Typo fixes
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@@ -85,7 +85,7 @@
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<version>2.0.0-alpha5</version>
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</dependency>
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<!-- snakeyaml is present in Bungee, Spigot, Cauldron and so we could use this independent implementation -->
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<!-- snakeyaml is present in Bungee, Spigot, Cauldron, so we could use this independent implementation -->
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<dependency>
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<groupId>net.md-5</groupId>
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<artifactId>bungeecord-config</artifactId>
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@@ -151,7 +151,7 @@
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<artifactId>guava</artifactId>
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<!-- Old version for velocity -->
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<version>25.1-jre</version>
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<!-- Exclude compile time deps not marked as such on upstream -->
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<!-- Exclude compile time dependencies not marked as such on upstream -->
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<exclusions>
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<exclusion>
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<groupId>com.google.code.findbugs</groupId>
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@@ -38,8 +38,8 @@ import org.slf4j.Logger;
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/**
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* This limits the number of threads that are used at maximum. Thread creation can be very heavy for the CPU and
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* context switching between threads too. However we need many threads for blocking HTTP and database calls.
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* Nevertheless this number can be further limited, because the number of actually working database threads
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* context switching between threads too. However, we need many threads for blocking HTTP and database calls.
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* Nevertheless, this number can be further limited, because the number of actually working database threads
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* is limited by the size of our database pool. The goal is to separate concerns into processing and blocking only
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* threads.
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*/
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@@ -26,7 +26,7 @@
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package com.github.games647.fastlogin.core;
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/**
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* Limit the number of requests with a maximum size. Each requests expires after the specified time making it available
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* Limit the number of requests with a maximum size. Each requests expire after the specified time making it available
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* for another request.
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*/
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public class RateLimiter {
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@@ -72,7 +72,7 @@ public interface AuthPlugin<P> {
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/**
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* Checks whether an account exists for this player name.
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*
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* This check should check if a cracked player account exists
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* This check should check if a cracked player account exists,
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* so we can be sure the premium player doesn't steal the account
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* of that player.
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*
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+3
-3
@@ -49,7 +49,7 @@ public abstract class BedrockService<B> {
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}
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/**
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* Perfrom every packet level check needed on a Bedrock player.
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* Perform every packet level check needed on a Bedrock player.
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*
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* @param username the name of the player
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* @param source an instance of LoginSource
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@@ -98,7 +98,7 @@ public abstract class BedrockService<B> {
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* username can be found
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* <br>
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* <i>Falls back to non-prefixed name checks, if ProtocolLib is installed</i>
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*
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*
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* @param prefixedUsername the name of the player with the prefix appended
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* @return Bedrock Player if found, null otherwise
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*/
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@@ -120,7 +120,7 @@ public abstract class BedrockService<B> {
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/**
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* Checks if a profile's name starts with the Floodgate prefix, if it's available
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* @param profile profile of the conecting player
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* @param profile profile of the connecting player
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* @return true if the username is forbidden
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*/
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public boolean isUsernameForbidden(StoredProfile profile) {
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@@ -5,13 +5,13 @@
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# You can access the newest config here:
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# https://github.com/games647/FastLogin/blob/main/core/src/main/resources/config.yml
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# This a **very** simple anti bot protection. Recommendation is to use a a dedicated program to approach this
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# This a **very** simple anti bot protection. Recommendation is to use a dedicated program to approach this
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# problem. Low level firewalls like uwf (or iptables direct) are more efficient than a Minecraft plugin. TCP reverse
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# proxies could also be used and offload some work even to different host.
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#
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# The settings wil limit how many connections this plugin will handle. After hitting this limit. FastLogin will
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# completely ignore incoming connections. Effectively there will be no database requests and network requests.
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# Therefore auto logins won't be possible.
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# Therefore, auto logins won't be possible.
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anti-bot:
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# Image the following like bucket. The following is total amount that is allowed in this bucket, while expire
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# means how long it takes for every entry to expire.
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@@ -30,7 +30,7 @@ anti-bot:
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# -> cracked player cannot register an account for the premium player and so cannot the steal the account
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#
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# Furthermore the premium player check have to be made based on the player name
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# This means if a cracked player connects to the server and we request a paid account login from this player
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# This means if a cracked player connects to the server, we request a paid account login from this player
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# the player just disconnect and sees the message: 'bad login' or 'invalid session'
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# There is no way to change this message
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# For more information: https://github.com/games647/FastLogin#why-do-players-have-to-invoke-a-command
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@@ -56,9 +56,9 @@ secondAttemptCracked: false
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# New cracked players will be kicked from server. Good if you want switch from offline-mode to online-mode without
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# losing players!
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#
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# Existing cracked and premium players could still join your server. Moreover you could add playernames to a
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# allowlist.
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# So that these cracked players could join too although they are new players.
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# Existing cracked and premium players could still join your server. Moreover, you could add player names to an
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# allow-list.
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# So that these cracked players could join too, although they are new players.
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switchMode: false
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# If this plugin detected that a player has a premium, it can also set the associated
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@@ -66,14 +66,14 @@ switchMode: false
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# the same player data (inventory, permissions, ...)
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#
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# Warning: This also means that the UUID will be different if the player is connecting
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# through a offline mode connection. This **could** cause plugin compatibility issues.
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# through an offline mode connection. This **could** cause plugin compatibility issues.
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#
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# This is a example and doesn't apply for every plugin.
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# This is an example and doesn't apply for every plugin.
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# Example: If you want to ban players who aren't online at the moment, the ban plugin will look
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# after a offline uuid associated to the player, because the server is in offline mode. Then the premium
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# after an offline uuid associated to the player, because the server is in offline mode. Then the premium
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# players could still join the server, because they have different UUID.
