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  1. DataSource:
  2. # What type of database do you want to use?
  3. # Valid values: SQLITE, MYSQL
  4. backend: 'SQLITE'
  5. # Enable database caching, should improve database performance
  6. caching: true
  7. # Database host address
  8. mySQLHost: '127.0.0.1'
  9. # Database port
  10. mySQLPort: '3306'
  11. # Connect to MySQL database over SSL
  12. mySQLUseSSL: true
  13. # Username to connect to the MySQL database
  14. mySQLUsername: 'rh2558'
  15. # Password to connect to the MySQL database
  16. mySQLPassword: '720a9a720b'
  17. # Database Name, use with converters or as SQLITE database name
  18. mySQLDatabase: 'authme'
  19. # Table of the database
  20. mySQLTablename: 'authme'
  21. # Column of IDs to sort data
  22. mySQLColumnId: 'id'
  23. # Column for storing or checking players nickname
  24. mySQLColumnName: 'username'
  25. # Column for storing or checking players RealName
  26. mySQLRealName: 'realname'
  27. # Column for storing players passwords
  28. mySQLColumnPassword: 'password'
  29. # Column for storing players emails
  30. mySQLColumnEmail: 'email'
  31. # Column for storing if a player is logged in or not
  32. mySQLColumnLogged: 'isLogged'
  33. # Column for storing players ips
  34. mySQLColumnIp: 'ip'
  35. # Column for storing players lastlogins
  36. mySQLColumnLastLogin: 'lastlogin'
  37. # Column for storing player LastLocation - X
  38. mySQLlastlocX: 'x'
  39. # Column for storing player LastLocation - Y
  40. mySQLlastlocY: 'y'
  41. # Column for storing player LastLocation - Z
  42. mySQLlastlocZ: 'z'
  43. # Column for storing player LastLocation - World Name
  44. mySQLlastlocWorld: 'world'
  45. # Column for storing player LastLocation - Yaw
  46. mySQLlastlocYaw: 'yaw'
  47. # Column for storing player LastLocation - Pitch
  48. mySQLlastlocPitch: 'pitch'
  49. # Overrides the size of the DB Connection Pool, -1 = Auto
  50. poolSize: -1
  51. ExternalBoardOptions:
  52. # Column for storing players passwords salts
  53. mySQLColumnSalt: ''
  54. # Column for storing players groups
  55. mySQLColumnGroup: ''
  56. # -1 means disabled. If you want that only activated players
  57. # can log into your server, you can set here the group number
  58. # of unactivated users, needed for some forum/CMS support
  59. nonActivedUserGroup: -1
  60. # Other MySQL columns where we need to put the username (case-sensitive)
  61. mySQLOtherUsernameColumns: []
  62. # How much log2 rounds needed in BCrypt (do not change if you do not know what it does)
  63. bCryptLog2Round: 10
  64. # phpBB table prefix defined during the phpBB installation process
  65. phpbbTablePrefix: 'phpbb_'
  66. # phpBB activated group ID; 2 is the default registered group defined by phpBB
  67. phpbbActivatedGroupId: 2
  68. # IP Board table prefix defined during the IP Board installation process
  69. IPBTablePrefix: 'ipb_'
  70. # IP Board default group ID; 3 is the default registered group defined by IP Board
  71. IPBActivatedGroupId: 3
  72. # XenForo default group ID; 2 is the default registered group defined by Xenforo
  73. XFActivatedGroupId: 2
  74. # Wordpress prefix defined during WordPress installation
  75. wordpressTablePrefix: 'wp_'
  76. settings:
  77. sessions:
  78. # Do you want to enable the session feature?
  79. # If enabled, when a player authenticates successfully,
  80. # his IP and his nickname is saved.
  81. # The next time the player joins the server, if his IP
  82. # is the same as last time and the timeout hasn't
  83. # expired, he will not need to authenticate.
