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There's not a one-step solution, but there is one:
Use cServer:ShouldAuthenticate() to query whether the server is in online mode or not, then use cMojangAPI:GetUUIDFromPlayerName() to convert player name to online UUID, or cClientHandle:GenerateOfflineUUID() to convert it to the offline UUID.
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I merged the rewrite branch.
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Notice this is not mentioned or asked...
What about
(No / command) - Requires a player to login
Optional Permission required: login.required
Alternatively you can revoke login.required meaning they do not require a login. this is good for servers that do use traditional Minecraft authentication but share an account with say family members but don't want to give there bro/sis/kids admin access to their server. unless of course login.login does exactly that and if I put it in a higher rank like Operator, any lower rank is not required to login.
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Oh, no that isn't implemented, but isn't a bad idea. I'm not sure if the code is build to do that though. I might have to change allot to make that work.
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01-28-2016, 05:24 AM
(This post was last modified: 01-28-2016, 05:55 AM by NiLSPACE.)
I've messed up. I forgot to make a field a primary key. Now each time you change your password a new row is added. I've fixed it, and made it automagically fix the issue, but people who already changed their password might be back to their previous password.
I suggest that anyone who is using this should re-download. I'll remove the code where it fixes existing databases in a few weeks because it's ugly.
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A few weeks turned out to be a few months. I completely forgot to change the code back. Not that that it matters too much, the code works, but it just was really ugly to keep it that way.