Without a doubt.
Posts by videogamesm12
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↩ fleshly Actually, I did. Here's the thread that started it: https://forum.totalfreedom.me/d/2000-thread-id-2000
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@"JagWire"#18 Don't you dare disappear on me again.
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Will there be some vote rigging that goes on?
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Quote
↩ Ivan TF has stuck around for almost 11 years around the idea of always giving people OP. Real OP. Not that fake permission shit. And if you take away what the server revolves around, you take away a lot even though it doesn’t seem like it in hindsight. You take away the entire basis of the server.
According to Mark's threads on the Minecraft forum from 2010 - 2011, this is actually untrue. Free-OP did not become a thing until approximately February 2011. Even then, it was completely optional and not something that was absolutely needed to do anything on the server. If anything, removing free-OP returns us to a basis that more closely resembles what the server used to be like more than a decade ago.
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In preparation for a suggestion I will be making regarding how this server gives freedom to take care of a persistent issue that's been plaguing it for years, I decided to attempt an implementation of proper permission nodes in the TotalFreedomMod as a proof of concept.
Technical Details
It was surprisingly easy to get permission nodes for commands. The implementation I came up with is pretty rudimentary. when an instance of a command class has been created, it uses the class's name to create a permission node automatically. When said instance is registered, it sets the automatically-created permission node as the command's permission node. The check for permissions is replaced with a simple sender.hasPermission() check. All of this done in FreedomCommand, so there is usually no need to modify any existing commands to use this new permission system. As a result, anybody who wrote custom commands in a fork of the plugin won't have to worry about having to change them to be compatible with this implementation.
Benefits
- You could use third party plugins like LuckPerms to manage permissions for commands.
- This makes the TotalFreedomMod's command system much more customizable and easy to adjust. Want to give a group of players access to /fuckoff? No need to recompile the plugin, just use /lp group <group name> permission set totalfreedommod.command.fuckoff true. Want to restrict a certain part of a command to a higher rank? No problem, just use /lp group <group name> permission set totalfreedommod.command.<command name>.<portion>. Want to give a specific player access to a command? Easy, just do /lp user <username> permission set totalfreedommod.command.<command>. No need to wait months for a single permission change to a command, just run one command and you're done.
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↩ @'fndndjdnsnsn' Our lord and savior, StevenNL2000.
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Which one?
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Here's a picture of the second coming, predicted to occur sometime in the future.
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I've claimed this thread ID for myself.
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None. He would just say the N word on another forum.
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Can I crash it?
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↩ @'Ryan' Do it.
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This is
pretty radabsolutely epic. It significantly cuts down the build time to 6 seconds. However, I should note that build.properties is not included in the plugin jar the first time you run the build task. Subsequent runs of the task, however, do include it. -
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Correction: 2006.Looks like you fixed it.
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How would you know?