AuthMe Reloaded

The most famous and used /login|/register plugin!
WARNING: if you want to try the newest features please use the latest dev build! (https://ci.codemc.org/job/AuthMe/job/AuthMeReloaded/)
Prevent username stealing:
AuthMe Reloaded prevents players who aren't logged in from actions like placing blocks, moving, typing commands or seeing the inventory of the current player.
Anti-Spoof:
The possibility to set up name spoof protection kicks players with uncommon long or short player names before they could actually join.
Sessions:
Login Sessions make it possible that you don't have to login within a given time period.
Configurable:
Each command and every setting can be enabled or disabled by a easy structured config file.
Translatable:
If you don't like English or don't like our default translations you can easily edit almost every message sent by the plugin!
Features:
- E-Mail Recovery System!
- Playername spoof protection
- Countries Selection! (countries codes)
- AntiBot Features!
- Protection against "Logged in from another location" messages
- Two-factor (2FA) support!
- Login sessions
- Editable settings & messages
- MySQL and SQLITE support
- Supported hash algorithms: Available Hash Algorithms
- Supports tons of CMS! (Website integration)
- Custom MySQL tables/columns (useable for forums, other scripts)
- Database queries can be cached
- Compatible with NPC and CombatTag plugins
- Account restriction through IP and name
- Permissions group switching on un-logged-in
- Different permission group for Registered and unRegistered users
- Support for permissions onJoin with transient vault system
- Cache on file for all inventories and enchants for un-logged-in players
- Save Quit location to prevent loss of position
- Possible to use without a Permissions plugin
- Automatic backup system of all your user password data
- Default Language Style: en, de, br, cz, pl, fr, ru, hu, sk, es, zhtw, fi, zhcn, nl, and others! (feel free to send me new translations)
- Convert SQLite to an usefull authme.sql that you can import on a MySQL database!
- Import your database from Rakamak, CrazyLogin, RoyalAuth, vAuth !
Support:
Configuration
Commands
Permissions
Warning: if you're updating from AuthMe 3.4 to 5.2+ you need to change the permissions nodes.
List of all single permissions
How To
- How to use the converter
- WebSite Integration
- How to convert from Rakamak
- Convert from SQLite to MySQL: set MYSQL as backend and run the "/authme converter sqlitetosql" command.
Source: Source Code on Github
JavaDoc: AuthMe Javadoc
Dev Builds
Development builds of this project can be acquired at the provided continuous integration server. These builds have not been approved by the BukkitDev staff. Use them at your own risk.
DevBuilds: ci.codemc.org
Maven dependency:
<repositories>
<repository>
<id>codemc-repo</id>
<url>https://repo.codemc.io/repository/maven-public/</url>
</repository>
</repositories>
<dependencies>
<dependency>
<groupId>fr.xephi</groupId>
<artifactId>authme</artifactId>
<version>5.7.0</version>
<scope>provided</scope>
</dependency>
</dependencies>
Metrics
Usage statistics: AuthMeReloaded on BStats.org
Licenses
This product includes and download automatically GeoLite data created by MaxMind, available from https://www.maxmind.com
Credits
Current AuthMe development team members: Our Team
Credits for old versions of authme go to d4rkwarriors, fabe1337 , Whoami and pomo4ka.
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Posted Mar 13, 2013okay now i wondering: done whts you said but. it generates the table without the password column but it generates a column named status? o_O' any idea?
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Posted Mar 13, 2013@Xephi59
$insert = mysql_query("INSERT INTO Users ( email, username, ip, password, grp, deleted, balance, lastlogin) VALUES ('$mail', '$name_ent', '$ip', '$pass_md5', '$grp', '$deleted', '$balance', '$time')");there it is. nothing special.
okay I will try to let authme geneate it. but i dont think thats the problem
but btw. I forgot! Great work with the plugin. makes me happy that kind of peaple exists, whitch write such stuff for noobs like me *G*
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Posted Mar 13, 2013@PowderToast
Er.... where is the script with the INSERT method that insert the player in the authme table ?
Let AuthMe generated the table by himself , after that , edit the table or add some column following and finally .... write the insert method in the table with php *_*
Xephi
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Posted Mar 13, 2013No prob
The script is a siple insert script for written in PHP.
And the Config.yml:
ahm.. yeah my webproject ist still WIP and my Programmingstyle is... quiet caotic so..... but it works fine the only problem that occurs is that Authme seems to read the userdata from somewhere else and overwrite th mysql table....
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Posted Mar 13, 2013@PowderToast
Can i have your config.yml and the register script ?
Xephi
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Posted Mar 13, 2013I postet this at the Config site. but i thought it could be usefull i post it here too:
I got a problem with MySQL databases. I have disabled the abillity to register in-game. Users have to register via my homepage. The Problem is, evertime i Restart the MC server Authme will delete every user that have not registered in game. So Anyone got a solution or the same problem? i got no clue what to do -.-'
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Posted Mar 13, 2013@yanniclord
Maybe cause it's not really secure? :O Why ops do not need to /login ? :O
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Posted Mar 13, 2013Xephi. How do i make Ops and Highranks bypass login? THere is no permission for it.
