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AuthMe Configuration
The first time you run AuthMe it will create a config.yml file in the plugins/AuthMe folder, with which you can configure various settings. This following is the initial contents of the generated config.yml file.
DataSource:
# What type of database do you want to use?
# Valid values: SQLITE, MYSQL, POSTGRESQL
backend: SQLITE
# Enable the database caching system, should be disabled on bungeecord environments
# or when a website integration is being used.
caching: true
# 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: authme
# Password to connect to the MySQL database
mySQLPassword: '12345'
# Database Name, use with converters or as SQLITE database name
mySQLDatabase: authme
# 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 passwords salts
mySQLColumnSalt: ''
# Column for storing players emails
mySQLColumnEmail: email
# Column for storing if a player is logged in or not
mySQLColumnLogged: isLogged
# Column for storing if a player has a valid session or not
mySQLColumnHasSession: hasSession
# Column for storing a player's TOTP key (for two-factor authentication)
mySQLtotpKey: totp
# Column for storing the player's last IP
mySQLColumnIp: ip
# Column for storing players lastlogins
mySQLColumnLastLogin: lastlogin
# Column storing the registration date
mySQLColumnRegisterDate: regdate
# Column for storing the IP address at the time of registration
mySQLColumnRegisterIp: regip
# 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, default = 10
poolSize: 10
# The maximum lifetime of a connection in the pool, default = 1800 seconds
# You should set this at least 30 seconds less than mysql server wait_timeout
maxLifetime: 1800
ExternalBoardOptions:
# 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 table prefix defined during the Xenforo installation process
XFTablePrefix: xf_
# 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: en
# Forces authme to hook into Vault instead of a specific permission handler system.
forceVaultHook: false
# 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
# By default we handle the AsyncPlayerPreLoginEvent which makes the plugin faster
# but it is incompatible with any permission plugin not included in our compatibility list.
# If you have issues with permission checks on player join please disable this option.
useAsyncPreLoginEvent: 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
- /2fa
- /totp
# 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: false
# WorldNames where we need to force the spawn location
# Case-sensitive!
worlds:
- world
- world_nether
- world_the_end
# 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.
# You can use * as wildcard (127.0.0.*), or regex with a "regex:" prefix 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: false
# 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: true
# 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, cmi, multiverse, default
spawnPriority: authme,essentials,cmi,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. The default [!-~] allows all visible ASCII
# characters, which is what we recommend. See also http://asciitable.com
# You can test your regex with https://regex101.com
allowedPasswordCharacters: '[!-~]*'
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: []
# Below you can list all inventories names that AuthMe will ignore
# for registration or login. Configure it at your own risk!!
# This option adds compatibility with some mods.
# It is case-insensitive! Example:
# UnrestrictedInventories:
# - 'myCustomInventory1'
# - 'myCustomInventory2'
UnrestrictedInventories: []
security:
# Minimum length of password
minPasswordLength: 5
# Maximum length of password
passwordMaxLength: 30
# Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512,
# MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, XAUTH, JOOMLA, WBB3, WBB4, MD5VB,
# PBKDF2DJANGO, WORDPRESS, ROYALAUTH, ARGON2, CUSTOM (for developers only). See full list at
# https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md
# If you use ARGON2, check that you have the argon2 c library on your system
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 display name (with colors)
# {DISPLAYNAMENOCOLOR}: the player display name (without 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.gmail.com
# Email SMTP server port
mailPort: 465
# Only affects port 25: enable TLS/STARTTLS?
useTls: true
# Email account which sends the mails
mailAccount: ''
# Email account password
mailPassword: ''
# Email address, fill when mailAccount is not the email address of the account
mailAddress: ''
# Custom sender name, replacing the mailAccount name in the email
mailSenderName: ''
# Recovery password length
RecoveryPasswordLength: 8
# Mail Subject
mailSubject: Your new AuthMe password
# Like maxRegPerIP but with email
maxRegPerEmail: 1
# 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.maxmind.com/geoip/legacy/codes/iso3166/
# Use "LOCALHOST" for local addresses.
# PLEASE USE QUOTES!
countries:
- US
- GB
- LOCALHOST
# 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
quickCommands:
# Kicks the player that issued a command before the defined time after the join process
denyCommandsBeforeMilliseconds: 1000
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:
# 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
# Require captcha before a player may register?
requireForRegistration: false
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
# The command to execute instead of using the internal ban system, empty if disabled.
# Available placeholders: %player%, %ip%
customCommand: ''
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
privacy:
# The mail shown using /email show will be partially hidden
# E.g. (if enabled)
# original email: my.email@example.com
# hidden email: my.***@***mple.com
enableEmailMasking: false
# Minutes after which a verification code will expire
verificationCodeExpiration: 10
# 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, NOTHING.
# RESTORE sets back the old property from the player. NOTHING will prevent AuthMe
# from modifying the 'allow flight' property on 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: RESTORE_NO_ZERO
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:\Program Files\MySQL\MySQL Server 5.1\
# 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: ''
# LoginSecurity MySQL: database name
database: ''
# LoginSecurity MySQL: database user
user: ''
# LoginSecurity MySQL: password for database user
password: ''
To change settings on a running server, save your changes to config.yml and use
/authme reload
.
This page was automatically generated on the AuthMe/AuthMeReloaded repository on Mon Jan 28 23:57:12 CET 2019