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平台: velocity
标签: management
Complete Velocity authentication plugin with intelligent nickname protection, premium auto-login, and secure offline player management.
VeloAuth is a comprehensive authentication system for Velocity proxy that handles all player authorization before they reach your backend servers. It works with any limbo server to provide a smooth login experience while protecting nickname ownership through intelligent conflict resolution.
pvp.server.com) and are properly routed to their intended server after authentication/login, /register) are completely hidden from tab-completion once the player is logged in/vauth conflicts/login, cracked players go through BCrypt-hashed registration.If you only run a single backend server (Paper/Spigot/Folia) without a proxy, you don't need VeloAuth — use a backend-side auth plugin instead.
VeloAuth ships three sensible operating modes. Pick one based on how strict you want nickname-theft protection to be. All settings live under premium: in plugins/VeloAuth/config.yml.
premium:
check-enabled: true
allow-cracked-on-premium-nicks: false
/login prompt); cracked players go through /register + BCrypt; premium nicknames are reserved for their Mojang owners.premium:
check-enabled: false
PREMIUM_UUIDS, every player forced into offline mode with deterministic offline UUID. All registrations go through /register.PREMIUMUUID record will be downgraded to offline UUID. Nickname-theft protection no longer exists; whoever registers a nickname first owns it.premium:
check-enabled: true
allow-cracked-on-premium-nicks: true
PREMIUMUUID) keep their premium UUID and skip /login. Cracked clients can register a premium-looking nickname if it's not yet in the database./vauth conflicts).| If you want… | Use profile |
|---|---|
| Strongest protection, premium UUIDs preserved | 1 — Mixed strict |
| No Mojang contact at all, fully cracked | 2 — Cracked-only |
| Accept everyone, premium nicks not reserved | 3 — Permissive mixed |
There is no profile that "gives premium owners premium UUID and lets cracked clients on the same nickname through" — that requires a Velocity API feature that does not exist yet.
See CHANGELOG.md for release-by-release notes, upgrade instructions, and breaking-behavior callouts.
plugins/ folderconfig.yml fileplugins/VeloAuth/config.ymlNote: Floodgate support is disabled by default. Enable it only if you actually use Geyser/Floodgate.
Configure your velocity.toml with your limbo/auth server and backend servers:
[servers]
limbo = "127.0.0.1:25566" # Auth/limbo server (NanoLimbo, LOOHP/Limbo, etc.)
lobby = "127.0.0.1:25565" # Typical backend server
survival = "127.0.0.1:25567" # Another backend server
try = ["lobby", "survival"] # Order matters. Do NOT put 'limbo' here.
[forced-hosts]
# VeloAuth fully respects Velocity's forced hosts!
# Players connecting via this IP will be sent to limbo to login,
# and then seamlessly transferred to 'survival' instead of 'lobby'.
"survival.example.com" = ["survival"]
Important: The try configuration controls where authenticated players are redirected by default. VeloAuth automatically skips the limbo server and selects the first available backend server, unless the player used a forced-host domain, in which case they are natively routed to their intended destination!
Minimal auth server configuration in plugins/VeloAuth/config.yml:
language: en
# Built-in language codes: "en", "pl", "si", "ru", "tr", "fr", "de", "fi", "zh_cn", "zh_hk", "ja", "hi", "vi", "ko", "th", "id", "pt_br"
auth-server:
server-name: limbo
# Seconds before an unauthenticated player is kicked from the auth server.
# Set to 0 to disable the kick (player can stay on auth/limbo indefinitely).
timeout-seconds: 300
Default policy is length-only (8–72 chars) — friendly for casual servers, backward-compatible with LimboAuth. If a player sets a weak password under default rules, that's on them. Enable stricter rules only when you actually need them.
security:
min-password-length: 8
max-password-length: 72
# All counters default to 0 = no extra constraint.
# Set any to >0 to require that many characters of the given class.
password-policy:
min-digits: 0 # 0 = off, e.g. 1 = require at least one digit
min-uppercase: 0 # 0 = off, e.g. 1 = require at least one uppercase letter
min-lowercase: 0 # 0 = off, e.g. 1 = require at least one lowercase letter
min-special: 0 # 0 = off, e.g. 1 = require at least one special character
# (special = anything that is NOT a letter or digit)
Profiles you can copy in:
| Profile | digits | upper | lower | special | When to use |
|---|---|---|---|---|---|
| Relaxed (default) | 0 | 0 | 0 | 0 | Casual SMP, friendly servers, lobby networks |
| Standard | 1 | 1 | 1 | 0 | Mid-sized servers with staff accounts |
| Strict | 1 | 1 | 1 | 1 | Servers with economy/premium tiers or regulated regions |
Counters apply on top of min-password-length. Validation error messages (validation.password.needs_digit/upper/lower/special) are localized to all 17 supported languages.
If your setup runs DiscordSRV or another plugin that kicks players before VeloAuth's backend-wait flow finishes, you can silence the in-chat "Waiting for a server…" notifications without forking the plugin: open the language file under plugins/VeloAuth/lang/messages_<lang>.properties and set the keys to empty values:
connection.waiting_for_server=
connection.error.no_servers=
Empty value = sendMessage is suppressed; logs are still written. Backend transfer retries continue regardless.
