1 | # FastLogin config
|
2 | # Project site: https://www.spigotmc.org/resources/fastlogin.14153
|
3 | # Source code: https://github.com/games647/FastLogin
|
4 | #
|
5 | # You can access the newest config here:
|
6 | # https://github.com/games647/FastLogin/blob/main/core/src/main/resources/config.yml
|
7 |
|
8 | # This a **very** simple anti bot protection. Recommendation is to use a dedicated program to approach this
|
9 | # problem. Low level firewalls like uwf (or iptables direct) are more efficient than a Minecraft plugin. TCP reverse
|
10 | # proxies could also be used and offload some work even to different host.
|
11 | #
|
12 | # The settings wil limit how many connections this plugin will handle. After hitting this limit. FastLogin will
|
13 | # completely ignore incoming connections. Effectively there will be no database requests and network requests.
|
14 | # Therefore, auto logins won't be possible.
|
15 | anti-bot:
|
16 | enabled: true
|
17 | # Image the following like bucket. The following is total amount that is allowed in this bucket, while expire
|
18 | # means how long it takes for every entry to expire.
|
19 | # Total number of connections
|
20 | connections: 600
|
21 | # Amount of minutes after the first connection got inserted will expire and made available
|
22 | expire: 10
|
23 | # Action - Which action should be performed when the bucket is full (too many connections)
|
24 | # Allowed values are: 'ignore' (FastLogin drops handling the player) or 'block' (block this incoming connection)
|
25 | action: 'ignore'
|
26 |
|
27 | # Request a premium login without forcing the player to type a command
|
28 | #
|
29 | # If you activate autoRegister, this plugin will check/do these points on login:
|
30 | # 1. An existing cracked account shouldn't exist
|
31 | # -> paid accounts cannot steal the existing account of cracked players
|
32 | # - (Already registered players could still use the /premium command to activate premium checks)
|
33 | # 2. Automatically registers an account with a strong random generated password
|
34 | # -> cracked player cannot register an account for the premium player and so cannot the steal the account
|
35 | #
|
36 | # Furthermore the premium player check have to be made based on the player name
|
37 | # This means if a cracked player connects to the server, we request a paid account login from this player
|
38 | # the player just disconnect and sees the message: 'bad login' or 'invalid session'
|
39 | # There is no way to change this message
|
40 | # For more information: https://github.com/games647/FastLogin#why-do-players-have-to-invoke-a-command
|
41 | autoRegister: true
|
42 |
|
43 | # Should FastLogin respect per IP limit of registrations (e.g. in AuthMe)
|
44 | # Because most auth plugins do their stuff async - FastLogin will still think the player was registered
|
45 | # To work best - you also need to enable auto-register-unknown
|
46 | #
|
47 | # If set to true - FastLogin will always attempt to register the player, even if the limit is exceeded
|
48 | # It is up to the auth plugin to handle the excessive registration
|
49 | # https://github.com/games647/FastLogin/issues/458
|
50 | respectIpLimit: false
|
51 |
|
52 | # This is extra configuration option to the feature above. If we request a premium authentication from a player who
|
53 | # isn't actual premium but used a premium username, the player will disconnect with the reason "invalid session" or
|
54 | # "bad login".
|
55 | #
|
56 | # If you activate this, we are remembering this player and do not force another premium authentication if the player
|
57 | # tries to join again, so the player could join as cracked player.
|
58 | secondAttemptCracked: false
|
59 |
|
60 | # New cracked players will be kicked from server. Good if you want switch from offline-mode to online-mode without
|
61 | # losing players!
|
62 | #
|
63 | # Existing cracked and premium players could still join your server. Moreover, you could add player names to an
|
64 | # allow-list.
|
65 | # So that these cracked players could join too, although they are new players.
|
66 | switchMode: false
|
67 |
|
68 | # If this plugin detected that a player has a premium, it can also set the associated
|
69 | # uuid from that account. So if the player changes the username, they will still have
|
70 | # the same player data (inventory, permissions, ...)
|
71 | #
|
72 | # Warning: This also means that the UUID will be different if the player is connecting
|
73 | # through an offline mode connection. This **could** cause plugin compatibility issues.
|
74 | #
|
75 | # This is an example and doesn't apply for every plugin.
|
76 | # Example: If you want to ban players who aren't online at the moment, the ban plugin will look
|
77 | # after an offline uuid associated to the player, because the server is in offline mode. Then the premium
|
78 | # players could still join the server, because they have different UUID.
|
79 | #
|
80 | # Moreover, you may want to convert the offline UUID to a premium UUID. This will ensure that the player
|
81 | # will have the same inventory, permissions, ... if they switched to premium authentication from offline/cracked
|
82 | # authentication.
