assign all permissions through a role system (LuckPerms)
Restrict admin permissions by:
Player UUID
IP whitelist
Time-of-day schedules (optional but strong)
Proxy-level access tokens
โ ๏ธ Identity Threats to Mitigate
UUID Spoofing
Bedrock session hijack
VR custom launcher bypass
Proxy injection attacks
Man-in-the-middle login injection
๐งฑ 1.2 Permissions & Authority Control
๐๏ธ Fine-Grained Role System
Use a permission manager that supports:
Hierarchical inheritance
Temporary permissions
Context control (per world, per-server, per proxied node)
Minimum Role Structure
Guest โ Player โ VIP/Cosmetic โ Trial Mod โ Mod โ Admin โ System Owner
๐ก๏ธ Authority Separation
No single role should:
Modify filesystem
Reload plugins
Create operators
Only top-level owners should have:
Console access
Plugin upload capability
System-level commands
๐ Audit Trails Required
Every administrative action should be logged:
/ban, /kick, /ipban
/tp, /give, /gamemode
World edits
Permission additions/removals
Use:
Chat-control logs
Command logs
Web panel audit logging
๐ค 1.3 Anti-Cheat & Gameplay Exploit Defense
๐ฏ Threat Types by Platform
Platform
Common Cheats
Java
killaura, fly, reach, xray, packet exploits
Bedrock
movement desync, scaffold hacks, autoclick
VR
hitbox bypass, arm-extending reach, aim assist
๐งฉ Layered Anti-Cheat Architecture
Prevention Layer
Packet filtering
Illegal input discard
Spoofed metadata rejection
Detection Layer
Pattern recognition (movement stats)
Machine learning optional (Spartan Cloud, Vulcan tracking)
Enforcement Layer
Warn โ Flag โ Shadowmute โ Kick โ Ban escalation
Separate temp punishment for uncertain detections
โ๏ธ Anti-Cheat Features Required
Packet Validation
Velocity Checks (for knockback hacks)
Hitbox Normalization
VR users have physically larger arc sweeps
Bedrock players have different reach
Inventory & Item Validation
Reject NBT/spawned items
Block crafting dupe vectors
Interaction Rate Limiting
Place/break spam throttling
Server command rate limiting
๐ Known Attacks to Mitigate
Book-based lag nukes (NBT spam)
Chunk dupe exploits
Packet flood kicks (mass join leaves cycles)
Elytra flight hacks (Bedrock physics exploit)
VR reach extension (physical arm stretch)
๐ 1.4 Network Security & Transport Protection
๐ Gateway Isolation (Required)
Use a proxy like Velocity (recommended) or Bungeecord so:
Only proxy is exposed publicly
Game servers bind to localhost or private LAN
Attackers cannot bypass your proxy
๐ก๏ธ DDoS Strategy
Defend at layers:
L3/L4 โ Hosting provider filtering (UDP amplification defense)
L7 โ Proxy-level join rate throttling & captcha choices
Smart mitigations:
Temporary queue on high load
Player verify timeout
๐ Transport Security
Encrypt all admin panels: HTTPS required
Encrypt player-facing APIs:
Economy backend
Cosmetic unlock API
Web dashboards
Use mutual TLS if connecting internal microservices across public networks
๐ฅ Firewall Rules
Allow inbound only to proxy port(s)
Block:
Direct backend server connections
RCON access (unless via VPN)
SSH except from whitelisted IPs
๐งฌ 1.5 Plugin, Runtime & Source Security
๐ฆ Plugin Vetting Pipeline
Never install plugins from:
Unknown sources
Reposts
Obfuscated code without reason
Vet every plugin for:
Recent updates
Known vulnerabilities
Permissions usage
Whether it opens sockets or HTTP calls
๐งช Runtime Sandboxing
Consider:
JVM Security Manager profiles
Container isolation (Docker or Firecracker)
Memory and resource caps per instance
๐ Code Review Practices
If you write custom minigame plugins:
Scan dependencies for CVEs
Restrict reflection, file I/O
Validate all input (including from other plugins)
๐๏ธ Plugin Update Cadence
Staging server tests BEFORE prod deployment
Signed JAR verification (optional but ideal)
Maintain a list of plugins tied to Minecraft version and update urgency
๐ 1.6 Data & Privacy Security
๐พ Data Classification
Public: Leaderboards, display names
Internal: Stats, cosmetic unlocks
Sensitive: IP addresses, purchase info
๐๏ธ Data Protection Practices
Hash IPs when storing long-term
Encrypt database volumes
Give read/write access only to services that require it
Use separate databases per cluster (minigame data โ auth system)
๐งจ Backup & Recovery Security
Daily automated snapshots
Offsite backup at least weekly
Test restore procedures (not optional)
Keep backups encrypted
๐ง 1.7 Player, Staff & Social Security
๐งโ๐คโ๐ง Trust & Safety Systems
Moderate threats:
Hate speech
Harassment
Spam raids
Targeting VR-only players (motion sickness trolling)
๐งฐ Required Tools
Chat filtering (profanity + slurs + personal info detection)
Automatic spam throttling
Player reporting interface
Staff case management
๐ Staff Oversight
Spectator/vanish tools
Replay systems for POV verification
IP anonymization for staff who enter undercover
๐ง 2. SERVER STABILITY & PERFORMANCE โ EXPANDED
A stable minigame network must handle bursty load, multiple platforms, and VR timing sensitivity without dropping below 20 TPS.
๐๏ธ 2.1 Architecture & Scalability
๐ง Multi-Server Architecture (Required)
A single JVM instance cannot support:
Multiple minigames simultaneously
Load surges
Multiple platform quirks
Use:
Proxy Layer: Velocity (recommended) or BungeeCord
Game Layer: One server per minigame instance
Lobby Layer: Always-online hub(s)
Cluster Model
Players โ Proxy โ Lobby โ Minigame Instances โ Databases & APIs
๐ฑ Horizontal Scaling (Scale-Out)
Do not scale vertically past diminishing returns.
