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Bezpečnost serveru

Napsal: 09 bře 2012, 13:26
od dadam
93.91.250.103:27666

Zdravím,
napadlo mě spojit potřebné z užitečným.
Nikde zde na forum sem nenašel jak bezpečně zabezpečit server celkově a také proti hackerům,flyhacku apod...
Otázka všechny pluginy doporučujete aby server byl co nejlépe zabezpečen proti hackerům a podvodníkům (těm kteří používají flyhack apod.)?
Myslím pluginy, rady typu "bezpečné heslo" už doufám mám :)

Díky

Re: Bezpečnost serveru

Napsal: 09 bře 2012, 13:47
od Danny796
NoCheat na fly,sneak,nofall atd.
Oberfuscator na X-Ray

Re: Bezpečnost serveru

Napsal: 09 bře 2012, 15:12
od dadam
NoCheat sem měl ale nevěděl jsem jak ho nastavit akorát mě to neskutečně spamovalo.. Pomohl bysi mi ? Popřípadě napsal tvé nastavení ?

Re: Bezpečnost serveru

Napsal: 09 bře 2012, 15:34
od Vojko
NoCheat netreba nejak rozvíjať.
Nastavené to v podstate už je.
Myslíš ten spam v chate ?
To je normálne, vypisuje, čo kto ako ...

Re: Bezpečnost serveru

Napsal: 09 bře 2012, 17:59
od dadam
A dá se to vypnout to vypisování ? Takže ono to zabraňuje hackům aby nefungovali plus to píše ty blbiny ?

Re: Bezpečnost serveru

Napsal: 09 bře 2012, 18:00
od Vojko
Presne tak, zabraňuje to niektorým hackom ich aktivite.
Ten "spam" sa tuším dá vypnúť, ale nemám momentálne pred sebou config, takže mi ho prosím ťa skopíruj.

Re: Bezpečnost serveru

Napsal: 09 bře 2012, 18:05
od dadam
Já NoCheat momentálně na serveru nemám je to config ještě z verze 1.1 myslím že to bude totožné.

Kód: Vybrat vše

# Want to know what these options do? Read at the end of this file.

logging.active = true
logging.prefix = "&4NC&f: "
logging.filename = "nocheat.log"
logging.filelevel = low
logging.consolelevel = high
logging.chatlevel = med

debug.showactivechecks = false
debug.compatibility = true

inventory.preventitemdupe = true
inventory.check = true
inventory.drop.check = true
inventory.drop.timeframe = 20
inventory.drop.limit = 100
inventory.drop.actions.0 = dropLog dropKick

moving.check = true
moving.identifycreativemode = true
moving.runfly.check = true
moving.runfly.walkingspeedlimit = 22
moving.runfly.sprintingspeedlimit = 40
moving.runfly.allowhungrysprinting = false
moving.runfly.jumpheight = 135
moving.runfly.checksneaking = true
moving.runfly.sneakingspeedlimit = 14
moving.runfly.checkswimming = true
moving.runfly.swimmingspeedlimit = 18
moving.runfly.actions.0 = moveLogLowShort moveCancel
moving.runfly.actions.100 = moveLogMedShort moveCancel
moving.runfly.actions.400 = moveLogHighShort moveCancel
moving.runfly.checknofall = true
moving.runfly.nofallmultiplier = 200
moving.runfly.nofallactions.0 = nofallLog nofallDamage
moving.runfly.allowlimitedflying = false
moving.runfly.flyingspeedlimitvertical = 100
moving.runfly.flyingspeedlimithorizontal = 60
moving.runfly.flyingheightlimit = 250
moving.runfly.flyingactions.0 = moveLogLowShort moveCancel
moving.runfly.flyingactions.100 = moveLogMedShort moveCancel
moving.runfly.flyingactions.400 = moveLogHighShort moveCancel
moving.morepackets.check = true
moving.morepackets.actions.0 = morepacketsLow moveCancel
moving.morepackets.actions.30 = morepacketsMed moveCancel
moving.morepackets.actions.60 = morepacketsHigh moveCancel