  84. enabled: false
  85. # After how many minutes should a session expire?
  86. # A player's session ends after the timeout or if his IP has changed
  87. timeout: 10
  88. # Message language, available languages:
  89. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/translations.md
  90. messagesLanguage: 'en'
  91. # Log level: INFO, FINE, DEBUG. Use INFO for general messages,
  92. # FINE for some additional detailed ones (like password failed),
  93. # and DEBUG for debugging
  94. logLevel: 'FINE'
  95. # By default we schedule async tasks when talking to the database. If you want
  96. # typical communication with the database to happen synchronously, set this to false
  97. useAsyncTasks: true
  98. restrictions:
  99. # Can not authenticated players chat?
  100. # Keep in mind that this feature also blocks all commands not
  101. # listed in the list below.
  102. allowChat: false
  103. # Hide the chat log from players who are not authenticated?
  104. hideChat: false
  105. # Allowed commands for unauthenticated players
  106. allowCommands:
  107. - '/login'
  108. - '/register'
  109. - '/l'
  110. - '/reg'
  111. - '/email'
  112. - '/captcha'
  113. # Max number of allowed registrations per IP
  114. # The value 0 means an unlimited number of registrations!
  115. maxRegPerIp: 2
  116. # Minimum allowed username length
  117. minNicknameLength: 3
  118. # Maximum allowed username length
  119. maxNicknameLength: 16
  120. # When this setting is enabled, online players can't be kicked out
  121. # due to "Logged in from another Location"
  122. # This setting will prevent potential security exploits.
  123. ForceSingleSession: true
  124. ForceSpawnLocOnJoin:
  125. # If enabled, every player that spawn in one of the world listed in
  126. # "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful
  127. # authentication. The quit location of the player will be overwritten.
  128. # This is different from "teleportUnAuthedToSpawn" that teleport player
  129. # to the spawnpoint on join.
  130. enabled: false
  131. # WorldNames where we need to force the spawn location
  132. # Case-sensitive!
  133. worlds:
  134. - 'world'
  135. - 'world_nether'
  136. - 'world_the_end'
  137. # This option will save the quit location of the players.
  138. SaveQuitLocation: false
  139. # To activate the restricted user feature you need
  140. # to enable this option and configure the AllowedRestrictedUser field.
  141. AllowRestrictedUser: false
  142. # The restricted user feature will kick players listed below
  143. # if they don't match the defined IP address. Names are case-insensitive.
  144. # Ip addresses support regex expressions (regex:127\.0\.0\..*)
  145. # Example:
  146. # AllowedRestrictedUser:
  147. # - playername;127.0.0.1
  148. # - playername;regex:127\.0\.0\..*
  149. AllowedRestrictedUser: []
  150. # Ban unknown IPs trying to log in with a restricted username?
  151. banUnsafedIP: false
  152. # Should unregistered players be kicked immediately?
  153. kickNonRegistered: false
  154. # Should players be kicked on wrong password?
  155. kickOnWrongPassword: true
  156. # Should not logged in players be teleported to the spawn?
  157. # After the authentication they will be teleported back to
  158. # their normal position.
  159. teleportUnAuthedToSpawn: false
  160. # Can unregistered players walk around?
  161. allowMovement: false
  162. # After how many seconds should players who fail to login or register
  163. # be kicked? Set to 0 to disable.
  164. timeout: 30
  165. # Regex pattern of allowed characters in the player name.
  166. allowedNicknameCharacters: '[a-zA-Z0-9_]*'
  167. # How far can unregistered players walk?
  168. # Set to 0 for unlimited radius
  169. allowedMovementRadius: 100
  170. # Should we protect the player inventory before logging in? Requires ProtocolLib.
  171. ProtectInventoryBeforeLogIn: true
  172. # Should we deny the tabcomplete feature before logging in? Requires ProtocolLib.
