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Link in config.yml on line 483 broken #3111

Description

@nikolastikic

What behaviour is observed?

The link is broken
https://web.archive.org/web/20201207022026/https://dev.maxmind.com/geoip/legacy/codes/iso3166/
https://dev.maxmind.com/geoip/legacy/codes/iso3166/

Expected behaviour

The website showing a list of all country codes
https://web.archive.org/web/20201207022026/https://dev.maxmind.com/geoip/legacy/codes/iso3166/
https://dev.maxmind.com/geoip/legacy/codes/iso3166/

To Reproduce

Visit https://dev.maxmind.com/geoip/legacy/codes/iso3166/

Plugin list

Auth me, TAB,Essentials

Server Implementation

Standalone server (no proxy)

Database Implementation

SQLite

AuthMe Version

6.0.0

Error log (if applicable)

No response

Configuration

DataSource: # What type of database do you want to use? # Valid values: SQLITE, MARIADB, MYSQL, POSTGRESQL backend: SQLITE # Enable the database caching system, should be disabled on bungeecord environments # or when a website integration is being used. caching: true # Database host address mySQLHost: 127.0.0.1 # Database port mySQLPort: '3306' # Connect to MySQL database over SSL mySQLUseSSL: true # Verification of server's certificate. # We would not recommend to set this option to false. # Set this option to false at your own risk if and only if you know what you're doing mySQLCheckServerCertificate: true # Authorize client to retrieve RSA server public key. # Advanced option, ignore if you don't know what it means. mySQLAllowPublicKeyRetrieval: true # Username to connect to the MySQL database mySQLUsername: authme # Password to connect to the MySQL database mySQLPassword: '12345' # Database Name, use with converters or as SQLITE database name mySQLDatabase: authme # Table of the database mySQLTablename: authme # Column of IDs to sort data mySQLColumnId: id # Column for storing or checking players nickname mySQLColumnName: username # Column for storing or checking players RealName mySQLRealName: realname # Column for storing players passwords mySQLColumnPassword: password # Column for storing players passwords salts mySQLColumnSalt: '' # Column for storing players emails mySQLColumnEmail: email # Column for storing if a player is logged in or not mySQLColumnLogged: isLogged # Column for storing if a player has a valid session or not mySQLColumnHasSession: hasSession # Column for storing a player's TOTP key (for two-factor authentication) mySQLtotpKey: totp # Column for storing the player's last IP mySQLColumnIp: ip # Column for storing players lastlogins mySQLColumnLastLogin: lastlogin # Column storing the registration date mySQLColumnRegisterDate: regdate # Column for storing the IP address at the time of registration mySQLColumnRegisterIp: regip # Column for storing player LastLocation - X mySQLlastlocX: x # Column for storing player LastLocation - Y mySQLlastlocY: y # Column for storing player LastLocation - Z mySQLlastlocZ: z # Column for storing player LastLocation - World Name mySQLlastlocWorld: world # Column for storing player LastLocation - Yaw mySQLlastlocYaw: yaw # Column for storing player LastLocation - Pitch mySQLlastlocPitch: pitch # Column for storing players uuids (optional) mySQLPlayerUUID: '' # Column for storing the Mojang UUID of premium players # (null if premium mode is off for this player) mySQLColumnPremiumUUID: premiumUUID # Overrides the size of the DB Connection Pool, default = 10 poolSize: 10 # The maximum lifetime of a connection in the pool, default = 1800 seconds # You should set this at least 30 seconds less than mysql server wait_timeout maxLifetime: 1800 ExternalBoardOptions: # Column for storing players groups mySQLColumnGroup: '' # -1 means disabled. If you want that only activated players # can log into your server, you can set here the group number # of unactivated users, needed for some forum/CMS support nonActivedUserGroup: -1 # Other MySQL columns where we need to put the username (case-sensitive) mySQLOtherUsernameColumns: [] # How much log2 rounds needed in BCrypt (do not change if you do not know what it does) bCryptLog2Round: 12 # phpBB table prefix defined during the phpBB installation process phpbbTablePrefix: phpbb_ # phpBB activated group ID; 2 is the default registered group defined by phpBB phpbbActivatedGroupId: 2 # IP Board table prefix defined during the IP Board installation process IPBTablePrefix: ipb_ # IP Board default group ID; 3 is the default registered group defined by IP Board IPBActivatedGroupId: 3 # Xenforo table prefix defined during the Xenforo installation process XFTablePrefix: xf_ # XenForo