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.
-
View User Profile
-
Send Message
Posted Apr 3, 2012@ThoLav
oh wait i did some mistake on previus comment can i see your config.yml ? authme dont let player move if they are reigstered and not logged in, i made mistake in past sentence. allow movement radius has to work if ForceRegistration: true and player isent yet registered.
-
View User Profile
-
Send Message
Posted Apr 3, 2012@d4rkwarriors
Hi,
sorry, must be another plugin that inserst unregistered players into database. I now tried several times and user wasn't added. That's fine! But I have to search the "bad" plugin. :(
If I enter the server as registrated user and I'm not logged in I'm unable to move. Both settings are se tu true. Is that the normal behavior? Or should I be able to walk around?
Only plugin is Authme for testing.
-
View User Profile
-
Send Message
Posted Apr 3, 2012@selfservice0 Can't reproduce. I am unable to log "KJanar" and "KJanar " in at the same time. The extra space in the end isn't really read too.
Can you make a video of this situation?
-
View User Profile
-
Send Message
Posted Apr 3, 2012@ThoLav
exacltly u can see that player is stored only after registration, but the allow movement and radius affects only registered player that isent logged-in. u can read kjanar ticket , he was asking to add both guest mode for unlogged in and un registered and i plan to add it in next update with one more config option. Hope i have answer correctly at your questions
-
View User Profile
-
Send Message
Posted Apr 3, 2012@d4rkwarriors
Hi,
it also happens when only AuthMe is activated
First time you enter the server you're able to move arround, when you enter the server for 2nd time, you're unable to move because the name is found in database, even if the user didn't register. Playername should only be stored in database, when a player registered.
Try at: minecraftspielen.de:22222
-
View User Profile
-
Send Message
Posted Apr 3, 2012@ThoLav
yes if u have PEX and modified world active, u have to give that group permission to move ;)
-
View User Profile
-
Send Message
Posted Apr 3, 2012Hi,
i have set in config.yml:
But notLoggedin Users are unable to move. Do I need to change another setting?
-
View User Profile
-
Send Message
Posted Apr 3, 2012@selfservice0
hum, replicate a ghost character is very difficult but let me try to undestarnd more better what is the situation. first player is crashed and his ghost or temp copy still live on server, when he re-enter the server, his inventory got wipped? and ghost characters are listed in player list, so i mean that "fake" players are marked as online or not? if players didnt login at server restart, AuthMe make playername.cache in cache/ folder in main server dir, for prevent loosing of any type of data, and when server will be up it read .cache file of players that are listed in that dir and load their data. U can see it by your self, just open that dir and open that files u will see items, enchants, permission group, and operator state.
-
View User Profile
-
Send Message
Posted Apr 3, 2012@d4rkwarriors
This bug can also occur naturally, as I stated. If the player is d/c'd and tries to reenter the server while his ghost character still exists. If this happens and the character hasn't correctly logged into the server before a server restart their inventory will wipe.
-
View User Profile
-
Send Message
Posted Apr 2, 2012@selfservice0
so the problem begins when there is a " " in playername and other player is still playing at same time ? this isent a inventory bug.. this is a bukkit exploit, very different, but if that u say is verified i will fix without any problems. So players wip they inventories when he try to thief some accounts not in normal playing? how could be possible that 100 players at same time try to thief some others account? if maximum players is 100? or this players try to add a white space to his own nickname? very strange behavior.
@fragmatiklv
first sentece is what ForceSpawnLocOnJoinEnabled should do, so what the problem? second sentece that is a plugin conflict with authme, infact as i tested very much time remove all plugins let only CB and authme u can see that this problems goes away. another fact is that random spawn on join now is vanilla bukkit problem , they introduce it in 1.2.4 , but if u set a one world spawn with a good plugin like AdminCmd all still is working correctly.
@Adrenalineq
what version of Vault? and are u sure that group name is well written?
-
View User Profile
-
Send Message
Posted Apr 2, 2012-
View User Profile
-
Send Message
Posted Apr 2, 2012hi again. i checked for old bugs and they are swill working.
if ForceSpawnLocOnJoinEnabled true then tp to spawn still working (login, dont enter the password and wait until disconnect, then login again enter password and you will be on spawn)
if ForceSpawnLocOnJoinEnabled false teleportUnAuthedToSpawn true SaveQuitLocation true then users will login in random places (also in walls)
if everything true it also have bugs
-
View User Profile
-
Send Message
Posted Apr 2, 2012@deleted_7554077
I don't mean to be rude, but this is the dumbest crap I've ever read... Bugs are all different and have many variables, which makes your point invalid.. Just that fact that more than one person has experiences this issue should point out that THERE IS AN ISSUE.
How about you ask next time instead of attack.
THIS IS HOW TO RECREATE THE INVENTORY BUG. single session must be on enforce. Login to server > log in with authme > now join with same name + a space after it. (EXAMPLE: "Name" ; "Name ")
The users chat on the original one will stop working, they will not be able to use server commands, receive any messages but death notices. So to make the inventory fail you now would need the original account to log off and the server to restart before his next log in..
HOW THIS CAN OCCUR NATURALLY When a player lags off a server for one of the numerous reasons, and yet their ghost character still remains. If they attempt to rejoin in this time they will be given the "same name already playing" message and when they can finally relogin their inventory will be reset. (Not sure if it requires a server restart)
-
View User Profile
-
Send Message
Posted Apr 2, 2012@d4rkwarriors
@deleted_7554077
Yeah KJanar, I've done that already, but Authme is definitely responding to excess player speeds, d4arkwarriors, the plugin that causes this is MagicSpells, with the spell 'Force Push' using a very big push force. Players that are pushed freeze in mid air and need to /login [password] to resume playing. Thank you for looking into this! :)
-
View User Profile
-
Send Message
Posted Apr 2, 2012@6y7t8h AuthMe doesn't check player speed. its CraftBukkit itself. You might want to try enabling "allow-flight=true" in server.proporties
-
View User Profile
-
Send Message
Posted Apr 2, 2012@6y7t8h
iam doing some tests, beacuse move too quickly regards craftbukkit core and not authme core, i dont know what happen when move too quiclky is detected by the server, seems that it detects like player quitting, can u send me a pm with the plugin is causing that so i can do better test under that situation?
-
View User Profile
-
Send Message
Posted Apr 2, 2012@deleted_7554077
Yep I am already forcing single sessions but everytime they 'move too quickly' they get logged out, but not kicked from the server. Is there a way I can disable the check for moving to quickly for this plugin?
-
View User Profile
-
Send Message
Posted Apr 2, 2012@6y7t8h Enable SingleSession to prevent player kicking.
-
View User Profile
-
Send Message
Posted Apr 2, 2012@deleted_7554077
Nope, I disabled them and it still logs them off.
-
View User Profile
-
Send Message
Posted Apr 2, 2012@Adrenalineq Can you pastebin your config and any errors that might have occured? Thanks