Inactive [SEC] AntiXRay v0.6.10 - protecting ore from XRay mod and transparent texturepacks [1000]

Discussion in 'Inactive/Unsupported Plugins' started by asdaarg, Apr 11, 2011.

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    Reporting Errors the follow things have to be mentioned:
    • CB Version and AXR version
    • Whether you started the AXR version with a fresh ore file or not (doing /axr off before upgrade)
    • If not, since what version you've been using the same ore file.
    • If you get any errors in console, check the debug.log for "Error"s and "Warning"s. and post those.

    Upcoming features for 0.7:
    - AXR Chest chest hiding feature developed by MrSelfDestrukt
    - New advanced visibility test (almost done, only need to test it now and decide whether its going to replace or be an alternative to the original light based test) Details here and here


    AntiXRay hides ores from players by turning them into stone until they have been exposed, thus making it impossible for any client side hacks to detect them, as their location is not sent to the client.

    Backup your world(s) I cannot guarantee that ore doesn't disappear from them due to this plugin. Even if you did not backup, there is a foolproof solution here. If you decide to uninstall, type /axr off, and not delete the ore data file before your ore is restored unless your intention is to strip your worlds from ore.

    If you upgrade from 0.5.21 it is recommended that you do /axr off first flush out errors from the ore file. If you do not have enough RAM, you can do this in steps using 0.6.9 but you need to set lenient=true in the config file to allow the file to be loaded
    NSCommand <-- Required
    Source and old versions

    - Specify what ores to hide(works with non ore blocks too as long as they don't use data values or extra data such as chests and signs (use some chest locking plugin for keeping your chests from xrayers)
    - Multi world support
    - Permissions support
    - Stores ore data in binary files (one per world) and only keeps data about loaded chunks in physical memory. It is on average 400 bytes per chunk in and guesstimatedly around 450 in physical memory, so it is reasonably small, but some people might play on huge worlds and want to conserve memory.
    - Saves data about chunks immediately on any changes (they are assumed to be by far sufficciently rare that any performance is won by buffering is neglible. As such it also prevents potential ore duplication on server crashes)
    - chunk and world statistics
    - ingame map of loaded chunks
    - background processes that does not freeze the server
    - dump ore statistics into file and compare them to see the changes in ore content.
    - lots of configuration options

    Ores will become visible under any of these circumstances:
    - A surrounding block is lit by torch and player is within the chunk or adjacent chunk and within 16 blocks to player on Y axis.
    - A surrounding block is lit by a third block broken falling or removed by explosion and player is within the chunk or adjacent chunk and within 16 blocks to player on Y axis (occurs once every 2 seconds, but configurable).
    - A surrounding block is broken or falls or removed by explosion
    - A surrounding block is changed by another plugin (can be cpu intensive if you worldedit a big area for instance - might do a workaround for this)

    Current Limitations:
    - Ores at light level above pitch black on chunk generation will not be hidden e.g. near lava or surface cave entrances.
    - Ores will not be found exploring caves in pitch black (who does that anyway?) These two limitations was to allow a light based visibility test that relies on a test already built into the server, thus avoiding extra performance overhead as well as headache of coding it myself. Despite these limitations, AntiXRay should make it far beyond pointless to search for ores using XRay or transparent textures.
    - Gravel and sand dropping on chunk generation may expose ore. This is assumed to be rare enough to have neglible effect.
    - The data file will not repack itself. The ratio between generated ore and mined ore is assumed to be very high, and the file size is considerably small but nonetheless, should you want to "repack" it, just turn axr off and on and the new file will be smaller excluding the gaps between chunk entries. But again, do some basic math and count the amount of ore blocks mined in total, multiply that by 2 bytes. After a month of mining 10000 ore blocks, you shaved 20k off that 3M file.
    - If you place a torch there is a tiny delay as seen in the video due to client side prediction and lag between the time the info of the ore to get back to the client from the server. This can seem unnatural so I might make a better vision test later that doesn't rely on light. However it would be more expensive in terms of cpu cycles.
    - If you have a slow server or a lot of players, you might want to remove coal from the config list. It speeds it up at least 200%. There are some optimizations I can do that I might add later that will speed up things further.


