Authme插件登陆后背包物品无法点击移动,需要reload再次输入login即可登陆
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- DataSource:
- # What type of database do you want to use?
- # Valid values: SQLITE, MYSQL
- backend: 'MYSQL'
- # Enable database caching, should improve database performance
- caching: false
- # Database host address
- mySQLHost: '127.0.0.1'
- # Database port
- mySQLPort: '3306'
- # Connect to MySQL database over SSL
- mySQLUseSSL: true
- # Username to connect to the MySQL database
- mySQLUsername: 'root'
- # Password to connect to the MySQL database
- mySQLPassword: 'whwan1314'
- # Database Name, use with converters or as SQLITE database name
- mySQLDatabase: 'mcserver'
- # Table of the database
- mySQLTablename: 'authme'
- # Column of IDs to sort data
- mySQLColumnId: 'id'
- # Column for storing or checking players nickname
- mySQLColumnName: 'username'
- # Column for storing or checking players RealName
- mySQLRealName: 'realname'
- # Column for storing players passwords
- mySQLColumnPassword: 'password'
- # Column for storing players emails
- mySQLColumnEmail: 'email'
- # Column for storing if a player is logged in or not
- mySQLColumnLogged: 'isLogged'
- # Column for storing players ips
- mySQLColumnIp: 'ip'
- # Column for storing players lastlogins
- mySQLColumnLastLogin: 'lastlogin'
- # Column for storing player LastLocation - X
- mySQLlastlocX: 'x'
- # Column for storing player LastLocation - Y
- mySQLlastlocY: 'y'
- # Column for storing player LastLocation - Z
- mySQLlastlocZ: 'z'
- # Column for storing player LastLocation - World Name
- mySQLlastlocWorld: 'world'
- # Column for storing player LastLocation - Yaw
- mySQLlastlocYaw: 'yaw'
- # Column for storing player LastLocation - Pitch
- mySQLlastlocPitch: 'pitch'
- # Overrides the size of the DB Connection Pool, -1 = Auto
- poolSize: -1
- ExternalBoardOptions:
- # Column for storing players passwords salts
- mySQLColumnSalt: ''
- # Column for storing players groups
- mySQLColumnGroup: ''
- # -1 means disabled. If you want that only activated players
- # can log into your server, you can set here the group number
- # of unactivated users, needed for some forum/CMS support
- nonActivedUserGroup: -1
- # Other MySQL columns where we need to put the username (case-sensitive)
- mySQLOtherUsernameColumns: []
- # How much log2 rounds needed in BCrypt (do not change if you do not know what it does)
- bCryptLog2Round: 10
- # phpBB table prefix defined during the phpBB installation process
- phpbbTablePrefix: 'phpbb_'
- # phpBB activated group ID; 2 is the default registered group defined by phpBB
- phpbbActivatedGroupId: 2
- # IP Board table prefix defined during the IP Board installation process
- IPBTablePrefix: 'ipb_'
- # IP Board default group ID; 3 is the default registered group defined by IP Board
- IPBActivatedGroupId: 3
- # XenForo default group ID; 2 is the default registered group defined by Xenforo
- XFActivatedGroupId: 2
- # Wordpress prefix defined during WordPress installation
- wordpressTablePrefix: 'wp_'
- settings:
- sessions:
- # Do you want to enable the session feature?
- # If enabled, when a player authenticates successfully,
- # his IP and his nickname is saved.
- # The next time the player joins the server, if his IP
- # is the same as last time and the timeout hasn't
- # expired, he will not need to authenticate.
- enabled: false
- # After how many minutes should a session expire?
- # A player's session ends after the timeout or if his IP has changed
- timeout: 10
- # Message language, available languages:
- # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/translations.md
- messagesLanguage: 'zhcn'
- # Log level: INFO, FINE, DEBUG. Use INFO for general messages,
- # FINE for some additional detailed ones (like password failed),
- # and DEBUG for debugging
- logLevel: 'FINE'
- # By default we schedule async tasks when talking to the database. If you want
- # typical communication with the database to happen synchronously, set this to false
- useAsyncTasks: true
- restrictions:
- # Can not authenticated players chat?
- # Keep in mind that this feature also blocks all commands not
- # listed in the list below.
- allowChat: false
- # Hide the chat log from players who are not authenticated?
