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2 changes: 1 addition & 1 deletion auth-authme-package/README.md
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Expand Up @@ -2,7 +2,7 @@

Reference [plugwright](https://github.com/Drownek/plugwright) authentication plugin for a server running AuthMe, or anything else that asks for a password in chat.

On every bot connection — the first bot of a test, a second bot from `createPlayer()`, every `player.rejoin()`, and the `external` mode's admin-bot console — it waits for the server's prompt and answers it. Registration is followed through to the login it triggers, because a command sent between the two is still rejected as unauthenticated.
On every bot connection — the first bot of a test, a second bot from `createPlayer()`, and every `player.rejoin()` — it waits for the server's prompt and answers it. Registration is followed through to the login it triggers, because a command sent between the two is still rejected as unauthenticated.

Microsoft (online-mode) accounts go through the same handshake by default — whether AuthMe still puts up a login wall for a premium account is a server-side setting, not something this plugin assumes. Set `skipOnMicrosoftAccount` if you've confirmed yours doesn't.

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7 changes: 4 additions & 3 deletions auth-authme-package/index.ts
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Expand Up @@ -73,9 +73,10 @@ const isEnabled = (value: boolean | string): boolean => value === true || value

/**
* Reference authentication plugin for a server running AuthMe (or anything with the same
* login/register-by-chat flow). `onPlayerCreate` fires on every bot connection — the initial
* join and every `player.rejoin()` — and on the `external` mode's admin-bot console too, since
* that connects through the exact same `PlayerWrapper.join()` path a test bot does.
* login/register-by-chat flow). The credentials go straight into the runner's plugin configuration, and the runner manages
* the authentication flow. It happens exactly once per bot — on the very first
* join and every `player.rejoin()` — before test code ever gets a chance to see
* the player.
*/
export default definePlugin<AuthAuthmeOptions>({
name: 'authme',
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1 change: 1 addition & 0 deletions auth-authme-package/package-lock.json

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44 changes: 0 additions & 44 deletions console-rcon-package/README.md

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2 changes: 1 addition & 1 deletion docs/api-reference.mdx
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Expand Up @@ -114,7 +114,7 @@ Executes a command from the server console.
</ParamField>

```javascript
server.execute(`give ${player.username} diamond 64`);
await server.execute(`give ${player.username} diamond 64`);
```

## Exported Utilities
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6 changes: 1 addition & 5 deletions docs/custom-modes.mdx
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Expand Up @@ -148,10 +148,6 @@ class VelocityEnvironment implements Environment {
console: true,
consoleOutput: 'responses',
op: true,
freshState: false,
arbitraryUsernames: true,
lifecycle: true,
cleanupStrategy: 'compensating',
};

async setup(session: Session): Promise<void> { /* connect, probe, warm up */ }
Expand All @@ -163,7 +159,7 @@ class VelocityEnvironment implements Environment {
}
```

Capabilities are a promise the runner holds you to. Tests declaring `requires: ['op']` are skipped when you report `op: false`, so report what is true after `setup()` rather than what the build script hoped for. `consoleOutput` is three-valued (`full`, `responses`, `none`) because a console that answers its own commands still cannot show a test the server log.
Capabilities are a promise the runner holds you to. Tests declaring `{ requires: { op: true } }` are skipped when you report `op: false`, so report what is true after `setup()` rather than what the build script hoped for. `consoleOutput` is three-valued (`full`, `responses`, `none`) because a console that answers its own commands still cannot show a test the server log.

`accounts()` and `beforeJoin()` are optional. Returning no pool means every bot gets a throwaway `pw_<rand>` username, which is what `local` does. A pool is also what makes `describe.serial('...', { account: 'pw_0001' })` possible: without one, a block asking for a named account fails rather than running as somebody else.

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