blockbreak.check = true
blockbreak.reach.check = true
blockbreak.reach.actions.0 = blockbreakCancel
blockbreak.reach.actions.5 = reachLog blockbreakCancel
blockbreak.direction.check = true
blockbreak.direction.checkinstabreakblocks = true
blockbreak.direction.precision = 50
blockbreak.direction.penaltytime = 300
blockbreak.direction.actions.0 = blockbreakCancel
blockbreak.direction.actions.10 = directionLog blockbreakCancel
blockbreak.noswing.check = true
blockbreak.noswing.actions.0 = noswingLog blockbreakCancel

blockplace.check = true
blockplace.reach.check = true
blockplace.reach.actions.0 = blockplaceCancel
blockplace.reach.actions.5 = reachLog blockplaceCancel
blockplace.direction.check = true
blockplace.direction.penaltytime = 100
blockplace.direction.precision = 75
blockplace.direction.actions.0 = blockplaceCancel
blockplace.direction.actions.10 = directionLog blockplaceCancel

chat.check = true
chat.color.check = true
chat.color.actions.0 = colorLog chatCancel
chat.spam.check = true
chat.spam.whitelist = ""
chat.spam.timeframe = 5
chat.spam.limit = 5
chat.spam.actions.0 = spamLog chatCancel
chat.spam.actions.50 = spamLog chatCancel spamkick
chat.empty.check = true
chat.empty.actions.0 = emptyChatLog chatCancel emptyChatKick

fight.check = true
fight.direction.check = true
fight.direction.precision = 75
fight.direction.penaltytime = 500
fight.direction.actions.0 = fightCancel
fight.direction.actions.5 = fightDirectionLogLow fightCancel
fight.direction.actions.20 = fightDirectionLog fightCancel
fight.direction.actions.50 = fightDirectionLogHigh fightCancel
fight.noswing.check = true
fight.noswing.actions.0 = noswingLog fightCancel




# logging.active:
#
#    Should NoCheat related messages get logged at all. Some messages may still appear, e.g. error
#     messages, even if this option is deactivated


# logging.prefix:
#
#    The short text that appears in front of messages by NoCheat. Color codes are &0-&9 and &A-&F


# logging.filename:
#
#    Where logs that go to the logfile are stored. You can have different files for different worlds.


# logging.filelevel:
#
#    What log-level need messages to have to get stored in the logfile. Values are:
#     low: all messages
#     med: med and high messages only
#     high: high messages only
#     off: no messages at all.


# logging.consolelevel:
#
#    What log-level need messages to have to get displayed in your server console. Values are:
#     low: all messages
#     med: med and high messages only
#     high: high messages only
#     off: no messages at all.


# logging.chatlevel:
#
#    What log-level need messages to have to get displayed in the ingame chat. Values are:
#     low: all messages
#     med: med and high messages only
#     high: high messages only
#     off: no messages at all.


# debug.showactivechecks:
#
#    Print to the console an overview of all checks that are enabled when NoCheat gets loaded.


# debug.compatibility:
#
#    Do some voodoo to fix common mistakes of other plugins which interfere with NoCheat.


# inventory.preventitemdupe:
#
#    Close inventories of players before they get teleported between worlds, preventing creation of duplicate items.


# inventory.check:
#
#    If true, do various checks on Inventory related things.


# inventory.drop.check:
#
#    If true, prevent players from dropping too many items in a short timeframe to reduce lag


# inventory.drop.timeframe:
#
#    Over how many seconds should item drops be counted.


# inventory.drop.limit:
#
#    How many seperate items should the player be allowed to drop during that timeframe


# inventory.drop.actions:
#
#    What should be done if a player drops more items than that.
#    Unit is item drops above the limit.