- hideChat: false
- # Allowed commands for unauthenticated players
- allowCommands:
- - '/login'
- - '/register'
- - '/l'
- - '/reg'
- - '/email'
- - '/captcha'
- # Max number of allowed registrations per IP
- # The value 0 means an unlimited number of registrations!
- maxRegPerIp: 1
- # Minimum allowed username length
- minNicknameLength: 3
- # Maximum allowed username length
- maxNicknameLength: 16
- # When this setting is enabled, online players can't be kicked out
- # due to "Logged in from another Location"
- # This setting will prevent potential security exploits.
- ForceSingleSession: true
- ForceSpawnLocOnJoin:
- # If enabled, every player that spawn in one of the world listed in
- # "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful
- # authentication. The quit location of the player will be overwritten.
- # This is different from "teleportUnAuthedToSpawn" that teleport player
- # to the spawnpoint on join.
- enabled: true
- # WorldNames where we need to force the spawn location
- # Case-sensitive!
- worlds:
- - 'world'
- - 'world_nether'
- - 'world_the_end'
- - 'ASkyBlock'
- # This option will save the quit location of the players.
- SaveQuitLocation: false
- # To activate the restricted user feature you need
- # to enable this option and configure the AllowedRestrictedUser field.
- AllowRestrictedUser: false
- # The restricted user feature will kick players listed below
- # if they don't match the defined IP address. Names are case-insensitive.
- # Ip addresses support regex expressions (regex:127\.0\.0\..*)
- # Example:
- # AllowedRestrictedUser:
- # - playername;127.0.0.1
- # - playername;regex:127\.0\.0\..*
- AllowedRestrictedUser: []
- # Ban unknown IPs trying to log in with a restricted username?
- banUnsafedIP: false
- # Should unregistered players be kicked immediately?
- kickNonRegistered: false
- # Should players be kicked on wrong password?
- kickOnWrongPassword: true
- # Should not logged in players be teleported to the spawn?
- # After the authentication they will be teleported back to
- # their normal position.
- teleportUnAuthedToSpawn: true
- # Can unregistered players walk around?
- allowMovement: false
- # After how many seconds should players who fail to login or register
- # be kicked? Set to 0 to disable.
- timeout: 30
- # Regex pattern of allowed characters in the player name.
- allowedNicknameCharacters: '[a-zA-Z0-9_]*'
- # How far can unregistered players walk?
- # Set to 0 for unlimited radius
- allowedMovementRadius: 100
- # Should we protect the player inventory before logging in? Requires ProtocolLib.
- ProtectInventoryBeforeLogIn: false
- # Should we deny the tabcomplete feature before logging in? Requires ProtocolLib.
- DenyTabCompleteBeforeLogin: false
- # Should we display all other accounts from a player when he joins?
- # permission: /authme.admin.accounts
- displayOtherAccounts: true
- # Spawn priority; values: authme, essentials, multiverse, default
- spawnPriority: 'authme,essentials,multiverse,default'
- # Maximum Login authorized by IP
- maxLoginPerIp: 0
- # Maximum Join authorized by IP
- maxJoinPerIp: 0
- # AuthMe will NEVER teleport players if set to true!
- noTeleport: false
- # Regex syntax for allowed chars in passwords
- allowedPasswordCharacters: '[\x21-\x7E]*'
- # Threshold of the other accounts command, a value less than 2 means disabled.
- otherAccountsCmdThreshold: 0
- # Command to run when a user has more accounts than the configured threshold.
- # Available variables: %playername%, %playerip%
- otherAccountsCmd: 'say The player %playername% with ip %playerip% has multiple accounts!'
- GameMode:
- # Force survival gamemode when player joins?
- ForceSurvivalMode: false
- unrestrictions:
- # Below you can list all account names that AuthMe will ignore
- # for registration or login. Configure it at your own risk!!
- # This option adds compatibility with BuildCraft and some other mods.
- # It is case-insensitive! Example:
- # UnrestrictedName:
- # - 'npcPlayer'
- # - 'npcPlayer2'
- UnrestrictedName: []
- security:
- # Minimum length of password
- minPasswordLength: 6
- # Maximum length of password
- passwordMaxLength: 16
- # Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512, WHIRLPOOL,
- # MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, XAUTH, JOOMLA, WBB3, WBB4, MD5VB,
- # PBKDF2DJANGO, WORDPRESS, ROYALAUTH, CUSTOM (for developers only). See full list at
- # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md
- passwordHash: 'SHA256'
- # If a password check fails, AuthMe will also try to check with the following hash methods.
