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Jan 20th, 2019
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  1. DataSource:
  2. # What type of database do you want to use?
  3. # Valid values: SQLITE, MYSQL, POSTGRESQL
  4. backend: MYSQL
  5. # Enable the database caching system, should be disabled on bungeecord environments
  6. # or when a website integration is being used.
  7. caching: false
  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: false
  14. # Username to connect to the MySQL database
  15. mySQLUsername: authme
  16. # Password to connect to the MySQL database
  17. mySQLPassword: ---
  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 passwords salts
  31. mySQLColumnSalt: ''
  32. # Column for storing players emails
  33. mySQLColumnEmail: email
  34. # Column for storing if a player is logged in or not
  35. mySQLColumnLogged: isLogged
  36. # Column for storing if a player has a valid session or not
  37. mySQLColumnHasSession: hasSession
  38. # Column for storing a player's TOTP key (for two-factor authentication)
  39. mySQLtotpKey: totp
  40. # Column for storing the player's last IP
  41. mySQLColumnIp: ip
  42. # Column for storing players lastlogins
  43. mySQLColumnLastLogin: lastlogin
  44. # Column storing the registration date
  45. mySQLColumnRegisterDate: regdate
  46. # Column for storing the IP address at the time of registration
  47. mySQLColumnRegisterIp: regip
  48. # Column for storing player LastLocation - X
  49. mySQLlastlocX: x
  50. # Column for storing player LastLocation - Y
  51. mySQLlastlocY: y
  52. # Column for storing player LastLocation - Z
  53. mySQLlastlocZ: z
  54. # Column for storing player LastLocation - World Name
  55. mySQLlastlocWorld: world
  56. # Column for storing player LastLocation - Yaw
  57. mySQLlastlocYaw: yaw
  58. # Column for storing player LastLocation - Pitch
  59. mySQLlastlocPitch: pitch
  60. # Overrides the size of the DB Connection Pool, default = 10
  61. poolSize: 10
  62. # The maximum lifetime of a connection in the pool, default = 1800 seconds
  63. # You should set this at least 30 seconds less than mysql server wait_timeout
  64. maxLifetime: 1800
  65. ExternalBoardOptions:
  66. # Column for storing players groups
  67. mySQLColumnGroup: ''
  68. # -1 means disabled. If you want that only activated players
  69. # can log into your server, you can set here the group number
  70. # of unactivated users, needed for some forum/CMS support
  71. nonActivedUserGroup: -1
  72. # Other MySQL columns where we need to put the username (case-sensitive)
  73. mySQLOtherUsernameColumns: []
  74. # How much log2 rounds needed in BCrypt (do not change if you do not know what it does)
  75. bCryptLog2Round: 10
  76. # phpBB table prefix defined during the phpBB installation process
  77. phpbbTablePrefix: phpbb_
  78. # phpBB activated group ID; 2 is the default registered group defined by phpBB
  79. phpbbActivatedGroupId: 2
  80. # IP Board table prefix defined during the IP Board installation process
  81. IPBTablePrefix: ipb_
  82. # IP Board default group ID; 3 is the default registered group defined by IP Board
  83. IPBActivatedGroupId: 3
  84. # Xenforo table prefix defined during the Xenforo installation process
  85. XFTablePrefix: xf_
  86. # XenForo default group ID; 2 is the default registered group defined by Xenforo
  87. XFActivatedGroupId: 2
  88. # Wordpress prefix defined during WordPress installation
  89. wordpressTablePrefix: wp_
  90. settings:
  91. sessions:
  92. # Do you want to enable the session feature?
  93. # If enabled, when a player authenticates successfully,
  94. # his IP and his nickname is saved.
  95. # The next time the player joins the server, if his IP
  96. # is the same as last time and the timeout hasn't
  97. # expired, he will not need to authenticate.
  98. enabled: true
  99. # After how many minutes should a session expire?
  100. # A player's session ends after the timeout or if his IP has changed
  101. timeout: 10
  102. # Message language, available languages:
  103. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/translations.md
  104. messagesLanguage: pl
  105. # Forces authme to hook into Vault instead of a specific permission handler system.
