Migrating data from Names & IPs to UUIDs - solutions?

  • I have previously noted that it is possible to do playerdata by UUIDs, but now we are hitting a roadblock - how would we migrate existing data from names and IPs to UUIDs? Given this affects everyone in the community, I feel I should discuss this here.

  •   FromTimeToTime Some names are registered to accounts that do not exist or aren't registered to an account anymore. I attempted to do some conversion in a fork of the TotalFreedomMod with an older copy of the TotalFreedomMod database (which contained like 4.3K player data entries), which took a long time to complete and produced questionably accurate results.

  •   videogamesm12 So the main problem is, how to handle players, deleted or cracked ones, who don't match a valid online account.


    For instance, PlotSquared deals with this by displaying all invalid owners as "Unknown". The question is, do we want to retain the data for all the unknown players in TFM?


    Additional note: does that mean bans, punishments etc. will finally save the UUID of the player?

    TotalFreedom's Executive Community & Marketing Manager

  • What data exactly are we talking about? I know for example that homes and plots are already stored under UUIDs, and there is no reason to convert existing entries in the punishment log because the file is never read by machines.

  • It angers me that someone un did the uuid work around player data... We solved the issue ages ago.


    In reality the best way to migrate I think from the last time we did it was to do a join check and match on username and then inject the uuid into their database entry on login. If they've already changed username then it's already lost...

    Wild1145

    Network Owner at TotalFreedom

    Managing Director at ATLAS Media Group Ltd.

    Founder & Owner at MastodonApp.UK

  • Quote

    @'Ryan' It angers me that someone un did the uuid work around player data... We solved the issue ages ago.

    The old implementation was not usable: every single time a player joined, the UUID-related code caused a lag spike that was a literal second in length.

  •   StevenNL2000 Not sure why it was that long, it was okay when originally designed. But either way just removing it wasn't really the answer here...

    Wild1145

    Network Owner at TotalFreedom

    Managing Director at ATLAS Media Group Ltd.

    Founder & Owner at MastodonApp.UK

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