Решено Как убрать список игроков на dynmap?

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Syberox

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Как убрать список игроков на dynmap? конфиг ниже


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Код:
# All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/dynmap/

# All map templates are defined in the templates directory
# To use the HDMap very-low-res (2 ppb) map templates as world defaults, set value to vlowres
#   The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and the_end-vlowres.txt
# To use the HDMap low-res (4 ppb) map templates as world defaults, set value to lowres
#   The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and the_end-lowres.txt
# To use the HDMap hi-res (16 ppb) map templates (these can take a VERY long time for initial fullrender), set value to hires
#   The definitions of these templates are in normal-hires.txt, nether-hires.txt, and the_end-hires.txt
# To use the HDMap low-res (4 ppb) map templates, with support for boosting resolution selectively to hi-res (16 ppb), set value to low_boost_hi
#   The definitions of these templates are in normal-low_boost_hi.txt, nether-low_boost_hi.txt, and the_end-low_boost_hi.txt
# To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to vhi-res (32 ppb), set value to hi_boost_vhi
#   The definitions of these templates are in normal-hi_boost_vhi.txt, nether-hi_boost_vhi.txt, and the_end-hi_boost_vhi.txt
# To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to xhi-res (64 ppb), set value to hi_boost_xhi
#   The definitions of these templates are in normal-hi_boost_xhi.txt, nether-hi_boost_xhi.txt, and the_end-hi_boost_xhi.txt
deftemplatesuffix: hires

# Map storage scheme: only uncommoent one 'type' value
#  filetree: classic and default scheme: tree of files, with all map data under the directory indicated by 'tilespath' setting
#  sqlite: single SQLite database file (this can get VERY BIG), located at 'dbfile' setting (default is file dynmap.db in data directory)
#  mysql: MySQL database, at hostname:port in database, accessed via userid with password
#  mariadb: MariaDB database, at hostname:port in database, accessed via userid with password
#  postgres: PostgreSQL database, at hostname:port in database, accessed via userid with password
storage:
  # Filetree storage (standard tree of image files for maps)
  type: filetree
  # SQLite db for map storage (uses dbfile as storage location)
  #type: sqlite
  #dbfile: dynmap.db
  # MySQL DB for map storage (at 'hostname':'port' in database 'database' using user 'userid' password 'password' and table prefix 'prefix'
  #type: mysql
  #hostname: localhost
  #port: 3306
  #database: dynmap
  #userid: dynmap
  #password: dynmap
  #prefix: ""

components:
  - class: org.dynmap.ClientConfigurationComponent
 
  - class: org.dynmap.InternalClientUpdateComponent
    sendhealth: true
    sendposition: true
    allowwebchat: false
    webchat-interval: 5
    hidewebchatip: false
    trustclientname: false
    includehiddenplayers: false
    # (optional) if true, color codes in player display names are used
    use-name-colors: false
    # (optional) if true, player login IDs will be used for web chat when their IPs match
    use-player-login-ip: true
    # (optional) if use-player-login-ip is true, setting this to true will cause chat messages not matching a known player IP to be ignored
    require-player-login-ip: false
    # (optional) block player login IDs that are banned from chatting
    block-banned-player-chat: true
    # Require login for web-to-server chat (requires login-enabled: true)
    webchat-requires-login: false
    # If set to true, users must have dynmap.webchat permission in order to chat
    webchat-permissions: false
    # Limit length of single chat messages
    chatlengthlimit: 256
  #  # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
  #  hideifshadow: 4
  #  # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
  #  hideifundercover: 14
  #  # (Optional) if true, players that are crouching/sneaking will be hidden
    hideifsneaking: false
    # If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
    protected-player-info: false
    # If true, hide players with invisibility potion effects active
    hide-if-invisiblity-potion: true
    # If true, player names are not shown on map, chat, list
    hidenames: false
  #- class: org.dynmap.JsonFileClientUpdateComponent
  #  writeinterval: 1
  #  sendhealth: true
  #  sendposition: true
  #  allowwebchat: true
  #  webchat-interval: 5
  #  hidewebchatip: false
  #  includehiddenplayers: false
  #  use-name-colors: false
  #  use-player-login-ip: false
  #  require-player-login-ip: false
  #  block-banned-player-chat: true
  #  hideifshadow: 0
  #  hideifundercover: 0
  #  hideifsneaking: false
  #  # Require login for web-to-server chat (requires login-enabled: true)
  #  webchat-requires-login: false
  #  # If set to true, users must have dynmap.webchat permission in order to chat
  #  webchat-permissions: false
  #  # Limit length of single chat messages
  #  chatlengthlimit: 256
  #  hide-if-invisiblity-potion: true
  #  hidenames: false
 
  - class: org.dynmap.SimpleWebChatComponent
    allowchat: false
    # If true, web UI users can supply name for chat using 'playername' URL parameter.  'trustclientname' must also be set true.
    allowurlname: false
 
  # Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
  - class: org.dynmap.MarkersComponent
    type: markers
    showlabel: false
    enablesigns: false
    # Default marker set for sign markers
    default-sign-set: markers
    # (optional) add spawn point markers to standard marker layer
    showspawn: true
    spawnicon: world
    spawnlabel: "Spawn"
    # (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
    showofflineplayers: false
    offlinelabel: "Offline"
    offlineicon: offlineuser
    offlinehidebydefault: true
    offlineminzoom: 0
    maxofflinetime: 30
    # (optional) layer for showing player's spawn beds
    showspawnbeds: false
    spawnbedlabel: "Spawn Beds"
    spawnbedicon: bed
    spawnbedhidebydefault: true
    spawnbedminzoom: 0
    spawnbedformat: "%name%'s bed"
    # (optional) Show world border (vanilla 1.8+)
    showworldborder: true
    worldborderlabel: "Border"
  
  - class: org.dynmap.ClientComponent
    type: chat
    allowurlname: false
  - class: org.dynmap.ClientComponent
    type: chatballoon
    focuschatballoons: false
  - class: org.dynmap.ClientComponent
    type: chatbox
    showplayerfaces: false
    messagettl: 5
    # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
    scrollback: 100
    # Optional: set maximum number of lines visible for chatbox
    visiblelines: 10
    # Optional: send push button
    sendbutton: false
  - class: org.dynmap.ClientComponent
    type: playermarkers
    showplayerfaces: false
    showplayerhealth: false
    # If true, show player body too (only valid if showplayerfaces=true
    showplayerbody: false
    # Option to make player faces small - don't use with showplayerhealth
    smallplayerfaces: false
    # Optional - make player faces layer hidden by default
    hidebydefault: true
    # Optional - ordering priority in layer menu (low goes before high - default is 0)
    layerprio: 0
    # Optional - label for player marker layer (default is 'Players')
    label: "Players"
  
  #- class: org.dynmap.ClientComponent
  #  type: digitalclock
  - class: org.dynmap.ClientComponent
    type: link
  
  - class: org.dynmap.ClientComponent
    type: timeofdayclock
    showdigitalclock: true
    #showweather: true
  # Mouse pointer world coordinate display
  - class: org.dynmap.ClientComponent
    type: coord
    label: "Location"
    hidey: false
    show-mcr: false
    show-chunk: false
  
  # Note: more than one logo component can be defined
  #- class: org.dynmap.ClientComponent
  #  type: logo
  #  text: "Dynmap"
  #  #logourl: "images/block_surface.png"
  #  linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
  #  # Valid positions: top-left, top-right, bottom-left, bottom-right
  #  position: bottom-right

  #- class: org.dynmap.ClientComponent
  #  type: inactive
  #  timeout: 1800 # in seconds (1800 seconds = 30 minutes)
  #  redirecturl: inactive.html
  #  #showmessage: 'You were inactive for too long.'
 
  #- class: org.dynmap.TestComponent
  #  stuff: "This is some configuration-value"

# Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
display-whitelist: false

# How often a tile gets rendered (in seconds).
renderinterval: 1

# How many tiles on update queue before accelerate render interval
renderacceleratethreshold: 60

# How often to render tiles when backlog is above renderacceleratethreshold
renderaccelerateinterval: 0.2

# How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
tiles-rendered-at-once: 2

# If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
# from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
# in more competition for CPU resources with other processes
usenormalthreadpriority: true

# Save and restore pending tile renders - prevents their loss on server shutdown or /reload
saverestorepending: true

# Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
save-pending-period: 900

# Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
zoomoutperiod: 30

# Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
initial-zoomout-validate: true

# Default delay on processing of updated tiles, in seconds.  This can reduce potentially expensive re-rendering
# of frequently updated tiles (such as due to machines, pistons, quarries or other automation).  Values can
# also be set on individual worlds and individual maps.
tileupdatedelay: 30

# Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
enabletilehash: true

# Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
#hideores: true

# Optional - enabled BetterGrass style rendering of grass and snow block sides
#better-grass: true

# Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
smooth-lighting: true

# Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
#   false=classic Dynmap lighting curve
use-brightness-table: true

# Optional - render specific block names using the textures and models of another block name: can be used to hide/disguise specific
#  blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
block-alias:
#    "minecraft:quartz_ore": "stone"
#    "diamond_ore": "coal_ore"

# Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100, webp, webp-q75, webp-q80, webp-q85, webp-q90, webp-q95, webp-q100, webp-l),
# Note: any webp format requires the presence of the 'webp command line tools' (cwebp, dwebp) (https://developers.google.com/speed/webp/download)
#
# Has no effect on maps with explicit format settings
image-format: jpg-q90

# If cwebp or dwebp are not on the PATH, use these settings to provide their full path.  Do not use these settings if the tools are on the PATH
# For Windows, include .exe
#
#cwebpPath: /usr/bin/cwebp
#dwebpPath: /usr/bin/dwebp

#  use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
#  correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
#  transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
use-generated-textures: true
correct-water-lighting: true
transparent-leaves: true

# ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
ctm-support: true
# custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
custom-colors-support: true

# Control loading of player faces (if set to false, skins are never fetched)
#fetchskins: false

# Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
#refreshskins: false

# Customize URL used for fetching player skins (%player% is macro for name)
skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"

# Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
#   default is 'newrose' (preserve pre-1.0 maps, rotate rose)
#   'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap)
compass-mode: newnorth
... ограничение в 15к на форуме)
 
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