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AuthMe doesnt teleport players to where they were using "teleportUnAuthedToSpawn"

Open Mmd4J opened this issue 1 year ago • 6 comments

What behaviour is observed?

while option "teleportUnAuthedToSpawn" is enabled it sometimes doesnt teleport players to where they were after successful authentication.

Expected behaviour

Well clearly the option should change the location of player temporarily till they log in so no one can find out their real coordinates by logging into their account but seems this would only teleport them to spawn and would not tp them back to where they were.

To Reproduce

  1. go to config.yml
  2. enable teleportUnAuthedToSpawn
  3. Reload AuthMe/Restart the server
  4. If you log in to the server it wontteleport you to where you were and you'd be on the spawn location again

Plugin list

Skins Restorer AuthMe Reloaded

Server Implementation

Standalone server (no proxy)

Database Implementation

SQLite

AuthMe Version

5.6.0

Error log (if applicable)

No response

Configuration

https://gist.github.com/Mmd4J/c45e7d8b837fb3140fbe2dffc3914380

Mmd4J avatar Jul 02 '24 10:07 Mmd4J

@Mmd4J make sure u enabled SaveQuitLocation: true

Teals53 avatar Jan 22 '25 01:01 Teals53

@Mmd4J make sure u enabled SaveQuitLocation: true

I turned on SaveQuitLocation, but it teleport player to (0, 0, 0) instead of quit location after logging in.

cmdcorp6534 avatar Apr 15 '25 12:04 cmdcorp6534

@Mmd4J make sure u enabled SaveQuitLocation: true

I turned on SaveQuitLocation, but it teleport player to (0, 0, 0) instead of quit location after logging in.

also make sure to check ur cfg for spawn points

Teals53 avatar May 06 '25 20:05 Teals53

@Teals53 How can I use teleportUnAuthedToSpawn on existing servers where SaveQuitLocation was not enabled previously (since its not enabled by default). How can I not ruin life of existing players in this scenario? They would simply not be able to tp back...

Also this option completely breaks not registered players that do not to login at all (eg if registration is not required). This option needs a lot of work and does not work correctly in some scenarios (like, why doesn't it ignore not registered players at all?)

zardoy avatar May 21 '25 06:05 zardoy

https://github.com/AuthMe/AuthMeReloaded/pull/2823

zardoy avatar May 21 '25 06:05 zardoy

I would never understand why there is a whole "quitloc" system that makes a lot of cases where ppl are confused by how it works, like this one. Why don't you just remember the position on player join, tp to spawn or other world, and then tp back?

zardoy avatar May 21 '25 09:05 zardoy