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