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 Dec 8, 2013@Shevchikden
Oh i've seen what you mean Management.java#L54 et #L56 thanks haven't seen it :)
Yeah for sure , prevent chat at all levels for plugins chat manager whose ignore the cancel settings ..
Xephi
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Posted Dec 8, 2013Also i found out that you have the exact same listeners for same events but at multiple listenening priorities, is there a point in this?
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Posted Dec 8, 2013@Shevchikden
You're welcome :)
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Posted Dec 8, 2013@Xephi59 After i will finish testing the modifications i done to the fork, i will create a pull request with changes.
You can easily create and clear when needed the isAuthAvailable cache in case of FlatFile Mode, nobody is going to change the file at runtime. The auth available cache is not needed in case on SQL, it is already fast in this mode, but really needed at flatfile mode. Because currentl flatfile mode with 50000 registered accounts is too slow.
Also i think you should and an option to precache some account auth at startup.
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Posted Dec 8, 2013@Shevchikden
If you do not like how it's mades fill free to pull request with correct changes Else , leave authme and use an another one :)
Xephi
Edit :
Thread method call undesirables function in a separate thread , it's more usefull for large database than smalls one
Try an old version of authme with a big database without threading , type /login and fill the difference
Again if you hate my work, fill free to correct me by a pull request :)
Xephi
Edit2: isAuthAvailable () function is use massively for prevent manual change in database or if the user will be unregister by an another one
It's a security plugin , not a blackhole ;)
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Posted Dec 7, 2013@eprimex But not in your case, you create a thread, but you still call it's methods from main server thread. In your code you don't have tasks which are performed at separate thread. Just because some function is defined in the thread it doesn't mean that it will be performed by a thread. It will be performed at callers thread, which is main thread almost everywhere in your code. Your run() method in every thread which is the only method that will run in thread after .start() cointains only 1 operation that creates auths.db and nothing more. This is not threading, it doesn't increase performance, at all.
But that is not the biggest problem. The biggest problem is unnecessary sync chunk load before teleport and file player status cache creation.
Also you call isAuthAvailable(String user) like a lot, but you don't cache the result. Which results in tons file read operations for unregistered user.
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Posted Dec 7, 2013@Shevchikden
normally it uses main server thread for all with threading it creates new thread for the tasks reducing impact on main thread and usually reduces lag
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Posted Dec 7, 2013@StanoMalek
please open ticket with all possible info ex. Config, bukkit/spigot versions, plugin versions etc etc
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Posted Dec 7, 2013@StanoMalek
same here
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Posted Dec 7, 2013hi: http://pastebin.com/avSuSmBz
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Posted Dec 7, 2013What is the point of Threading? After inspecting the source i found out that it does literally nothing, just switches between 2 classes. How is plain switching between 2 classes going to increase preformace? Or did i miss something?
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Posted Dec 7, 2013@Xephi59
I hope, you can do bungeecord hook. Good luck!
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Posted Dec 7, 2013@Xephi59
@Xephi59 J'utilise la version 3.1 sur minecraft 1.7.2 ; I use the version 3.1 on minecraft 1.7.2 Merci :)
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Posted Dec 6, 2013@Xephi59
2013-12-07 09:34:58 [INFO] Zeokon issued an AuthMe command! 2013-12-07 09:34:58 [SEVERE] null org.bukkit.command.CommandException: Unhandled exception executing command 'register' in plugin AuthMe v3.1 at org.bukkit.command.PluginCommand.execute(PluginCommand.java:46) at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:237) at org.bukkit.craftbukkit.v1_6_R3.CraftServer.dispatchCommand(CraftServer.java:515) at net.minecraft.server.v1_6_R3.PlayerConnection.handleCommand(PlayerConnection.java:992) at net.minecraft.server.v1_6_R3.PlayerConnection.chat(PlayerConnection.java:904) at net.minecraft.server.v1_6_R3.PlayerConnection.a(PlayerConnection.java:844) at net.minecraft.server.v1_6_R3.Packet3Chat.handle(Packet3Chat.java:47) at org.spigotmc.netty.NettyNetworkManager.b(NettyNetworkManager.java:242) at net.minecraft.server.v1_6_R3.PlayerConnection.e(PlayerConnection.java:122) at net.minecraft.server.v1_6_R3.ServerConnection.b(SourceFile:37) at org.spigotmc.netty.NettyServerConnection.b(NettyServerConnection.java:135) at net.minecraft.server.v1_6_R3.MinecraftServer.t(MinecraftServer.java:598) at net.minecraft.server.v1_6_R3.DedicatedServer.t(DedicatedServer.java:234) at net.minecraft.server.v1_6_R3.MinecraftServer.s(MinecraftServer.java:487) at net.minecraft.server.v1_6_R3.MinecraftServer.run(MinecraftServer.java:419) at net.minecraft.server.v1_6_R3.ThreadServerApplication.run(SourceFile:583) Caused by: java.lang.NullPointerException at fr.xephi.authme.commands.RegisterCommand.onCommand(RegisterCommand.java:160) at org.bukkit.command.PluginCommand.execute(PluginCommand.java:44) ... 15 more 2013-12-07 09:34:58 [INFO] [AuthMe] Email sent to : zeokon 2013-12-07 09:35:07 [INFO] [AuthMe] Set Zeokon to gamemode: SURVIVAL
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Posted Dec 6, 2013@Ze0KOn
Can i have the error please ?
@arnofrutos
@a1mbot
@Nikkolo94
Working on since 3 months now ... but BungeeCord API events looks do not fire like intendeed with offline servers , checking more actually
@Funnycrafteur
Tu utilises quelle version de AuthMe s'il te plait ? What's your actual authme's version please?
Xephi
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Posted Dec 6, 2013Fr : J'ai trouvé un bug lorsque que teleportUnAuthedToSpawn: true , SaveQuitLocation: true , ForceSpawnLocOnJoinEnabled: false et que déco reco je me trouve pas au bonne coordonnées genre dans un cube en verre je me retrouve sur le toit ! :(
En : I found a bug when that teleportUnAuthedToSpawn: true, SaveQuitLocation: true, ForceSpawnLocOnJoinEnabled: false disconnects and reconnects I am not good at details like a glass cube I found myself on the roof! : (
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Posted Dec 6, 2013@a1mbot
Same problem as your reported. Link: http://dev.bukkit.org/bukkit-plugins/authme-reloaded/tickets/598-auth-me-dont-hook-with-bungee-cord/
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Posted Dec 6, 2013Fix when you do '/authme reload' the email registration system doesn't send you an email, it pops up with an error.
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Posted Dec 5, 2013@arnofrutos
Please open ticket..
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Posted Dec 5, 2013@Nikkolo94
Same problem here. Bungeecord hook doesn't work using spigot 1.7.2