  106. forceVaultHook: false
  107. # Log level: INFO, FINE, DEBUG. Use INFO for general messages,
  108. # FINE for some additional detailed ones (like password failed),
  109. # and DEBUG for debugging
  110. logLevel: FINE
  111. # By default we schedule async tasks when talking to the database. If you want
  112. # typical communication with the database to happen synchronously, set this to false
  113. useAsyncTasks: true
  114. # By default we handle the AsyncPlayerPreLoginEvent which makes the plugin faster
  115. # but it is incompatible with any permission plugin not included in our compatibility list.
  116. # If you have issues with permission checks on player join please disable this option.
  117. useAsyncPreLoginEvent: true
  118. restrictions:
  119. # Can not authenticated players chat?
  120. # Keep in mind that this feature also blocks all commands not
  121. # listed in the list below.
  122. allowChat: false
  123. # Hide the chat log from players who are not authenticated?
  124. hideChat: false
  125. # Allowed commands for unauthenticated players
  126. allowCommands:
  127. - /login
  128. - /register
  129. - /l
  130. - /reg
  131. - /email
  132. - /captcha
  133. # Max number of allowed registrations per IP
  134. # The value 0 means an unlimited number of registrations!
  135. maxRegPerIp: 2
  136. # Minimum allowed username length
  137. minNicknameLength: 3
  138. # Maximum allowed username length
  139. maxNicknameLength: 16
  140. # When this setting is enabled, online players can't be kicked out
  141. # due to "Logged in from another Location"
  142. # This setting will prevent potential security exploits.
  143. ForceSingleSession: true
  144. ForceSpawnLocOnJoin:
  145. # If enabled, every player that spawn in one of the world listed in
  146. # "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful
  147. # authentication. The quit location of the player will be overwritten.
  148. # This is different from "teleportUnAuthedToSpawn" that teleport player
  149. # to the spawnpoint on join.
  150. enabled: false
  151. # WorldNames where we need to force the spawn location
  152. # Case-sensitive!
  153. worlds:
  154. - world
  155. - world_nether
  156. - world_the_end
  157. # This option will save the quit location of the players.
  158. SaveQuitLocation: true
  159. # To activate the restricted user feature you need
  160. # to enable this option and configure the AllowedRestrictedUser field.
  161. AllowRestrictedUser: false
  162. # The restricted user feature will kick players listed below
  163. # if they don't match the defined IP address. Names are case-insensitive.
  164. # You can use * as wildcard (127.0.0.*), or regex with a "regex:" prefix regex:127\.0\.0\..*
  165. # Example:
  166. # AllowedRestrictedUser:
  167. # - playername;127.0.0.1
  168. # - playername;regex:127\.0\.0\..*
  169. AllowedRestrictedUser: []
  170. # Ban unknown IPs trying to log in with a restricted username?
  171. banUnsafedIP: false
  172. # Should unregistered players be kicked immediately?
  173. kickNonRegistered: false
  174. # Should players be kicked on wrong password?
  175. kickOnWrongPassword: true
  176. # Should not logged in players be teleported to the spawn?
  177. # After the authentication they will be teleported back to
  178. # their normal position.
  179. teleportUnAuthedToSpawn: true
  180. # Can unregistered players walk around?
  181. allowMovement: false
  182. # After how many seconds should players who fail to login or register
  183. # be kicked? Set to 0 to disable.
  184. timeout: 30
  185. # Regex pattern of allowed characters in the player name.
  186. allowedNicknameCharacters: '[a-zA-Z0-9_]*'
  187. # How far can unregistered players walk?
  188. # Set to 0 for unlimited radius
  189. allowedMovementRadius: 100
  190. # Should we protect the player inventory before logging in? Requires ProtocolLib.
  191. ProtectInventoryBeforeLogIn: true
  192. # Should we deny the tabcomplete feature before logging in? Requires ProtocolLib.
  193. DenyTabCompleteBeforeLogin: false
  194. # Should we display all other accounts from a player when he joins?