  173. DenyTabCompleteBeforeLogin: false
  174. # Should we display all other accounts from a player when he joins?
  175. # permission: /authme.admin.accounts
  176. displayOtherAccounts: true
  177. # Spawn priority; values: authme, essentials, multiverse, default
  178. spawnPriority: 'authme,essentials,multiverse,default'
  179. # Maximum Login authorized by IP
  180. maxLoginPerIp: 2
  181. # Maximum Join authorized by IP
  182. maxJoinPerIp: 2
  183. # AuthMe will NEVER teleport players if set to true!
  184. noTeleport: false
  185. # Regex syntax for allowed chars in passwords
  186. allowedPasswordCharacters: '[\x21-\x7E]*'
  187. # Threshold of the other accounts command, a value less than 2 means disabled.
  188. otherAccountsCmdThreshold: 0
  189. # Command to run when a user has more accounts than the configured threshold.
  190. # Available variables: %playername%, %playerip%
  191. otherAccountsCmd: 'say The player %playername% with ip %playerip% has multiple accounts!'
  192. GameMode:
  193. # Force survival gamemode when player joins?
  194. ForceSurvivalMode: false
  195. unrestrictions:
  196. # Below you can list all account names that AuthMe will ignore
  197. # for registration or login. Configure it at your own risk!!
  198. # This option adds compatibility with BuildCraft and some other mods.
  199. # It is case-insensitive! Example:
  200. # UnrestrictedName:
  201. # - 'npcPlayer'
  202. # - 'npcPlayer2'
  203. UnrestrictedName: []
  204. security:
  205. # Minimum length of password
  206. minPasswordLength: 5
  207. # Maximum length of password
  208. passwordMaxLength: 20
  209. # Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512, WHIRLPOOL,
  210. # MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, XAUTH, JOOMLA, WBB3, WBB4, MD5VB,
  211. # PBKDF2DJANGO, WORDPRESS, ROYALAUTH, CUSTOM (for developers only). See full list at
  212. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md
  213. passwordHash: 'SHA256'
  214. # If a password check fails, AuthMe will also try to check with the following hash methods.
  215. # Use this setting when you change from one hash method to another.
  216. # AuthMe will update the password to the new hash. Example:
  217. # legacyHashes:
  218. # - 'SHA1'
  219. legacyHashes: []
  220. # Salt length for the SALTED2MD5 MD5(MD5(password)+salt)
  221. doubleMD5SaltLength: 8
  222. # Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000
  223. pbkdf2Rounds: 10000
  224. # Prevent unsafe passwords from being used; put them in lowercase!
  225. # You should always set 'help' as unsafePassword due to possible conflicts.
  226. # unsafePasswords:
  227. # - '123456'
  228. # - 'password'
  229. # - 'help'
  230. unsafePasswords:
  231. - '123456'
  232. - 'password'
  233. - 'qwerty'
  234. - '12345'
  235. - '54321'
  236. - '123456789'
  237. - 'help'
  238. registration:
  239. # Enable registration on the server?
  240. enabled: true
  241. # Send every X seconds a message to a player to
  242. # remind him that he has to login/register
  243. messageInterval: 5
  244. # Only registered and logged in players can play.
  245. # See restrictions for exceptions
  246. force: true
  247. # Type of registration: PASSWORD or EMAIL
  248. # PASSWORD = account is registered with a password supplied by the user;
  249. # EMAIL = password is generated and sent to the email provided by the user.
  250. # More info at https://github.com/AuthMe/AuthMeReloaded/wiki/Registration
  251. type: 'PASSWORD'
  252. # Second argument the /register command should take: NONE = no 2nd argument
  253. # CONFIRMATION = must repeat first argument (pass or email)
  254. # EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address
  255. # EMAIL_MANDATORY = for password register: 2nd argument MUST be an email address
  256. secondArg: 'CONFIRMATION'
  257. # Do we force kick a player after a successful registration?
