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Aug 18th, 2017
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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: 'authme'
  15. # Password to connect to the MySQL database
  16. mySQLPassword: '12345'
  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: 'it'
  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. # Max number of allowed registrations per IP
  112. # The value 0 means an unlimited number of registrations!
  113. maxRegPerIp: 1
  114. # Minimum allowed username length
  115. minNicknameLength: 3
  116. # Maximum allowed username length
  117. maxNicknameLength: 16
  118. # When this setting is enabled, online players can't be kicked out
  119. # due to "Logged in from another Location"
  120. # This setting will prevent potential security exploits.
  121. ForceSingleSession: true
  122. ForceSpawnLocOnJoin:
  123. # If enabled, every player that spawn in one of the world listed in
  124. # "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful
  125. # authentication. The quit location of the player will be overwritten.
  126. # This is different from "teleportUnAuthedToSpawn" that teleport player
  127. # to the spawnpoint on join.
  128. enabled: true
  129. # WorldNames where we need to force the spawn location
  130. # Case-sensitive!
  131. worlds:
  132. - 'Spawn'
  133. - 'Spawn_the_end'
  134. # This option will save the quit location of the players.
  135. SaveQuitLocation: false
  136. # To activate the restricted user feature you need
  137. # to enable this option and configure the AllowedRestrictedUser field.
  138. AllowRestrictedUser: false
  139. # The restricted user feature will kick players listed below
  140. # if they don't match the defined IP address. Names are case-insensitive.
  141. # Ip addresses support regex expressions (regex:127\.0\.0\..*)
  142. # Example:
  143. # AllowedRestrictedUser:
  144. # - playername;127.0.0.1
  145. # - playername;regex:127\.0\.0\..*
  146. AllowedRestrictedUser: []
  147. # Ban unknown IPs trying to log in with a restricted username?
  148. banUnsafedIP: false
  149. # Should unregistered players be kicked immediately?
  150. kickNonRegistered: false
  151. # Should players be kicked on wrong password?
  152. kickOnWrongPassword: true
  153. # Should not logged in players be teleported to the spawn?
  154. # After the authentication they will be teleported back to
  155. # their normal position.
  156. teleportUnAuthedToSpawn: false
  157. # Can unregistered players walk around?
  158. allowMovement: false
  159. # After how many seconds should players who fail to login or register
  160. # be kicked? Set to 0 to disable.
  161. timeout: 30
  162. # Regex pattern of allowed characters in the player name.
  163. allowedNicknameCharacters: '[a-zA-Z0-9_]*'
  164. # How far can unregistered players walk?
  165. # Set to 0 for unlimited radius
  166. allowedMovementRadius: 100
  167. # Should we protect the player inventory before logging in? Requires ProtocolLib.
  168. ProtectInventoryBeforeLogIn: true
  169. # Should we deny the tabcomplete feature before logging in? Requires ProtocolLib.
  170. DenyTabCompleteBeforeLogin: false
  171. # Should we display all other accounts from a player when he joins?
  172. # permission: /authme.admin.accounts
  173. displayOtherAccounts: true
  174. # Spawn priority; values: authme, essentials, multiverse, default
  175. spawnPriority: 'authme,essentials,multiverse,default'
  176. # Maximum Login authorized by IP
  177. maxLoginPerIp: 0
  178. # Maximum Join authorized by IP
  179. maxJoinPerIp: 0
  180. # AuthMe will NEVER teleport players if set to true!
  181. noTeleport: false
  182. # Regex syntax for allowed chars in passwords
  183. allowedPasswordCharacters: '[\x21-\x7E]*'
  184. # Threshold of the other accounts command, a value less than 2 means disabled.
  185. otherAccountsCmdThreshold: 0
  186. # Command to run when a user has more accounts than the configured threshold.
  187. # Available variables: %playername%, %playerip%
  188. otherAccountsCmd: 'say The player %playername% with ip %playerip% has multiple accounts!'
  189. GameMode:
  190. # Force survival gamemode when player joins?
  191. ForceSurvivalMode: false
  192. unrestrictions:
  193. # Below you can list all account names that AuthMe will ignore
  194. # for registration or login. Configure it at your own risk!!
  195. # This option adds compatibility with BuildCraft and some other mods.
