Main / Executor detections
Client trust check
exec.trustbothDefault: logThe player's game talks to the server without the secret that only a real ByteAC client has.
How ByteAC finds it
On join the server gives each player a secret. The ByteAC client sends it back with every heartbeat and report. Wrong secret 3 times in a row, a long run without any secret, or a heartbeat counter that goes backwards means the client was replaced or messages are being replayed.
Checked in the player's game and on the server.
What the numbers mean
These are the values shown under the detection in the Threat feed and on the player page.
- what
- Which message was wrong: heartbeat, report, resource_list or heartbeat_replay.
- reason
- "wrong nonce" = a secret was sent but it is not this player's; "no nonce" = no secret at all.
- misses
- How many messages in a row failed.
- prev
- heartbeat_replay only: the last heartbeat number the server accepted.
- got
- heartbeat_replay only: the number that arrived, lower than prev.
- source
- Where the check ran: "client" = the ByteAC script inside the player's game reported it, "server" = the server measured it itself. Server measurements cannot be faked by the player.
Can also be caused by
"no nonce" right after a restart of ByteAC while players stay connected, or with very slow loading. The first 3 minutes after joining are ignored.
What to do
Log. "wrong nonce" and heartbeat_replay are much stronger than "no nonce".
The action (Off, Log, Kick, Ban) is set per detection on the Protection page. It only applies when Enforcement is on Custom. See Actions, modes & numbers.