Detection
Connection safety
Understand connection degradation, synchronization and neutral safety disconnects without treating high ping as cheating.
High ping is not cheating
A player can have a high but stable ping. Connection Safety evaluates whether the communication and synchronization are reliable enough for decisions, rather than treating a ping number as a cheating verdict.
| State | Operational meaning |
|---|---|
| STABLE | Normal communication supports the decisions permitted by the available game state. |
| DEGRADED | Missing or delayed communication reduces reliability; timing-sensitive judgments become more cautious. |
| UNRELIABLE | Synchronization is not reliable enough for aggressive timing-based action. Observations can continue without authorizing a ban. |
| TIMED_OUT | Prolonged unverifiable communication can permit a neutral safety disconnect when the server itself is healthy. |
Connection Safety configuration
connection-safety:
ENABLED: true
SAFETY-KICK: true
JOIN-GRACE-MS: 5000
RECOVERY-MS: 2000
DEGRADED-MS: 3000
UNRELIABLE-MS: 6000
TIMEOUT-MS: 10000These durations are state-policy thresholds, not a rule that every packet gap of that length causes a kick. Outstanding confirmations, the actual connection state and server health matter. Recovery requires sustained healthy communication.
KICK-MESSAGE is the configurable neutral reconnect message. Turning off SAFETY-KICK disables this disconnect action without making unreliable timing trustworthy.
Neutral disconnects and server lag
The default message explains: “Your connection became too unstable to verify safely. Please reconnect. This is not a punishment.” A safety kick does not claim a ban or a proven FakeLag module.
Packet loss, Wi-Fi congestion and packet bursts can resemble deliberate withholding. ArionAC must not infer cheating from that pattern alone. Severe server tick lag also makes timing unreliable and must not be blamed on the player.
For a suspected networking issue, inspect /arionac connection <player> and /arionac check <player>, alongside server tick health. Changing protection.MAX-PING does not create a safety-kick ping limit.