FLockClient - Server
FLockClient
ATTENTION: At this time I'm not able to maintain this project. If any experienced developer wants to maintain this project while I can't, contact-me.
FLockClient is a small and simple tool to force players to use the server defined .jar, It might be useful to modded server and also can work to prevent hacked clients, forcing all the players to use a clean .jar. A client-side modification is required.
Pages: Instructions || Permissions || Key Numbers || Jenkins
Features
- Highly Configurable
- Random security keys
- Multiples clients
- Force player to use a defined client
- Permissions to each client
- Download files from the server
- Permanent ban by MAC address
- more
Permissions
| Permission | Effect |
|---|---|
| FLockClient.Debug | Receive in-game debug messages |
| FLockClient.F3 | Access access to the "F3" menu |
| FLockClient.Texture | Ability to bypass the texture pack lock |
| FLockClient.hash.<client> | Access to the <client> defined |
| FLockClient.Gui.Debug | Show debug information on download |
| FLockClient.ByEmpty | Join the server without the client |
Commands
- /lc ban - Ban the player MAC address
- /lc unban - unBan the player MAC address
- /lc info - Show information about a client
- /lc list - List players using any authorized client
- /lc reload - Reload the configuration
- /lc unex - Re-enable the anti-cheat protection
Attention
This plugin is made to work with a client mode that is available here, if you don't use the mod, the server will not recognise you!
Know Bugs
- Sometimes the kick message will not be properly shown, this is not related to FLockClient.
- Let me know if you find any!
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Posted May 1, 2013@saki2fifty
Yes thats the problem, I was testing the debug permission and I put a lock to prevent the download from starting, I forgot to compile the files without the lock before uploading here :x
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Posted May 1, 2013@saki2fifty
Oh... cool! :D Hopefully that's the reason.
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Posted May 1, 2013Just download 1.9 / 1.5 and having a problem where its not downloading. I made a simple change to the client side minecraft.jar, and it said it needed to download required files, but the progress bar is blank... no progress. I turned on Debugging, and it only says "Download data: minecraft.jar size: xxxxx in 215 slices". No other info.
http://pastebin.com/UkwBLFkP
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Posted May 1, 2013I'll upload v1.9.1 very shortly I forgot to compile a few things before uploading xD
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Posted May 1, 2013@ColdFusion92
ForgeBukkit support is complicated, internaly it is completely different compared to CraftBukkit, if your ideia was to work with tekkit it is not possible too, I need access to internal files that I dont have access on tekkit.
@generalen17
That was my first idea, but I was having too much problems with clients mixing with others . Maybe in a future release.
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Posted May 1, 2013@FurmigaHumana
Can't you do so that when a player enters the server without any client from the server, it will just download the one he has permission to?
EDIT Maybe a function so that you can toggle that function on and off :)
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Posted May 1, 2013I didn't think ForgeBukkit was supported any longer... or outdated?
If you use MCPC+ (Same concept... Forge, Spigot (Bukkit), etc.), it'll work out of the box, and its near 100% compatible with all bukkit plugins. Guaranteed to work with FC.
http://ci.md-5.net/job/MCPC-Plus/388/
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Posted May 1, 2013Hi, I'm trying to start the FLock server on a forge server + forgebukkit, but when it is getting enabled, the plugin reports a "unable to find a .class" error.
Here is a copy of my test server: https://www.dropbox.com/s/coddtj40g9qk5dz/forge%20server.rar
It includes:
If you can fix that, would be great! A little suggestion for a fast fix: add the missings .class to the plugin.
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Posted May 1, 2013@FurmigaHumana
Ok, just downloaded it. Will test tonight.
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Posted May 1, 2013@saki2fifty
Try server v1.9 and client v1.5, I took more time testing and appears to be working, let me know if something still wrong.
@GummyGum173
Try 1.9
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Posted May 1, 2013Fk yea! Finally works for me! Works like a charm! Just found a lil bug. if u disable walking for people without the client, even those with the client wouldn't be able to walk.