  195. # permission: /authme.admin.accounts
  196. displayOtherAccounts: false
  197. # Spawn priority; values: authme, essentials, cmi, multiverse, default
  198. spawnPriority: authme,essentials,multiverse,default
  199. # Maximum Login authorized by IP
  200. maxLoginPerIp: 0
  201. # Maximum Join authorized by IP
  202. maxJoinPerIp: 0
  203. # AuthMe will NEVER teleport players if set to true!
  204. noTeleport: false
  205. # Regex syntax for allowed chars in passwords. The default [!-~] allows all visible ASCII
  206. # characters, which is what we recommend. See also http://asciitable.com
  207. # You can test your regex with https://regex101.com
  208. allowedPasswordCharacters: '[!-~]*'
  209. GameMode:
  210. # Force survival gamemode when player joins?
  211. ForceSurvivalMode: false
  212. unrestrictions:
  213. # Below you can list all account names that AuthMe will ignore
  214. # for registration or login. Configure it at your own risk!!
  215. # This option adds compatibility with BuildCraft and some other mods.
  216. # It is case-insensitive! Example:
  217. # UnrestrictedName:
  218. # - 'npcPlayer'
  219. # - 'npcPlayer2'
  220. UnrestrictedName: []
  221. # Below you can list all inventories names that AuthMe will ignore
  222. # for registration or login. Configure it at your own risk!!
  223. # This option adds compatibility with some mods.
  224. # It is case-insensitive! Example:
  225. # UnrestrictedInventories:
  226. # - 'myCustomInventory1'
  227. # - 'myCustomInventory2'
  228. UnrestrictedInventories: []
  229. security:
  230. # Minimum length of password
  231. minPasswordLength: 5
  232. # Maximum length of password
  233. passwordMaxLength: 30
  234. # Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512,
  235. # MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, XAUTH, JOOMLA, WBB3, WBB4, MD5VB,
  236. # PBKDF2DJANGO, WORDPRESS, ROYALAUTH, ARGON2, CUSTOM (for developers only). See full list at
  237. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md
  238. # If you use ARGON2, check that you have the argon2 c library on your system
  239. passwordHash: SHA256
  240. # If a password check fails, AuthMe will also try to check with the following hash methods.
  241. # Use this setting when you change from one hash method to another.
  242. # AuthMe will update the password to the new hash. Example:
  243. # legacyHashes:
  244. # - 'SHA1'
  245. legacyHashes: []
  246. # Salt length for the SALTED2MD5 MD5(MD5(password)+salt)
  247. doubleMD5SaltLength: 8
  248. # Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000
  249. pbkdf2Rounds: 10000
  250. # Prevent unsafe passwords from being used; put them in lowercase!
  251. # You should always set 'help' as unsafePassword due to possible conflicts.
  252. # unsafePasswords:
  253. # - '123456'
  254. # - 'password'
  255. # - 'help'
  256. unsafePasswords:
  257. - '123456'
  258. - password
  259. - qwerty
  260. - '12345'
  261. - '54321'
  262. - '123456789'
  263. - help
  264. registration:
  265. # Enable registration on the server?
  266. enabled: true
  267. # Send every X seconds a message to a player to
  268. # remind him that he has to login/register
  269. messageInterval: 5
  270. # Only registered and logged in players can play.
  271. # See restrictions for exceptions
  272. force: true
  273. # Type of registration: PASSWORD or EMAIL
  274. # PASSWORD = account is registered with a password supplied by the user;
  275. # EMAIL = password is generated and sent to the email provided by the user.
  276. # More info at https://github.com/AuthMe/AuthMeReloaded/wiki/Registration
  277. type: PASSWORD
  278. # Second argument the /register command should take: NONE = no 2nd argument
  279. # CONFIRMATION = must repeat first argument (pass or email)
  280. # EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address
  281. # EMAIL_MANDATORY = for password register: 2nd argument MUST be an email address
  282. secondArg: CONFIRMATION
  283. # Do we force kick a player after a successful registration?
  284. # Do not use with login feature below
  285. forceKickAfterRegister: false
  286. # Does AuthMe need to enforce a /login after a successful registration?
