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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    i had coal turned off but iron was being created in large fields like this, there was some initial lag after someone logged on however cpu usage with 15-20 on was extremely high as well
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    Have you backed up the world before using the plugin? If so can you double check that iron actually appears out of nowhere? (by reverting to the old world and check without the plugin in that place)
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    this is awsome stuff. Added to my server and it works perfectly :D
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    Good mod, but I know a method which could bypass this solution on probably 90%+ servers.
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    Which is, if you don't mind me asking?
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    You wouldn't be able to make a mod to counter it, it would require social engineering, which would be quite easy. "Hey what's the map seed?". With that information, you could in a way "super-impose" ores. It would require a lot of coding to create and in reality may not be possible.

    Only servers which use purely custom terrain generators (I literally only know of one) would be safe.
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    I am getting up to 1-2 min of lag with 20 people on. Here is the debug file after running for 10 mins.

    Attached Files:

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    Well, as long as you don't give out the seed, you'd be fine wouldn't you?

    Just loading chunk takes 8-15 times longer for you than for me. Are your server specs good enough? Have you tested with only with one player to see if there is any difference in chunk loading times?

    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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    with 0.1.2 my server wont even run. Starts up says AntiXRay enabled then lags out.....
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    Server specs are fine 5 gigs ddr3 Xeon X3440 2.53GHz and a 100 mbit connection. The 1-2 min lag occurs when a person logs in with 20 people already on. When only 1-3 are on the lag is only about 10 sec.
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    City Builder

    15:51:07 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-612-
    g4c7a9e7-b617jnks (MC: 1.4) plugins\AntiXRay\debug.log (The system cannot fin
    d the path specified)
            at Method)
            at<init>(Unknown Source)
            at<init>(Unknown Source)
            at<init>(Unknown Source)
            at com.asdaarg.bukkit.antixray.AntiXRay.onEnable(
            15:51:16 [SEVERE] null loading AntiXRay v0.1.2 (Is it up to date?)
            at com.asdaarg.bukkit.antixray.log.log(
            at com.asdaarg.bukkit.antixray.AntiXRay.CMD_axr_on(
            at com.asdaarg.bukkit.antixray.AntiXRay.onEnable(
    Normal on first run?
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    This plugin is for 670 not 617 CB
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    City Builder

    It apparently only happens on the first time it's run, once it's created the folder AntiXRay, it just enables like it should.
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    It's a new bug that I fixed, will be in next update.

    It strikes me that the chunk loading time gradually increases. But then again you have 5 Gigs of memory, so sure its not memory, or is it? I found what seemed to be a bug with bukkit's cacheing of blocks seeming to have no limit, and if you have 20 people exploring then that would mean a lot of blocks to be scanned.

    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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    It's not the memory I barely come close to 2.5 gigs used with 30 people online. If it might matter here is all the plugins I am using with CB 670
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    I simply teleported to a few new coords (600*600) and then looked down with my x-ray, saw there was still ore, then copy and pasted from logs.
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    sam here i dont use a clear/xray pack but as an admin, i got a diffrent kind of "ore seeing" mod and i could see al the ores under me :/ its the zombie pack
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    Is the ore near a light source? Is the chunk recorded as being loaded in the debug file? chunk coordinate is floor(block coordinate/16)
    Edit: nvm, confirmed...

    You could try without the other plugins and see if makes any difference.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 13, 2016
  20. I'm not condemning you, or complaining: but this plugin corrupted my world.

    I don't want to come across as complaining: I just want you to fix this so it doesn't happen to anyone else.
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    In what way, ores missing, or ores out of nowhere?
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    20:48:43 [INFO] AntiXRay 0.1.2 enabled.
    20:50:04 [INFO] Read timed out

    After wandering around for a little while, generating new chunks I had to stop the server due to lag, when I restarted the server it just stuck right there.. left it for 10-15 minutes with multiple read-timed out messages..

    Going to roll back for now I think.

    I'll test again later this week, maybe with debug off.
    I'm running out of a ram drive, but still. :)

    Oh and remove coal.. :)

    Requesting even though the config is optional let it be created by default. TIA

    I restarted the server later and just let it load.. and this is what I got on startup. Tool almost 5 minutes to load/get an error.

    21:13:55 [INFO] AntiXRay 0.1.2 enabled.
    21:18:58 [INFO] load error 1:(-72,55)@:355056
    21:20:02 [INFO] AXR: hidden:1040343 ores in 5525 chunks 0.5746379869555995%
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    Aaron Flynn

    So this is a weird glitch...

    When I load the mod on a world that we've been playing in for a while..
    I was going back to place some torches and set up shops... and suddenly, ore would appear with more light.
    Like.. Coal, out of nowhere, on an already lit block of stone.. Happened with iron suddenly as well - And whenever I would mine out said glitched-ore, another block (or groups in some cases) would appear adjacent to the recently revealed block.

    Any ideas?

    using CB 670, most recent AXR build, GroupManager for permissions (though none are set) recent essentials.. mcMMO as well.
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    I like the idea of this mod but its too cpu intensive for my tastes haven't had any problems with it but even with coal removed and 10 people on my 2.4ghz quadcore with 8gb ram is going nuts on cpu useage if it were optimized much more it would be very useful I can provide logs and cpu/disk/ram readouts during useage if needed.

    As a further note just before I removed the mod i turned it off to be sure it would restore the ore to its original state and before I did people were saying the ore was 'regenerating' some people got 10-20 ore before it would read as broken and disappear finally.
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    sounds like a wicked plug and id love to use it but im not going to bother with all the talk of losing worlds and nodes or getting a corrupt world why bother, does anyone have a working anti xray mod plugin similar to this one but without mass errors ??
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    load error 1 is kind of a pseudo error, it occurs when the same chunk is attempted to be loaded a second time without an unload in between. It doesn't really do it but reports it. That it occurs between enabled and AXR: hidden, means that bukkit getLoadedChunks() returns an array containing the same chunk twice, which is weird.
    Your chunk scanning times are are very high, I have 100 chunks scanned per second. Perhaps this is because they are progressively taking longer time. Do you have the debug log?

    This is normal behavior if you have high enough latency for it to be noticable. In such case it occurs because of client side prediction. and server/antiXray inability to predict when you're going to place the torch. I could make a workaround involving other visibility tests but it would be complicated to do and more CPU intensive. Alternatively it actually occurs because ore is created out of thin air as reported by several people. Yet this might just be what it seems, and I have yet to hear anyone confirming that the ore did not exist there from the start by checking the same location in their backups without running antixray.

    It may be the same issue as in the previous post. It may also be ore appearing out of nowhere; but it can only be confirmed by checking backups or if you happen to have a good memory of ore not being in a particular place before running AntiXRay. I would like to see the logs yes.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 13, 2016
  27. Coal ore in unreal deposits in every corner of the map, destroyed my spawnpoint I've been working on for a week, I had to launch a rollback.
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    Does this work against the sand glitch?
    (Where you place sand above you and you can see through everything)
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    I tried to start my server with this plugin, it took ages so I removed it :eek:
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    This is due to scanning all loaded chunks for ore which may take some time.

    The sand glitch happens the client renders only faces that can be seen from a nonsolid block location, and when the camera is inside a block such as sand thats fallen on you, you can basically see what a transparent texturepack user can see, which while using this plugin should be limited in the same way. Same thing with chunk errors AKA "world holes". In other words, yes it should work.

    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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    this totaly fuckt up my server .. even after i deleted the pluggin.. this is a no go . dont install, until a fix is out

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