  258. # Do not use with login feature below
  259. forceKickAfterRegister: false
  260. # Does AuthMe need to enforce a /login after a successful registration?
  261. forceLoginAfterRegister: false
  262. # Enable to display the welcome message (welcome.txt) after a login
  263. # You can use colors in this welcome.txt + some replaced strings:
  264. # {PLAYER}: player name, {ONLINE}: display number of online players,
  265. # {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged,
  266. # {WORLD}: player current world, {SERVER}: server name
  267. # {VERSION}: get current bukkit version, {COUNTRY}: player country
  268. useWelcomeMessage: true
  269. # Broadcast the welcome message to the server or only to the player?
  270. # set true for server or false for player
  271. broadcastWelcomeMessage: false
  272. # Should we delay the join message and display it once the player has logged in?
  273. delayJoinMessage: false
  274. # The custom join message that will be sent after a successful login,
  275. # keep empty to use the original one.
  276. # Available variables:
  277. # {PLAYERNAME}: the player name (no colors)
  278. # {DISPLAYNAME}: the player name (with colors)
  279. customJoinMessage: ''
  280. # Should we remove the leave messages of unlogged users?
  281. removeUnloggedLeaveMessage: false
  282. # Should we remove join messages altogether?
  283. removeJoinMessage: true
  284. # Should we remove leave messages altogether?
  285. removeLeaveMessage: true
  286. # Do we need to add potion effect Blinding before login/reigster?
  287. applyBlindEffect: false
  288. # Do we need to prevent people to login with another case?
  289. # If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI
  290. preventOtherCase: true
  291. GroupOptions:
  292. # Enables switching a player to defined permission groups before they log in.
  293. # See below for a detailed explanation.
  294. enablePermissionCheck: false
  295. # This is a very important option: if a registered player joins the server
  296. # AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits.
  297. # You can set up your permission plugin with this special group to have no permissions,
  298. # or only permission to chat (or permission to send private messages etc.).
  299. # The better way is to set up this group with few permissions, so if a player
  300. # tries to exploit an account they can do only what you've defined for the group.
  301. # After login, the player will be moved to his correct permissions group!
  302. # Please note that the group name is case-sensitive, so 'admin' is different from 'Admin'
  303. # Otherwise your group will be wiped and the player will join in the default group []!
  304. # Example: registeredPlayerGroup: 'NotLogged'
  305. registeredPlayerGroup: ''
  306. # Similar to above, unregistered players can be set to the following
  307. # permissions group
  308. unregisteredPlayerGroup: ''
  309. Email:
  310. # Email SMTP server host
  311. mailSMTP: 'smtp.gmail.com'
  312. # Email SMTP server port
  313. mailPort: 465
  314. # Only affects port 25: enable TLS/STARTTLS?
  315. useTls: true
  316. # Email account which sends the mails
  317. mailAccount: ''
  318. # Email account password
  319. mailPassword: ''
  320. # Email address, fill when mailAccount is not the email address of the account
  321. mailAddress: ''
  322. # Custom sender name, replacing the mailAccount name in the email
  323. mailSenderName: ''
  324. # Recovery password length
  325. RecoveryPasswordLength: 8
  326. # Mail Subject
  327. mailSubject: 'Your new AuthMe password'
  328. # Like maxRegPerIP but with email
  329. maxRegPerEmail: 1
  330. # Recall players to add an email?
  331. recallPlayers: false
  332. # Delay in minute for the recall scheduler
  333. delayRecall: 5
  334. # Blacklist these domains for emails
  335. emailBlacklisted:
  336. - '10minutemail.com'
  337. # Whitelist ONLY these domains for emails
  338. emailWhitelisted: []
  339. # Send the new password drawn in an image?
  340. generateImage: false
  341. # The OAuth2 token
  342. emailOauth2Token: ''
  343. Hooks:
  344. # Do we need to hook with multiverse for spawn checking?