    /axr on - hides all unlit ore
    /axr off - reveals all hidden ore (and deletes the data file!)
    /axr on <world> - hides all unlit ore in specified world
    /axr off <world> - restores ore in specified world
    /axr worlds - world statistics
    /axr chunk - chunk statistics at chunk player is on
    /axr chunk <x> <z> - chunk statistics at specified chunk
    /axr map -shows map of loaded chunks in current world
    /axr map <world> -shows map of loaded chunks in specific world
    /axr map <zoom>
    /axr map <world> <zoom>
    /axr map <x> <z>
    /axr map <world> <x> <z>
    /axr map <zoom> <x> <z>
    /axr map <world> <zoom> <x> <z>
    /axr show
    /axr show <world>
    /axr hide
    /axr hide <world>
    /axr dump <world> <file>
    /axr diff <filein1> <filein2> <fileout>
    /axr gen <world> <x1> <z1> <x2> <z2> command for generating a rectangular area of chunks
    /axr gen copy <world1> <world2> command for generating all the chunks in world2 that are registered in world1
    /axr pack <world> - removes dead space in ore file (not that there is much from just mining but the axr chest will create significant amount of dead space.
    Auto-backup, that will backup your ore file on startup
    /axr backup <world> - backs up the ore file of the world if and only if the file passes the corruption test
    /axr test <world> - test the ore file and memory for errors for a specific world
    /axr test - test the ore file and memory for errors for all worlds
    /axr mirrorworld <world1> <world2> - creates a world world2 with the same seed as world1.
    These functions are not recommended for use unless you know what you're doing: (they can be destructive of tile entites)
    /axr chunk regen - regenerate chunk (to as it was when world was initially generated)
    /axr chunk regen <x> <z> - same but for specified chunk
    /axr chunk regen <x1> <z1> <x2> <z2> - same but for axis aligned rectangular area
    /axr chunk regen ore - only regenerate ores in chunk at player position
    /axr chunk regen ore <x> <z> - same but for specified chunk
    /axr chunk regen ore <x1> <z1> <x2> <z2> - same but for axis aligned rectangular area

    Note about regeneration: ores, trees, flowers and mushrooms are random each time and not tied to world seed (bukkit/mc issue)



    timerms - the time between light check by broken third block in milliseconds.
    maxdep - buffer size for number of ores that can occur in a chunk - don't change unless you have another plugin that adds tons of ore.
    maxheight - is the number of Y-levels in your map.
    ChunkFileBuffer - sets how much is buffered for new chunks to be stored until the index is rewritten (at the end of the file.)
    Materials - what ores you want to hide. (has to have same number of elements as maxys)
    maxys - the first Y level from bottom they cannot occur at. (has to have same number of elements as Materials)
    worlds - what worlds are loaded at startup (comma separated)
    autostart=all (normal) worlds are loaded at startup (unless CFGworlds is set)
    nounload = keeps all ore data in physical memory
    debug - turning on writes to a debug file keeping track of important info that may be needed to solve bugs or figure out why lag occurs
    fileindexdebug - turning on debug file needed as a quick check of the consistency of your ore file
    mapcol - the chatcode colour of each type of block in ascending order, shown in /axr map
    mapwidth - the width of the map shown in /axr map
    mapheight - the height of the map shown in /axr map
    schedulerload - 0-100 percentage of time going to execute any background process.
    schedulerstatustimer - time in millisecs between each status report of a background process
    filterorenotinstone - filters ore upon exposition that is not in stone (can be used to restore ore from a backupped ore file or ore file generated from a fresh world with same seed)
    autorepack - pack ore files automatically at startup - on by default
    autobackup - backup ore files automatically at startup(requires autorepack) - on by default
    maxfaces - specify max amount of exposed faces per chunk before error occurs
    lenient - ignore lindex errors when loading file (useful if you have them from before and want to filter them out)
    All CMD_... options are for redefining the commands so you can type something else.

