Minecraft anticheat guide

Protocol Input Ordering Checks Explained

How FairPlay's protocol checks read acknowledgement order, duplicate inputs, slot changes and multi-target attacks, with legit lag cases to rule out.

What do the protocol checks observe?

Protocol checks read the order and repetition of client packets rather than aim or timing. FairPlay names checks for acknowledgement order, duplicate input, slot changes after an action, held slot integrity, multiple entity attacks in one moment, and an attack plus a block placement in the same tick. Together they show whether the client sent things in an order a normal client does not send.

Because these checks read transport-level order, network conditions can shape their evidence as much as the player does. Read every alert with the connection history in hand.

A useful habit is a short connection log for each staff review, with the ping range, any reconnects and the time of the alert. Without it, reviewers tend to guess whether a strange order came from the player or from the network.

Which cheat behavior do these checks target?

Many client-side tools depend on sending packets out of order, repeating an input to double an effect, switching slots in a loop, or attacking several entities in the same moment. Protocol checks look for those shapes in the stream the server receives.

The point is not to judge one packet. It is the pattern across packets that a normal client would not produce, such as the same input sent twice in a row or an attack that arrives with no matching position for the target.

What legitimate traffic can resemble these patterns?

Protocol evidence is noisy by nature. The server can receive several legal packets together, and a clean client can produce an order that looks wrong when the connection is poor.

How should staff read protocol alerts?

Each protocol check asks a narrow question. Use the table to pick the first question for the alert in front of you, and pull the matching context before deciding.

First questions for FairPlay protocol alerts.
AlertFirst questionContext to pull
ProtocolAckOrderWere acknowledgements delayed and then released together?Ping and server tick health for the same second
ProtocolDuplicateInputDid the player tap or hold a key that produced two identical inputs?Input history and ping for the same window
ProtocolSlotAfterActionDid a slot change follow a use action in an unusual order?Inventory events and the client brand
ProtocolHeldSlotIntegrityWas the held slot outside the normal range, or did it alternate in a loop?Client brand, installed mods and resource pack
ProtocolMultiEntityAttackDid several attacks land in one moment?Target list and any mob or farm area nearby
ProtocolAttackPlaceSameTickDid an attack and a block placement happen together?Bridge or fight context for that tick

What is the safe review order?

Protocol alerts are easy to over-read, so reviewers should check transport conditions first and player behavior second. The steps below keep the order consistent. Do not treat a single protocol alert as a pattern. Two or three alerts from the same check across separate sessions say much more than one burst during a bad minute.

What should you tune only in staging?

Protocol checks depend on the client and protocol versions your players use, so test after any client version change or any change to your version bridge. The compatibility articles on this site cover the version side in more detail. Keep protocol alerts alert-only for longer than movement alerts, because they are tied to transport conditions that change week to week.

Read the per-check reference before editing settings. Do not copy values from another server, since client mix and connection quality differ across networks.

Before you enable any protocol action, run the checks on a staging server with a deliberately slowed test connection, so you can see how the alerts behave when packets bunch up.

What have we not verified?

We have not measured how often these checks fire on each client version, how they behave on high-latency connections, or how they compare with other protocol-level checks. This article describes what the checks are named to observe. It does not claim that a protocol alert identifies a cheat on its own.

FAQ

Why do protocol alerts spike after a restart?

Players reconnect and resend state, which can change packet order for a short time. Wait for the sessions to settle, then review the alerts.

Do protocol checks depend on the client version?

Some do, because they read what the client reports. Check the version guidance before you read an alert from an unusual client or a new version.

Should a duplicate input alert lead to punishment?

No, not alone. Pair it with other evidence and the ping for the same window, then decide under your own policy.

Related sources and official pages

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