  345. multiverse: true
  346. # Do we need to hook with BungeeCord?
  347. bungeecord: false
  348. # Send player to this BungeeCord server after register/login
  349. sendPlayerTo: ''
  350. # Do we need to disable Essentials SocialSpy on join?
  351. disableSocialSpy: false
  352. # Do we need to force /motd Essentials command on join?
  353. useEssentialsMotd: false
  354. Protection:
  355. # Enable some servers protection (country based login, antibot)
  356. enableProtection: false
  357. # Apply the protection also to registered usernames
  358. enableProtectionRegistered: true
  359. # Countries allowed to join the server and register. For country codes, see
  360. # https://dev.bukkit.org/projects/authme-reloaded/pages/countries-codes
  361. # PLEASE USE QUOTES!
  362. countries:
  363. - 'US'
  364. - 'GB'
  365. # Countries not allowed to join the server and register
  366. # PLEASE USE QUOTES!
  367. countriesBlacklist:
  368. - 'A1'
  369. # Do we need to enable automatic antibot system?
  370. enableAntiBot: true
  371. # The interval in seconds
  372. antiBotInterval: 5
  373. # Max number of players allowed to login in the interval
  374. # before the AntiBot system is enabled automatically
  375. antiBotSensibility: 10
  376. # Duration in minutes of the antibot automatic system
  377. antiBotDuration: 10
  378. # Delay in seconds before the antibot activation
  379. antiBotDelay: 60
  380. Purge:
  381. # If enabled, AuthMe automatically purges old, unused accounts
  382. useAutoPurge: false
  383. # Number of days after which an account should be purged
  384. daysBeforeRemovePlayer: 60
  385. # Do we need to remove the player.dat file during purge process?
  386. removePlayerDat: false
  387. # Do we need to remove the Essentials/userdata/player.yml file during purge process?
  388. removeEssentialsFile: false
  389. # World in which the players.dat are stored
  390. defaultWorld: 'world'
  391. # Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge?
  392. removeLimitedCreativesInventories: false
  393. # Do we need to remove the AntiXRayData/PlayerData/player file during purge process?
  394. removeAntiXRayFile: false
  395. # Do we need to remove permissions?
  396. removePermissions: false
  397. Security:
  398. SQLProblem:
  399. # Stop the server if we can't contact the sql database
  400. # Take care with this, if you set this to false,
  401. # AuthMe will automatically disable and the server won't be protected!
  402. stopServer: true
  403. console:
  404. # Remove passwords from console?
  405. removePassword: true
  406. # Copy AuthMe log output in a separate file as well?
  407. logConsole: true
  408. captcha:
  409. # Enable captcha when a player uses wrong password too many times
  410. useCaptcha: false
  411. # Max allowed tries before a captcha is required
  412. maxLoginTry: 5
  413. # Captcha length
  414. captchaLength: 5
  415. # Minutes after which login attempts count is reset for a player
  416. captchaCountReset: 60
  417. tempban:
  418. # Tempban a user's IP address if they enter the wrong password too many times
  419. enableTempban: false
  420. # How many times a user can attempt to login before their IP being tempbanned
  421. maxLoginTries: 10
  422. # The length of time a IP address will be tempbanned in minutes
  423. # Default: 480 minutes, or 8 hours
  424. tempbanLength: 480
  425. # How many minutes before resetting the count for failed logins by IP and username
  426. # Default: 480 minutes (8 hours)
  427. minutesBeforeCounterReset: 480
  428. recoveryCode:
  429. # Number of characters a recovery code should have (0 to disable)
  430. length: 8
  431. # How many hours is a recovery code valid for?
  432. validForHours: 4
  433. # Max number of tries to enter recovery code
  434. maxTries: 3
  435. # How long a player has after password recovery to change their password
  436. # without logging in. This is in minutes.