    • Fixed Array index out of bounds in listindex accessing materials that has not been loaded yet.
    • Added /axr mirrorworld <world> <mirrorworld> command
    • Fixed NPE when trying to expose ores in world hole.
    • checking whether wrong file exist during repack.
    • fixed NPEs in some commands that can occur if you use it and the world is off.
    • fixed open file pointers during repack.
    • fixed NPE during repack when load fails.
    • fixed NPE when running test on all worlds and not all worlds are on
    • added various memory checks and chunk data entry overwrite checks
    • fixed NPE when trying to flush the debug file when debug file is turned off.
    • added lenient config option to ignore lindex errors when loading file (useful if you have them from before and want to filter them out)
    • added more information on error when loading from file
    • added config option maxfaces to specify max amount of exposed faces per chunk before error occurs
    • /axr off now gradually unregisters chunks - as a workaround to what appears to be a problem with chunks not getting fully removed from memory despite trying both unloadchunk calls through bukkit. This allows one to shut down the server and continue restoration after a restart if one does not have enough RAM
    • /axr pack <world> - removes dead space in ore file (not that there is much from just mining but the axr chest will create significant amount of dead space.
    • /axr backup <world> - backs up the ore file of the world if and only if the file passes the corruption test, also packs the new file.
    • /axr test <world> - test the ore file and memory for errors for a specific world
    • /axr test - test the ore file and memory for errors for all worlds
    • autorepack config option - pack ore files automatically at startup (if and only if the file passes the corruption test) - on by default
    • autobackup config option - backup ore files automatically at startup(if and only if the file passes the corruption test, and also requires autorepack) - on by default
    • new .ore extension for ore files (rename your old files)
    • removed glowing redstone ore from default ore list (never occurs naturally anyway)
    • fixed faulty scanning issue
    • fixed hopefully last exposed ore face index error
    • fixed false positive in memory check
    • debug.log flushed when error occurs (it is otherwise flushed once in a period of time)
    • more details in debug log when error occurs
    • removed lindex spam in debug log until lindex error occurs
    • Fixed /axr gen not triggering scan anymore
    • Fixed /axr gen not unloading chunks
    • Fixed (workaround) huge memory leak during /axr off /axr show /axr hide and /axr gen caused by bukkit's unloadchunk function
    • Additional file corruption checks that will make noise as soon as something goes wrong
    • Fixed another potential index derangement bug.
    • Fixed array out of bounds exception during previous fix
    • Fixed a couple of bugs offsetting exposed ore face indicies when mining adjacent block potentially causing array out of bounds exceptions at a later stage and the revealing of wrong ores when exposed to light.
    • Added debug logging of exposed ore face indices when found, as well as fault intolerant check that will warn you about any corruption of the indices after the event.
    • fixed half of ore not being hidden when a chunk is generated on load.
    • removed various unnecessary details to be logged in debug.log
    • fixed bug restoring ore, hiding and showing in wrong world
    • revert hack to set block material of a chunk to physical updates due to lacking javadocs to figure out what function to call
    • Switched to non physics updating block material setting hack
    • Updated to #733
    • Added detailed debug logging of background processes.
    • removed logging of filepointer
    • fixed failed scan after /axr gen unloading chunks that were originally not loaded, consequently also /axr gen causing server to freeze and timeouts on clients.
    • fixed /axr gen not unloading chunks that were originally not loaded
    • /axr gen and /axr gen copy now actually usable
    • ore in stone filter now also applies to /axr off and /axr show (not just when it is found by light detection)
    • added /axr gen command for generating a rectangular area of chunks
    • added /axr gen copy command for generating all chunks that are registered in another world
    • Configuration option CFGfilterorenotinstone implemented, that allows filtering of ores not in stone (can be useful in recovering lost ore from a world with the same seed)
    • fixed ore regen not working when axr is off in that world
    • removed physics lock spam
    • fixed more concurrency errors during background processes (hopefully for the last time)
    • fixed more concurrency errors during background processes
    • fixed concurrency errors during background processes
    • fixed debug off in config file causing unable to start (again! although different place now)
    • ore stats dump - listing all chunks ore counts into a text file
    • ore stats diff - showing difference between two ore stats dump files (these two tools are useful if you are worried that your ores might disappear)
    • show command - reveals the ore but does not unregister them or delete the file