# moving.check:
#
#    If true, do various checks on PlayerMove events.


# moving.identifycreativemode:
#
#    If true, NoCheat will automatically identify if players are in creative mode and will allow them to fly, avoid fall damage etc.


# moving.runfly.check:
#
#    If true, check if a player is walking/sprinting/sneaking/swimming too fast/high.


# moving.runfly.walkingspeedlimit:
#
#    Set the speed limit for moving horizontal under 'normal' conditions.
#    Unit is 1/100 of a block, default is 22.


# moving.runfly.sprintingspeedlimit:
#
#    Set the speed limit for moving horizontal while sprinting.
#    Unit is 1/100 of a block, default is 40.


# moving.runfly.allowhungrysprinting:
#
#    Should players with a food level of less than 6 be allowed to use the builtin sprint-function?


# moving.runfly.jumpheight:
#
#    Set how high a player is allowed to jump.
#    Unit is 1/100 of a block, default is 135.


# moving.runfly.checksneaking:
#
#    Use a seperate speed limit for sneaking players.


# moving.runfly.sneakingspeedlimit:
#
#    Set the speed limit for moving horizontal while sneaking.
#    Unit is 1/100 of a block, default is 14


# moving.runfly.checkswimming:
#
#    Use a seperate speed limit for swimming players.


# moving.runfly.swimmingspeedlimit:
#
#    Set the speed limit for moving horizontal while in water.
#    Unit is 1/100 of a block, default is 18


# moving.runfly.actions:
#
#    What should be done if a player moves faster than the speed limit(s) or jumps higher than allowed.
#    Units are in 1/100 of a block above the limit.


# moving.runfly.checknofall:
#
#    If true, check if a player is avoiding fall damage by using a nofall hack. EXPERIMENTAL! Feedback is appreciated.


# moving.runfly.nofallmultiplier:
#
#    How many percent falldamage should be dealt to the player.
#    NoCheat will almost always underestimate fall damage, using a value bigger than 100 is advised.
#    Unit is percent of the estimated original fall damage, default is 200.


# moving.runfly.nofallactions:
#
#    What should be done if a player is detected as avoiding fall damage.
#    Unit is number of blocks the player fell down.


# moving.runfly.allowlimitedflying:
#
#    If true, instead of doing the above checks for walking/sprinting/swimming/sneaking,
#    allow flying and only limit the flying speed.


# moving.runfly.flyingspeedlimitvertical:
#
#    Set the speed limit for moving vertical while flying.
#    Unit is 1/100 of a block, default is 100.


# moving.runfly.flyingspeedlimithorizontal:
#
#    Set the speed limit for moving horizontal while flying.
#    Unit is 1/100 of a block, default is 60.


# moving.runfly.flyingheightlimit:
#
#    Set the absolute height limit that a player may go to when flying.
#    Unit is number of blocks, default is 500


# moving.runfly.flyingactions:
#
#    What should be done if a player flies faster than the speed limit(s).
#    Units are in 1/100 of a block above the speedlimit.


# moving.morepackets.check:
#
#    If true, check if a player is sending too many 'move-packets' per second. In a normal game, the player won't send more than 22 packets per second.


# moving.morepackets.actions:
#
#    What should be done if a player sends more 'move-packets' than normal.
#    Units are packets per second above the limit.


# blockbreak.check:
#
#    If true, do various checks on BlockBreak events.


# blockbreak.reach.check:
#
#    If true, check if a player is breaking blocks that are too far away.


# blockbreak.reach.actions:
#
#    What should be done if a player is breaking blocks that are too far away.
#    Unit is number of break(attempt)s beyond the limit.


# blockbreak.direction.check:
#
#    If true, check if a player is looking at the block that he's breaking.


# blockbreak.direction.checkinstabreakblocks:
#
#    If true, NoCheat will also check for direction for Instant-Breaking blocks.
#    THIS WILL CAUSE FALSE POSITIVES, when a player keeps his mouse button pressed and moves the mouse fast over the screen.


