P2P sessions and packets from those who aren't in your current lobby are discarded, avoiding any 24/7 crashers targeting you.
Packets which would result in invalid game state (NaN, Infinite, or impossible values) are discarded, and those who send them are flagged.
Packets that are normally unused by the game are discarded (PingPong, ColorChangeRequest, RequestGameStartedCooldown, TryBuyItem, PlayerReload), and those who send them are flagged.
Any exceptions that occur during the handling of any packet are ignored, as to avoid packets being handled later that frame being lost.
What does it mean when someone is flagged?
A log and chat message (optionally disabled via config) is sent to notify you of what was flagged and who triggered it.
If you're a client, under certain conditions you'll stop future P2P with the crasher. If the crasher is the host, you'll immediately leave the lobby.
Certain conditions include if the crasher is directly sending the packets to you.
If the crasher sends a crasher packet to the host and that's forwarded to you (because the host doesn't have Anti Crasher), you'll flag and discard. it but won't stop P2P with the host.
If you're the host, you'll ban them and discard future packets from them until they rejoin.
If you have PersistentData, you may optionally enable permanently banning those who are flagged via config.