    • hide command - hides again ore that was revealed with show.
    • show, hide and ore stat dump are background processes that does not freeze the server.
    • axr off is now a background process
    • load percentage of background processes can be configured
    • specify map zoom and center
    • Fixed file index debug listing not showing
    • file index debug listing can be turned off in config.txt (fileindexdebug)
    • area regeneration functions now tolerate any two coorner in rectangle in any order.
    • fixed debug off in config file causing unable to start
    • added axr map command for showing map of loaded chunks
    • fixed light expose unmapped material (probably why you got grass/smooth stones)
    • fixed light expose restored block being block at exposed face
    • fixed light expose no chunk location offset (why you got it at spawn)
    • fixed exposed face location wrong axis (probably floating blocks)
    • removed unnecessary cacheing of chunks at startup by not using chunks as keys for file index(probably solve memory problems for large worlds)
    • bypassing unnecessary cacheing of blocks using minecraft hackery.
    • revised scan algorithm, bypassing bukkit wrapcode resulting in at 5-10 times faster scanning.
    • fixed queries on unloaded sidechunks during scan resulting in loading and even generation of chunks that on top of it due to eventlock get ignored by onChunkLoad, thus leaving chunks of unhidden ore.
    • fixed light expose filling 0s after removed index
    • probably more bug fixes, can't remember them all
    • world statistics: type axr world - shows also what worlds are on/off
    • chunk statistics when axr is off no longer causes world to be registered without any chunks being loaded
    • axr on doesn't show NaN when there is nothing to hide
    • proper colouring
    • empty chunks are no longer ignored.
    • Fixed potential ore type shift bug
    • Moved listindex before file is loaded so debug info can be displayed even if it crashes while loading.
    • added rectangular area regen functions
    • Fixed silly nullpointer exceptions
    • Specify what worlds to turn on and off
    • Specify what worlds to load at startup
    • option to keep all ore data in memory
    • chunk statistics (useful for checking that your ore doesn't disappear or duplicate)
    • chunk regenertaion (restore a chunk to state at world generation)
    • chunk ore regenertaion (restore only ore)
    • Fixed some other bugs related to exposed-face-to-ore index
    • Index debug file working again (it was still expecting 0.1.5 files)
    • Added potential ore file corruption warnings to debug file output
    • Fixed bug locating exposed-face-to-ore index elements having no array bounds check.
    • Fixed bug exposed-face-to-ore index elements not being removed
    • Fixed bug exposed-face-to-ore index not being updated when ores are recovered and removed from hidden ore list (new bug in 0.2)
    • Fixed bug at y levels above 128-16 looking for ores above the map
    • Uses NSCommand now (it did right from the start but its now a separate plugin)
    • auto-creation of config files
    • defaults to ops only when permissions is not present
    • Light detection optimization based on a separate list of faces exposed to nonsolid materials (this might not work with all materials yet such as stairs and singlesteps, but its not like the world generator puts them in the caves anyway) resulting in at least 10 times faster execution of light checks. This should reduce all lag that's not due to scanning new chunks for ore.
    • Once again more detailed debug log
    • Fixed bug in ore restoring function causing large veins of ore to be generated out of nothing
    • More detailed debug log
    • Removed file corruption check that's hogging up some cpu cycles during file load and write events (the latter occured during scan event) - so this should speed up scan events.
    • pseudo error "load error 1" moved to debug log.
    • Added 1 tick delay of scan in onload event since it appears bukkit fires it before the chunk is populated with ore. This fixed the bug of ore appearing if you teleport or walk far away from initially scanned chunks.
    • removed physics event logging since it appears to always be neglible.
    • Added message at startup informing you about the waiting time of scanning all loaded chunks may take a while.
    • Fixed bug starting server without plugin data folder causing it unable to write debug file
    • Added more debug file details (when its scanning, loading from file, or just loading from memory when neither is shown)
    • Those who who don't hide coal, should experience faster chunk scanning now
    • Fixed bug due to player location being null for some weird reason
    • Added debug logging of time spent on the main time consuming procedures.
    • Fixed config file not loading properly
    • Removed wtfexception spam
    • Initial Release
    Donate (Not necessary but appreciated)
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    What is in debug.log? Do I need it? Can I delete it? Cause its 2.32 GB
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    Its useful if you get errors, yes you can delete it.
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    The PC Tech Guy