|
83 | #
|
84 | # This feature requires Cauldron, Spigot or a fork of Spigot (Paper)
|
85 | premiumUuid: true
|
86 |
|
87 | # This will make an additional check (only for player names which are not in the database) against the mojang servers
|
88 | # in order to get the premium UUID. If that premium UUID is in the database, we can assume on successful login that the
|
89 | # player changed its username and then update the name in the database.
|
90 | # Examples:
|
91 | # #### Case 1
|
92 | # autoRegister = false
|
93 | # nameChangeCheck = false
|
94 | #
|
95 | # GameProfile logins as cracked until the player invoked the command /premium. Then we could override the existing
|
96 | # database record.
|
97 | #
|
98 | # #### Case 2
|
99 | # autoRegister = false
|
100 | # nameChangeCheck = true
|
101 | #
|
102 | # Connect the Mojang API and check what UUID the player has (UUID exists => Paid Minecraft account). If that UUID is in
|
103 | # the database it's an **existing player** and FastLogin can **assume** the player is premium and changed the username.
|
104 | # If it's not in the database, it's a new player and **could be a cracked player**. So we just use an offline mode
|
105 | # authentication for this player.
|
106 | #
|
107 | # **Limitation**: Cracked players who use the new username of a paid account cannot join the server if the database
|
108 | # contains the old name. (Example: The owner of the paid account no longer plays on the server, but changed the username
|
109 | # in the meanwhile).
|
110 | #
|
111 | # #### Case 3
|
112 | # autoRegister = true
|
113 | # nameChangeCheck = false
|
114 | #
|
115 | # We will always request a premium authentication if the username is unknown to us, but is in use by a paid Minecraft
|
116 | # account. This means it's kind of a more aggressive check like nameChangeCheck = true and autoRegister = false, because
|
117 | # it requests a premium authentication which are completely new to us, that even the premium UUID is not in our database.
|
118 | #
|
119 | # **Limitation**: see below
|
120 | #
|
121 | # #### Case 4
|
122 | # autoRegister = true
|
123 | # nameChangeCheck = true
|
124 | #
|
125 | # Based on autoRegister it checks if the player name is premium and login using a premium authentication. After that
|
126 | # fastlogin receives the premium UUID and can update the database record.
|
127 | #
|
128 | # **Limitation from autoRegister**: New offline players who use the username of an existing Minecraft cannot join the
|
129 | # server.
|
130 | nameChangeCheck: true
|
131 |
|
132 | # If your players have a premium account and a skin associated to their account, this plugin
|
133 | # can download the data and set it to the online player.
|
134 | #
|
135 | # Keep in mind that this will only work if the player:
|
136 | # * is the owner of the premium account
|
137 | # * the server connection is established through a premium connection (paid account authentication)
|
138 | # * has a skin
|
139 | #
|
140 | # This means this plugin doesn't need to create a new connection to the Mojang servers, because
|
141 | # the skin data is included in the Auth-Verification-Response sent by Mojang. If you want to use for other
|
142 | # players like cracked player, you have to use other plugins.
|
143 | #
|
144 | # If you use PaperSpigot - FastLogin will always try to set the skin, even if forwardSkin is set to false
|
145 | # It is needed to allow premium name change to work correctly
|
146 | # https://github.com/games647/FastLogin/issues/457
|
147 | #
|
148 | # If you want to use skins for your cracked player, you need an additional plugin like
|
149 | # ChangeSkin, SkinRestorer, ...
|
150 | forwardSkin: true
|
151 |
|
152 | # Displays a warning message that this message SHOULD only be invoked by
|
153 | # users who actually are the owner of this account. So not by cracked players
|
154 | #
|
155 | # If they still want to invoke the command, they have to invoke /premium again
|
156 | premium-warning: true
|
157 |
|
158 | # ======[[ Spigot+ProtocolLib users only ]]======
|
159 | # When set to true, enables the use of alternative session resolver which does not send the server IP
|
160 | # to mojang session servers. This setting might be useful when you are trying to run the server via a
|
161 | # transparent reverse proxy or some other form of DNAT. As far as security goes, this setting has
|
162 | # negligible to no security impact.
|
163 | #
|
164 | # This setting works on a similar principle as 'prevent-proxy' setting in server.properties.
|
165 | # When set to false, the server behaves like prevent-proxy was set to true and vice-versa.
|
166 | # Normally, when you use the prevent-proxy=true, you would want this disabled.
|
167 | #
|
168 | # Please note that this setting has no effect when used outside of Spigot+ProtocolLib context.
|
169 | #
|
170 | # !!! [WARNING] !!!
