NewAmazingPVP / ProxyPlayerNotify

A plugin to notify when a player joins or leaves the network or when they switch to another server
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Players without ppn.view permission still see others' join/switch/leave messages #7

Closed Ben569483 closed 1 month ago

Ben569483 commented 1 month ago

I'm trying to set up ProxyPlayerNotify in a way where staff members can see when other staff members join or leave the network or switch server. The problem is that players without the ppn.view permission can still see staff join/switch/leave messages. I'm using a Velocity proxy with LuckPerms-Velocity 5.4.139. I have permissions, notify_message and hide_message all set to true in the config. I'm not sure if it's a bug or if I'm doing something stupid. I've tried specifically setting the permissions to "false" for non-staff groups but still the same result. image_2024-08-19_224644650

NewAmazingPVP commented 1 month ago

@Ben569483 How does your luckperms group permisions look right now? Based on what you are trying to achieve, I would order the perms like this.

The staff group would get ppn.notify and ppn.view perms.

The default group would get no perms at all (remove any perms with related to ppn; don't set it to false either, I know it's weird, but this was my first time interacting with luckperms, so having it set to false might be interfering, so just remove it completely and see if that works). 

Ben569483 commented 1 month ago

This is where the PPN permissions are on my proxy. I've removed all PPN perms outside of staff groups but still persists. These staff groups are the only place where the permission is listed, I haven't given it to any users individually.

image_2024-08-20_004353694

NewAmazingPVP commented 1 month ago

@Ben569483 There was indeed a bug in the code. Please try this build out and let me know if it works as intended. Thanks for pointing out the bug! 

Ben569483 commented 1 month ago

Looks like it works as it should do now. Thanks!

NewAmazingPVP commented 1 month ago

Amazing! Thank you again for reporting the bug, and please feel free to open this again if something happens.