anti-cheat

anti-cheat is a skill for Claude Code from poorvith-mp/skills-gamedev. It costs 39 tokens per session (1,299 once invoked), scanned A, original, MIT.

A game security approach that keeps the server in charge of game state while treating the player's computer as untrusted. The server checks movement and game actions instead of accepting claimed positions from the client.

In plain words
What is it for?
Use it to design server-authoritative multiplayer movement, validate speed and teleportation, and defend game systems against common client-side exploits.
Why use it?
It reduces cheating based on changed memory, fake movement, intercepted network messages, or injected graphics code. A central server can reject actions that break the game's rules.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the skills-gamedev plugin — 48 skills shipped together

Good fit Use it to design server-authoritative multiplayer movement, validate speed and teleportation, and defend game systems against common client-side exploits.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/poorvith-mp/skills-gamedev/anti-cheat
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add poorvith-mp/skills-gamedev --skill anti-cheat
Clone the repo
git clone --depth 1 https://github.com/poorvith-mp/skills-gamedev

Made for: Claude Code.

Or install skills-gamedev, the plugin that ships this one along with the rest of its 48 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for anti-cheat

README.md
[![agentmods](https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/anti-cheat/github.svg)](https://agentmods.dev/skills/poorvith-mp/skills-gamedev/anti-cheat)
Your own site
<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/anti-cheat"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/anti-cheat/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for anti-cheat

Your own site · 80×15
<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/anti-cheat"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/anti-cheat.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 39 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,299 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00039 $0.01299
Opus 5 $0.00019 $0.00649
Sonnet 5 $0.00008 $0.00260
Haiku 4.5 $0.00004 $0.00130

Measured 4d ago against content hash 81d465e8d5cf, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

anti-cheat scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 4d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/anti-cheat/SKILL.md · 98 lines

How it starts

The opening of the file, as written. The whole thing — 98 lines — stays where its author put it; the contents beside it link to each section on GitHub.

anti-cheat

Core Philosophy

In multiplayer games, the client is fundamentally compromised. The game executable runs in a hostile environment controlled by the user: memory can be modified via Cheat Engine, network packets can be intercepted, and GPU rendering pipelines can be injected with custom shaders. True anti-cheat engineering does not rely on invasive kernel drivers alone; it is built on an uncompromising architectural foundation: Server Authority. The client only sends input intentions; the authoritative server simulates physics, validates mechanics, and adjudicates reality.


4-Step Server-Authoritative Anti-Cheat Architecture

Step 1: Server Authority & Movement Validation

  1. Never Trust Client Coordinates:
    • The client must never send absolute positional updates (player.position = x, y, z).
    • The client sends raw input vectors (Move forward, Jump, Delta time). The server simulates physics and returns authoritative state.
  2. Speed-Hack & Teleportation Prevention:
    • Server tracks positional displacement per tick: $$\Delta d \le v_{text{max}} imes \Delta t + \epsilon_{text{threshold}}$$
    • If displacement exceeds maximum legal speed plus latency buffer, snap the player back to their last validated server position and flag anomalous telemetry.
  3. Ray-Swept Collision Bounds:
    • Verify movement vectors using server-side ray sweeps to prevent clipping through solid geometry ("noclip" cheats).

Step 2: Combat & Action Validation

  1. Fire Rate & Ammo Accounting:
    • Track weapon state strictly on the server: cooldown timer between shots, reload animations, magazine capacity.
    • Instantly drop firing requests if the time delta between shots is lower than the weapon's configured firing delay.
  2. Lag Compensation & Rewind Bounds:
    • For hitscan weapons, the server maintains a circular buffer of past entity positions (typically 1,000ms).
    • When a client claims a hit at timestamp $T$, the server rewinds player hitboxes to timestamp $T$, performs a raycast, and validates line-of-sight.
    • Security Bound: Cap maximum backward rewind at 200ms. If client latency exceeds 200ms, hits are rejected to prevent players behind cover from being shot by lagging clients.

Read the full file on GitHub · 98 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 4d ago First seen · 98 lines · 39 tokens per session scan A 81d465e8d5cf

Subscribe to this mod's changes

anti-cheat is a skill published in the GitHub repository poorvith-mp/skills-gamedev (4 stars, last pushed 4d ago), licensed MIT. It adds 39 tokens to every session and 1,299 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-06.

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