What behaviour is observed?
First of all, there is no bug with the authme plugin, there isn't any. I opened an issue because I don't really understand why, when I give my staff members only a few permissions - for example: Change Password, Force Login, Get IP, Last Login, and See Recent - which are all small authme Admin permissions, they still get access to a huge list of commands when they type /authme.
For example, when they try to use /authme account, it correctly says: "You are not authorized to use this command." So the permission system itself is working correctly and the command is blocked.
However, the problem is that the command is still shown to them in the command tab completion. Among all the plugins I use, Authme is one of the few that behaves this way.
What I would really like is for the subcommands that a staff member does not have permission to use to simply not be shown to them. They should only see the commands they actually have permission to use in the tab completion.
This would be much better because, right now, I can give my staff only a few permissions, but in-game they can still see all of the available commands, even though many of them will not work when they try to use them.
So I wanted to ask if there might be an update in the future that makes the tab completion depend on the commands and permissions available to each player. That would be really great to have.
For reference, I also ran /authme about so you have the exact version information. I am using authmeReloaded version 6.0.1-SNAPSHOT Build 2763, running on the latest Paper 1.16.2 backend, with the latest version of Velocity as the proxy.
Expected behaviour
Staff members should only see the AuthMe subcommands they have permission to use when using /authme and tab completion.
For example, if a staff member only has permissions for Change Password, Force Login, Get IP, Last Login, and See Recent, only those corresponding subcommands should be displayed in the tab completion. Commands such as /authme account, which they are not authorized to use, should not be suggested at all.
The permission system already correctly prevents unauthorized commands from being executed. The expected behaviour is simply for the tab completion to also respect the player's permissions and hide unauthorized subcommands.
To Reproduce
- Install AuthMe Reloaded and a permissions plugin such as LuckPerms.
- Give a non-OP staff member only a few AuthMe admin permissions, for example: Change Password, Force Login, Get IP, Last Login, and See Recent.
- Join the server with that staff account.
- Type
/authme and press Tab.
- AuthMe displays many subcommands in the tab completion, including commands the player does not have permission to use.
- Try to execute one of these unauthorized commands, for example
/authme account.
- AuthMe correctly denies the command and says that the player is not authorized to use it.
The issue is therefore only related to tab completion: unauthorized subcommands are still suggested even though the player cannot execute them.
Plugin list
no
Server Implementation
BungeeCord
Database Implementation
MySQL
AuthMe Version
6.0.1-SNAPSHOT Build 2763
Error log (if applicable)
no
Configuration
no
What behaviour is observed?
First of all, there is no bug with the authme plugin, there isn't any. I opened an issue because I don't really understand why, when I give my staff members only a few permissions - for example: Change Password, Force Login, Get IP, Last Login, and See Recent - which are all small authme Admin permissions, they still get access to a huge list of commands when they type
/authme.For example, when they try to use
/authme account, it correctly says: "You are not authorized to use this command." So the permission system itself is working correctly and the command is blocked.However, the problem is that the command is still shown to them in the command tab completion. Among all the plugins I use, Authme is one of the few that behaves this way.
What I would really like is for the subcommands that a staff member does not have permission to use to simply not be shown to them. They should only see the commands they actually have permission to use in the tab completion.
This would be much better because, right now, I can give my staff only a few permissions, but in-game they can still see all of the available commands, even though many of them will not work when they try to use them.
So I wanted to ask if there might be an update in the future that makes the tab completion depend on the commands and permissions available to each player. That would be really great to have.
For reference, I also ran
/authme aboutso you have the exact version information. I am using authmeReloaded version 6.0.1-SNAPSHOT Build 2763, running on the latest Paper 1.16.2 backend, with the latest version of Velocity as the proxy.Expected behaviour
Staff members should only see the AuthMe subcommands they have permission to use when using
/authmeand tab completion.For example, if a staff member only has permissions for Change Password, Force Login, Get IP, Last Login, and See Recent, only those corresponding subcommands should be displayed in the tab completion. Commands such as
/authme account, which they are not authorized to use, should not be suggested at all.The permission system already correctly prevents unauthorized commands from being executed. The expected behaviour is simply for the tab completion to also respect the player's permissions and hide unauthorized subcommands.
To Reproduce
/authmeand press Tab./authme account.The issue is therefore only related to tab completion: unauthorized subcommands are still suggested even though the player cannot execute them.
Plugin list
no
Server Implementation
BungeeCord
Database Implementation
MySQL
AuthMe Version
6.0.1-SNAPSHOT Build 2763
Error log (if applicable)
no
Configuration
no