|
171 | # This option is considered highly experimental. While it is highly unlikely this will break your server,
|
172 | # more tests need to be conducted in order to verify its effectiveness. Brief tests seemed promising, but
|
173 | # every environment is different, and so it might not work for you as it did for me.
|
174 | useProxyAgnosticResolver: false
|
175 |
|
176 | # If you have autoRegister or nameChangeCheck enabled, you could be rate-limited by Mojang.
|
177 | # The requests of the both options will be only made by FastLogin if the username is unknown to the server
|
178 | # You are allowed to make 600 requests per 10-minutes (60 per minute)
|
179 | # If you own a big server this value could be too low
|
180 | # Once the limit is reached, new players are always logged in as cracked until the rate-limit is expired.
|
181 | # (to the next ten minutes)
|
182 | #
|
183 | # The limit is IP-wide. If you have multiple IPv4-addresses you specify them here. FastLogin will then use it in
|
184 | # rotating order --> 5 different IP-addresses 5 * 600 per 10 minutes
|
185 | # If this list is empty only the default one will be used
|
186 | #
|
187 | # Lists are created like this:
|
188 | #ip-addresses:
|
189 | # - 192-168-0-2
|
190 | ip-addresses: []
|
191 |
|
192 | # How many requests should be established to the Mojang API for Name -> UUID requests. Some other plugins as well
|
193 | # as the head Minecraft block make such requests as well. Using this option you can limit the amount requests this
|
194 | # plugin should make.
|
195 | #
|
196 | # If you lower this value, other plugins could still make requests while FastLogin cannot.
|
197 | # Mojang limits the amount of request to 600 per 10 minutes per IPv4-address.
|
198 | mojang-request-limit: 600
|
199 |
|
200 | # This option automatically registers players which are in the FastLogin database, but not in the auth plugin database.
|
201 | # This can happen if you switch your auth plugin or cleared the database of the auth plugin.
|
202 | # https://github.com/games647/FastLogin/issues/85
|
203 | auto-register-unknown: false
|
204 |
|
205 | # This disables the auto login from fastlogin. So a premium (like a paid account) authentication is requested, but
|
206 | # the player won't be auto logged into the account.
|
207 | #
|
208 | # This can be used as 2Factor authentication for better security of your accounts. A hacker then needs both passwords.
|
209 | # The password of your Minecraft and the password to login in with your auth plugin
|
210 | autoLogin: true
|
211 |
|
212 | # Floodgate configuration
|
213 | # Connecting through Floodgate requires player's to sign in via their Xbox Live account
|
214 | # !!!!!!!! WARNING: FLOODGATE SUPPORT IS AN EXPERIMENTAL FEATURE !!!!!!!!
|
215 | # Enabling any of these settings might lead to people gaining unauthorized access to other's accounts!
|
216 |
|
217 | # Automatically log in players connecting through Floodgate.
|
218 | # Possible values:
|
219 | # false: Disables auto login for every player connecting through Floodgate
|
220 | # true: Enables auto login for every player connecting through Floodgate
|
221 | # linked: Only Bedrock accounts that are linked to a Java account will be logged in automatically
|
222 | # no-conflict: Bedrock players will only be automatically logged in if the Mojang API reports
|
223 | # that there is no existing Premium Java MC account with their name.
|
224 | # This option can be useful if you are not using 'username-prefix' in floodgate/config.yml
|
225 | # Requires 'autoLogin' to be 'true'
|
226 | # !!!!!!!! WARNING: FLOODGATE SUPPORT IS AN EXPERIMENTAL FEATURE !!!!!!!!
|
227 | # Enabling this might lead to people gaining unauthorized access to other's accounts!
|
228 | autoLoginFloodgate: true
|
229 |
|
230 | # This enables Floodgate or Offline Geyser players to join the server, even if they are using the name of an
|
231 | # existing Java **PREMIUM** account (so someone has bought Minecraft with that username)
|
232 | #
|
233 | # Java and Bedrock players will get different UUIDs, so their inventories, location, etc. will be different.
|
234 | # However, some plugins (such as AuthMe) rely on names instead of UUIDs to identify a player which might cause issues.
|
235 | # In the case of AuthMe (and other auth plugins), both the Java and the Bedrock player will have the same password.
|
236 | #
|
237 | # To prevent conflicts from two different players having the same name, it is highly recommended using a
|
238 | # 'username-prefix' in floodgate/config.yml
|
239 | #
|
240 | # Possible values:
|
241 | # false: Kick Bedrock players, if they are using an existing Premium Java account's name
|
242 | # Note: Linked Floodgate players have the same name as their Java profile, so the Bedrock player will always conflict
|
243 | # their own Java account's name. Therefore, setting this to false will prevent any linked player from joining.
