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UUID support #113

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Absentee23 opened this issue Dec 24, 2014 · 4 comments
Open

UUID support #113

Absentee23 opened this issue Dec 24, 2014 · 4 comments

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@Absentee23
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I realize it might take a whole rewrite of the plugin, but this sounds like a viable solution to allow full support of purely sign based protection, while supporting UUIDs, what do you think about implementing it?

https://www.reddit.com/r/admincraft/comments/2nz6vt/has_anyone_made_a_tool_that_will_convert/#cmis3k6

@PiLoT-
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PiLoT- commented Dec 30, 2014

does deadbolt need uuid support, the 1.8 build seems to work fine

@Absentee23
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It works fine as far as protecting newer 1.8 blocks, but if a player were to change their name, signs would not update and they would lose access to their chests and other privated stuff. If another player were to get that name after the first player changed it, they would have access to those chests.

The link I posted has a possible solution to saving UUIDs on the signs, and having it display as an easy to read name, allowing the possibility for it to be UUID compatible, and still fairly simple using sign storage rather than a database.

@cindyker
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in 1.8 a sign can reported hold more than what is displayed. If we can add the uuid to the part that doesn't show and have the plugin check for that, we should be able to handle uuid, relatively simply.
There is still the offline player and conversion of old sign issues to think through.

@electronicboy
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It would just be easier to create a username:uuid mapping database, name changes before the update will be broken, but further name changes shouldn't be an issue. Surely this would be one way around the issue without overly complex workarounds?
UUID support is pretty much a major show stopper for many plugins right now, as much as you tell players not to swap their names, they won't listen...

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