Permissions or GroupManager

Discussion in 'Bukkit Help' started by Jackson413, Mar 1, 2011.

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    Jackson413

    I'm wondering which one is better in terms of advantages and disadvantages. I'm currently using permissions 2.4, but I'm wondering if GroupManager is better.

    Are you partial to one of the other? Tell me which and why.
     
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    shane3x

    More plugins support Permissions but GroupManager is a lot easier to use. I used to use GM and it worked great, I've swapped over to Permissions because more plugins require it but it doesn't work as well as GM ever did.
     
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    jwideman

    It's unfortunate, because GM has a great ingame interface, but Permissions is winning now that it has TheYeti working on it.
     
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    TheYeti

    Why do people say X "works better" than Y because it does Z when X is not specially designed to do Z. Permissions provides a framework, that is all. It was never planned on having in game commands associated with it aside from reloading the permissions if they get changed. It was designed to provide a framework and an API for other plugins to tie into so that a permissions system can be achieved. It is suppose to be lightweight and flexible, not bloated and bogged down with 900 other commands that have nothing to do with giving plugins access to a permissions api. You don't whine that a MySQL connector API doesn't let you create Oracle databases do you? Plus, if you were to look you would notice that there are actually several plugins that provide an in game system to edit and configure Permissions.
     
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    shane3x

    Could you please provide links for some of these? I looked through plugins.bukkit.org and no-one else seems to be able to recommend any
     
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    jwideman

    As I said, GM has a great ingame interface. What it lacks is support from most plugins, multiworld, and a yeti. ;)
    Having to edit a file - whether by hand or otherwise - and then having to reload that file is just plain awkward when it comes to this sort of thing. Also, unless I missed something, what those plugins can do is very limited.
    When I started with Permissions, someone very helpful created the file for me. When I switched to GroupManager, I was able to start with nothing but * in Admin and add all the permission nodes quickly, easily, and painlessly. This felt infinitely superior. I've never even seen the insides of my data.yml and am baffled that anyone would want to edit it by hand.
    GM is the betamax to your VHS. Enjoy the success of your inferior but far more popular system.
    If you want to win me over though, add ingame commands that can promote/demote members through the groups, temporary permissions, and a mysql option.
    And while I wouldn't complain that a MySQL connector doesn't create Oracle databases, I would complain if it did its job by first writing out a flatfile.
     
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    Blackstorm72

    Meh, they are rather messy in general, GM is nice, Permissions is nice, used them both, but with all the plugins changing sides/giving up permissions entirely/having their own permissions system/errors with yaml/errors that make you have a headache...

    I'd love for Bukkit to import their permissions NOW :) -knowing it will require plugins to hook into the system, at least we'd have some suitable ground to begin with and because its pertained to Bukkit, many plugins would use the system without any serious issues.

    Then again, I could and is likely to be wrong. Nothing is always easy you know ;)
     
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    cjc343

    If GroupManager had supported X-rated plugins, you could have won. Unfortunately for you, a very powerful industry chose, partially by force, to go with the lower content restrictions and willingness to work with anyone due to an inferior user experience.
     
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    cyberbobjr

    It's time for bukkit team to integrate a permissions system into next releases. Because use of 3rd plugin for permissions is crappy : some plugins use a system, some others plugins use another. And we have so many releases for plugins that i can follow all new versions !
    We have :
    - Minecraft server release (hopefully not often but it's visible)
    - CraftBukkit release (we don't know when and what, releases announcements are invisible, no changelog, etc.) It will be better if Bukkit Team can plan Craftbukkit release (once a week or once a month for example)
    - Plugins release, yeah i can't follow, too much, too often :) various format : sometime you have a Jar, sometime a Zip, no information about version inside the archive.

    It will be nice if we can have a list for "must have" plugins, a sort of top ten or something like that. With recommended version. Or a formatted-sheet where each server admin can post their servers : hardware, craftbukkit version, which plugins and which version, and if all is working well.

    Regards.
     
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    jwideman

    @cyberbobjr: there's several issues there.
    1) The only difference between Bukkit and a lot of other non-open source projects is that we have access to every build.
    2) There actually is a changelog for each build if you know where to look.
    3) This is the only project in development I've seen where the majority of users blindly update to each new release the minute it comes out, then harass plugin developers to catch up, only to repeat the cycle an hour later.
    4) The trouble with such lists is that nobody wants to maintain them and they fall way behind.
    5) When minecraft updates, everything goes tits up for awhile. Combine that with the removal of TSLPC, and things are kinda borked. Eventually things settle into a more stable state.
     
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    TnT

    Agreed. It is being worked on. Permissions are done, they just need to sort out a few things with the persistence engine.

    Use recommended builds. They don't come out that often. Plugin devs are encouraged to support the latest RB. If the devs also support the latest build, then everyone is happy.

    Code:
    It will be nice if we can have a list for "must have" plugins
    The plugins you consider a "must have", would not be the plugins I consider to be "must have" plugins. Everyone has a different list of what they think is a "must have". How do you do this without alienating plugin devs, who feel their plugins should be on the list of "must have" plugins, but someone, somewhere, decided it wasn't a "must have" plugin?
     
  12. Indeed, this is the most entertaing lemming behaviour Ive seen for a long time! "Hey, new bukkit out *updating* - awww, nothing works any longer but it CANT BE MY FAULT"! Just awesome
     
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