Recognition
Let a player who just logged in reconnect without logging in again.
Recognition remembers a player who logged in. When the same player reconnects within a set time, from the same address, with the same username and through the same hostname, Identica recognises them and skips the login.
It is convenient for players who reconnect often, such as after a server switch fails or their game crashes. It also lowers protection: anyone who can appear as that player, for example from the same shared address, gets in without a password. Turn it on only when you understand who can share addresses on your network.
Turning it on
Recognition is off by default. Turn it on for every provider in features/recognition/settings:
enabled: true
validity: "12h"or for one provider in providers/providers.yml:
providers:
- id: "credential"
features:
recognition:
enabled: trueA recognised player can reconnect without logging in for validity after their last login, 12 hours by default.
What has to match
By default, a reconnecting player has to match on all three signals:
USERNAME: the same username,IP: the same address,VIRTUAL_HOST: the same hostname they joined through.
defaultSignals changes the set for every provider, and signals in a provider's entry for that provider. Fewer signals make recognition easier to get and easier to abuse.
Addresses that are never trusted
Behind a misconfigured proxy, every player can appear to come from 127.0.0.1 or a private address. Recognition is never granted from the addresses in eligibility.untrustedIps.entries, which by default lists loopback and private networks. A provider that should still recognise players from them sets allowOnUntrustedIps: true.
If recognition never works, check that Identica sees the players' real addresses.
With join restriction
Recognition adds the recognized signal to join restriction: a provider whose joins are restricted can still let recognised players in by listing recognized in its allow list.
See Recognition settings for every setting.
