AI prompts
base on Fully async, multithreaded, predictive, open source, 3.01 reach, 1.005 timer, 0.01% speed, 99.99% antikb, "bypassable" 1.8-1.21 anticheat. # GrimAC
GrimAC is an open source Minecraft anticheat designed for 1.21 and supports 1.8-1.21. It is free while in beta. It will eventually become paid and/or will include offering additional subscription based paid checks. Geyser players are fully exempt.
This project is considered feature complete for the 2.0 (open-source) branch of this project. If you would like a bugfix or enhancement and cannot sponsor the work, pull requests are welcome.
## Downloads
- [Modrinth](https://modrinth.com/plugin/grimac)
- [Hangar](https://hangar.papermc.io/GrimAnticheat/GrimAnticheat)
- [SpigotMC](https://www.spigotmc.org/resources/grim-anticheat.99923/)
- *For bleeding edge builds use* [Github artifacts](https://nightly.link/GrimAnticheat/Grim/workflows/gradle-publish/2.0/artifact.zip)
## Installation notes
> [!WARNING]
> Java 17 is now required. More information [here](https://github.com/GrimAnticheat/Grim/wiki/Updating-to-Java-17).
- Paper, Spigot, and Folia are currently supported.
- If you use Geyser, place Floodgate on the backend server so grim can exempt bedrock players. Grim cannot access the Floodgate API if it is on the proxy.
- If you use ViaVersion, it should be on the backend server as movement is highly dependent on client version.
## Support & wiki information
- Support & discussion: [Discord](https://discord.com/invite/kqQAhTmkUF)
- Report issues: [Issues](https://github.com/GrimAnticheat/Grim/issues/new/choose)
- Wiki & examples: [Wiki](https://github.com/GrimAnticheat/Grim/wiki)
## Developer API
Grim's API allows you to integrate Grim into your own plugins.
- API repository: [GrimAPI](https://github.com/GrimAnticheat/GrimAPI)
- Wiki info: [Wiki](https://github.com/GrimAnticheat/GrimAPI)
## How to compile
1. `git clone https://github.com/GrimAnticheat/Grim.git`
2. `cd Grim`
3. `./gradlew build`
4. The final jar will compile into the build/libs folder
## Grim supremacy
What makes Grim stand out against other anticheats?
### Movement Simulation Engine
* We have a 1:1 replication of the player's possible movements
* This covers everything from basic walking, swimming, knockback, cobwebs, to bubble columns
* It even covers riding entities from boats to pigs to striders
* Built upon covering edge cases to confirm accuracy
* 1.13+ clients on 1.13+ servers, 1.12- clients on 1.13+ servers, 1.13+ clients on 1.12- servers, and 1.12- clients on 1.12- servers are all supported regardless of the large technical changes between these versions.
* The order of collisions depends on the client version and is correct
* Accounts for minor bounding box differences between versions, for example:
* Single glass panes will be a + shape for 1.7-1.8 players and * for 1.9+ players
* 1.13+ clients on 1.8 servers see the + glass pane hitbox due to ViaVersion
* Many other blocks have this extreme attention to detail.
* Waterlogged blocks do not exist for 1.12 or below players
* Blocks that do not exist in the client's version use ViaVersion's replacement block
* Block data that cannot be translated to previous versions is replaced correctly
* All vanilla collision boxes have been implemented
### Fully asynchronous and multithreaded design
* All movement checks and the overwhelming majority of listeners run on the netty thread
* The anticheat can scale to many hundreds of players, if not more
* Thread safety is carefully thought out
* The next core allows for this design
### Full world replication
* The anticheat keeps a replica of the world for each player
* The replica is created by listening to chunk data packets, block places, and block changes
* On all versions, chunks are compressed to 16-64 kb per chunk using palettes
* Using this cache, the anticheat can safely access the world state
* Per player, the cache allows for multithreaded design
* Sending players fake blocks with packets is safe and does not lead to falses
* The world is recreated for each player to allow lag compensation
* Client sided blocks cause no issues with packet based blocks. Block glitching does not false the anticheat.