- # Use this setting when you change from one hash method to another.
- # AuthMe will update the password to the new hash. Example:
- # legacyHashes:
- # - 'SHA1'
- legacyHashes: []
- # Salt length for the SALTED2MD5 MD5(MD5(password)+salt)
- doubleMD5SaltLength: 8
- # Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000
- pbkdf2Rounds: 10000
- # Prevent unsafe passwords from being used; put them in lowercase!
- # You should always set 'help' as unsafePassword due to possible conflicts.
- # unsafePasswords:
- # - '123456'
- # - 'password'
- # - 'help'
- unsafePasswords:
- - '123456'
- - 'password'
- - 'qwerty'
- - '12345'
- - '54321'
- - '123456789'
- - 'help'
- registration:
- # Enable registration on the server?
- enabled: true
- # Send every X seconds a message to a player to
- # remind him that he has to login/register
- messageInterval: 5
- # Only registered and logged in players can play.
- # See restrictions for exceptions
- force: true
- # Type of registration: PASSWORD or EMAIL
- # PASSWORD = account is registered with a password supplied by the user;
- # EMAIL = password is generated and sent to the email provided by the user.
- # More info at https://github.com/AuthMe/AuthMeReloaded/wiki/Registration
- type: 'PASSWORD'
- # Second argument the /register command should take: NONE = no 2nd argument
- # CONFIRMATION = must repeat first argument (pass or email)
- # EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address
- # EMAIL_MANDATORY = for password register: 2nd argument MUST be an email address
- secondArg: 'CONFIRMATION'
- # Do we force kick a player after a successful registration?
- # Do not use with login feature below
- forceKickAfterRegister: false
- # Does AuthMe need to enforce a /login after a successful registration?
- forceLoginAfterRegister: false
- # Enable to display the welcome message (welcome.txt) after a login
- # You can use colors in this welcome.txt + some replaced strings:
- # {PLAYER}: player name, {ONLINE}: display number of online players,
- # {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged,
- # {WORLD}: player current world, {SERVER}: server name
- # {VERSION}: get current bukkit version, {COUNTRY}: player country
- useWelcomeMessage: true
- # Broadcast the welcome message to the server or only to the player?
- # set true for server or false for player
- broadcastWelcomeMessage: false
- # Should we delay the join message and display it once the player has logged in?
- delayJoinMessage: false
- # The custom join message that will be sent after a successful login,
- # keep empty to use the original one.
- # Available variables:
- # {PLAYERNAME}: the player name (no colors)
- # {DISPLAYNAME}: the player name (with colors)
- customJoinMessage: ''
- # Should we remove the leave messages of unlogged users?
- removeUnloggedLeaveMessage: false
- # Should we remove join messages altogether?
- removeJoinMessage: false
- # Should we remove leave messages altogether?
- removeLeaveMessage: false
- # Do we need to add potion effect Blinding before login/reigster?
- applyBlindEffect: false
- # Do we need to prevent people to login with another case?
- # If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI
- preventOtherCase: true
- GroupOptions:
- # Enables switching a player to defined permission groups before they log in.
- # See below for a detailed explanation.
- enablePermissionCheck: false
- # This is a very important option: if a registered player joins the server
- # AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits.
- # You can set up your permission plugin with this special group to have no permissions,
- # or only permission to chat (or permission to send private messages etc.).
- # The better way is to set up this group with few permissions, so if a player
- # tries to exploit an account they can do only what you've defined for the group.
- # After login, the player will be moved to his correct permissions group!
- # Please note that the group name is case-sensitive, so 'admin' is different from 'Admin'
- # Otherwise your group will be wiped and the player will join in the default group []!
- # Example: registeredPlayerGroup: 'NotLogged'
- registeredPlayerGroup: ''
- # Similar to above, unregistered players can be set to the following
- # permissions group
- unregisteredPlayerGroup: ''
- Email:
- # Email SMTP server host
- mailSMTP: 'smtp.163.com'
- # Email SMTP server port
- mailPort: 25
- # Only affects port 25: enable TLS/STARTTLS?
- useTls: true
- # Email account which sends the mails
- mailAccount: '[email protected]'
- # Email account password
- mailPassword: 'whwan1314'
- # Email address, fill when mailAccount is not the email address of the account
- mailAddress: '[email protected]'
- # Custom sender name, replacing the mailAccount name in the email
- mailSenderName: 'DMU_MC密码找回邮件'
- # Recovery password length
- RecoveryPasswordLength: 8
- # Mail Subject
- mailSubject: '你的新密码'
- # Like maxRegPerIP but with email
- maxRegPerEmail: 2
- # Recall players to add an email?
