Commits on Sep 13, 2026
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AC fingerprinting: server brand + plugin-channel enumeration
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The tap now reads the server's advertised brand (ClientCommonPacketListenerImpl. serverBrand, via JNI) and enumerates every custom-payload channel id seen on the wire (reflected from the packet's payload().type().id(), which is parsed even for unknown DiscardedPayload channels). Both surface in the Packets tab under FINGERPRINT and mirror to fingerprint.txt. The tap Java class was versioned to Tap2 because a resident earlier copy had already defined lodestone/Tap, and a loader refuses to redefine a name — the new bytecode (channels()) needed a fresh name to load without a game restart. Live on DonutSMP: brand 'DonutFolia (SchengenVelocity)' — a Folia server fork behind a Velocity proxy fork. No plugin channel yet, consistent with a server-side packet-analysis anti-cheat rather than a mod-integration one. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
lodestone committed 21 hours ago -
Backtrack, bow aimbot with lead, sprint reset, hitbox expander
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Backtrack: a second injected netty handler (lodestone/Backtrack) spliced before packet_handler that holds the current target's movement packets for a bounded delay and re-fires them on the same event loop. The server rewinds the target to where your latency says you last saw it when validating a hit, so hitting the delayed position still lands as long as the delay stays inside that rewind window. Only the target's movement is held; everything else passes instantly. Entity id per packet is resolved reflectively once per class and cached. Bow aimbot: solves the launch angle by simulating the arrow — power*3 initial speed, 0.05 gravity, 0.99 drag per tick — and leads the target by its own velocity, converging flight time and lead together. Aims only; the release is still yours. Sprint reset: stops and restarts sprint around an aura swing so the hit lands on a sprint (re)start and takes the knockback bonus. Off when criticals is on, since a crit needs no sprint. Hitbox: expands the target box outward by a configurable margin for selection and aim, within the reach tolerance the server already allows. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
lodestone committed 22 hours ago -
Force-send position so witness-dependent moves reach the server
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Criticals, and any move the server has to see to credit, only worked on the tick's own position send — and not at all while Blink held those sends back. World.flush_position builds a ServerboundMovePlayerPacket.PosRot and sends it through the client's own ClientPacketListener.send, then updates xLast/yLast/ zLast so the client agrees a packet went out. Criticals now flushes the leaving-ground position on the hop, so the server registers off-ground-and- descending at the moment it matters regardless of Blink. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
lodestone committed 23 hours ago
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