default group ID; 2 is the default registered group defined by Xenforo XFActivatedGroupId: 2 # Wordpress prefix defined during WordPress installation wordpressTablePrefix: wp_ settings: sessions: # Do you want to enable the session feature? # If enabled, when a player authenticates successfully, # his IP and his nickname is saved. # The next time the player joins the server, if his IP # is the same as last time and the timeout hasn't # expired, he will not need to authenticate. enabled: true # After how many minutes should a session expire? # A player's session ends after the timeout or if his IP has changed timeout: 9999 # Message language, available languages: # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/translations.md messagesLanguage: en # When enabled, messages are sent to each player in their client language, # falling back to messagesLanguage if their locale is unavailable. # Disable this if you want all players to receive messages in the same language. perPlayerLocale: false # Forces authme to hook into Vault instead of a specific permission handler system. forceVaultHook: false # Log level: INFO, FINE, DEBUG. Use INFO for general messages, # FINE for some additional detailed ones (like password failed), # and DEBUG for debugging logLevel: FINE # Whether to run authentication work (password hashing, database queries) on async threads. # When true (strongly recommended), all CPU-intensive and I/O-bound operations — including # password hashing and database access — are offloaded from the main server thread, keeping # the server responsive during login and registration. # Setting this to false forces all of that work onto the main thread, which will cause # noticeable lag spikes on every login or registration attempt, especially with slow # algorithms (Argon2, BCrypt) or a remote database. Only set this to false if you have # a specific technical reason — it is not recommended under any normal circumstances. useAsyncTasks: true # The name of the server, used in some placeholders. serverName: dismine restrictions: # Can not authenticated players chat? # Keep in mind that this feature also blocks all commands not # listed in the list below. allowChat: false # Hide the chat log from players who are not authenticated? hideChat: true # Allowed commands for unauthenticated players allowCommands: - /login - /log - /l - /register - /reg - /email - /captcha - /2fa - /totp # Max number of allowed registrations per IP # The value 0 means an unlimited number of registrations! maxRegPerIp: 0 # Minimum allowed username length minNicknameLength: 3 # Maximum allowed username length maxNicknameLength: 16 # When this setting is enabled, online players can't be kicked out # due to "Logged in from another Location" # This setting will prevent potential security exploits. ForceSingleSession: true ForceSpawnLocOnJoin: # If enabled, every player that spawn in one of the world listed in # "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful # authentication. The quit location of the player will be overwritten. # This is different from "teleportUnAuthedToSpawn" that teleport player # to the spawnpoint on join. enabled: false # WorldNames where we need to force the spawn location # Case-sensitive! worlds: - world - world_nether - world_the_end # This option will save the quit location of the players. SaveQuitLocation: false # To activate the restricted user feature you need # to enable this option and configure the AllowedRestrictedUser field. AllowRestrictedUser: false # The restricted user feature will kick players listed below # if they don't match the defined IP address. Names are case-insensitive. # You can use * as wildcard (127.0.0.), or regex with a "regex:" prefix regex:127.0.0.. # Example: # AllowedRestrictedUser: # - playername;127.0.0.1 # - playername;regex:127.0.0..* AllowedRestrictedUser: [] # Ban unknown IPs trying to log in with a restricted username? banUnsafedIP: false # Should unregistered players be kicked immediately? kickNonRegistered: false # Should players be kicked on wrong password? kickOnWrongPassword: true # Should not logged in players be teleported to the spawn? # After the authentication they will be teleported back to # their normal position. teleportUnAuthedToSpawn: false # Can unregistered players walk around? allowMovement: false # After how many seconds should players who fail to login be kicked? # Set to 0 to disable. loginTimeout: 30 # After how many seconds should players who fail to register be kicked? # Set to 0 to disable. registerTimeout: 30 # Regex pattern of allowed characters in the player name. allowedNicknameCharacters: '[a-zA-Z0-9_]' # How far can unregistered players walk? # Set to 0 for unlimited radius allowedMovementRadius: 100 # Should we protect the player inventory before logging in? Requires PacketEvents. ProtectInventoryBeforeLogIn: true # Should we deny the tabcomplete feature before logging in? Requires PacketEvents. DenyTabCompleteBeforeLogin: false # Should we display all other accounts from a player when he joins? # permission: /authme.admin.accounts displayOtherAccounts: true # Spawn priority; values: authme, essentials, cmi, multiverse, default, server # Use "server" to apply the world's spawnRadius gamerule (players land at a random position # within the configured radius around the world spawn). # Use "default" for the exact world spawn. spawnPriority: authme,essentials,cmi,multiverse,default # Maximum Login authorized by IP maxLoginPerIp: 0 # Maximum Join authorized by IP maxJoinPerIp: 0 # AuthMe will NEVER teleport players if set to true! noTeleport: false # Regex syntax for allowed chars in passwords. The default [!-] allows all visible ASCII # characters, which is what we recommend. See also http://asciitable.com # You can test your regex with https://regex101.com allowedPasswordCharacters: '[!-]' GameMode: # Force survival gamemode when player joins? ForceSurvivalMode: false unrestrictions: # Below you can list all account names that AuthMe will ignore # for registration or login. Configure it at your own risk!! # This option adds compatibility with BuildCraft and some other mods. # It is case-insensitive! Example: # UnrestrictedName: # - 'npcPlayer' # - 'npcPlayer2' UnrestrictedName: [] # Below you can list all inventories names that AuthMe will ignore # for registration or login. Configure it at your own risk!! # This option adds compatibility with some mods. # It is case-insensitive! Example: # UnrestrictedInventories: # - 'myCustomInventory1' # - 'myCustomInventory2' UnrestrictedInventories: [] security: # Minimum length of password minPasswordLength: 5 # Maximum length of password passwordMaxLength: 30 # Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512, # MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, JOOMLA, WBB3, WBB4, MD5VB, # PBKDF2DJANGO, WORDPRESS, ROYALAUTH, ARGON2, CUSTOM (for developers only). See full list at # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md # If you use ARGON2, check that you have the argon2 c library on your system passwordHash: SHA256 # If a password check fails, AuthMe will also try to check with the following hash methods. # Use this setting when you change from one hash method to another. # AuthMe will update the password to the new hash. Example: # legacyHashes: # - 'SHA1' legacyHashes: [] # Salt length for the SALTED2MD5 MD5(MD5(password)+salt) doubleMD5SaltLength: 8 # Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000 pbkdf2Rounds: 10000 # Prevent unsafe passwords from being used; put them in lowercase! # You should always set 'help' as unsafePassword due to possible conflicts. # unsafePasswords: # - '123456' # - 'password' # - 'help' unsafePasswords: - '123456' - password - qwerty - '12345' - '54321' - '123456789' - help registration: # Enable registration on the server? enabled: true # Send every X seconds a message to a player to # remind him that he has to login/register messageInterval: 5 # Only registered and logged in players can play. # See restrictions for exceptions force: true # Type of registration: PASSWORD or EMAIL # PASSWORD = account is registered with a password supplied by the user; # EMAIL = password is generated and sent to the email provided by the user. # More info at https://github.com/AuthMe/AuthMeReloaded/wiki/Registration type: PASSWORD # Second argument the /register command should take: NONE = no 2nd argument # CONFIRMATION = must repeat first argument (pass or email) # EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address # EMAIL_MANDATORY = for password register: 2nd argument MUST be an email address secondArg: CONFIRMATION # Do we force kick a player after a successful registration? # Do not use with login feature below forceKickAfterRegister: false # Does AuthMe need to enforce a /login after a successful registration? forceLoginAfterRegister: false dialog: # Show a 'Forgot Password?' button in the post-join login dialog. # When clicked, executes /email recover using the email entered in the recovery field. # Requires an email provider to be configured to be useful. showForgotPasswordButton: true # Show a short description body in login, register, and two-factor dialogs. # The body text helps players understand what the dialog is asking them to