  287. forceLoginAfterRegister: false
  288. # Enable to display the welcome message (welcome.txt) after a login
  289. # You can use colors in this welcome.txt + some replaced strings:
  290. # {PLAYER}: player name, {ONLINE}: display number of online players,
  291. # {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged,
  292. # {WORLD}: player current world, {SERVER}: server name
  293. # {VERSION}: get current bukkit version, {COUNTRY}: player country
  294. useWelcomeMessage: false
  295. # Broadcast the welcome message to the server or only to the player?
  296. # set true for server or false for player
  297. broadcastWelcomeMessage: false
  298. # Should we delay the join message and display it once the player has logged in?
  299. delayJoinMessage: false
  300. # The custom join message that will be sent after a successful login,
  301. # keep empty to use the original one.
  302. # Available variables:
  303. # {PLAYERNAME}: the player name (no colors)
  304. # {DISPLAYNAME}: the player display name (with colors)
  305. # {DISPLAYNAMENOCOLOR}: the player display name (without colors)
  306. customJoinMessage: ''
  307. # Should we remove the leave messages of unlogged users?
  308. removeUnloggedLeaveMessage: false
  309. # Should we remove join messages altogether?
  310. removeJoinMessage: false
  311. # Should we remove leave messages altogether?
  312. removeLeaveMessage: false
  313. # Do we need to add potion effect Blinding before login/reigster?
  314. applyBlindEffect: false
  315. # Do we need to prevent people to login with another case?
  316. # If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI
  317. preventOtherCase: true
  318. GroupOptions:
  319. # Enables switching a player to defined permission groups before they log in.
  320. # See below for a detailed explanation.
  321. enablePermissionCheck: false
  322. # This is a very important option: if a registered player joins the server
  323. # AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits.
  324. # You can set up your permission plugin with this special group to have no permissions,
  325. # or only permission to chat (or permission to send private messages etc.).
  326. # The better way is to set up this group with few permissions, so if a player
  327. # tries to exploit an account they can do only what you've defined for the group.
  328. # After login, the player will be moved to his correct permissions group!
  329. # Please note that the group name is case-sensitive, so 'admin' is different from 'Admin'
  330. # Otherwise your group will be wiped and the player will join in the default group []!
  331. # Example: registeredPlayerGroup: 'NotLogged'
  332. registeredPlayerGroup: ''
  333. # Similar to above, unregistered players can be set to the following
  334. # permissions group
  335. unregisteredPlayerGroup: ''
  336. Email:
  337. # Email SMTP server host
  338. mailSMTP: smtp.gmail.com
  339. # Email SMTP server port
  340. mailPort: 465
  341. # Only affects port 25: enable TLS/STARTTLS?
  342. useTls: true
  343. # Email account which sends the mails
  344. mailAccount: ''
  345. # Email account password
  346. mailPassword: ''
  347. # Email address, fill when mailAccount is not the email address of the account
  348. mailAddress: ''
  349. # Custom sender name, replacing the mailAccount name in the email
  350. mailSenderName: ''
  351. # Recovery password length
  352. RecoveryPasswordLength: 8
  353. # Mail Subject
  354. mailSubject: Your new AuthMe password
  355. # Like maxRegPerIP but with email
  356. maxRegPerEmail: 1
  357. # Recall players to add an email?
  358. recallPlayers: false
  359. # Delay in minute for the recall scheduler
  360. delayRecall: 5
  361. # Blacklist these domains for emails
  362. emailBlacklisted:
  363. - 10minutemail.com
  364. # Whitelist ONLY these domains for emails
  365. emailWhitelisted: []
  366. # Send the new password drawn in an image?
  367. generateImage: false
  368. # The OAuth2 token
  369. emailOauth2Token: ''
  370. Hooks:
  371. # Do we need to hook with multiverse for spawn checking?
  372. multiverse: true
  373. # Do we need to hook with BungeeCord?
  374. bungeecord: true
  375. # Send player to this BungeeCord server after register/login
  376. sendPlayerTo: ''
  377. # Do we need to disable Essentials SocialSpy on join?
