Connection issues
When players can't connect — work through these checks in order.
If players are reporting timeouts, kicks or disconnects, work through these checks in order. Most issues land in one of three categories: DNS, real-IP forwarding, or backend reachability.
Step 1 — Is the backend reachable from Infinity-Filter?
Open Network → Latency Test, enter your backend IP, run the test.
- ✅ Every PoP responds with a sane RTT → backend is reachable, problem is downstream.
- ❌ All PoPs time out → backend is firewalled or down.
- ⚠ One PoP times out, others don’t → backend firewall is missing one IF subnet.
If timeouts, check:
- The backend process is running (
systemctl statusyour Minecraft server). - The Minecraft port is open and listening (
ss -ltnornetstat -ln). - The cloud-provider firewall and the host firewall both allow the IF IP ranges.
Step 2 — Is the IF edge reachable for the player?
From the player’s machine:
- ✅ A ping response → the route is up, problem is during login or handshake.
- ❌ Timeout → DNS or network path issue. Go to step 3.
Step 3 — Is DNS correct?
- ✅ All resolvers return the IF CNAME → DNS is correct.
- ❌ Different answers → DNS is still propagating. Wait, or lower the TTL.
- ❌ Returns an A/AAAA record → you hardcoded an IP somewhere. Replace with the CNAME.
See DNS issues for deeper DNS diagnostics.
Step 4 — Is Cloudflare orange-cloud off?
If your DNS is on Cloudflare, the record must be DNS only (grey cloud). The orange-cloud proxy is HTTP/S and won’t pass Minecraft traffic.
Step 5 — Are players failing during the handshake?
If mcstatus succeeds but actually joining fails:
- Real-IP forwarding mismatch. Confirm PROXY protocol is enabled on both the panel and Velocity/BungeeCord (or the IF plugin is installed, but not both).
- Backend version mismatch. Older clients can’t talk to newer servers and vice versa. Check the in-game error message in the player’s client.
- Antibot triggering. Check the Mitigation tab: a CPS threshold that’s too low can kick legitimate reconnect storms. See Anti-bot.
Step 6 — Are kicks tagged with an Infinity-Filter message?
If the kick reason is the custom message you configured in Messages:
- “You are under attack” message → Under Attack mode is on. Toggle it off in Mitigation if no attack is happening.
- Filtering kick message → the player is matched by Country, ASN, Anti-VPN or Whitelist. Whitelist their IP if they’re a known good player.
- Anti-bot kick message → the antibot rejected. Raise the CPS threshold if false-positive on legitimate traffic.
Step 7 — Are kicks happening at high traffic only?
- Compression-threshold mismatch. Velocity at
256vs Spigot at-1is destabilising at high player counts. Keepnetwork-compression-thresholdidentical on the Velocity/BungeeCord proxy and every Spigot/Paper backend. - Plan / Burst quota exhausted. Check the player limit. Use Burst Mode for surges.
Step 8 — Is the issue specific to a region?
Players in one country can connect but others can’t?
- Country filter is set to deny their region — check Country filter.
- Anti-VPN is catching their ISP — see Anti-VPN.
- CNAME resolves to a different region for them. Their resolver may be answering from a stale cache or a regional pool — usually fixes itself within a TTL cycle.
Common one-line diagnoses
All players show the same IP on the backend PROXY protocol off (or IF plugin missing). Enable it.
Mass-ban cascade after a single ban LiteBans banned the proxy IP. Enable real-IP forwarding; unban the proxy IP.
Backend timeouts during high traffic only Compression-threshold mismatch between Velocity and Spigot.
Players reconnect after a proxy restart, antibot kicks them CPS threshold too low. Raise it in Mitigation.
Players can only connect to one of several backends The other backends' ports are closed.
A specific player gets "VPN not allowed" without using a VPN IP misclassified. Whitelist them; report the ISP.
What’s next
Last updated: May 28, 2026