mirror of
https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-08-20 09:57:09 +00:00
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.
98 lines
3.8 KiB
CMake
98 lines
3.8 KiB
CMake
include("${CMAKE_CURRENT_LIST_DIR}/cmake/sources/Common.cmake")
|
|
include("${CMAKE_CURRENT_LIST_DIR}/cmake/sources/Durango.cmake")
|
|
include("${CMAKE_CURRENT_LIST_DIR}/cmake/sources/ORBIS.cmake")
|
|
include("${CMAKE_CURRENT_LIST_DIR}/cmake/sources/PS3.cmake")
|
|
include("${CMAKE_CURRENT_LIST_DIR}/cmake/sources/PSVita.cmake")
|
|
include("${CMAKE_CURRENT_LIST_DIR}/cmake/sources/Windows.cmake")
|
|
include("${CMAKE_CURRENT_LIST_DIR}/cmake/sources/Xbox360.cmake")
|
|
|
|
include("${CMAKE_SOURCE_DIR}/cmake/CommonSources.cmake")
|
|
|
|
include("${CMAKE_SOURCE_DIR}/cmake/Utils.cmake")
|
|
|
|
# Combine all source files into a single variable for the target
|
|
# We cant use CMAKE_CONFIGURE_PRESET here as VS doesn't set it, so just rely on the folder
|
|
set(MINECRAFT_CLIENT_SOURCES
|
|
${MINECRAFT_CLIENT_COMMON}
|
|
$<$<STREQUAL:${PLATFORM_NAME},Durango>:${MINECRAFT_CLIENT_DURANGO}>
|
|
$<$<STREQUAL:${PLATFORM_NAME},Orbis>:${MINECRAFT_CLIENT_ORBIS}>
|
|
$<$<STREQUAL:${PLATFORM_NAME},PS3>:${MINECRAFT_CLIENT_PS3}>
|
|
$<$<STREQUAL:${PLATFORM_NAME},PSVita>:${MINECRAFT_CLIENT_PSVITA}>
|
|
$<$<STREQUAL:${PLATFORM_NAME},Windows64>:${MINECRAFT_CLIENT_WINDOWS}>
|
|
$<$<STREQUAL:${PLATFORM_NAME},Xbox>:${MINECRAFT_CLIENT_XBOX360}>
|
|
${SOURCES_COMMON}
|
|
)
|
|
|
|
add_executable(Minecraft.Client ${MINECRAFT_CLIENT_SOURCES})
|
|
|
|
# Only define executable on windows
|
|
if(PLATFORM_NAME STREQUAL "Windows64")
|
|
set_target_properties(Minecraft.Client PROPERTIES WIN32_EXECUTABLE TRUE)
|
|
endif()
|
|
|
|
target_include_directories(Minecraft.Client PRIVATE
|
|
"${CMAKE_BINARY_DIR}/generated/" # This is for the generated BuildVer.h
|
|
"${CMAKE_CURRENT_SOURCE_DIR}"
|
|
"${CMAKE_CURRENT_SOURCE_DIR}/${PLATFORM_NAME}/Iggy/include"
|
|
"${CMAKE_SOURCE_DIR}/include/"
|
|
)
|
|
target_compile_definitions(Minecraft.Client PRIVATE
|
|
${MINECRAFT_SHARED_DEFINES}
|
|
)
|
|
target_precompile_headers(Minecraft.Client PRIVATE "$<$<COMPILE_LANGUAGE:CXX>:stdafx.h>")
|
|
set_source_files_properties(compat_shims.cpp PROPERTIES SKIP_PRECOMPILE_HEADERS ON) # This redefines internal MSVC CRT symbols which will cause an issue with PCH
|
|
|
|
configure_compiler_target(Minecraft.Client)
|
|
|
|
set_target_properties(Minecraft.Client PROPERTIES
|
|
OUTPUT_NAME "Minecraft.Client"
|
|
VS_DEBUGGER_WORKING_DIRECTORY "$<TARGET_FILE_DIR:Minecraft.Client>"
|
|
)
|
|
|
|
target_link_libraries(Minecraft.Client PRIVATE
|
|
Minecraft.World
|
|
MCAuth
|
|
d3d11
|
|
d3dcompiler
|
|
XInput9_1_0
|
|
wsock32
|
|
legacy_stdio_definitions
|
|
$<$<CONFIG:Debug>: # Debug 4J libraries
|
|
"${CMAKE_CURRENT_SOURCE_DIR}/${PLATFORM_NAME}/4JLibs/libs/4J_Input_d.lib"
|
|
"${CMAKE_CURRENT_SOURCE_DIR}/${PLATFORM_NAME}/4JLibs/libs/4J_Storage_d.lib"
|
|
"${CMAKE_CURRENT_SOURCE_DIR}/${PLATFORM_NAME}/4JLibs/libs/4J_Render_PC_d.lib"
|
|
>
|
|
$<$<NOT:$<CONFIG:Debug>>: # Release 4J libraries
|
|
"${CMAKE_CURRENT_SOURCE_DIR}/${PLATFORM_NAME}/4JLibs/libs/4J_Input.lib"
|
|
"${CMAKE_CURRENT_SOURCE_DIR}/${PLATFORM_NAME}/4JLibs/libs/4J_Storage.lib"
|
|
"${CMAKE_CURRENT_SOURCE_DIR}/${PLATFORM_NAME}/4JLibs/libs/4J_Render_PC.lib"
|
|
>
|
|
)
|
|
|
|
# Iggy libs
|
|
foreach(lib IN LISTS IGGY_LIBS)
|
|
target_link_libraries(Minecraft.Client PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/${PLATFORM_NAME}/Iggy/lib/${lib}")
|
|
endforeach()
|
|
|
|
# ---
|
|
# Asset / redist copy
|
|
# ---
|
|
include("${CMAKE_SOURCE_DIR}/cmake/CopyAssets.cmake")
|
|
set(ASSET_FOLDER_PAIRS
|
|
"${CMAKE_CURRENT_SOURCE_DIR}/music" "music"
|
|
"${CMAKE_CURRENT_SOURCE_DIR}/Common/Media" "Common/Media"
|
|
"${CMAKE_CURRENT_SOURCE_DIR}/Common/res" "Common/res"
|
|
"${CMAKE_CURRENT_SOURCE_DIR}/Common/Trial" "Common/Trial"
|
|
"${CMAKE_CURRENT_SOURCE_DIR}/Common/Tutorial" "Common/Tutorial"
|
|
"${CMAKE_CURRENT_SOURCE_DIR}/${PLATFORM_NAME}Media" "${PLATFORM_NAME}Media"
|
|
)
|
|
setup_asset_folder_copy(Minecraft.Client "${ASSET_FOLDER_PAIRS}")
|
|
|
|
# Copy redist files
|
|
add_copyredist_target(Minecraft.Client)
|
|
|
|
# Make sure GameHDD exists on Windows
|
|
if(PLATFORM_NAME STREQUAL "Windows64")
|
|
add_gamehdd_target(Minecraft.Client)
|
|
endif()
|