  196. # It is case-insensitive! Example:
  197. # UnrestrictedName:
  198. # - 'npcPlayer'
  199. # - 'npcPlayer2'
  200. UnrestrictedName: []
  201. security:
  202. # Minimum length of password
  203. minPasswordLength: 5
  204. # Maximum length of password
  205. passwordMaxLength: 30
  206. # Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512, WHIRLPOOL,
  207. # MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, XAUTH, JOOMLA, WBB3, WBB4, MD5VB,
  208. # PBKDF2DJANGO, WORDPRESS, ROYALAUTH, CUSTOM (for developers only). See full list at
  209. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md
  210. passwordHash: 'SHA256'
  211. # If a password check fails, AuthMe will also try to check with the following hash methods.
  212. # Use this setting when you change from one hash method to another.
  213. # AuthMe will update the password to the new hash. Example:
  214. # legacyHashes:
  215. # - 'SHA1'
  216. legacyHashes: []
  217. # Salt length for the SALTED2MD5 MD5(MD5(password)+salt)
  218. doubleMD5SaltLength: 8
  219. # Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000
  220. pbkdf2Rounds: 10000
  221. # Prevent unsafe passwords from being used; put them in lowercase!
  222. # You should always set 'help' as unsafePassword due to possible conflicts.
  223. # unsafePasswords:
  224. # - '123456'
  225. # - 'password'
  226. # - 'help'
  227. unsafePasswords:
  228. - '123456'
  229. - 'password'
  230. - 'qwerty'
  231. - '12345'
  232. - '54321'
  233. - '123456789'
  234. - 'help'
  235. registration:
  236. # Enable registration on the server?
  237. enabled: true
  238. # Send every X seconds a message to a player to
  239. # remind him that he has to login/register
  240. messageInterval: 5
  241. # Only registered and logged in players can play.
  242. # See restrictions for exceptions
  243. force: true
  244. # Type of registration: PASSWORD or EMAIL
  245. # PASSWORD = account is registered with a password supplied by the user;
  246. # EMAIL = password is generated and sent to the email provided by the user.
  247. # More info at https://github.com/AuthMe/AuthMeReloaded/wiki/Registration
  248. type: 'PASSWORD'
  249. # Second argument the /register command should take: NONE = no 2nd argument
  250. # CONFIRMATION = must repeat first argument (pass or email)
  251. # EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address
  252. # EMAIL_MANDATORY = for password register: 2nd argument MUST be an email address
  253. secondArg: 'CONFIRMATION'
  254. # Do we force kick a player after a successful registration?
  255. # Do not use with login feature below
  256. forceKickAfterRegister: false
  257. # Does AuthMe need to enforce a /login after a successful registration?
  258. forceLoginAfterRegister: false
  259. # Enable to display the welcome message (welcome.txt) after a login
  260. # You can use colors in this welcome.txt + some replaced strings:
  261. # {PLAYER}: player name, {ONLINE}: display number of online players,
  262. # {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged,
  263. # {WORLD}: player current world, {SERVER}: server name
  264. # {VERSION}: get current bukkit version, {COUNTRY}: player country
  265. useWelcomeMessage: true
  266. # Broadcast the welcome message to the server or only to the player?
  267. # set true for server or false for player
  268. broadcastWelcomeMessage: false
  269. # Should we delay the join message and display it once the player has logged in?
  270. delayJoinMessage: false
  271. # The custom join message that will be sent after a successful login,
  272. # keep empty to use the original one.
  273. # Available variables:
  274. # {PLAYERNAME}: the player name (no colors)
  275. # {DISPLAYNAME}: the player name (with colors)
  276. customJoinMessage: ''
  277. # Should we remove the leave messages of unlogged users?
  278. removeUnloggedLeaveMessage: false
  279. # Should we remove join messages altogether?
  280. removeJoinMessage: false
  281. # Should we remove leave messages altogether?
  282. removeLeaveMessage: false
  283. # Do we need to add potion effect Blinding before login/reigster?
  284. applyBlindEffect: false
  285. # Do we need to prevent people to login with another case?
  286. # If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI
  287. preventOtherCase: true
  288. GroupOptions:
  289. # Enables switching a player to defined permission groups before they log in.
  290. # See below for a detailed explanation.
  291. enablePermissionCheck: false
  292. # This is a very important option: if a registered player joins the server
  293. # AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits.
  294. # You can set up your permission plugin with this special group to have no permissions,
  295. # or only permission to chat (or permission to send private messages etc.).
  296. # The better way is to set up this group with few permissions, so if a player
  297. # tries to exploit an account they can do only what you've defined for the group.
  298. # After login, the player will be moved to his correct permissions group!
  299. # Please note that the group name is case-sensitive, so 'admin' is different from 'Admin'
  300. # Otherwise your group will be wiped and the player will join in the default group []!
