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