AmkMcAuth
Update:
16-03-2022: AmkMcAuth-v1.5.3 version is out and available for download. If this version is not available on bukkit.org (due to some "technical difficulty" on bukkit.org), you can download it from: https://www.spigotmc.org/resources/amkmcauth.90252/ (Like other plugins).
This version is tested and running on a MC 1.18+ Spigot servers.
This plugin also protects (to some extend, its not a replacement for whitelist) your server against the "Operation Copenheimer" bots/griefers as it adds an extra login/password layer on your server so the bots mark your server as "protected" and not as "open".
See ChangeLog for information on Changes in this version.
Quick info.
AmkMcAuth is Minecraft Vs. 1.15+ , 1.16+, 1.17+, 1.18+, 1.19+ (and 1.20) ready. Works out of the box!
Preface:
AmkMcAuth (Big-Server edition) is a fork/continued RoyalAuth plugin (developed by jkcclemens). Jkcclemens was not updating his plugin and it stopped working at MC-Version 1.9+.
So i took the original sourcecode from jkcclemens and i fixed all the errors that occurred using it on MC 1.9+ servers creating a new version that i named AmkMcAuth.
But, all the credits go to jkcclemens who is the original creator of RoyalAuth i am using as the base for this plugin.
AmkMcAuth is an authentication plugin. It requires players to register their account with a password and use that password to login, adding another layer of security to any server. (If you are using email registration: the player has to register his email address after wich AmkMcAuth sends a random password to that email address so the player can login using that password, and possibly change it afterwards).
You can see it in action (and try it if you like) on my private AmkSoft Linux MineCraftServer
What options has the AmkMcAuth plugin.
This, the "Big-Server" version of AmkMcAuth, contains Email-Registration and MySQL support (larger plugin filesize). The AmkMcAuth(se) (Small-Server) Edition does not have MySQL Support and Email-registration (and the plugin file-size is much smaller).
So, if you have a small server or have a small playerbase then you can use the AmkMcAuth(se) version.
If you have a big server and/or you need MySQL support or Email registration, than you need this "Big-Server" version.
See the config.yml AmkMcAuth config.yml file in the Pages section. This file also has all the options documented.
First-time Install+Setup:
Just drop the plugin in your plugins folder and (re)start the server.
AmkMcAuth works default "out of the box", no special configuration needed, meaning: your players need to register a password (first time) and log in using that password.
Using the Admin commands you can manualy manage players.
Upgrading existing Setup:
You can just drop the plugin in your plugins folder and (re)start the server, but you have te check your existing config.yml and lang/en_us.properties files as there may be missing some entries (check the pages section for details) and you probably have to restart your server when you did some updates to those files.
As of version1.4.3 AmkMcAuth updates your config.yml in place if it finds missing config settings after backing up your previous config.yml file (this removes the comment lines from the config file).
If you are updating to an older version (pre 1.4.3) you have to rename your config.yml manualy, start the server and merge the old and new config.yml files.
Setup MySQL connection:
See the MySQL-SetUp file in the Pages section.
Commands and Permissions:
See the Commands and Permissons files in the Pages section.
Other Language Files:
Language files can be downloaded from the "Pages/lang" section.
SourceCode and Downloads:
The sourcecode can be viewed on github
Metrics:
AmkMcAuth uses bstats.org for collecting anonymous plugin stats:
- Total number of Servers running this plugin
- Total numer of players playing on servers
- Server Online/offline mode
- Mincraft server version
- Plugin version
- Server Core count
- System architecture
- Operating system
- Server location (country)
- Installed Java version
- AmkMcAuth Registered player count%100
- Plugin usage (Options used)
Notes on using AmkMcAuth e-mail:
This plugin uses the SMTP java library written by GermanCoding due its small size.
But, you cannot just use every mailserver, it has to be a SSL/TLS mailsever, like gmail.com .
Review/Usage:
If you see something weird to happen or you want something added, please let me know so i can help you. Also: if you use this plugin, please let me know and leave a 'like', much appreciated. You might even send me some buck's (Donate) so i can enjoy a coffee while updating this plugin :D .
Who donated to me: thank you. I appriciate it. The coffee tasted great.
In reply to IvoryShots77998
Skipping the registration.
The registration is used to create the player profiles including the player password.
Without registration the player cannot login.
If you are using a website to register players you can let the website do the registration by sending the register console command to your Minecraft server. In that case you can disable the register command forcing the players to register using your website.
