Description
create a minecraft velocity plugin on the most modern velocity versio
π‘οΈ 1. SECURITY SYSTEMS β EXPANDED
Security must cover identity, transport, gameplay integrity, runtime integrity, and data.
π 1.1 Authentication & Identity Security
βοΈ 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)
π§ 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
π 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
β οΈ Identity Threats to Mitigate
UUID Spoofing
Bedrock session hijack
VR custom launcher bypass
Proxy injection attacks
Man-in-the-middle login injection
π§± 1.2 Permissions & Authority Control
ποΈ 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 β Player β VIP/Cosmetic β Trial Mod β Mod β Admin β System Owner
π‘οΈ 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
π 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
π€ 1.3 Anti-Cheat & Gameplay Exploit Defense
π― 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
π§© 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 β Flag β Shadowmute β Kick β Ban escalation
Separate temp punishment for uncertain detections
βοΈ 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
π 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)
π 1.4 Network Security & Transport Protection
π 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
π‘οΈ DDoS Strategy
Defend at layers:
L3/L4 β Hosting provider filtering (UDP amplification defense)
L7 β Proxy-level join rate throttling & captcha choices
Smart mitigations:
Temporary queue on high load
Player verify timeout
π 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
π₯ Firewall Rules
Allow inbound only to proxy port(s)
Block:
Direct backend server connections
RCON access (unless via VPN)
SSH except from whitelisted IPs
𧬠1.5 Plugin, Runtime & Source Security
π¦ 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
π§ͺ Runtime Sandboxing
Consider:
JVM Security Manager profiles
Container isolation (Docker or Firecracker)
Memory and resource caps per instance
π 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)
ποΈ 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
π 1.6 Data & Privacy Security
πΎ Data Classification
Public: Leaderboards, display names
Internal: Stats, cosmetic unlocks
Sensitive: IP addresses, purchase info
ποΈ 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 β auth system)
𧨠Backup & Recovery Security
Daily automated snapshots
Offsite backup at least weekly
Test restore procedures (not optional)
Keep backups encrypted
π§ 1.7 Player, Staff & Social Security
π§βπ€βπ§ Trust & Safety Systems
Moderate threats:
Hate speech
Harassment
Spam raids
Targeting VR-only players (motion sickness trolling)
π§° Required Tools
Chat filtering (profanity + slurs + personal info detection)
Automatic spam throttling
Player reporting interface
Staff case management
π Staff Oversight
Spectator/vanish tools
Replay systems for POV verification
IP anonymization for staff who enter undercover