Glossary

PROXY protocol

The difference between every player appearing to share one IP address and your bans, alt detection and per-IP plugins continuing to work normally behind DDoS protection.

What it is

When traffic is forwarded through a proxy, the TCP connection your server accepts comes from the proxy, not the player — so without help every player appears to share a handful of addresses. PROXY protocol solves it by prefixing each forwarded connection with a short header containing the original source address. The receiving server reads that header before the application protocol begins.

Why it matters for Minecraft

Almost every server-side moderation tool is keyed on IP. Bans, alt-account detection, per-IP rate limits, geo plugins and anti-VPN plugins all break silently the moment every player shares an address — they do not error, they just stop being meaningful. PROXY protocol is what keeps them working once you put protection in front.

A useful side effect

Once a server requires the header, connections that arrive without one are rejected. A vanilla client hitting your raw backend IP sends ordinary Minecraft packets, fails the parse and is dropped — so enabling it also closes the bypass path around your protection. Setup is one line: see the Velocity and BungeeCord guides.

Common questions

Is PROXY protocol a paid feature?+

It depends on the provider, and it is worth checking before you commit. Arvoris includes it on every plan including the free tier; some services gate real client IPs behind paid plans, which means the free tier quietly breaks your ban list.

Do I need PROXY protocol between my proxy and my backend servers?+

No. Velocity and BungeeCord pass player information to their backends through their own forwarding. PROXY protocol is only needed on the hop where the protection service hands connections to your proxy.

Related reading

AnycastClient fingerprintGeo-steering

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