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Posted Mar 13, 2013Jenkins
DevBuilds of AuthMe are now available here : DevBuilds - on Jenkins
MavenRepository
All Snapshots of AuthMe are now available here: http:repository-authme.forge.cloudbees.com/snapshot/
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Posted Mar 13, 2013@jjjqqqaaa01
No problem :p
Xephi
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Posted Mar 13, 2013@Xephi59
oh ya you fixed it at AuthMe - 2.7.11
thank you
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Posted Mar 12, 2013@BoomerBR
What's your actual AuthMe version and ChestShop version plz ?
Xephi
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Posted Mar 12, 2013@Xephi59
The players still using shops of chestshop before logging-in.
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Posted Mar 12, 2013@Bodyash
@jjjqqqaaa01
Does these problems occurs with 2.7.11?
Xephi
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Posted Mar 12, 2013Please make a permission to make Admins and Owners or Ops and so on, bypass the login. Or at least save it so they dont need to login again.
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Posted Mar 12, 2013@jjjqqqaaa01
Update your authme for latest version
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Posted Mar 12, 2013please help me when use thecommandsigns plugin an error:
[SEVERE] Could not pass event PlayerCommandPreprocessEvent to AuthMe v2.7.10 org.bukkit.event.EventException at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:427) at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62) at org.bukkit.plugin.SimplePluginManager.fireEvent(SimplePluginManager.java:477) at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:462) at org.zonedabone.commandsigns.handler.CommandHandler.run(CommandHandler.java:110) at org.zonedabone.commandsigns.handler.CommandHandler.handle(CommandHandler.java:81) at org.zonedabone.commandsigns.SignExecutor.runLines(SignExecutor.java:232) at org.zonedabone.commandsigns.ClickHandler.onInteract(ClickHandler.java:146) at org.zonedabone.commandsigns.listener.EventListener.onPlayerInteract(EventListener.java:59) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:425) at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62) at org.bukkit.plugin.SimplePluginManager.fireEvent(SimplePluginManager.java:477) at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:462) at org.bukkit.craftbukkit.v1_4_R1.event.CraftEventFactory.callPlayerInteractEvent(CraftEventFactory.java:178) at net.minecraft.server.v1_4_R1.PlayerInteractManager.interact(PlayerInteractManager.java:376) at net.minecraft.server.v1_4_R1.PlayerConnection.a(PlayerConnection.java:657) at net.minecraft.server.v1_4_R1.Packet15Place.handle(SourceFile:58) at net.minecraft.server.v1_4_R1.NetworkManager.b(NetworkManager.java:290) at net.minecraft.server.v1_4_R1.PlayerConnection.d(PlayerConnection.java:113) at net.minecraft.server.v1_4_R1.ServerConnection.b(SourceFile:39) at net.minecraft.server.v1_4_R1.DedicatedServerConnection.b(SourceFile:30) at net.minecraft.server.v1_4_R1.MinecraftServer.r(MinecraftServer.java:598) at net.minecraft.server.v1_4_R1.DedicatedServer.r(DedicatedServer.java:224) at net.minecraft.server.v1_4_R1.MinecraftServer.q(MinecraftServer.java:494) at net.minecraft.server.v1_4_R1.MinecraftServer.run(MinecraftServer.java:427) at net.minecraft.server.v1_4_R1.ThreadServerApplication.run(SourceFile:849) Caused by: java.lang.ClassCastException: org.zonedabone.commandsigns.proxy.PlayerProxy cannot be cast to org.bukkit.craftbukkit.v1_4_R1.entity.CraftEntity at net.citizensnpcs.resources.npclib.NPCList.getNPC(NPCList.java:17) at net.citizensnpcs.resources.npclib.NPCManager.isNPC(NPCManager.java:89) at net.citizensnpcs.api.CitizensManager.isNPC(CitizensManager.java:64) at uk.org.whoami.authme.plugin.manager.CitizensCommunicator.isNPC(CitizensCommunicator.java:20) at uk.org.whoami.authme.listener.AuthMePlayerListener.onPlayerCommandPreprocess(AuthMePlayerListener.java:101) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:425) ... 29 more
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Posted Mar 12, 2013@Xephi59
Current CompileTask: C2:9962500 4828 ! uk.org.whoami.authme.cache.backup.FileCache::createCache (668 bytes)
it's authme problem
So... i want to test it.
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Posted Mar 11, 2013@selfservice0
i've send you a pm
Xephi
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Posted Mar 11, 2013@selfservice0
Also if the player is not online and try to join from an another ip, the session must be ended ? I can add this but toggle this to false by default , and you can turn this ON in the config
@Roflzack
The Cache File is reloaded when they go back in
Xephi