Comprehensive data collection and analysis for fair play
Overview
Our anti-cheating system uses advanced data collection and analysis to ensure fair play
Sacrifice.pro employs a comprehensive anti-cheating system that collects and analyzes game data to detect suspicious behavior patterns. This system operates in the background during your games, collecting data that helps us maintain a fair and competitive environment for all players.
Important: All data collection is non-blocking and designed to have zero impact on your gameplay experience. The system operates silently in the background and does not affect game performance, move validation, or your ability to play chess.
What Data We Collect
Detailed breakdown of all data points collected during gameplay
Move Logs
Every move you make is logged with comprehensive metadata:
Move notation: The chess notation of your move (e.g., "e4", "Nf3")
From/To squares: Starting and ending positions of the piece
Timestamp: Exact time when the move was made
Time spent: How long you took to make the move (in milliseconds)
Board state: The position of all pieces before and after the move (FEN notation)
Client validation time: How long it took to validate the move on your device
Network latency: Time taken for data to travel between your device and our servers
Session ID: A unique identifier for your game session
Client ID: A persistent identifier stored in your browser (for device correlation)
User agent: Information about your browser and device
System Monitoring
We monitor your browser and system state to detect unusual behavior:
Window data: Browser window dimensions, resize count, and resize timestamps
Tab visibility: Whether the game tab is active or hidden, tab switch count, and time spent inactive
Focus state: Whether the browser window has focus, focus change count, and timestamps
Device orientation: Screen orientation (for mobile devices) and orientation change count
Board health: Status of the chess board component (healthy, degraded, or broken)
Error tracking: Any JavaScript errors that occur during gameplay
Client moves count: Number of moves made on your client
This data is collected periodically (every 30 seconds) and on specific events (tab switches, window resizes, focus changes, errors).
Player Sessions
We track your game session information:
Session start/end times: When you started and ended the game
Total moves: Number of moves made in the session
Average move time: Average time spent per move
Network latency history: Array of network latency measurements throughout the game
Secure storage: Data is stored in secure, compliant databases
Data Usage
Purpose-limited: Data is only used for anti-cheating analysis and fair play enforcement
No third-party sharing: We do not share analytics data with third parties
Anonymization: When possible, data is anonymized for analysis
Retention policies: Data is retained only as long as necessary for analysis and compliance
Your Rights
Transparency: This page explains exactly what data we collect
Access: You can request information about data we have collected about you
Appeals: You have the right to appeal any decisions made based on this data
Questions: Contact support if you have questions about data collection or usage
Performance Impact
Why our system doesn't slow down your games
Zero Performance Impact
Our anti-cheating system is designed to have absolutely no impact on your gameplay experience. All data collection happens asynchronously in the background and will never block or delay your moves.
Optimization Techniques
Fire-and-forget: All database operations are non-blocking and don't wait for completion
Batching: System monitoring data is batched to reduce network requests
Throttling: Data collection is throttled to prevent excessive operations
Error handling: Failures are caught silently and don't affect gameplay
Lightweight: Event listeners are optimized for minimal overhead
Async operations: All network and database operations are asynchronous
Mobile Optimization
On mobile devices, we use additional optimizations:
Reduced batch sizes to minimize network usage
Longer throttling intervals to preserve battery
Optimized event listeners to reduce CPU usage
Status
Current Implementation Status
Data Collection Currently Paused
The anti-cheating tools are currently implemented in the codebase but data collection is paused. This means the system is ready to collect data but is not actively doing so. When we enable data collection, it will happen automatically without requiring any changes from players.
The system is fully functional and tested. When enabled, it will begin collecting data immediately for all new games. Historical data collection will not be retroactive - only games played after activation will have analytics data collected.
Questions or Concerns
If you have any questions about our anti-cheating tools, data collection practices, or privacy concerns, please don't hesitate to contact our support team. We'recommitted to transparency and are happy to address any questions you may have.
Contact Support: You can reach our support team through your account dashboard or by emailing info@sacrifice.pro