MinecraftConsoles/Minecraft.Client/Common/Network/GameNetworkManager.h
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

238 lines
8.2 KiB
C++

#pragma once
using namespace std;
#include <vector>
#include <qnet.h>
#include "..\..\..\Minecraft.World\C4JThread.h"
#include "NetworkPlayerInterface.h"
#ifdef _XBOX
#include "..\..\Xbox\Network\PlatformNetworkManagerXbox.h"
#elif defined __PS3__ || defined __ORBIS__ || defined __PSVITA__
#include "..\..\Common\Network\Sony\PlatformNetworkManagerSony.h"
#elif defined _DURANGO
#include "..\..\Durango\Network\PlatformNetworkManagerDurango.h"
#else
#include "PlatformNetworkManagerStub.h"
#endif
#include "SessionInfo.h"
#ifdef __ORBIS__
#include "..\..\Orbis\Network\PsPlusUpsellWrapper_Orbis.h"
#endif
class ClientConnection;
class Minecraft;
const int NON_QNET_SENDDATA_ACK_REQUIRED = 1;
// This class implements the game-side interface to the networking system. As such, it is platform independent and may contain bits of game-side code where appropriate.
// It shouldn't ever reference any platform specifics of the network implementation (eg QNET), rather it should interface with an implementation of PlatformNetworkManager to
// provide this functionality.
class CGameNetworkManager
{
#ifdef _XBOX
friend class CPlatformNetworkManagerXbox;
#elif defined __PS3__ || defined __ORBIS__ || defined __PSVITA__
friend class CPlatformNetworkManagerSony;
#elif defined _DURANGO
friend class CPlatformNetworkManagerDurango;
#else
friend class CPlatformNetworkManagerStub;
#endif
public:
CGameNetworkManager();
// Misc high level flow
typedef enum
{
JOINGAME_SUCCESS,
JOINGAME_FAIL_GENERAL,
JOINGAME_FAIL_SERVER_FULL
} eJoinGameResult;
void Initialise();
void Terminate();
void DoWork();
bool _RunNetworkGame(LPVOID lpParameter);
bool StartNetworkGame(Minecraft *minecraft, LPVOID lpParameter);
int CorrectErrorIDS(int IDS);
// Player management
static int GetLocalPlayerMask(int playerIndex);
int GetPlayerCount();
int GetOnlinePlayerCount();
bool AddLocalPlayerByUserIndex( int userIndex );
bool RemoveLocalPlayerByUserIndex( int userIndex );
INetworkPlayer *GetLocalPlayerByUserIndex(int userIndex );
INetworkPlayer *GetPlayerByIndex(int playerIndex);
INetworkPlayer *GetPlayerByXuid(PlayerUID xuid);
INetworkPlayer *GetPlayerBySmallId(unsigned char smallId);
wstring GetDisplayNameByGamertag(wstring gamertag);
INetworkPlayer *GetHostPlayer();
void RegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam);
void UnRegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam);
void HandleSignInChange();
bool ShouldMessageForFullSession();
// State management
bool IsInSession();
bool IsInGameplay();
bool IsLeavingGame();
bool IsReadyToPlayOrIdle();
// Hosting and game type
bool SetLocalGame(bool isLocal);
bool IsLocalGame();
void SetPrivateGame(bool isPrivate);
bool IsPrivateGame();
void HostGame(int localUsersMask, bool bOnlineGame, bool bIsPrivate, int publicSlots = MINECRAFT_NET_MAX_PLAYERS, int privateSlots = 0);
bool IsHost();
bool IsInStatsEnabledSession();
// Client session discovery
bool SessionHasSpace(unsigned int spaceRequired = 1);
vector<FriendSessionInfo *> *GetSessionList(int iPad, int localPlayers, bool partyOnly);
bool GetGameSessionInfo(int iPad, SessionID sessionId,FriendSessionInfo *foundSession);
void SetSessionsUpdatedCallback( void (*SessionsUpdatedCallback)(LPVOID pParam), LPVOID pSearchParam );
void GetFullFriendSessionInfo( FriendSessionInfo *foundSession, void (* FriendSessionUpdatedFn)(bool success, void *pParam), void *pParam );
void ForceFriendsSessionRefresh();
// Session joining and leaving
bool JoinGameFromInviteInfo( int userIndex, int userMask, const INVITE_INFO *pInviteInfo);
eJoinGameResult JoinGame(FriendSessionInfo *searchResult, int localUsersMask);
static void CancelJoinGame(LPVOID lpParam); // Not part of the shared interface
bool LeaveGame(bool bMigrateHost);
static int JoinFromInvite_SignInReturned(void *pParam,bool bContinue, int iPad);
void UpdateAndSetGameSessionData(INetworkPlayer *pNetworkPlayerLeaving = nullptr);