do. showBody: true preJoin: # Show the login/register dialog during the Paper/Folia pre-join phase. # Independent from postJoin.enable; you may enable either or both options. # On non-Paper/Folia platforms this option has no effect. enable: false # Show a cancel button in Paper/Folia pre-join dialogs. # If disabled, players must submit the dialog or disconnect instead. showCancelButton: true # Allow closing Paper/Folia pre-join dialogs with Escape. # If disabled, the dialog stays open until it is submitted, # cancelled, or the timeout disconnects the player. allowCloseWithEscape: false # Kick players who cancel the Paper/Folia pre-join register dialog. # When false, cancelling lets the player join and shows a post-join register dialog instead. registerCancelKicks: false # Kick players who cancel the Paper/Folia pre-join login dialog. # When false, cancelling lets the player join in limbo to use /email recover. loginCancelKicks: false postJoin: # Show a graphical dialog UI for post-join login/register instead of chat messages. # Requires Minecraft 1.21.6+ on Spigot, or 1.21.11+ on Paper. # On older server versions, this option is automatically ignored. enable: true # Enable to display the welcome message (welcome.txt) after a login # You can use colors in this welcome.txt + some replaced strings: # {PLAYER}: player name, {ONLINE}: display number of online players, # {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged, # {WORLD}: player current world, {SERVER}: server name # {VERSION}: get current bukkit version, {COUNTRY}: player country useWelcomeMessage: true # Broadcast the welcome message to the server or only to the player? # set true for server or false for player broadcastWelcomeMessage: false # Should we delay the join message and display it once the player has logged in? delayJoinMessage: false # The custom join message that will be sent after a successful login, # keep empty to use the original one. # Available variables: # {PLAYERNAME}: the player name (no colors) # {DISPLAYNAME}: the player display name (with colors) # {DISPLAYNAMENOCOLOR}: the player display name (without colors) customJoinMessage: '' # Should we remove the leave messages of unlogged users? removeUnloggedLeaveMessage: false # Should we remove join messages altogether? removeJoinMessage: false # Should we remove leave messages altogether? removeLeaveMessage: false # Do we need to add potion effect Blinding before login/register? applyBlindEffect: false # Do we need to prevent people to login with another case? # If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI preventOtherCase: true # Enable premium mode: players with an official Minecraft account # can skip password authentication. # Verification method is chosen automatically: # - online-mode=true: Bukkit already has the Mojang UUID; no PacketEvents needed. # - offline-mode + proxy: set Hooks.bungeecord=true; UUID is forwarded by proxy. # - offline-mode, no proxy: PacketEvents required for cryptographic verification. # Without PacketEvents, premium auto-login is disabled (fail closed). # Players must use /premium to opt in. enablePremium: false GroupOptions: # Enables switching a player to defined permission groups before they log in. # See below for a detailed explanation. enablePermissionCheck: false # This is a very important option: if a registered player joins the server # AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits. # You can set up your permission plugin with this special group to have no permissions, # or only permission to chat (or permission to send private messages etc.). # The better way is to set up this group with few permissions, so if a player # tries to exploit an account they can do only what you've defined for the group. # After login, the player will be moved to his correct permissions group! # Please note that the group name is case-sensitive, so 'admin' is different from 'Admin' # Otherwise your group will be wiped and the player will join in the default group []! # Example: registeredPlayerGroup: 'NotLogged' registeredPlayerGroup: '' # Similar to above, unregistered players can be set to the following # permissions group unregisteredPlayerGroup: '' Email: # Email SMTP server host mailSMTP: smtp.gmail.com # Email SMTP server port. The port determines the encryption mode: # 25 -> plain SMTP; optional STARTTLS via 'useTls' (see below) # 465 -> implicit SSL/TLS (SMTPS); 'useTls' is ignored # 587 -> STARTTLS required (submission); 'useTls' is ignored # other -> STARTTLS required; 'useTls' is ignored mailPort: 465 # Only applies to port 25: enable STARTTLS on the plain SMTP connection? # Has no