Options:
Static Pool: A preset number of minigame servers
Dynamic Autoscaling: Add/remove minigame nodes based on:
Player queue lengths
Round countdown timing
CPU/TPS load
Autoscaling methods:
Kubernetes (complex but powerful)
AWS Fargate, Azure Container Apps, GCP GKE
Custom script + Docker swarm
๐ Load Balancing Rules
Distribute players across servers evenly
Prefer warm servers (avoid lag spikes on newly booted nodes)
Keep capacity reserve (20โ40% headroom)
๐งฑ 2.2 Resource Isolation & Process Separation
๐งฉ Why isolation matters
One bad plugin or lag spike in a minigame instance should never:
Crash the whole network
Tank lobby performance
Drop VR frame rates
โ๏ธ Recommended Resource Boundaries
Separate JVM for: Each world-based minigame
Dedicated JVM for: Lobby/hub
Optional dedicated JVM for: Economy, chat sync, stats collectors
๐๏ธ Containerization Benefit (Optional but Ideal)
Using Docker/Podman or similar:
Limits CPU share per instance
Limits memory usage
Simplifies restarting crashed minigames
Supports safe rollbacks
๐ง JVM Configuration Musts
-Xms โ 75โ90% of -Xmx (avoid heap resizing)
GC tuned for latency, not throughput:
ZGC or G1GC preferred
Disable huge page surprises
Set per-plugin resource watchdog timeout
๐ 2.3 Monitoring, Metrics & Observability
๐ฅ๏ธ Track These Live
System Metrics
CPU per instance
RAM usage and growth rate
Disk I/O and bottlenecks
Network traffic per node
Minecraft Metrics
TPS
MSPT (milliseconds per tick)
Player count
Chunks loaded & entity count per world
Packet throughput
VR-Specific Observations
Tick jitter tolerance
Packet delivery latency
Hit timing variance
๐ ๏ธ Monitoring Tools
Prometheus + Grafana (industry standard)
Velocity Logging Extensions
Paper Timings (last-resort profiling)
Spark Profiler (deep plugin profiling)
๐จ Alerting Triggers
Send alerts when:
TPS < 18 sustained > 30 seconds
MSPT > 50 ms
CPU > 90% for > 2 mins
Memory swap risk detected
Crash loops detected
๐ฆพ 2.4 Tick Optimization, Lag Mitigation & Tuning
๐ฏ Core TPS Goal
20 TPS = smooth play
<18 TPS = visible jitter
<15 TPS = VR sickness risk
๐ฉ Paper/Purpur Settings (Critical)
Cap entity AI tick rates
Reduce hopper ticks
Lower redstone update frequency (if redstone exists at all)
Disable TNT priority unless minigame uses it
Use async chunk generation whenever safe
๐ฆ Entity Control
For public servers:
Max entities per chunk
Cap mobs per minigame (dynamic spawn rates)
Sweep dropped items aggressively:
Shorten item despawn
Merge item stacks
๐ Chunk Strategy
Limit max view distance
Java players: 8โ10
Bedrock players: 5โ8 (they request more by default)
Use:
Async chunk loading
Chunk pre-gen before launch
Disallow random exploration in minigames to avoid unpredictable chunk loads
โ๏ธ Player Movement/Teleport Stress
Avoid mass teleports in single tick (stagger operations)
Pre-load spawn chunks for teleport destinations
๐ก๏ธ 2.5 Fault Tolerance & Automatic Recovery
๐ Robust Restart Strategy
Crash-monitor watchdog
Detect JVM death
Auto-restart instance
Auto-reallocate players to fallback lobby
Rolling server restarts
Memory leak containment
Restart every X hours or at low-pop hours
๐ฏ Player Experience Safeguards
Transfer players safely:
Mid-game โ backup server if possible
Or grant compensation rewards
๐งฏ Fail Closed, Not Open
If load exceeds threshold:
Deny new joins
Slow non-essential tasks
Shed background jobs
๐งช Canary Servers
Test new builds in a hidden or staff-only minigame
Monitor:
TPS deviation
Crash rate
Memory leak signatures
โ๏ธ 2.6 Plugin & Code Performance
๐ Performance First Design Rules
No plugin should:
Do heavy file I/O synchronously
Run long loops on main thread
Make unbounded list copies every tick
๐ Async vs Sync Boundaries (Important!)
Move these async:
Database writes
Stats sync
Web hooks
Scoreboard update aggregation
NPC movement AI calculations (if possible)
Do not move:
World interactions
Block breaks/place
Entity spawn mechanics
๐ Safe Plugin Upgrade Workflow
Deploy to test environment
Run load simulation
Timings + spark profiling
Promote to prod
Monitor critical metrics first hour
๐ฎ 2.7 Cross-Play & VR-Specific Performance Factors
๐ VR Constraints
VR players rely on:
Low-latency input
Smooth state sync
Predictable movement resolution
Server must:
Avoid rubberbanding at all cost
Prioritize movement packets
Avoid network compression delays > acceptable thresholds
๐ฎ Bedrock vs Java Performance Mismatch
Bedrock clients:
Send more movement packets
Have global reach assumptions
Expect shorter input โ action latency
Mitigate:
Packet consolidation where safe
Tick interpolation compensation
Per-platform tuning:
Projectile physics
Knockback timing
Jump arc validation
๐ SUMMARY: STABILITY = ENGINEERING FOR SPIKES
A great minigame network:
expects lag before players feel lag,
isolates failures,
scales horizontally,
and optimizes for predictability, not peak throughput.