void SendInviteGUI(int iPad);
void ResetLeavingGame();
// Threads
bool IsNetworkThreadRunning();
static int RunNetworkGameThreadProc( void* lpParameter );
static int ServerThreadProc( void* lpParameter );
static int ExitAndJoinFromInviteThreadProc( void* lpParam );
#if (defined __PS3__) || (defined __ORBIS__) || (defined __PSVITA__)
static int MustSignInReturned_0(void *pParam,int iPad,C4JStorage::EMessageResult result);
static int PSNSignInReturned_0(void* pParam, bool bContinue, int iPad);
static int MustSignInReturned_1(void *pParam,int iPad,C4JStorage::EMessageResult result);
static int PSNSignInReturned_1(void* pParam, bool bContinue, int iPad);
#endif
static void _LeaveGame();
static int ChangeSessionTypeThreadProc( void* lpParam );
// System flags
void SystemFlagSet(INetworkPlayer *pNetworkPlayer, int index);
bool SystemFlagGet(INetworkPlayer *pNetworkPlayer, int index);
// Events
void ServerReadyCreate(bool create); // Create the signal (or set to nullptr)
void ServerReady(); // Signal that we are ready
void ServerReadyWait(); // Wait for the signal
void ServerReadyDestroy(); // Destroy signal
bool ServerReadyValid(); // Is non-nullptr
void ServerStoppedCreate(bool create); // Create the signal
void ServerStopped(); // Signal that we are ready
void ServerStoppedWait(); // Wait for the signal
void ServerStoppedDestroy(); // Destroy signal
bool ServerStoppedValid(); // Is non-nullptr
#ifdef __PSVITA__
static bool usingAdhocMode();
static void setAdhocMode(bool bAdhoc);
static void startAdhocMatching();
#endif
// Debug output
wstring GatherStats();
void renderQueueMeter();
wstring GatherRTTStats();
// GUI debug output
// Used for debugging output
static const int messageQueue_length = 512;
static int64_t messageQueue[messageQueue_length];
static const int byteQueue_length = 512;
static int64_t byteQueue[byteQueue_length];
static int messageQueuePos;
// Methods called from PlatformNetworkManager
private:
void StateChange_AnyToHosting();
void StateChange_AnyToJoining();
void StateChange_JoiningToIdle(CPlatformNetworkManager::eJoinFailedReason reason);
void StateChange_AnyToStarting();
void StateChange_AnyToEnding(bool bStateWasPlaying);
void StateChange_AnyToIdle();
void CreateSocket( INetworkPlayer *pNetworkPlayer, bool localPlayer );
void CloseConnection( INetworkPlayer *pNetworkPlayer );
void PlayerJoining( INetworkPlayer *pNetworkPlayer );
void PlayerLeaving( INetworkPlayer *pNetworkPlayer );
void HostChanged();
void WriteStats( INetworkPlayer *pNetworkPlayer );
void GameInviteReceived( int userIndex, const INVITE_INFO *pInviteInfo);
void HandleInviteWhenInMenus( int userIndex, const INVITE_INFO *pInviteInfo);
void AddLocalPlayerFailed(int idx, bool serverFull = false);
#if defined __PS3__ || defined __PSVITA__ || defined __ORBIS__
void HandleDisconnect(bool bLostRoomOnly,bool bPSNSignOut);
#else
void HandleDisconnect(bool bLostRoomOnly);
#endif
int GetPrimaryPad();
int GetLockedProfile();
bool IsSignedInLive(int playerIdx);
bool AllowedToPlayMultiplayer(int playerIdx);
const char *GetOnlineName(int playerIdx);
C4JThread::Event* m_hServerStoppedEvent;
C4JThread::Event* m_hServerReadyEvent;
bool m_bInitialised;
#ifdef _XBOX_ONE
public:
void SetFullSessionMessageOnNextSessionChange() { m_bFullSessionMessageOnNextSessionChange = true; }
#endif
private:
float m_lastPlayerEventTimeStart; // For telemetry
static CPlatformNetworkManager *s_pPlatformNetworkManager;
bool m_bNetworkThreadRunning;
int GetJoiningReadyPercentage();
bool m_bLastDisconnectWasLostRoomOnly;
bool m_bFullSessionMessageOnNextSessionChange;
#if defined __PS3__ || defined __PSVITA__ || defined __ORBIS__
bool m_bSignedOutofPSN;
#endif
#ifdef __ORBIS__
PsPlusUpsellWrapper *m_pUpsell;
INVITE_INFO *m_pInviteInfo;
int m_iPlayerInvited;
#endif
public:
#ifndef _XBOX
void FakeLocalPlayerJoined(); // Temporary method whilst we don't have real networking to make this happen
#endif
};
extern CGameNetworkManager g_NetworkManager;
#ifdef __PS3__
#undef __in
#define __out
#endif