    Well, I don't know what else to try except (for you) to run with everything clean. Maybe I could try it on a new world, but not right now. Meanwhile, I'll think I'll not use it, since I can't backup a world while the plugin is enabled with all the ores...
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    i'm really not happy asdaarg.
    I am trying to restore my worlds now to update, it seems the main world restored but the other world just won't. it either says the world isn't loaded, or there are no ore to restore.
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    type /axr worlds and see what colours the other worlds are
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    This plugin scares me.
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    I'm sorry but im uninstalling this :/ is getting face errors
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    Something happened to all my ores that weren't touching air. How do I get them back?
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    yeah i was getting face value problems then corruption and all ores vanished. I had to uninstall and rollback to before using it. Thank god it was only 8 hour rollback and not like 36.
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    Can anyone post errors you've got?
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    I've got huge problems since I'm using 0.6.* First I got thousand errors (something with face value). Then I tried to turn axr off with /axr off, but I got me an nullpointerexception. After various tries and other things I concluded the ore was completely lost... I restored the ore back, but it took me 4 hours. (I'm not nagging about the restore, only the cause of the corruption). I run 0.6.2 again on a clean world with the antixray folder cleaned and a world full of ores. After a server restart everything had the same problem... I'm currently running 0.5.21 and that works perfect.
    I'm unable to give any error logs because I deleted the whole antixray map... Keep up the good work on this plugin!
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    Let me look through my logs tonight and post what I find.
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    I didn't get an error.
    I changed the worlds that axr loads on and that made my ores go away. Is there anyway I can get them back?
    I even tried changing it back to load on all the worlds but nope the ores are still gone.
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    Type /axr off, and you should get it back. Typing /axr chunk will show how many ores are visible (in white) and how many are hidden (in green) in the chunk you are in.
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    Is there any way to see how many ores it is hiding altogether
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    Not directly. /axr dump will list you ore counts per chunk and per material. You can sum them with a spreadsheet. /axr off will show the number of ore it has restored but then ore will become visible again, same with /axr show.
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    "2011-05-18 07:24:32 [INFO] AXR: hidden:40 ores in 625 chunks 1.953125E-4%"