effect when using port 465 (SSL) or 587 (STARTTLS), which enforce # their own encryption and cannot be overridden by this setting. useTls: true # Email account which sends the mails mailAccount: '' # Email account password mailPassword: '' # Email address, fill when mailAccount is not the email address of the account mailAddress: '' # Custom sender name, replacing the mailAccount name in the email mailSenderName: '' # Recovery password length RecoveryPasswordLength: 8 # Mail Subject mailSubject: Your new AuthMe password # Like maxRegPerIP but with email maxRegPerEmail: 1 # Recall players to add an email? recallPlayers: false # Delay in minute for the recall scheduler delayRecall: 5 # Blacklist these domains for emails emailBlacklisted: - 10minutemail.com # Whitelist ONLY these domains for emails emailWhitelisted: [] # Send the new password drawn in an image? generateImage: false # The OAuth2 token emailOauth2Token: '' # Verify the SSL/TLS server certificate hostname? # Only applies when an SSL/TLS connection is active (port 465, port 587, # port 25 with useTls=true, or any other port). # Set to false only if your SMTP server uses a self-signed certificate. # Note: if you previously used port 465, this check was not enforced; # set to false to restore the old behavior with a self-signed certificate. sslCheckServerIdentity: true Hooks: # Do we need to hook with multiverse for spawn checking? multiverse: true # Do we need to hook with BungeeCord? bungeecord: false # Send player to this BungeeCord server after register/login sendPlayerTo: '' # Shared secret used to verify perform.login messages from the AuthMe proxy plugin. # Must match the proxySharedSecret value in your AuthMe Velocity or Bungee proxy config. # All backend servers must have the same value set here. proxySharedSecret: '' # Do we need to disable Essentials SocialSpy on join? disableSocialSpy: false # Do we need to force /motd Essentials command on join? useEssentialsMotd: false Protection: # Enable some servers protection (country based login, antibot) enableProtection: true # Apply the protection also to registered usernames enableProtectionRegistered: true geoIpDatabase: # Enable GeoIp database enabled: true # The MaxMind clientId used to download the GeoIp database, # get one at https://www.maxmind.com/en/accounts/current/license-key # The EssentialsX project has a very useful tutorial on how to generate # the license key: https://github.com/EssentialsX/Wiki/blob/master/GeoIP.md clientId: '' # The MaxMind licenseKey used to download the GeoIp database. licenseKey: '' # Countries allowed to join the server and register. For country codes, see # https://dev.maxmind.com/geoip/legacy/codes/iso3166/ # Use "LOCALHOST" for local addresses. # PLEASE USE QUOTES! countries: - ME - BA - HR - RS - LOCALHOST # Countries not allowed to join the server and register # PLEASE USE QUOTES! countriesBlacklist: - A1 # Do we need to enable automatic antibot system? enableAntiBot: true # The interval in seconds antiBotInterval: 5 # Max number of players allowed to login in the interval # before the AntiBot system is enabled automatically antiBotSensibility: 10 # Duration in minutes of the antibot automatic system antiBotDuration: 10 # Delay in seconds before the antibot activation antiBotDelay: 60 quickCommands: # Kicks the player that issued a command before the defined time after the join process denyCommandsBeforeMilliseconds: 1000 Purge: # If enabled, AuthMe automatically purges old, unused accounts useAutoPurge: false # Number of days after which an account should be purged daysBeforeRemovePlayer: 60 # Do we need to remove the player.dat file during purge process? removePlayerDat: false # Do we need to remove the Essentials/userdata/player.yml file during purge process? removeEssentialsFile: false # World in which the players.dat are stored defaultWorld: world # Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge? removeLimitedCreativesInventories: false # Do we need to remove the AntiXRayData/PlayerData/player file during purge process? removeAntiXRayFile: false # Do we need to remove permissions? removePermissions: false Security: SQLProblem: # Stop the server if we can't contact the sql database # Take care with this, if you set this to false, # AuthMe will automatically disable and the server won't be protected! stopServer: true console: # Copy AuthMe log output in a separate file as well? logConsole: true captcha: # Enable captcha when a player uses wrong password too many times useCaptcha: false # Max allowed tries before a captcha is required maxLoginTry: 5 # Captcha length captchaLength: 5 # Minutes after