  437. # Default: 2 minutes
  438. passwordChangeTimeout: 2
  439. emailRecovery:
  440. # Seconds a user has to wait for before a password recovery mail may be sent again
  441. # This prevents an attacker from abusing AuthMe's email feature.
  442. cooldown: 60
  443. # Before a user logs in, various properties are temporarily removed from the player,
  444. # such as OP status, ability to fly, and walk/fly speed.
  445. # Once the user is logged in, we add back the properties we previously saved.
  446. # In this section, you may define how these properties should be handled.
  447. # Read more at https://github.com/AuthMe/AuthMeReloaded/wiki/Limbo-players
  448. limbo:
  449. persistence:
  450. # Besides storing the data in memory, you can define if/how the data should be persisted
  451. # on disk. This is useful in case of a server crash, so next time the server starts we can
  452. # properly restore things like OP status, ability to fly, and walk/fly speed.
  453. # DISABLED: no disk storage,
  454. # INDIVIDUAL_FILES: each player data in its own file,
  455. # DISTRIBUTED_FILES: distributes players into different files based on their UUID, see below
  456. type: 'INDIVIDUAL_FILES'
  457. # This setting only affects DISTRIBUTED_FILES persistence. The distributed file
  458. # persistence attempts to reduce the number of files by distributing players into various
  459. # buckets based on their UUID. This setting defines into how many files the players should
  460. # be distributed. Possible values: ONE, FOUR, EIGHT, SIXTEEN, THIRTY_TWO, SIXTY_FOUR,
  461. # ONE_TWENTY for 128, TWO_FIFTY for 256.
  462. # For example, if you expect 100 non-logged in players, setting to SIXTEEN will average
  463. # 6.25 players per file (100 / 16).
  464. # Note: if you change this setting all data will be migrated. If you have a lot of data,
  465. # change this setting only on server restart, not with /authme reload.
  466. distributionSize: 'SIXTEEN'
  467. # Whether the player is allowed to fly: RESTORE, ENABLE, DISABLE.
  468. # RESTORE sets back the old property from the player.
  469. restoreAllowFlight: 'RESTORE'
  470. # Restore fly speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  471. # RESTORE: restore the speed the player had;
  472. # DEFAULT: always set to default speed;
  473. # MAX_RESTORE: take the maximum of the player's current speed and the previous one
  474. # RESTORE_NO_ZERO: Like 'restore' but sets speed to default if the player's speed was 0
  475. restoreFlySpeed: 'RESTORE_NO_ZERO'
  476. # Restore walk speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  477. # See above for a description of the values.
  478. restoreWalkSpeed: 'MAX_RESTORE'
  479. BackupSystem:
  480. # General configuration for backups: if false, no backups are possible
  481. ActivateBackup: false
  482. # Create backup at every start of server
  483. OnServerStart: false
  484. # Create backup at every stop of server
  485. OnServerStop: true
  486. # Windows only: MySQL installation path
  487. MysqlWindowsPath: 'C:\Program Files\MySQL\MySQL Server 5.1\'
  488. # Converter settings: see https://github.com/AuthMe/AuthMeReloaded/wiki/Converters
  489. Converter:
  490. Rakamak:
  491. # Rakamak file name
  492. fileName: 'users.rak'
  493. # Rakamak use IP?
  494. useIP: false
  495. # Rakamak IP file name
  496. ipFileName: 'UsersIp.rak'
  497. CrazyLogin:
  498. # CrazyLogin database file name
  499. fileName: 'accounts.db'
  500. loginSecurity:
  501. # LoginSecurity: convert from SQLite; if false we use MySQL
  502. useSqlite: true
  503. mySql:
  504. # LoginSecurity MySQL: database host
  505. host: ''
  506. # LoginSecurity MySQL: database name
  507. database: ''
  508. # LoginSecurity MySQL: database user
  509. user: ''
  510. # LoginSecurity MySQL: password for database user
  511. password: ''
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