[SEC] Orebfuscator 2.1.7 - Anti X-RAY [CB 1.4.5-1.7.10]

Discussion in 'Archived: Plugin Releases' started by lishid, Sep 24, 2011.

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    Orebfuscator - Anti X-RAY:

    Bukkit-Dev link here:
    All important information available here:


    Configuration guide and performance optimizations:

    Orebfuscator 2.1.7 for MC 1.4.5-1.7.10

    Legacy versions:


    CPU testing (open)

    Engine modes (open)


    Support the developer: [​IMG]

    Attached Files:

    • 1.jpg
      File size:
      217.5 KB
    • 2.jpg
      File size:
      131.8 KB
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    Not really. You can't distinguish if a cave should be hidden or not (not without enormous calculations that ends up lagging your server to death).

    Well anti-xray is primarely for anti-ore-xray. It can be effective against texture packs too depending on the setting. However, I have not seen it any useful against x-raying bases because of a few reasons:
    1. You need an algorithm to recognize what's a base. Yes, it might be easy to just look at it and say if it's human or generated but it's not easy from the point of view of programming it. It might be do-able but even then, the amount of calculation needed will be counter-productive compared to the actual results.
    2. You need to know when to show it and when to hide it. Again, it might be logical enough to think about it, but from a computer's point of view, it might not be so obvious. Hiding stuff when the player gets close to it? Or when the player looks at it? Even then, it might cause problems to legitimate users such as fake blocks popping up.

    Overall, hiding stuff other than single blocks(which can be done in a simple calculation: if it is touching 6 non-transparent blocks) is not really practical.

    Also, could you please give me the server address so I could come and look? I've seen that problem a few months ago but the person with it disappeared.
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    Yes. The IP is I have removed OFC temporarily because of the chunk fails.
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    Seems like Calculations.Obfuscate() is using a lot less cycles, and World.getPlayers() down the sampler list significantly. This is with about 40 players on. Obfuscate() is somewhere around ~3-4% overall CPU time, where I was seeing it as 6-8% before. World.getPlayers() dropped down my list a lot, too, it was at 5%, now it's down to 1-2% (the rest are going to be other plugins using it).

    I'll post again tomorrow if any errors pop up.

    As a side note, you probably want to change that to a "Weak" Set and not a HashSet, just in case.

    Set<Players> players = Collections.newSetFromMap(new WeakHashMap<Players, Boolean>());
    Collections.newSetFromMap() doesn't exist in Java 1.5 IIRC (if you're aiming for 1.5 compat).

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 20, 2016
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    Interesting, I'll add that to the release :D

    Thanks for the help.
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    Doesn't work for me.
    • Default configuration
    • Plugin version 1.1-R4
    • Craftbukkit version 1.1-R4
    • Nodus Client
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    Please read FAQ.

    Release 1.3.9 have a slight optimization for block updates and some alerts on startup if permissions/op bypass is enabled (so that people who don't read the FAQ can stop bugging me about it not working).

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 20, 2016
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    Work's perfectly, Thanks!
    I like the feature in the ToDo List... when it's comming?
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    Well, I marked it abandoned a while ago since it was technically hard to achieve and resource consuming, but I'm planning on a different one against texture pack x-ray.
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    " EngineMode: 1 " do not work for me :/
    And other users that do not cheat see diamond blocks etc when mining.
    Thats why I want to use EngineMode: 1
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    I was branch mining and fell into lava. After returning to my mine, I saw this:


    Ores were fake and disappeared when I hit them.

    My config:
    (Increased UpdateRadius as you suggested and added some stuff to RandomBlocks, otherwise it's default)
      EngineMode: 2
      UpdateRadius: 2
      InitialRadius: 2
      ProcessingThreads: 1
      MaxLoadedCacheFiles: 64
      ScrambleSeed: 0
      UseChunkScrambler: true
      UpdateOnBreak: true
      UpdateOnDamage: true
      UpdateOnPhysics: true
      UpdateOnExplosion: true
      UpdateOnHoe: true
      UpdateThread: true
      DarknessHideBlocks: true
      VerboseMode: false
      NoObfuscationForOps: true
      NoObfuscationForPermission: true
      UseCache: true
      Enabled: true
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      DisabledWorlds: []
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    What do you mean it does not work for you?

    /ofc clearcache
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    After cleaning cache, what would prevent problem from happening again?

    Unless if you mean I should clear cache after every player's death or something.
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    It happened because the tunnel was dug at the end of a chunk, and the next chunk got exposed, but the next chunk did not change, its cache is still considered valid and sent to whoever needs it the next time. A block change on the next chunk will make sure it gets re-cached. I'm working on a way to fix that for future versions.
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    With X-Ray they still see different block types and not only stone.
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    Can you post a screenshot of one of your users? (Read FAQ, I need from someone who is not OP or has permission "Orebfuscator.deobfuscate")
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    This looks very interesting, going to try it out.
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    It looks just like engine 2. The users testing are not OP, or neither have the permission.
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    Well you would have to relog to be able to see any change to configuration (or restart the server). Make sure "/ofc status" says it's running on EngineMode 1 and then logout login to see the change.
  20. Orly? I have a entire house with the wood replaced by random ores and most of the rest of the world too, i disabled the plugin via config to see if it was just a bug and i could destroy the ore and get the drop it held. The plugin replaced the block values.

    You'd be pretty mad too if you just lost 4 weeks worth of building in a world.
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    Orebfuscator doesn't replace wood blocks by default. There is no point in doing that either.
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    You've got some other problem going on there. This only changes packets sent to the client, not the actual world data. And by default it doesn't even replace wood blocks.

    Shut down the server, disable ALL plugins, then start it up and take a look at your world. If everything looks OK, then re-enable the plugins one-by-one until the problem shows up again. This should give you a good idea where the problem is.

    ... and now is probably a good time to review your backup scheme.
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    zomgazombiewaffle In any ways, I know what I did in my coding, and I know that it does not replace anything in the world. You probably got some problems on your own.
  24. I know i know, It's a strange bug though. I managed to restore my world luckily, Sorry for raging at you. But what happened was

    1. Random blocks were appearing as ores to people
    2. i manually deleted the cache folder while the server was running
    3. Came back on and blocks ONLY in the multiverse worlds had changed to the ore thing, People were able to mine them.
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    If caching is causing problems, you can try disabling caching. (/ofc disable cache)
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    Does disabling caching decrease the performance by alot?
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    In my config file it says enginemode 3 where can i read about it and wich enginge mode takes less cpu?
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    Well, it caches chunks that have been previously calculated to disk so that it does not need to be calculated again. Look at the CPU graph in the original post.

    It has been merged with EngineMode 2 a long time ago. Read the wiki: https://github.com/lishd/Orebfuscator/wiki
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    zomgazombiewaffle If you have a issue with a plugin please tell the author about it respectfully.
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    great plugin! i had a guy i was almost positive was xraying, popped this plugin in and soon enough, he was talking about "diamonds being everywhere!"
  31. How do I make it as in the video above?

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