which login attempts count is reset for a player captchaCountReset: 60 # Require captcha before a player may register? requireForRegistration: false tempban: # Tempban a user's IP address if they enter the wrong password too many times enableTempban: true # How many times a user can attempt to login before their IP being tempbanned maxLoginTries: 10 # The length of time a IP address will be tempbanned in minutes # Default: 480 minutes, or 8 hours tempbanLength: 10 # How many minutes before resetting the count for failed logins by IP and username # Default: 480 minutes (8 hours) minutesBeforeCounterReset: 480 # The command to execute instead of using the internal ban system, empty if disabled. # Available placeholders: %player%, %ip% customCommand: 'tempbanip %ip% 15m Cooldown! You have typed the incorrect password too many times! If you have forgot your password, change your name to RST_YourName and a admin will get notified' recoveryCode: # Number of characters a recovery code should have (0 to disable) length: 8 # How many hours is a recovery code valid for? validForHours: 4 # Max number of tries to enter recovery code maxTries: 3 # How long a player has after password recovery to change their password # without logging in. This is in minutes. # Default: 2 minutes passwordChangeTimeout: 2 emailRecovery: # Seconds a user has to wait for before a password recovery mail may be sent again # This prevents an attacker from abusing AuthMe's email feature. cooldown: 60 privacy: # The mail shown using /email show will be partially hidden # E.g. (if enabled) # original email: my.email@example.com # hidden email: my.***@***mple.com enableEmailMasking: false # Minutes after which a verification code will expire verificationCodeExpiration: 10 # Before a user logs in, various properties are temporarily removed from the player, # such as OP status, ability to fly, and walk/fly speed. # Once the user is logged in, we add back the properties we previously saved. # In this section, you may define how these properties should be handled. # Read more at https://github.com/AuthMe/AuthMeReloaded/wiki/Limbo-players limbo: persistence: # Besides storing the data in memory, you can define if/how the data should be persisted # on disk. This is useful in case of a server crash, so next time the server starts we can # properly restore things like OP status, ability to fly, and walk/fly speed. # DISABLED: no disk storage, # INDIVIDUAL_FILES: each player data in its own file, # DISTRIBUTED_FILES: distributes players into different files based on their UUID, see below type: INDIVIDUAL_FILES # This setting only affects DISTRIBUTED_FILES persistence. The distributed file # persistence attempts to reduce the number of files by distributing players into various # buckets based on their UUID. This setting defines into how many files the players should # be distributed. Possible values: ONE, FOUR, EIGHT, SIXTEEN, THIRTY_TWO, SIXTY_FOUR, # ONE_TWENTY for 128, TWO_FIFTY for 256. # For example, if you expect 100 non-logged in players, setting to SIXTEEN will average # 6.25 players per file (100 / 16). # Note: if you change this setting all data will be migrated. If you have a lot of data, # change this setting only on server restart, not with /authme reload. distributionSize: SIXTEEN # Whether the player is allowed to fly: RESTORE, ENABLE, DISABLE, NOTHING. # RESTORE sets back the old property from the player. NOTHING will prevent AuthMe # from modifying the 'allow flight' property on the player. restoreAllowFlight: RESTORE # Restore fly speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO. # RESTORE: restore the speed the player had; # DEFAULT: always set to default speed; # MAX_RESTORE: take the maximum of the player's current speed and the previous one # RESTORE_NO_ZERO: Like 'restore' but sets speed to default if the player's speed was 0 restoreFlySpeed: RESTORE_NO_ZERO # Restore walk speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO. # See above for a description of the values. restoreWalkSpeed: RESTORE_NO_ZERO # If true, AuthMe recreates tracked ender pearls after login when the original entity # cannot be found anymore. Disable this if you only want to restore still-existing pearls. recreateEnderPearls: true BackupSystem: # General configuration for backups: if false, no backups are possible ActivateBackup: false # Create backup at every start of server OnServerStart: false # Create backup at every stop of server OnServerStop: true # Windows only: MySQL installation path MysqlWindowsPath: C:\Program Files\MySQL\MySQL Server 5.1\

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