# blockbreak.direction.precision:
#
#    Define how precise a player has to hit blocks when mining. Lower values mean more precision, higher values less precision.


# blockbreak.direction.penaltytime:
#
#    Define how long after a failed attempt to dig a player will be disallowed to break another block.
#    Unit is milliseconds, default is 300.


# blockbreak.direction.actions:
#
#    What should be done if a player is breaking blocks that are not in his line of sight.
#    Unit is the combined distance in blocks between where the player looked vs. where the block was.


# blockbreak.noswing.check:
#
#    If true, check if a player swung his arm before breaking a block, which he should have done.


# blockbreak.noswing.actions:
#
#    What should be done if a player didn't swing his arm.
#    Unit is number of blockbreaking without armswinging.


# blockplace.check:
#
#    If true, do various checks on BlockPlace events.


# blockplace.reach.check:
#
#    If true, check if a player is placing blocks at locations too far away.


# blockplace.reach.actions:
#
#    What should be done if a player is placing blocks that are too far away.
#    Unit is number of place(attempt)s beyond the limit.


# blockplace.direction.check:
#
#    If true, check if a player is looking at the block that he's placing.


# blockplace.direction.penaltytime:
#
#    Define how long after a failed attempt to place blocks a player will be disallowed to place another block.
#    Unit is milliseconds, default is 100.


# blockplace.direction.precision:
#
#    Define how precise a player has to be when placing blocks. Lower values mean more precision, higher values less precision. Default 75.


# blockplace.direction.actions:
#
#    What should be done if a player is placing blocks that are not in his line of sight.
#    Unit is the combined distance in blocks between where the player looked vs. where the block was.


# chat.check:
#
#    If true, do various checks on PlayerChat events.


# chat.color.check:
#
#    If true, check if a message sent by the player contains color codes.


# chat.color.actions:
#
#    What should be done if a player is trying to send colored messages.
#    "cancel" means in this case that the color codes get removed from the message.
#    Unit is number of colored chat messages sent by the player.


# chat.spam.check:
#
#    If true, check if a player is spamming the chat.


# chat.spam.whitelist:
#
#    A list of messages that should be ignored by the spam check, seperated by ','. All messages/commands starting with one of these will be let through.


# chat.spam.timeframe:
#
#    Over what timeframe (in seconds) should the messages be counted?
#    When the time is over, counting starts at 0 again.


# chat.spam.limit:
#
#    How many messages per timeframe may the player send without it counting as spamming?


# chat.spam.actions:
#
#    What should be done if a player is trying to spam the chat.
#    Unit is number of chat messages above the limit you declared above.


# chat.empty.check:
#
#    If true, check if a player is sending an empty message.


# chat.empty.actions:
#
#    What should be done if a player sends an empty message.
#    Unit is number of empty chat messages sent by the player.


# fight.check:
#
#    If true, do various checks on Events related to fighting.


# fight.direction.check:
#
#    If true, check if a player is really looking at enemies that he attacks.


# fight.direction.precision:
#
#    Set how precise the check should be. If you experience the check to be too zealous, increase this value.
#    If you want to make it tighter, reduce this value. Default is 100.


# fight.direction.penaltytime:
#
#    If a player fails the check, he will be unable to attack for this amount of time (in milliseconds), default is 500.


# fight.direction.actions:
#
#    What should be done if a player attacks entities that are not in his field of view.
#    Unit is sqare root of the distance in blocks between where the enemy was and where the player looked.


# fight.noswing.check:
#
#    If true, check if a player swung his arm before attacking, which he should have done.


# fight.noswing.actions:
#
#    What should be done if a player didn't swing his arm.
#    Unit is number of attacks without armswinging.

Re: Bezpečnost serveru

Napsal: 09 bře 2012, 18:07
od Vojko

Kód: Vybrat vše

logging.chatlevel = med


Tu si stačí pre-nastaviť úroveň.