  301. # Example: registeredPlayerGroup: 'NotLogged'
  302. registeredPlayerGroup: ''
  303. # Similar to above, unregistered players can be set to the following
  304. # permissions group
  305. unregisteredPlayerGroup: ''
  306. Email:
  307. # Email SMTP server host
  308. mailSMTP: 'smtp.gmail.com'
  309. # Email SMTP server port
  310. mailPort: 465
  311. # Only affects port 25: enable TLS/STARTTLS?
  312. useTls: true
  313. # Email account which sends the mails
  314. mailAccount: ''
  315. # Email account password
  316. mailPassword: ''
  317. # Email address, fill when mailAccount is not the email address of the account
  318. mailAddress: ''
  319. # Custom sender name, replacing the mailAccount name in the email
  320. mailSenderName: ''
  321. # Recovery password length
  322. RecoveryPasswordLength: 8
  323. # Mail Subject
  324. mailSubject: 'Your new AuthMe password'
  325. # Like maxRegPerIP but with email
  326. maxRegPerEmail: 1
  327. # Recall players to add an email?
  328. recallPlayers: false
  329. # Delay in minute for the recall scheduler
  330. delayRecall: 5
  331. # Blacklist these domains for emails
  332. emailBlacklisted:
  333. - '10minutemail.com'
  334. # Whitelist ONLY these domains for emails
  335. emailWhitelisted: []
  336. # Send the new password drawn in an image?
  337. generateImage: false
  338. # The OAuth2 token
  339. emailOauth2Token: ''
  340. Hooks:
  341. # Do we need to hook with multiverse for spawn checking?
  342. multiverse: true
  343. # Do we need to hook with BungeeCord?
  344. bungeecord: false
  345. # Send player to this BungeeCord server after register/login
  346. sendPlayerTo: ''
  347. # Do we need to disable Essentials SocialSpy on join?
  348. disableSocialSpy: false
  349. # Do we need to force /motd Essentials command on join?
  350. useEssentialsMotd: false
  351. Protection:
  352. # Enable some servers protection (country based login, antibot)
  353. enableProtection: false
  354. # Apply the protection also to registered usernames
  355. enableProtectionRegistered: true
  356. # Countries allowed to join the server and register. For country codes, see
  357. # https://dev.bukkit.org/projects/authme-reloaded/pages/countries-codes
  358. # PLEASE USE QUOTES!
  359. countries:
  360. - 'US'
  361. - 'GB'
  362. # Countries not allowed to join the server and register
  363. # PLEASE USE QUOTES!
  364. countriesBlacklist:
  365. - 'A1'
  366. # Do we need to enable automatic antibot system?
  367. enableAntiBot: true
  368. # The interval in seconds
  369. antiBotInterval: 5
  370. # Max number of players allowed to login in the interval
  371. # before the AntiBot system is enabled automatically
  372. antiBotSensibility: 10
  373. # Duration in minutes of the antibot automatic system
  374. antiBotDuration: 10
  375. # Delay in seconds before the antibot activation
  376. antiBotDelay: 60
  377. Purge:
  378. # If enabled, AuthMe automatically purges old, unused accounts
  379. useAutoPurge: false
  380. # Number of days after which an account should be purged
  381. daysBeforeRemovePlayer: 60
  382. # Do we need to remove the player.dat file during purge process?
  383. removePlayerDat: false
  384. # Do we need to remove the Essentials/userdata/player.yml file during purge process?
  385. removeEssentialsFile: false
  386. # World in which the players.dat are stored
  387. defaultWorld: 'world'
  388. # Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge?
  389. removeLimitedCreativesInventories: false
  390. # Do we need to remove the AntiXRayData/PlayerData/player file during purge process?
  391. removeAntiXRayFile: false
  392. # Do we need to remove permissions?
  393. removePermissions: false
  394. Security:
  395. SQLProblem:
  396. # Stop the server if we can't contact the sql database
  397. # Take care with this, if you set this to false,
  398. # AuthMe will automatically disable and the server won't be protected!
  399. stopServer: true
  400. console:
  401. # Remove passwords from console?
  402. removePassword: true
  403. # Copy AuthMe log output in a separate file as well?
  404. logConsole: true
  405. captcha:
  406. # Enable captcha when a player uses wrong password too many times
  407. useCaptcha: false
  408. # Max allowed tries before a captcha is required
  409. maxLoginTry: 5
  410. # Captcha length
  411. captchaLength: 5
  412. # Minutes after which login attempts count is reset for a player
  413. captchaCountReset: 60
  414. tempban:
  415. # Tempban a user's IP address if they enter the wrong password too many times
  416. enableTempban: false
  417. # How many times a user can attempt to login before their IP being tempbanned
  418. maxLoginTries: 10
  419. # The length of time a IP address will be tempbanned in minutes
  420. # Default: 480 minutes, or 8 hours
  421. tempbanLength: 480
  422. # How many minutes before resetting the count for failed logins by IP and username
  423. # Default: 480 minutes (8 hours)
  424. minutesBeforeCounterReset: 480
  425. recoveryCode:
  426. # Number of characters a recovery code should have (0 to disable)
  427. length: 8
  428. # How many hours is a recovery code valid for?