- recallPlayers: false
- # Delay in minute for the recall scheduler
- delayRecall: 5
- # Blacklist these domains for emails
- emailBlacklisted:
- - '10minutemail.com'
- # Whitelist ONLY these domains for emails
- emailWhitelisted: []
- # Send the new password drawn in an image?
- generateImage: false
- # The OAuth2 token
- emailOauth2Token: ''
- Hooks:
- # Do we need to hook with multiverse for spawn checking?
- multiverse: true
- # Do we need to hook with BungeeCord?
- bungeecord: false
- # Send player to this BungeeCord server after register/login
- sendPlayerTo: ''
- # Do we need to disable Essentials SocialSpy on join?
- disableSocialSpy: false
- # Do we need to force /motd Essentials command on join?
- useEssentialsMotd: false
- Protection:
- # Enable some servers protection (country based login, antibot)
- enableProtection: false
- # Apply the protection also to registered usernames
- enableProtectionRegistered: true
- # Countries allowed to join the server and register. For country codes, see
- # https://dev.bukkit.org/projects/authme-reloaded/pages/countries-codes
- # PLEASE USE QUOTES!
- countries:
- - 'US'
- - 'GB'
- # Countries not allowed to join the server and register
- # PLEASE USE QUOTES!
- countriesBlacklist:
- - 'A1'
- # Do we need to enable automatic antibot system?
- enableAntiBot: true
- # The interval in seconds
- antiBotInterval: 5
- # Max number of players allowed to login in the interval
- # before the AntiBot system is enabled automatically
- antiBotSensibility: 10
- # Duration in minutes of the antibot automatic system
- antiBotDuration: 10
- # Delay in seconds before the antibot activation
- antiBotDelay: 60
- Purge:
- # If enabled, AuthMe automatically purges old, unused accounts
- useAutoPurge: false
- # Number of days after which an account should be purged
- daysBeforeRemovePlayer: 60
- # Do we need to remove the player.dat file during purge process?
- removePlayerDat: false
- # Do we need to remove the Essentials/userdata/player.yml file during purge process?
- removeEssentialsFile: false
- # World in which the players.dat are stored
- defaultWorld: 'world'
- # Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge?
- removeLimitedCreativesInventories: false
- # Do we need to remove the AntiXRayData/PlayerData/player file during purge process?
- removeAntiXRayFile: false
- # Do we need to remove permissions?
- removePermissions: false
- Security:
- SQLProblem:
- # Stop the server if we can't contact the sql database
- # Take care with this, if you set this to false,
- # AuthMe will automatically disable and the server won't be protected!
- stopServer: true
- console:
- # Remove passwords from console?
- removePassword: true
- # Copy AuthMe log output in a separate file as well?
- logConsole: true
- captcha:
- # Enable captcha when a player uses wrong password too many times
- useCaptcha: false
- # Max allowed tries before a captcha is required
- maxLoginTry: 5
- # Captcha length
- captchaLength: 5
- # Minutes after which login attempts count is reset for a player
- captchaCountReset: 60
- tempban:
- # Tempban a user's IP address if they enter the wrong password too many times
- enableTempban: false
- # How many times a user can attempt to login before their IP being tempbanned
- maxLoginTries: 10
- # The length of time a IP address will be tempbanned in minutes
- # Default: 480 minutes, or 8 hours
- tempbanLength: 480
- # How many minutes before resetting the count for failed logins by IP and username
- # Default: 480 minutes (8 hours)
- minutesBeforeCounterReset: 480
- recoveryCode:
- # Number of characters a recovery code should have (0 to disable)
- length: 8
- # How many hours is a recovery code valid for?
- validForHours: 4
- # Max number of tries to enter recovery code
- maxTries: 3
- # How long a player has after password recovery to change their password
- # without logging in. This is in minutes.
- # Default: 2 minutes
- passwordChangeTimeout: 2
- emailRecovery:
- # Seconds a user has to wait for before a password recovery mail may be sent again
- # This prevents an attacker from abusing AuthMe's email feature.
- cooldown: 60
- # Before a user logs in, various properties are temporarily removed from the player,
- # such as OP status, ability to fly, and walk/fly speed.