### Latency compensation
* World changes are queued until they reach the player
* This means breaking blocks under a player does not false the anticheat
* Everything from flying status to movement speed will be latency compensated
### Inventory compensation
* The player's inventory is tracked to prevent ghost blocks at high latency, and other errors
### Secure by design, not obscurity
* All systems are designed to be highly secure and mathematically impossible to bypass
* For example, the prediction engine knows all possible movements and cannot be bypassed
", Assign "at most 3 tags" to the expected json: {"id":"10400","tags":[]} "only from the tags list I provide: [{"id":77,"name":"3d"},{"id":89,"name":"agent"},{"id":17,"name":"ai"},{"id":54,"name":"algorithm"},{"id":24,"name":"api"},{"id":44,"name":"authentication"},{"id":3,"name":"aws"},{"id":27,"name":"backend"},{"id":60,"name":"benchmark"},{"id":72,"name":"best-practices"},{"id":39,"name":"bitcoin"},{"id":37,"name":"blockchain"},{"id":1,"name":"blog"},{"id":45,"name":"bundler"},{"id":58,"name":"cache"},{"id":21,"name":"chat"},{"id":49,"name":"cicd"},{"id":4,"name":"cli"},{"id":64,"name":"cloud-native"},{"id":48,"name":"cms"},{"id":61,"name":"compiler"},{"id":68,"name":"containerization"},{"id":92,"name":"crm"},{"id":34,"name":"data"},{"id":47,"name":"database"},{"id":8,"name":"declarative-gui "},{"id":9,"name":"deploy-tool"},{"id":53,"name":"desktop-app"},{"id":6,"name":"dev-exp-lib"},{"id":59,"name":"dev-tool"},{"id":13,"name":"ecommerce"},{"id":26,"name":"editor"},{"id":66,"name":"emulator"},{"id":62,"name":"filesystem"},{"id":80,"name":"finance"},{"id":15,"name":"firmware"},{"id":73,"name":"for-fun"},{"id":2,"name":"framework"},{"id":11,"name":"frontend"},{"id":22,"name":"game"},{"id":81,"name":"game-engine "},{"id":23,"name":"graphql"},{"id":84,"name":"gui"},{"id":91,"name":"http"},{"id":5,"name":"http-client"},{"id":51,"name":"iac"},{"id":30,"name":"ide"},{"id":78,"name":"iot"},{"id":40,"name":"json"},{"id":83,"name":"julian"},{"id":38,"name":"k8s"},{"id":31,"name":"language"},{"id":10,"name":"learning-resource"},{"id":33,"name":"lib"},{"id":41,"name":"linter"},{"id":28,"name":"lms"},{"id":16,"name":"logging"},{"id":76,"name":"low-code"},{"id":90,"name":"message-queue"},{"id":42,"name":"mobile-app"},{"id":18,"name":"monitoring"},{"id":36,"name":"networking"},{"id":7,"name":"node-version"},{"id":55,"name":"nosql"},{"id":57,"name":"observability"},{"id":46,"name":"orm"},{"id":52,"name":"os"},{"id":14,"name":"parser"},{"id":74,"name":"react"},{"id":82,"name":"real-time"},{"id":56,"name":"robot"},{"id":65,"name":"runtime"},{"id":32,"name":"sdk"},{"id":71,"name":"search"},{"id":63,"name":"secrets"},{"id":25,"name":"security"},{"id":85,"name":"server"},{"id":86,"name":"serverless"},{"id":70,"name":"storage"},{"id":75,"name":"system-design"},{"id":79,"name":"terminal"},{"id":29,"name":"testing"},{"id":12,"name":"ui"},{"id":50,"name":"ux"},{"id":88,"name":"video"},{"id":20,"name":"web-app"},{"id":35,"name":"web-server"},{"id":43,"name":"webassembly"},{"id":69,"name":"workflow"},{"id":87,"name":"yaml"}]" returns me the "expected json"