Built-in language codes you can copy directly into config:
| Code | Language |
|---|---|
en |
English |
pl |
Polish |
si |
Slovenian |
ru |
Russian |
tr |
Turkish |
fr |
French |
de |
German |
fi |
Finnish |
zh_cn |
Chinese Simplified |
zh_hk |
Chinese Traditional (Hong Kong) |
ja |
Japanese |
hi |
Hindi |
vi |
Vietnamese |
ko |
Korean |
th |
Thai |
id |
Indonesian |
pt_br |
Brazilian Portuguese |
Optional Floodgate integration:
floodgate:
enabled: true
username-prefix: "."
bypass-auth-server: true
Keep the Floodgate prefix aligned with your proxy-side Floodgate configuration.
VeloAuth posts Discord webhook alerts when premium-resolver failure rates breach a threshold. Wired through PremiumResolverAlertService and triggered on every Mojang/Ashcon resolver attempt.
alerts:
enabled: true # master switch; false disables all alerting
discord:
enabled: true
webhook-url: "https://discord.com/api/webhooks/.../..."
failure-rate-threshold: 0.5 # alert when ≥50% of resolutions fail
min-requests-for-alert: 10 # don't alert until at least N attempts in the window
check-interval-minutes: 5 # rolling metric window
alert-cooldown-minutes: 30 # minimum gap between two alerts
Supported: H2 (out-of-box), MySQL, PostgreSQL, SQLite
| Command | Description | Restrictions |
|---|---|---|
/register <password> <confirm> |
Create new account | Hidden after login. No premium nicknames |
/login <password> |
Login to your account | Hidden after login. Works for all players |
/changepassword <old> <new> |
Change your password | Must be logged in |
/2fa setup |
Enroll a TOTP authenticator (see 2FA.md) | Must be logged in. Disabled when two-factor.enabled: false |
/2fa verify <code> |
Confirm enrollment OR pass 2FA at login | — |
/2fa disable <code> |
Disable 2FA on your account | Requires a valid code |
/2fa qr / /2fa status |
Re-show QR / show 2FA status | Must be logged in |
| Command | Permission | Description |
|---|---|---|
/unregister <nickname> |
veloauth.admin |
Remove player account (resolves conflicts) |
/vauth reload |
veloauth.admin |
Reload configuration |
/vauth cache-reset [player] |
veloauth.admin |
Clear authorization cache |
/vauth stats |
veloauth.admin |
Show plugin statistics |
/vauth conflicts |
veloauth.admin |
List nickname conflicts |
/vauth 2fa-remove <nickname> |
veloauth.admin |
Recovery: wipe a player's 2FA token (see 2FA.md) |
try configurationConnect → [In-memory cache] → [Database cache] → [Mojang/Ashcon API]
~0ms ~1ms ~200-500ms
All API calls run in parallel on virtual threads. Results are cached in the database and survive proxy restarts.
When a premium player logs in with a different username than what is stored (Mojang account rename), VeloAuth automatically detects the mismatch and updates the database record, keeping the UUID-to-username mapping accurate without any admin intervention.
Q: A cracked player tries to join with a premium nickname and gets "You are not logged into your Minecraft account."
This is VeloAuth actively enforcing nickname-theft protection, not Velocity's own online-mode check. When premium detection finds the nickname in Mojang's database and no record exists in VeloAuth's DB yet, VeloAuth calls Velocity's PreLoginComponentResult.forceOnlineMode() — which forces Mojang session-server auth regardless of online-mode = false in velocity.toml. A cracked client cannot pass that handshake and gets kicked.
If your server explicitly accepts cracked players on premium nicknames, you have three options:
premium.allow-cracked-on-premium-nicks: true in plugins/VeloAuth/config.yml. Premium nicks with no DB record will be forced into offline mode so a cracked client can register first. Premium owners returning to a nickname that's already registered as premium still get the normal Mojang handshake.premium.check-enabled: false. Removes nickname-theft protection for all nicks — every connection is forced offline./register before the premium owner tries to join. The existing nickname-conflict path then routes that nickname to offline mode automatically.Important trade-off for options 1 and 2: once a premium nickname is registered as offline in VeloAuth, the real Mojang owner can no longer take it back automatically — they will hit the nickname-conflict flow.
Q: The Failed to transfer player X: TextComponentImpl{content="...", style=StyleImpl{...}} spam in logs is gone — anything I need to do?
No action needed. VeloAuth 1.2.0+ renders kick reasons as plain text via KickReasonRenderer. Log lines now read e.g. Failed to transfer player Alice to server lobby (Status: CONNECTION_CANCELLED): You must link your Discord account to play.
Q: My language: en config still shows Polish strings in some logs.
Fixed in 1.2.0 — all operator-facing log messages and exception strings are now English regardless of language setting. The language key only controls player-facing messages.
Q: "Database not connected" right after Velocity startup.
Fixed in 1.2.0 — health check runs once synchronously before the 30s scheduler kicks in. The isConnected() gate used by admin commands now reflects pool state (initialized + not shut down) rather than waiting for the first health check.
VeloAuth is 100% compatible with LimboAuth databases:
Contributions are welcome! Please open an issue or PR on GitHub.
Need help? Found a bug? Open an issue on GitHub or join our Discord server.
This project is licensed under the MIT License - see the LICENSE file for details.
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