  378. disableSocialSpy: false
  379. # Do we need to force /motd Essentials command on join?
  380. useEssentialsMotd: false
  381. Protection:
  382. # Enable some servers protection (country based login, antibot)
  383. enableProtection: false
  384. # Apply the protection also to registered usernames
  385. enableProtectionRegistered: true
  386. # Countries allowed to join the server and register. For country codes, see
  387. # https://dev.maxmind.com/geoip/legacy/codes/iso3166/
  388. # Use "LOCALHOST" for local addresses.
  389. # PLEASE USE QUOTES!
  390. countries:
  391. - US
  392. - GB
  393. # Countries not allowed to join the server and register
  394. # PLEASE USE QUOTES!
  395. countriesBlacklist:
  396. - A1
  397. # Do we need to enable automatic antibot system?
  398. enableAntiBot: true
  399. # The interval in seconds
  400. antiBotInterval: 5
  401. # Max number of players allowed to login in the interval
  402. # before the AntiBot system is enabled automatically
  403. antiBotSensibility: 10
  404. # Duration in minutes of the antibot automatic system
  405. antiBotDuration: 10
  406. # Delay in seconds before the antibot activation
  407. antiBotDelay: 60
  408. quickCommands:
  409. # Kicks the player that issued a command before the defined time after the join process
  410. denyCommandsBeforeMilliseconds: 1000
  411. Purge:
  412. # If enabled, AuthMe automatically purges old, unused accounts
  413. useAutoPurge: false
  414. # Number of days after which an account should be purged
  415. daysBeforeRemovePlayer: 60
  416. # Do we need to remove the player.dat file during purge process?
  417. removePlayerDat: false
  418. # Do we need to remove the Essentials/userdata/player.yml file during purge process?
  419. removeEssentialsFile: false
  420. # World in which the players.dat are stored
  421. defaultWorld: world
  422. # Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge?
  423. removeLimitedCreativesInventories: false
  424. # Do we need to remove the AntiXRayData/PlayerData/player file during purge process?
  425. removeAntiXRayFile: false
  426. # Do we need to remove permissions?
  427. removePermissions: false
  428. Security:
  429. SQLProblem:
  430. # Stop the server if we can't contact the sql database
  431. # Take care with this, if you set this to false,
  432. # AuthMe will automatically disable and the server won't be protected!
  433. stopServer: true
  434. console:
  435. # Copy AuthMe log output in a separate file as well?
  436. logConsole: true
  437. captcha:
  438. # Enable captcha when a player uses wrong password too many times
  439. useCaptcha: false
  440. # Max allowed tries before a captcha is required
  441. maxLoginTry: 5
  442. # Captcha length
  443. captchaLength: 5
  444. # Minutes after which login attempts count is reset for a player
  445. captchaCountReset: 60
  446. # Require captcha before a player may register?
  447. requireForRegistration: false
  448. tempban:
  449. # Tempban a user's IP address if they enter the wrong password too many times
  450. enableTempban: false
  451. # How many times a user can attempt to login before their IP being tempbanned
  452. maxLoginTries: 10
  453. # The length of time a IP address will be tempbanned in minutes
  454. # Default: 480 minutes, or 8 hours
  455. tempbanLength: 480
  456. # How many minutes before resetting the count for failed logins by IP and username
  457. # Default: 480 minutes (8 hours)
  458. minutesBeforeCounterReset: 480
  459. # The command to execute instead of using the internal ban system, empty if disabled.
  460. # Available placeholders: %player%, %ip%
  461. customCommand: ''
  462. recoveryCode:
  463. # Number of characters a recovery code should have (0 to disable)
  464. length: 8
  465. # How many hours is a recovery code valid for?
  466. validForHours: 4
  467. # Max number of tries to enter recovery code
  468. maxTries: 3
  469. # How long a player has after password recovery to change their password
  470. # without logging in. This is in minutes.
  471. # Default: 2 minutes
  472. passwordChangeTimeout: 2
  473. emailRecovery:
  474. # Seconds a user has to wait for before a password recovery mail may be sent again
  475. # This prevents an attacker from abusing AuthMe's email feature.