    What does this mean?

    Tell me that it doesn't mean I only have 40 hidden ores =o

    i tried "/axr off" it went through a few hundred chunks at a time and finished. But the ores still arent back =(

    /axr dump doesn't do anything


    Okay I am positive none of these worked and teh ores are gone. How do I get my ores back?

    I do have a backup from before I enabled axr.
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    Did you change versions? Did you get any errors in server log? If you have a backup of the ore file (it should automatically create one with .bak extension), then just copy it over the current file.
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    My ore file has corrupted for the past to days i have been trying to recover my ores i cant find a way i have been verry aggravated because of this. So has every on in my server. Can any one help
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    Yes, there is a method linked to under description, can I have a look at your debug.log?
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    I don't have a backup of the world ores. But I do have a map backup from before antixray. can I create a ore backup with this and switch it over to my current world? I wouldn't care if it messes up some underground stuff.

    The world.bak file exists but the world.ore file doesn't, umm?

    No errors directly related to axr
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    I don't see why not! :) Its filtered so anything thats changed won't be restored when you /axr off

    Asdaarg- I'm still on 0.5.2 I will try whatever is updated this weekend... well, maybe.. just remembered my wife will be back home after being gone for two weeks, so computer time may be nill.. :)
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    when restoring ore using the copy method, does it generate the ores based on your worlds seed or something like that?

    because a couple weeks ago my hosts server crashed and partially corrupted my map, causing any new chunks to be generated to not "line up" with current chunks, so if I generated all the ore again, would they be in the right place in the "old" chunks or would they be allover the place?
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    Wouldn't it be easier just to prevent of using this hack for people, than creating this ? People with Xray can see all ores who aren't hiden, e.x. under water, maybe coal or iron in the mountain or etc., so that is really easy to use... However, half of my friends have that program, and they will use it. I need that program now, im gonna start my server friday 15:00!
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    Yes. You'd have to load all chunks that you want to restore though. This can be done with /axr gen, first while axr is off, then while its on. The ore will then be scanned into a new ore file that you can use for your current world.

    That's rather weird. I notice though I have not closed the file pointers, but it works for me nonetheless. I'm closing them now since that might just be the reason people disappear their ore - that they are in fact in the bak file, then it creates a new ore file which becomes empty since all the ore is in the bak file. Let's see...

    Can anyone who has disappeared their ore with 0.6.x do this experiment with 0.6.4:
    1. Start a fresh new world with axr
    2. then check that an ore file was created for it
    3. stop the server with "stop" and start it again.
    4. report to me whether there is an ore file or if there is just a bak file
    Would be appreciated.

    Would be appreciated, I'll put up 0.6.5 in a moment so you can try with that :)

    Both methods use the world seed. The copy method uses the list of chunks that is intact in the corrupt world to generate those chunks in the copy with removed region folder.
    It sounds like your seed got altered, but could be something else. It may be that the chunks store a local seed that got corrupted too. I'm not entirely use how that works.

    It cannot be prevented, since it cannot be detected whether people use it or not, unless you want to implement some kind of draconian big brother system that controls what people do on their computers.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 13, 2016
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    Well this plugin did single handedly what I have been attempted to do on my server for ages. Naturally raise the price of diamond on my economy based server 3 fold. Lets just hope ^works and I can get my ores back =P

    Also to make sure I'm doing this right
    1)Start backedup map, let axr load.
    2) "/axr off"
    3) /axr gen
    4)/axr on
    5)/axr gen
    6) Stop backedup world
    6) Move over the world.ore file to world that the ores are gone in?
    7) Start world with missing ores
    8) Success?

    Also. I can't just load axr on my backed up world and take that world.ore file and place it inside the axr file on the server w/o ores?

    I was unable to test it on my server atm but, I tested it on my desktop with only ns and axr active (everything else the same, besides the new world, and different os/computer ofc)
    This is the results.

    Server log:

    axr debug:

    ^BTW I scanned the server log of the map with the missing ores and it didn't have that "CORRUPTION WARNING" that you see in the above log.
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    works insanely well
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    Yes that should work.
    The thing is, you'd have to walk around the map so all ore gets scanned. To avoid that you can use the /axr gen method.
    Thanks for the report. The first corruption warning occurs directly after repack. I was sort of expecting that there would be an overwrite somewhere but there is none. It does exactly at it is suppose to do, and yet it finds an unreasonable face count there, which makes no sense...
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    thanks so much for this plugin! got some errors , but appears to work great (6.4). funny to see xray people complaining about all ore being gone.
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    "/axr gen" doesn't work =l

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