What do you have in mind so the players can skip the plugin registration as there should be a way to set the players password.
In reply to Forge_User_92118576:
In reply to IvoryShots77998:
The best login plugin!
In reply to IvoryShots77998:
Thank you :D
Its confirmed: AmkMcAuth is MC 1.13 ready. Works out of the box.
Everything is working great! Best auth plugin! Thanks Developer!
In reply to resoluciones67564:
Hi resoluciones67564
Amk, is there any way to avoid creating files inside the userdata folder? So everything can be stored in the mysql? Which is the setting for that?
Thanks!
In reply to resoluciones67564:
In the config.yml there is a setting mysql_filemode:
interval: 10.0
check_old_userdata: false
mysql_filemode: ''
mysql_hostname: 'localhost'
mysql_portnmbr: '3306'
I hope this answers your question.
Grtz.
AmkSoft
In reply to Forge_User_92118576:
Hello Amk, plugin is working great! It's the best auth plugin!
I would like to ask you a question. The vanilla world first spawn point seems to be a little erratic or defective, as players don't login in the exact point at the first login. Do you think you can fix it, adding a "teleport_to_coords_on_first_spawn: x,x,x"?
Let me know!
Thanks!
In reply to resoluciones67564:
I saw that too ones i started a new player. I thought it was a temporary glitch. Thanks for mentioning it.
In reply to resoluciones67564:
In reply to resoluciones67564:
But i made youre suggested fix. On "earlyPlayerJoin" i'm setting the Players coordinates to the MineCraft coordinates if there are no Player coordinates known to AmkMcAuth.
I uploaded the new version (1.4.1). If it is available, can you test is the behaviour is fixed?
Thanks in advaced.
grtz.
AmkSoft
Nice plugin.
One question. Is it possible to disable people from registering?
I need this for a little server were some people can only register at certain times/days etc
In other words, is there a (easy) way to disable "amkauth.register"
In reply to Forge_User_16685227:
You can use the permission-node: amkauth.register and set it to false.
see plugin.yml for help:
permissions:
amkauth.register:
description: Allows use of /register
default: true
You can set this using your permissions plugin,
like using pex:
(users in group disallow command register):
pex group <playergroupname> add -amkauth.register
(users in group allow command register):
pex group playergroupname remove -amkauth.register
Awesome plugin But can you please add if someone types his password wrong to get kick because some authme uncrypted tools can have enough time about 20sec to find the password so they type the password wrong they can get kick.Also if someone already register with the name TrollBot someone else can also register with the name TrOllBot which that can causes exploits and bugs
In reply to Forge_User_55966263:
Hello GramerForever69:
Thank you for your response, youre welcome.
some authme uncrypted tools can have enough time about 20sec to find the password
I'm exactly not sure what you mean by this. AmkMcAuth stores the password encrytped. If a player logs in, that password is also encrytped so it can by compared with the stores encrypted password to see if they are the same (is correct UserId/Password). Kicking a player after a wrong password will not solve this problem. But if some authme unencrypted tools can intercept the keyboard input directly (like keyboard listener) before it is send to AmkMcAuth i can not do much about that.
You could ofcourse set the "kick_if_not_Logged_in_timeout" to a value like 19 seconds, so the player is automaticaly kicked if he did not login before the authme tools can read password after the 20 seconds.
But i probably misunderstood your question. Please let me know :)
I will keep this in mind for the next version (Kick on wrong PassWord)
Also if someone already register with the name TrollBot someone else can also register with the name TrOllBot which that can causes exploits and bugs
I tried this, AmkMcAuth uses UUID's, not PlayerNames. As you can see below, "TrollBot" and "TrOllBot" are not the same player as they are having different UUID's:
>amka getuuid TrollBot
[20:53:39 INFO]: UUID of Player: TrollBot is: 6e0eef3b-fee0-3189-821b-e88b23970779
>amka getuuid TrOllBot
[20:53:50 INFO]: UUID of Player: TrOllBot is: 319ef360-ef87-338f-a3d0-93cdec026885
>
If you are experiencing exploits or bugs, it is not AmkMcAuth (but probably an other plugin that is not using UUID's, but playernames). I'm playing all the time with these UserNames: "User", "user", "USER", "uSer" eg. it never confused AmkMcAuth, no bug, no exploits.
But can you show me where the bugs or exploits occur?, then i can take a deeper look at it.
Grtz.