MinecraftConsoles/MCAuth/CMakeLists.txt
MrTheShy 4f2352361a Add Mojang/Ely.by/offline authentication system
The old Windows64 port had no real player identity — it used hardcoded
fake XUIDs, so anyone could impersonate anyone. This replaces that with
proper auth supporting Mojang, Ely.by, and offline accounts.

MCAuth library (new, MCAuth/):
  Mojang auth via MSA device code flow (XBL, SISU, MC services),
  Ely.by via Yggdrasil with 2FA, offline UUID generation matching
  Java Edition (MD5 v3 from "OfflinePlayer:<name>"). Multi-account
  manager with background token refresh, per-slot sessions, and
  on-disk token persistence. Server-side session verification via
  Mojang/Ely.by hasJoined API. Skin fetching and PNG validation
  from texture servers.

Network protocol (version bumped to 80):
  Three new packets (AuthScheme, AuthResponse, AuthResult) implement
  a server-driven auth handshake before login completes. Player
  identity migrated from 64-bit XUID to 128-bit GameUUID backed by
  two uint64 fields (hi/lo). readPlayerUID/writePlayerUID now
  serialize 16 bytes on the wire. Old and new clients cannot connect
  to each other — version mismatch is rejected at PreLogin.

Save migration:
  Map data mappings auto-migrate from old format: the old 64-bit
  XUID is placed in hi, lo is set to 0 as a sentinel. On first
  access by the real player, the sentinel entry is upgraded in-place
  to the full 128-bit UUID. Format detection is by file size (2080,
  2112, or 4160 bytes). Player .dat filenames inside saveData.ms
  change from decimal XUID to dashed UUID — old saves need manual
  entry renaming in the archive.

UI:
  NativeUIRenderer: immediate-mode drawing system (quads, text,
  9-slice panels, scrollbars, focus lists) for rendering auth
  screens without Flash/Scaleform. UIScene_MSAuth handles device
  code display, Ely.by credential input with 2FA, per-account
  skin head preview, and multi-account add/remove/switch.

Server:
  online-mode and auth-provider (mojang/elyby) in server.properties.
  Whitelist and ban checks validate against the server-verified UUID.
  Incompatible auth scheme logs which provider the server expects
  vs what the client is using.

Also fixes a pre-existing exploit where any client could send a
DebugOptionsPacket to grant themselves CraftAnything and other debug
privileges on any server — now requires OP status server-side.
2026-03-23 01:14:23 +01:00

41 lines
1.1 KiB
CMake

set(MCAUTH_SOURCES
"${CMAKE_CURRENT_SOURCE_DIR}/src/MCAuthCrypto.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/src/MCAuthCrypto.h"
"${CMAKE_CURRENT_SOURCE_DIR}/src/MCAuthHttp.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/src/MCAuthHttp.h"
"${CMAKE_CURRENT_SOURCE_DIR}/src/MCAuthInternal.h"
"${CMAKE_CURRENT_SOURCE_DIR}/src/MCAuthJava.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/src/MCAuthManager.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/src/MCAuthElyby.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/src/MCAuthSession.cpp"
)
source_group("src" FILES ${MCAUTH_SOURCES})
set(MCAUTH_HEADERS
"${CMAKE_CURRENT_SOURCE_DIR}/include/MCAuth.h"
"${CMAKE_CURRENT_SOURCE_DIR}/include/MCAuthManager.h"
)
source_group("include" FILES ${MCAUTH_HEADERS})
add_library(MCAuth STATIC ${MCAUTH_SOURCES} ${MCAUTH_HEADERS})
target_include_directories(MCAuth
PUBLIC
"${CMAKE_CURRENT_SOURCE_DIR}/include"
PRIVATE
"${CMAKE_CURRENT_SOURCE_DIR}/src"
)
target_compile_definitions(MCAuth PRIVATE
_LIB
$<$<CONFIG:Debug>:_DEBUG>
_CRT_SECURE_NO_WARNINGS
)
configure_compiler_target(MCAuth)
target_link_libraries(MCAuth PRIVATE
winhttp
bcrypt
)