JohnGuard — Cheat Protection logo

Cheat protection for MMORPG servers

It watches in silence. It decides on evidence.

JohnGuard is a cheat protection system for MMORPG servers that protects the game client, its communication and the server together. It builds a layered defence against cheating, and the final decision always rests with the server.

kinds of cheats covered
9
layers of defence: client, communication and server
3
of game traffic encrypted and authenticated
100%
panel for every setting and record
1

Protection

What it protects against

Layered protection against the kinds of cheats game servers run into most.

Code injection

Protection against code and modules being loaded into the game from outside.

Memory tampering

Protection against values in the game’s memory being changed.

Client integrity

Protection against modified game files and patched clients.

Speed hacks

Protection against tampering with the game’s speed and timing.

Cheat tools

Protection against known cheat and analysis tools such as Cheat Engine.

Visual cheats

Protection against visual cheats such as ESP and wall hacks.

Bots and macros

Protection against bots and macros that play the game on their own.

Script tampering

Protection against outside interference with the game’s scripts.

Packet manipulation

Protection against packet editors and forged packets.

Layered defence

Three layers, one decision

Client, communication and server work together; getting past a single layer is not enough.

  1. Client

    Protection is part of the game client and runs for as long as the game is open.

  2. Communication

    Game traffic is encrypted and authenticated, so it cannot be read or altered in transit.

  3. Server

    The game’s rules are enforced on the server. The final decision always rests there.

Server side

The rules are enforced on the server

However much the client is tampered with, the game’s rules are validated on the server.

  • Movement and position
  • Combat, attacks and skills
  • Items, loot and trading
  • Item duplication (dupes)
  • Chat and messaging
  • Connection and packet floods

Customer panel

Anti-cheat settings are managed from the web panel.

Records and audit

Detections and setting changes are recorded.

Tuned to you

Protection is configured for the way your server plays.

Privacy

Respectful to players

Strong protection, without compromising players’ privacy.

  • No personal data

    Personal files, conversations and passwords are never collected.

  • Protected identity

    Hardware IDs are irreversibly hashed before they leave the PC.

  • Smooth play

    Protection is designed not to get in the way of the game.

Integration

Built into your source

JohnGuard is not an off-the-shelf DLL: it is built into your client and server source code and becomes an inseparable part of the game you ship.

Target environment

Client

  • Windows 10 and 11, x64
  • DirectX 11
  • Visual Studio 2022 or later

Server

  • FreeBSD, x64
  • C++20 compiler
  • MySQL / MariaDB

Setup steps

  1. Integration

    Protection is added to your client and server source code.

  2. Configuration

    Protection is tuned to the way your server plays.

  3. Release

    The protected client is shipped to your players.

FAQ

Frequently asked questions

Does it affect game performance?

JohnGuard is designed not to get in the way of the game.

What happens with a false detection?

Detections are assessed on the server. The sanction policy is entirely in the hands of the server’s staff.

What data is collected from players?

Only the technical data the protection needs is processed. Personal files, conversations and passwords are never collected.

How do I manage the settings?

Every setting lives on your server and is managed from the customer panel; each change is recorded.

Which servers is it compatible with?

Game servers whose source code you have access to and that match the target environment. The target environment is listed in the integration section.

Why don’t you explain how detection works?

The details of how the protection works are not published, so that they cannot serve as a guide for cheat developers.