  476. cooldown: 60
  477. privacy:
  478. # The mail shown using /email show will be partially hidden
  479. # E.g. (if enabled)
  480. # original email: my.email@example.com
  481. # hidden email: my.***@***mple.com
  482. enableEmailMasking: false
  483. # Minutes after which a verification code will expire
  484. verificationCodeExpiration: 10
  485. # Before a user logs in, various properties are temporarily removed from the player,
  486. # such as OP status, ability to fly, and walk/fly speed.
  487. # Once the user is logged in, we add back the properties we previously saved.
  488. # In this section, you may define how these properties should be handled.
  489. # Read more at https://github.com/AuthMe/AuthMeReloaded/wiki/Limbo-players
  490. limbo:
  491. persistence:
  492. # Besides storing the data in memory, you can define if/how the data should be persisted
  493. # on disk. This is useful in case of a server crash, so next time the server starts we can
  494. # properly restore things like OP status, ability to fly, and walk/fly speed.
  495. # DISABLED: no disk storage,
  496. # INDIVIDUAL_FILES: each player data in its own file,
  497. # DISTRIBUTED_FILES: distributes players into different files based on their UUID, see below
  498. type: INDIVIDUAL_FILES
  499. # This setting only affects DISTRIBUTED_FILES persistence. The distributed file
  500. # persistence attempts to reduce the number of files by distributing players into various
  501. # buckets based on their UUID. This setting defines into how many files the players should
  502. # be distributed. Possible values: ONE, FOUR, EIGHT, SIXTEEN, THIRTY_TWO, SIXTY_FOUR,
  503. # ONE_TWENTY for 128, TWO_FIFTY for 256.
  504. # For example, if you expect 100 non-logged in players, setting to SIXTEEN will average
  505. # 6.25 players per file (100 / 16).
  506. # Note: if you change this setting all data will be migrated. If you have a lot of data,
  507. # change this setting only on server restart, not with /authme reload.
  508. distributionSize: SIXTEEN
  509. # Whether the player is allowed to fly: RESTORE, ENABLE, DISABLE, NOTHING.
  510. # RESTORE sets back the old property from the player. NOTHING will prevent AuthMe
  511. # from modifying the 'allow flight' property on the player.
  512. restoreAllowFlight: RESTORE
  513. # Restore fly speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  514. # RESTORE: restore the speed the player had;
  515. # DEFAULT: always set to default speed;
  516. # MAX_RESTORE: take the maximum of the player's current speed and the previous one
  517. # RESTORE_NO_ZERO: Like 'restore' but sets speed to default if the player's speed was 0
  518. restoreFlySpeed: RESTORE_NO_ZERO
  519. # Restore walk speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  520. # See above for a description of the values.
  521. restoreWalkSpeed: RESTORE_NO_ZERO
  522. BackupSystem:
  523. # General configuration for backups: if false, no backups are possible
  524. ActivateBackup: false
  525. # Create backup at every start of server
  526. OnServerStart: false
  527. # Create backup at every stop of server
  528. OnServerStop: true
  529. # Windows only: MySQL installation path
  530. MysqlWindowsPath: C:\Program Files\MySQL\MySQL Server 5.1\
  531. # Converter settings: see https://github.com/AuthMe/AuthMeReloaded/wiki/Converters
  532. Converter:
  533. Rakamak:
  534. # Rakamak file name
  535. fileName: users.rak
  536. # Rakamak use IP?
  537. useIP: false
  538. # Rakamak IP file name
  539. ipFileName: UsersIp.rak
  540. CrazyLogin:
  541. # CrazyLogin database file name
  542. fileName: accounts.db
  543. loginSecurity:
  544. # LoginSecurity: convert from SQLite; if false we use MySQL
  545. useSqlite: true
  546. mySql:
  547. # LoginSecurity MySQL: database host
  548. host: ''
  549. # LoginSecurity MySQL: database name
  550. database: ''
  551. # LoginSecurity MySQL: database user
  552. user: ''
  553. # LoginSecurity MySQL: password for database user
  554. password: ''
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