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Posted Apr 30, 2013@saki2fifty
Got it, this may actualy be related to the download too, I'll see what is going on and upload a new build asap.
And don't worry, that's the only way I can fix everything... if nobody tell me that something is broken I'll never know :D
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Posted Apr 30, 2013And another problem...
If I put mod A into /jars/mod and also a copy on the client /mods folder, the game plays fine. If I put mod B into /jars/mod and also a copy on the client /mods folder (now 2 mods total), FLockClient fails with the below error. If I delete mod A and only leave mod B, the game plays fine.
Now, I delete both mods from both sides and pick 2 new mods...
If I put mod C into /jars/mod as well as on the client side, the game plays fine. If I put mod D into /jars/mod as well as on the client side (now 2 mods total), the game errors out. If I delete mod C and only leave mod D, the game plays fine.
Basically, any single mod work fine with no problems. Its only when you have 2 of them does it fail. I've tried all combinations and it fails the exact same way. No spaces in the path anywhere.
http://pastebin.com/dezQWc6G
Sorry for all these posts...
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Posted Apr 30, 2013@saki2fifty
Alright, I'm searching the problem now, the data is compressed before sending and decompressed after receiving to reduce bandwidth usage, but the size should not be changed.
@saki2fifty
No problem, 'll do that.
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Posted Apr 30, 2013Also, any way you could add a permissions node to Hide / Unhide the file details at the top of the screen when it downloads? That information is useful to the admins, not sure if it would be useful to the players. The progress bar is perfect.
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Posted Apr 30, 2013Ok, thanks. I checked, and I do have that RequireMods set to true, but I think I know whats happening. This is what I think is the problem.
First, for testing, I ensured there were no mods loaded on either side (server or client). I ensured that I could connect via FLockClient with no issues. Then I dropped a mod inside the /jars/mod, and also dropped that exact same mod into the /send/mod. RequiredMod set to true.
I started up my client and it immediately started to download (awesome by the way!!!) and it said it finished, beeped twice, and closed. I opened the client again, started the game, and again, it wanted to download that same file again... and it keeps happening over and over again.
So I compared the file in /jar/mods and /send/mods, and they are both 1,167KB in size. I compared it to the mod on the client side, and its size was 1,620KB in size. I copied the file manually via Windows Explorer from the server, back down to the client and after it copied, its size was now 1,617KB on the client... and the game now started to work with no downloads or problems.
I deleted the client mod, started the game up, it automatically downloaded the mod again, and the size was back to 1,620kb in size (which I guess if the 2 files don't match, then its going to download), and of course the game wanted to download the mod once again.
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Posted Apr 30, 2013@generalen17
If you change the jar inside your jars folder and it does not match the client jar, the new files will be downloaded and the client jar updated. What I means is that if you update the server jar, the client will also be updated.
@saki2fifty
1.8 does have a few changes, the problem with v1.7 is just when a player join the server while another one is already downloading files. After all files get downloaded, the game will shutdown to patch the files because we cant override files in use, do you have RequiredMods set to true?
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Posted Apr 30, 2013Does 1.7 work any different than 1.8? I'm using 1.8, and it looks like you have a nice GUI screen now to download the files, but something strange happened. After it downloaded all of my mods (not sure where it downloads it to), it said that it couldn't write the file, then it was going to restart the client. When it restarted the client, it then said my client needs several other mods before you can connect to the server (looked to me like a Forge message, not sure). I looked in my client mods folder, and those specific mods do exist, so not sure what folder it's looking in.
Didn't get any screenshots or errors, will just blow it away and start from scratch.
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Posted Apr 30, 2013@FurmigaHumana
I just saw that now, and, the modified minecraft.jar scanner..... works, I put something in there, and puff, it began to download, and..... It looks REALLY cool :D
EDIT: would it also mean: When they've done it 1 time, they will get all the files, even if the server is updated, or minecraft is updated?
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Posted Apr 30, 2013@generalen17
a client-side modification is required, this is more to control which mods the player can use on modded servers. Can work as a anti-hack too but the client-side is always required, natively the minecraft wont read the download data.