Solution of antixray (help plz)

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GoodestEnglish

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yea so basically i am running a uhc server, and now the main issues i am having is xray, ik spigot has a antixray, but in my personal feelings it is a bit shitty(well better then nothing), engine mode 1 will make all ores become stone but ore which is touched air is still visible, so xrayer will easily find it; engine mode 2 will make all stone to ores, but it will make the player receive tons of packets and lag, so do some1 know any plugins that can prevent this problem? or give me some suggestion?

*I've done tons of research, and nothing works for me, so i want some1 here to help me, hopefully can :(
**plz dont complain my shitty english(see my name)
 
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Nykorrin

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Hypixel UHC had all stone be turned into ores (Or something similar to that) and it was quite effective (Not that I tried x-raying..... :) )
 

Zyger

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There's not really much you can do about it unless you find someone willing to code an anti-xray plugin that checks if a player has a line of sight to any ore, and then changes its appearance from stone to what it originally was, but that would put a lot of strain on the sever considering it's UHC, so I'd just go with the first engine mode
 
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LordOfTime

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There's not really much you can do about it unless you find someone willing to code an anti-xray plugin that checks if a player has a line of sight to any ore, and then changes its appearance from stone to what it originally was, but that would put a lot of strain on the sever considering it's UHC, so I'd just go with the first engine mode

Yeah, as a dev who's worked with anti-xray code, this is precisely the issue. The best middle-ground solution is to hide all ores as stone until block updates of some form, but yes, that does mean some ores, particularly those in cave systems and near the surface, are often not shown. Line of sight checks are simply too expensive server-side to be plausible in the long run; running tests while working with another server's anti-xray, even just pinging every couple of seconds in a very close radius was prone to freeze-lagging a server to death, and spacing out said checks tended to drag down TPS significantly, particularly as player count increases. Even in, say, a 10 x 10 x 10 radius of the player, you're talking about checking 1000 blocks worth of LoS every couple of seconds. That's 10k+ calculations you'd have to run every ~5-10 seconds to make a system like that work reasonably well with even a player count of 10, and it would still be very obvious to your playerbase that it was a slow system to update.

Tl;dr: Zyger is correct; there's a reason a better solution to this hasn't been made; it doesn't exist, at least not without some serious server power.
 

Zyger

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Just modify the server sending mass chunk updates so that ores don't show until they enter the chunk below a certain y level. Or just dynamically populate ores or place them from a cache when players enter chunks below a certain y level. It's not foolproof, but it is enough to make people have to mine almost as much with X-ray as without.
But then you'd be making it unfair for the legit players, since there'd be lots of times they'd be looking down at ores, for example a ravine
 

LordOfTime

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But then you'd be making it unfair for the legit players, since there'd be lots of times they'd be looking down at ores, for example a ravine

Anddddd therein lies the problem :p There's no good way to do this that doesn't create a compromise between efficiency and player-usability that makes somebody unhappy.
 
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