  429. validForHours: 4
  430. # Max number of tries to enter recovery code
  431. maxTries: 3
  432. # How long a player has after password recovery to change their password
  433. # without logging in. This is in minutes.
  434. # Default: 2 minutes
  435. passwordChangeTimeout: 2
  436. emailRecovery:
  437. # Seconds a user has to wait for before a password recovery mail may be sent again
  438. # This prevents an attacker from abusing AuthMe's email feature.
  439. cooldown: 60
  440. # Before a user logs in, various properties are temporarily removed from the player,
  441. # such as OP status, ability to fly, and walk/fly speed.
  442. # Once the user is logged in, we add back the properties we previously saved.
  443. # In this section, you may define how these properties should be handled.
  444. # Read more at https://github.com/AuthMe/AuthMeReloaded/wiki/Limbo-players
  445. limbo:
  446. persistence:
  447. # Besides storing the data in memory, you can define if/how the data should be persisted
  448. # on disk. This is useful in case of a server crash, so next time the server starts we can
  449. # properly restore things like OP status, ability to fly, and walk/fly speed.
  450. # DISABLED: no disk storage,
  451. # INDIVIDUAL_FILES: each player data in its own file,
  452. # DISTRIBUTED_FILES: distributes players into different files based on their UUID, see below
  453. type: 'INDIVIDUAL_FILES'
  454. # This setting only affects DISTRIBUTED_FILES persistence. The distributed file
  455. # persistence attempts to reduce the number of files by distributing players into various
  456. # buckets based on their UUID. This setting defines into how many files the players should
  457. # be distributed. Possible values: ONE, FOUR, EIGHT, SIXTEEN, THIRTY_TWO, SIXTY_FOUR,
  458. # ONE_TWENTY for 128, TWO_FIFTY for 256.
  459. # For example, if you expect 100 non-logged in players, setting to SIXTEEN will average
  460. # 6.25 players per file (100 / 16).
  461. # Note: if you change this setting all data will be migrated. If you have a lot of data,
  462. # change this setting only on server restart, not with /authme reload.
  463. distributionSize: 'SIXTEEN'
  464. # Whether the player is allowed to fly: RESTORE, ENABLE, DISABLE.
  465. # RESTORE sets back the old property from the player.
  466. restoreAllowFlight: 'RESTORE'
  467. # Restore fly speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  468. # RESTORE: restore the speed the player had;
  469. # DEFAULT: always set to default speed;
  470. # MAX_RESTORE: take the maximum of the player's current speed and the previous one
  471. # RESTORE_NO_ZERO: Like 'restore' but sets speed to default if the player's speed was 0
  472. restoreFlySpeed: 'RESTORE_NO_ZERO'
  473. # Restore walk speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  474. # See above for a description of the values.
  475. restoreWalkSpeed: 'MAX_RESTORE'
  476. BackupSystem:
  477. # General configuration for backups: if false, no backups are possible
  478. ActivateBackup: false
  479. # Create backup at every start of server
  480. OnServerStart: false
  481. # Create backup at every stop of server
  482. OnServerStop: true
  483. # Windows only: MySQL installation path
  484. MysqlWindowsPath: 'C:\Program Files\MySQL\MySQL Server 5.1\'
  485. # Converter settings: see https://github.com/AuthMe/AuthMeReloaded/wiki/Converters
  486. Converter:
  487. Rakamak:
  488. # Rakamak file name
  489. fileName: 'users.rak'
  490. # Rakamak use IP?
  491. useIP: false
  492. # Rakamak IP file name
  493. ipFileName: 'UsersIp.rak'
  494. CrazyLogin:
  495. # CrazyLogin database file name
  496. fileName: 'accounts.db'
  497. loginSecurity:
  498. # LoginSecurity: convert from SQLite; if false we use MySQL
  499. useSqlite: true
  500. mySql:
  501. # LoginSecurity MySQL: database host
  502. host: ''
  503. # LoginSecurity MySQL: database name
  504. database: ''
  505. # LoginSecurity MySQL: database user
  506. user: ''
  507. # LoginSecurity MySQL: password for database user
  508. password: ''
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