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#
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# Moreover you may want to convert the offline UUID to a premium UUID. This will ensure that the player
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# Moreover, you may want to convert the offline UUID to a premium UUID. This will ensure that the player
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# will have the same inventory, permissions, ... if they switched to premium authentication from offline/cracked
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# authentication.
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#
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@@ -82,7 +82,7 @@ premiumUuid: false
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# This will make an additional check (only for player names which are not in the database) against the mojang servers
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# in order to get the premium UUID. If that premium UUID is in the database, we can assume on successful login that the
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# player changed it's username and we just update the name in the database.
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# player changed its username and then update the name in the database.
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# Examples:
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# #### Case 1
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# autoRegister = false
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@@ -97,10 +97,10 @@ premiumUuid: false
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#
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# Connect the Mojang API and check what UUID the player has (UUID exists => Paid Minecraft account). If that UUID is in
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# the database it's an **existing player** and FastLogin can **assume** the player is premium and changed the username.
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# If it's not in the database, it's a new player and **could be a cracked player**. So we just use a offline mode
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# 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
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# authentication for this player.
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#
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# **Limitation**: Cracked players who uses the new username of a paid account cannot join the server if the database
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# **Limitation**: Cracked players who use the new username of a paid account cannot join the server if the database
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# contains the old name. (Example: The owner of the paid account no longer plays on the server, but changed the username
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# in the meanwhile).
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#
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@@ -110,7 +110,7 @@ premiumUuid: false
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#
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# We will always request a premium authentication if the username is unknown to us, but is in use by a paid Minecraft
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# account. This means it's kind of a more aggressive check like nameChangeCheck = true and autoRegister = false, because
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# it request a premium authentication which are completely new to us, that even the premium UUID is not in our database.
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# it requests a premium authentication which are completely new to us, that even the premium UUID is not in our database.
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#
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# **Limitation**: see below
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#
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@@ -121,14 +121,14 @@ premiumUuid: false
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# Based on autoRegister it checks if the player name is premium and login using a premium authentication. After that
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# fastlogin receives the premium UUID and can update the database record.
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#
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# **Limitation from autoRegister**: New offline players who uses the username of an existing Minecraft cannot join the
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# **Limitation from autoRegister**: New offline players who use the username of an existing Minecraft cannot join the
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# server.
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nameChangeCheck: false
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# If your players have a premium account and a skin associated to their account, this plugin
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# can download the data and set it to the online player.
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#
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# Keep in mind that this will only works if the player:
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# Keep in mind that this will only work if the player:
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# * is the owner of the premium account
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# * the server connection is established through a premium connection (paid account authentication)
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# * has a skin
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@@ -188,7 +188,7 @@ auto-register-unknown: false
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autoLogin: true
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# Floodgate configuration
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# Connecing through Floodgate requires player's to sign in via their Xbox Live account
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# Connecting through Floodgate requires player's to sign in via their Xbox Live account
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# !!!!!!!! WARNING: FLOODGATE SUPPORT IS AN EXPERIMENTAL FEATURE !!!!!!!!
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# Enabling any of these settings might lead to people gaining unauthorized access to other's accounts!
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@@ -212,8 +212,8 @@ autoLoginFloodgate: false
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# However, some plugins (such as AuthMe) rely on names instead of UUIDs to identify a player which might cause issues.
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# In the case of AuthMe (and other auth plugins), both the Java and the Bedrock player will have the same password.
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#
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# To prevent conflits from two different players having the same name, it is highly recommended to use a 'username-prefix'
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# in floodgate/config.yml
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# To prevent conflicts from two different players having the same name, it is highly recommended using a
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# 'username-prefix' in floodgate/config.yml
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# Note: 'username-prefix' is currently broken when used with FastLogin and ProtocolLib.
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# A solution to this is to enable 'floodgatePrefixWorkaround' below.
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#
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@@ -14,7 +14,7 @@
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# Second line
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# Third line'
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# If you want to disable a message, you can just set it to a empty value.
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# If you want to disable a message, you can just set it to an empty value.
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# In this case no message will be sent
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# Example:
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# bla: ''
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@@ -55,7 +55,7 @@ auto-login: '&2Auto logged in'
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# FastLogin attempted to auto register user. The user account is registered to protect it from cracked players
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# If FastLogin is respecting auth plugin IP limit - the registration may have failed, however the message is still displayed
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# The password can be used if the mojang servers are down and you still want your premium users to login (PLANNED)
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# The password can be used if the mojang servers are down, and you still want your premium users to login (PLANNED)
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auto-register: '&2Tried auto registering with password: &7%password&2. You may want change it?'
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# GameProfile is not able to toggle the premium state of other players
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@@ -70,12 +70,12 @@ no-console: '&4You are not a player. You cannot toggle the premium state for YOU
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wait-on-proxy: '&6Sending request... (Do not forget to follow the BungeeCord setup guide)'
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# When ProtocolLib is enabled and the plugin is unable to continue handling a login request after a requested premium
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# authentication. In this state the client expects a success packet with a encrypted connection or disconnect packet.
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# authentication. In this state the client expects a success packet with an encrypted connection or disconnect packet.
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# So we kick the player, if we cannot encrypt the connection. In other situation (example: premium name check),
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# the player will be just authenticated as cracked
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error-kick: '&4Error occurred'
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# The server sends a verify token within the premium authentication request. If this doesn't match on response,
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# The server sends a verify-token within the premium authentication request. If this doesn't match on response,
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# it could be another client sending malicious packets
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invalid-verify-token: '&4Invalid token'
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@@ -59,7 +59,7 @@ public class RateLimiterTest {
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* Too many requests
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*/
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@Test
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public void shoudBlock() {
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public void shouldBlock() {
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int size = 3;
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// fill the size
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