Comments (6)
In fact, I would not want to use a modification of CraftBukkit, and use LegacyMode, but i don't shure if there is a strict necessity of prelogin event override :-(
i try to use your plugin as is if i don't get any success, but my goal is to build system, which can use mysql tables, like AuthMe. If your plugin in legacy will work, i think, i just fork and code it, but it will be great, if you had told me the whole mechanism of Legacy Mode :-)
Now i try to redirect queries from my server to my local webserver, so session.minecraft.net always answer YES and coded one event, just like above
from mixedmodeauth.
In legacy mode, no edits to either the server or client are needed - so yes, the plugin could work without the prelogin event override.
In legacy mode, the following happens:
- client connects to a fake MC login server, with a real or fake name/password.
- the fake MC login server checks if the account is real on the real MC login server, but answers that the login is correct to the client at all times.
- the MC server gets the request to join from the client, and verifies at the fake login server that the login is valid (which it also always answers yes to). The server lets the player join.
- The plugin now contacts the fake login server again, and asks if the player was real or fake. In case of real, nothing happens. In case of fake, they will be asked to login in-game to an account.
You could allow registrations on the fake server for non-MC names, thus completely removing the need to do any in-server checks, but this requires players to either have a real account OR sign up for a fake account on your website before hand.
Of course, in all cases, both server and client need to edit their hosts file to be able to play. The client and server mods I made make this unneccesary, thus are definitely recommended.
I haven't kept up with the latest MC updates, so I'm not sure if they changed the login procedure since. If they have, it'll probably be just a small change to the code to make it work again.
Good luck!
from mixedmodeauth.
So, Is there a need for client to change hosts too? Oo I think only server needs it (MC login server means a CraftBukkit server with rerouted checkserver?)
If yes, so it is easy to support server mod, instead of making client changes they hosts.
btw, are you awailable on skype? i have just addied you (my skype login is wolfsidre)
from mixedmodeauth.
Yes, the client needs changes too, otherwise the login cannot be made securely.
The client will always either need a mod or an edited hosts file, or it will simply not work in a way that cannot be easily circumvented.
Well... I guess you could allow logins on a website, store their IP address, and then not modify the client at all - which means only one user per IP address would be able to login at the same time. Also, this method would mean users with a valid MC account cannot just login with their existing MC account but would need to create an account on your server (which is not needed the way my plugin is meant to work).
I accepted your skype request a while ago. Feel free to leave a message there, or here. Whichever you prefer. I might not always answer quickly, though :-)
from mixedmodeauth.
In your case it seems what only bukkit server needs to change hosts, because it is runs checkserver.jsp check. Does client do some checks or it just "stores" the request to connection on MC login server? I was sure it so
from mixedmodeauth.
Both the client and the server do checks, if either of the two fails, the client aborts instantly.
from mixedmodeauth.
Related Issues (20)
- Block chat to non Auth players HOT 1
- Using this with BukkitModLoaderMP? HOT 2
- Does this authenticate premium users too? HOT 1
- Not loading with Multicraft? HOT 1
- When do you plan to have 1.1 RB? HOT 2
- Unknown command.
- Cannot login in offline mode
- Update? HOT 18
- Is it possible to get more detailed Legacy install instructions? HOT 1
- Creating offline accounts? HOT 1
- Plugins with tekkit? HELP! HOT 6
- Offline vs Online HOT 1
- Essential+MixedModeAuth = Server Fails To Ping HOT 7
- Logged-in offline players' names change when new offline players log in, and players get mixed up in the Bukkit server. HOT 5
- [Request] Whitelist style list of players that require MC.net auth HOT 18
- Isn't working with permissions HOT 5
- Incompatibility with latest Spout? HOT 1
- Client Mod HOT 4
- Issues with the new abp.class HOT 1
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from mixedmodeauth.