- # Once the user is logged in, we add back the properties we previously saved.
- # In this section, you may define how these properties should be handled.
- # Read more at https://github.com/AuthMe/AuthMeReloaded/wiki/Limbo-players
- limbo:
- persistence:
- # Besides storing the data in memory, you can define if/how the data should be persisted
- # on disk. This is useful in case of a server crash, so next time the server starts we can
- # properly restore things like OP status, ability to fly, and walk/fly speed.
- # DISABLED: no disk storage,
- # INDIVIDUAL_FILES: each player data in its own file,
- # DISTRIBUTED_FILES: distributes players into different files based on their UUID, see below
- type: 'INDIVIDUAL_FILES'
- # This setting only affects DISTRIBUTED_FILES persistence. The distributed file
- # persistence attempts to reduce the number of files by distributing players into various
- # buckets based on their UUID. This setting defines into how many files the players should
- # be distributed. Possible values: ONE, FOUR, EIGHT, SIXTEEN, THIRTY_TWO, SIXTY_FOUR,
- # ONE_TWENTY for 128, TWO_FIFTY for 256.
- # For example, if you expect 100 non-logged in players, setting to SIXTEEN will average
- # 6.25 players per file (100 / 16).
- # Note: if you change this setting all data will be migrated. If you have a lot of data,
- # change this setting only on server restart, not with /authme reload.
- distributionSize: 'SIXTEEN'
- # Whether the player is allowed to fly: RESTORE, ENABLE, DISABLE.
- # RESTORE sets back the old property from the player.
- restoreAllowFlight: 'RESTORE'
- # Restore fly speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
- # RESTORE: restore the speed the player had;
- # DEFAULT: always set to default speed;
- # MAX_RESTORE: take the maximum of the player's current speed and the previous one
- # RESTORE_NO_ZERO: Like 'restore' but sets speed to default if the player's speed was 0
- restoreFlySpeed: 'RESTORE_NO_ZERO'
- # Restore walk speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
- # See above for a description of the values.
- restoreWalkSpeed: 'MAX_RESTORE'
- BackupSystem:
- # General configuration for backups: if false, no backups are possible
- ActivateBackup: false
- # Create backup at every start of server
- OnServerStart: false
- # Create backup at every stop of server
- OnServerStop: true
- # Windows only: MySQL installation path
- MysqlWindowsPath: 'C:\phpStudy\PHPTutorial\MySQL\data'
- # Converter settings: see https://github.com/AuthMe/AuthMeReloaded/wiki/Converters
- Converter:
- Rakamak:
- # Rakamak file name
- fileName: 'users.rak'
- # Rakamak use IP?
- useIP: false
- # Rakamak IP file name
- ipFileName: 'UsersIp.rak'
- CrazyLogin:
- # CrazyLogin database file name
- fileName: 'accounts.db'
- loginSecurity:
- # LoginSecurity: convert from SQLite; if false we use MySQL
- useSqlite: true
- mySql:
- # LoginSecurity MySQL: database host
- host: '127.0.0.1:3306'
- # LoginSecurity MySQL: database name
- database: 'mcserver'
- # LoginSecurity MySQL: database user
- user: 'root'
- # LoginSecurity MySQL: password for database user
- password: 'whwan1314'
悬赏金额忘了改了呢
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这个是Authme登录插件的地址,里面有配置文本的教程你可以自己去看看
[转载插件] [服务端插件] [管理|安全][PCD]AuthMe Reloaded —— 老牌登录插件[自带汉化][1.7.10-1.12]
[转载插件] [服务端插件] [管理|安全][PCD]AuthMe Reloaded —— 老牌登录插件[自带汉化][1.7.10-1.12]
qq2646088422 发表于 2017-9-15 11:20
这个是Authme登录插件的地址,里面有配置文本的教程你可以自己去看看
[转载插件] [服务端插件] [管理|安全] ...
谢谢,但配置文件是解决不了问题的
发现了,签到插件是进入游戏时候打开菜单并锁定窗口的,改了一下源码,引入了authme的登陆服务器项,ok了
360导航 发表于 2017-9-17 10:11
发现了,签到插件是进入游戏时候打开菜单并锁定窗口的,改了一下源码,引入了authme的登陆服务器项,ok了 ...
额,虽然没有看懂,但是还要恭喜你解决了

qq2646088422 发表于 2017-9-17 13:36
额,虽然没有看懂,但是还要恭喜你解决了
233啦。。。