[Mod] White list [whitelist]

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ShadowNinja
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[Mod] White list [whitelist]

by ShadowNinja » Wed Jan 29, 2014 00:29

This is a simple mod that adds a player white list.

Commands:
  • /whitelist add PlayerName
  • /whitelist remove PlayerName

You can also edit the "whitelist.txt" file in the world directory. (The format is one player name per line)

Supported Minetest versions: 0.4.9+
GitHub: https://github.com/ShadowNinja/whitelist
Download: https://github.com/ShadowNinja/whitelist/archive/master.zip
License: WTFPL
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hoodedice
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by hoodedice » Wed Jan 29, 2014 00:44

Does this kick player on connect?
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
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by ShadowNinja » Wed Jan 29, 2014 00:47

hoodedice wrote:Does this kick player on connect?

No, it uses minetest.register_on_prejoinplayer to disconnect players before they even finish connecting and to give them a proper disconnect reason.
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by Ragnar » Sat Feb 01, 2014 11:31

Good job =)
Are you saying that I put an abnormal brain into a seven and a half foot long, fifty-four inch wide GORILLA?
 

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by Enke » Mon Feb 03, 2014 01:28

Huzzah!
Lush8
ExtraVars for Red Eclipse

<Anarchid> my turn was still the most awesome, yielding all the cripples, two captured paranormals, and death rate of about 30%
<ORCACommander> Anarchid: you need to work harder
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by LuxAtheris » Sat Feb 08, 2014 13:36

This is a good mod.
Very useful.
Believe you can and you’re halfway there.
 

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by BrunoMine » Sat Feb 08, 2014 14:15

works as a notepad?
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by CWz » Thu Apr 03, 2014 09:52

Can you add an option to toggle whitelist mode?
Last edited by CWz on Thu Apr 03, 2014 09:52, edited 1 time in total.
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by ShadowNinja » Thu Apr 03, 2014 15:39

CWz wrote:Can you add an option to toggle whitelist mode?

The whitelist can be enabled and disabled by simply enabling or disabling the mod.
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Re:

by AntumDeluge » Wed Aug 16, 2017 18:15

CWz wrote:Can you add an option to toggle whitelist mode?

I actually think this is a good idea as well. The reason being, I created the Antum sub-game & I added the whitelist mod to it. However, there may be some server owners that want to use my sub-game without the whitelist mod. I think it would be better for them to have the option to enable/disable it, rather that removing it so that updating would be easier.

Nevermind, I didn't read ShadowNinja's response thoroughly:
ShadowNinja wrote:The whitelist can be enabled and disabled by simply enabling or disabling the mod.

Though, I honestly would prefer using a setting in minetest.conf.
 

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Re: Re:

by sofar » Wed Aug 16, 2017 18:40

AntumDeluge wrote:Though, I honestly would prefer using a setting in minetest.conf.


There already is the per-world setting in world.mt, which is more flexible.
 

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Re: Re:

by AntumDeluge » Wed Aug 16, 2017 19:20

sofar wrote:There already is the per-world setting in world.mt, which is more flexible.

How is it more flexible? (honest question, not being sarcastic)

--- Edit ---
Oh, "per-world". That alone should have given me the answer.
Last edited by AntumDeluge on Wed Aug 16, 2017 19:31, edited 2 times in total.
 

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Re: [Mod] White list [whitelist]

by AntumDeluge » Wed Aug 16, 2017 19:26

Created a fork of whitelist.

Differences:
  • Updated to use settings API for Minetest 0.4.16.
  • Adds the following configuration settings:
    • whitelist.enable:
      • Enables/Disables denying access to users not on the whitelist.
      • Disabled by default.
    • whitelist.message:
      • Changes the default message "This server is whitelisted and you are not on the whitelist."

I also sent these changes to ShadowNinja as GitHub pull requests, but I understand if the whitelist.enable setting is not desired in the main branch.

In argument for the configuration setting (though, not a very good one), it would be more flexible with mods that depended on it. But I can't see any reason, at the moment, why a mod would need to depend on it.
Last edited by AntumDeluge on Fri Aug 18, 2017 15:36, edited 1 time in total.
 

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Re: [Mod] White list [whitelist]

by sofar » Wed Aug 16, 2017 19:40

AntumDeluge wrote:[*]Enables/Disables denying access to users not on the whitelist.
[*]Disabled by default.[/list]


Why disabled by default? that doesn't make ... any sense.
 

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Re: [Mod] White list [whitelist]

by AntumDeluge » Wed Aug 16, 2017 22:17

sofar wrote:Why disabled by default? that doesn't make ... any sense.

Because I don't think that most server owners that install my sub-game will want to use a whitelist by default. If it's installed as a standalone mod then enabling it by default does make sense. So perhaps I will set it to enabled & create a branch for sub-games with the opposite default behavior.
 

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Re: [Mod] White list [whitelist]

by AntumDeluge » Wed Aug 16, 2017 22:56

Changed default to enabled & created branch for sub-games that defaults to disabled.
Last edited by AntumDeluge on Fri Aug 18, 2017 15:35, edited 1 time in total.
 

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Re: [Mod] White list [whitelist]

by Linuxdirk » Thu Aug 17, 2017 04:03

Game maintainers should preconfigure nods as they want to use them.

Server management should not be a part of a game anyway.
 

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Re: [Mod] White list [whitelist]

by AntumDeluge » Thu Aug 17, 2017 19:23

Changed behavior to reload whitelist when player joins game. Allows whitelist to be edited while server is running:
whitelist (fork) @ Git commit 5acbf5f

Differences from original:
  • Updated to use settings API for Minetest 0.4.16.
  • Changed license to CC0
  • Whitelist is reloaded when a player joins so can be edited while server is running.
  • Adds the following configuration settings:
    • whitelist.enable:
      • Enables/Disables denying access to users not on the whitelist.
      • Enabled by default (except on subgames branch).
    • whitelist.message:
      • Changes the default message "This server is whitelisted and you are not on the whitelist."
 


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