|
244 | # true: Bypass name conflict checking.
|
245 | # linked: Floodgate accounts linked to a Java account will be allowed to join with conflicting names
|
246 | # For Offline Geyser players, 'linked' works as 'false'
|
247 | # !!!!!!!! WARNING: FLOODGATE/GEYSER SUPPORT IS AN EXPERIMENTAL FEATURE !!!!!!!!
|
248 | # Enabling this might lead to people gaining unauthorized access to other's accounts!
|
249 | allowFloodgateNameConflict: true
|
250 |
|
251 | # Automatically register players connecting through Floodgate.
|
252 | # autoLoginFloodgate must be available for the player to use this
|
253 | # Possible values:
|
254 | # false: Disables auto registering for every player connecting through Floodgate
|
255 | # true: Enables auto registering for every player connecting through Floodgate
|
256 | # linked: Only Bedrock accounts that are linked to a Java account will be registered automatically
|
257 | # no-conflict: Bedrock players will only be automatically registered if the Mojang API reports
|
258 | # that there is no existing Premium Java MC account with their name.
|
259 | # This option can be useful if you are not using 'username-prefix' in floodgate/config.yml
|
260 | # Requires 'autoRegister' to be 'true'
|
261 | # !!!!!!!! WARNING: FLOODGATE SUPPORT IS AN EXPERIMENTAL FEATURE !!!!!!!!
|
262 | # Enabling this might lead to people gaining unauthorized access to other's accounts!
|
263 | autoRegisterFloodgate: true
|
264 |
|
265 | # This option resembles the vanilla configuration option 'enforce-secure-profile' in the 'server.properties' file.
|
266 | # It verifies if the incoming cryptographic key in the login request from the player is signed by Mojang. This key
|
267 | # is necessary for servers where you or other in-game players want to verify that a chat message sent and signed by
|
268 | # this player is not modified by any third-party. Modifications by your server would also invalidate the message.
|
269 | #
|
270 | # This feature is only relevant if you use the plugin in ProtocolLib mode and use 1.19+.
|
271 | # This also the case if you don't have any proxies in use.
|
272 | verifyClientKeys: true
|
273 |
|
274 | # Database configuration
|
275 | # Recommended is the use of MariaDB (a better version of MySQL)
|
276 |
|
277 | # Single file SQLite database
|
278 | #driver: 'sqlite'
|
279 | # File location
|
280 | #database: '{pluginDir}/FastLogin.db'
|
281 |
|
282 | # MySQL/MariaDB
|
283 | # If you want to enable it, uncomment only the lines below; this not this line.
|
284 | # If on velocity use 'mariadb' as driver
|
285 | driver: 'MYSQL'
|
286 | host: 'db-mfl-01.sparkedhost.us'
|
287 | port: 3306
|
288 | database: 's69804_fastlogin'
|
289 | username: 'u69804_hwa7ilT3LE'
|
290 | password: 'VkO^LbGv9Dw557eNTQhbhN^U'
|
291 |
|
292 | # Advanced Connection Pool settings in seconds
|
293 | #timeout: 30
|
294 | #lifetime: 30
|
295 |
|
296 | ## It's recommended to enable SSL if the MySQL server isn't running on the same host
|
297 | ## This will encrypt the connection for secure transportation of the sql server password
|
298 | #useSSL: false
|
299 | ## Verification requirements for the server cert,
|
300 | ## Values: Required (unchecked SSL connection), VerifyCA (verify CA), VerifyFull (verify CA and matching hostname)
|
301 | #sslMode=Required
|
302 | ## TLS is preferred for this technique, then your host stored certificate store will be used to verify the server cert
|
303 | ## Similar to HTTPS. If that's not possible RSA can be used with the following options.
|
304 | ## This allows to request the public RSA key from the server to encrypt the data to it. True would allow machine-in-the-
|
305 | ## middle attacks.
|
306 | #allowPublicKeyRetrieval=false
|
307 | ## Path to the RSA public key if key retrieval is forbidden
|
308 | #ServerRSAPublicKeyFile=
|
309 |
|
310 | # HTTP proxies for connecting to the Mojang servers in order to check if the username of a player is premium.
|
311 | # This is a workaround to prevent rate-limiting by Mojang. These proxies will only be used once your server hit
|
312 | # the rate-limit or the custom value above.
|
313 | # Please make sure you use reliable proxies.
|
314 | proxies:
|
315 | # 'IP:Port' or 'Domain:Port'
|
316 | # - 'xyz.com:1337'
|
317 | # - 'test.com:5131'
|