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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.
142 lines
5.4 KiB
C++
142 lines
5.4 KiB
C++
#pragma once
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#include <deque>
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#include "..\Minecraft.World\ArrayWithLength.h"
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class ServerPlayer;
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class PlayerChunkMap;
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class MinecraftServer;
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class PlayerIO;
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class PendingConnection;
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class Packet;
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class ServerLevel;
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class TileEntity;
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class ProgressListener;
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class GameType;
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class LoginPacket;
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class ServerScoreboard;
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using namespace std;
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class PlayerList
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{
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private:
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static const int SEND_PLAYER_INFO_INTERVAL = 20 * 10; // 4J - brought forward from 1.2.3
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// public static Logger logger = Logger.getLogger("Minecraft");
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public:
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vector<shared_ptr<ServerPlayer> > players;
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private:
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MinecraftServer *server;
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unsigned int maxPlayers;
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// 4J Added
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vector<PlayerUID> m_bannedXuids;
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deque<BYTE> m_smallIdsToKick;
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CRITICAL_SECTION m_kickPlayersCS;
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deque<BYTE> m_smallIdsToClose;
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CRITICAL_SECTION m_closePlayersCS;
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/* 4J - removed
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Set<String> bans = new HashSet<String>();
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Set<String> ipBans = new HashSet<String>();
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Set<String> ops = new HashSet<String>();
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Set<String> whitelist = new HashSet<String>();
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File banFile, ipBanFile, opFile, whiteListFile;
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*/
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PlayerIO *playerIo;
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bool doWhiteList;
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GameType *overrideGameMode;
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bool allowCheatsForAllPlayers;
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int viewDistance;
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int sendAllPlayerInfoIn;
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// 4J Added to maintain which players in which dimensions can receive all packet types
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static const int DIMENSION_COUNT = 3; // overworld / nether / end — keep in sync with LevelData
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vector<shared_ptr<ServerPlayer> > receiveAllPlayers[DIMENSION_COUNT];
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private:
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shared_ptr<ServerPlayer> findAlivePlayerOnSystem(shared_ptr<ServerPlayer> currentPlayer);
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public:
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void removePlayerFromReceiving(shared_ptr<ServerPlayer> player, bool usePlayerDimension = true, int dimension = 0);
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void addPlayerToReceiving(shared_ptr<ServerPlayer> player);
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bool canReceiveAllPackets(shared_ptr<ServerPlayer> player);
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public:
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PlayerList(MinecraftServer *server);
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~PlayerList();
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bool placeNewPlayer(Connection *connection, shared_ptr<ServerPlayer> player, shared_ptr<LoginPacket> packet);
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protected:
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void updateEntireScoreboard(ServerScoreboard *scoreboard, shared_ptr<ServerPlayer> player);
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public:
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void setLevel(ServerLevelArray levels);
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void changeDimension(shared_ptr<ServerPlayer> player, ServerLevel *from);
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int getMaxRange();
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CompoundTag *load(shared_ptr<ServerPlayer> player);
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protected:
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void save(shared_ptr<ServerPlayer> player);
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public:
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void validatePlayerSpawnPosition(shared_ptr<ServerPlayer> player); // 4J Added
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void add(shared_ptr<ServerPlayer> player);
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void move(shared_ptr<ServerPlayer> player);
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void remove(shared_ptr<ServerPlayer> player);
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shared_ptr<ServerPlayer> getPlayerForLogin(PendingConnection *pendingConnection, const wstring& userName, PlayerUID xuid);
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shared_ptr<ServerPlayer> respawn(shared_ptr<ServerPlayer> serverPlayer, int targetDimension, bool keepAllPlayerData);
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void toggleDimension(shared_ptr<ServerPlayer> player, int targetDimension);
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void repositionAcrossDimension(shared_ptr<Entity> entity, int lastDimension, ServerLevel *oldLevel, ServerLevel *newLevel);
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void tick();
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bool isTrackingTile(int x, int y, int z, int dimension); // 4J added
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void prioritiseTileChanges(int x, int y, int z, int dimension); // 4J added
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void broadcastAll(shared_ptr<Packet> packet);
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void broadcastAll(shared_ptr<Packet> packet, int dimension);
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wstring getPlayerNames();
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public:
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bool isWhiteListed(const wstring& name);
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bool isOp(const wstring& name);
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bool isOp(shared_ptr<ServerPlayer> player); // 4J Added
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shared_ptr<ServerPlayer> getPlayer(const wstring& name);
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shared_ptr<ServerPlayer> getPlayer(PlayerUID uid);
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shared_ptr<ServerPlayer> getNearestPlayer(Pos *position, int range);
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vector<ServerPlayer> *getPlayers(Pos *position, int rangeMin, int rangeMax, int count, int mode, int levelMin, int levelMax, unordered_map<wstring, int> *scoreRequirements, const wstring &playerName, const wstring &teamName, Level *level);
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private:
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bool meetsScoreRequirements(shared_ptr<Player> player, unordered_map<wstring, int> scoreRequirements);
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public:
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void sendMessage(const wstring& name, const wstring& message);
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void broadcast(double x, double y, double z, double range, int dimension, shared_ptr<Packet> packet);
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void broadcast(shared_ptr<Player> except, double x, double y, double z, double range, int dimension, shared_ptr<Packet> packet);
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// 4J Added ProgressListener *progressListener param and bDeleteGuestMaps param
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void saveAll(ProgressListener *progressListener, bool bDeleteGuestMaps = false);
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void whiteList(const wstring& playerName);
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void blackList(const wstring& playerName);
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// Set<String> getWhiteList(); / 4J removed
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void reloadWhitelist();
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void sendLevelInfo(shared_ptr<ServerPlayer> player, ServerLevel *level);
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void sendAllPlayerInfo(shared_ptr<ServerPlayer> player);
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int getPlayerCount();
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int getPlayerCount(ServerLevel *level); // 4J Added
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int getMaxPlayers();
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MinecraftServer *getServer();
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int getViewDistance();
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void setOverrideGameMode(GameType *gameMode);
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private:
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void updatePlayerGameMode(shared_ptr<ServerPlayer> newPlayer, shared_ptr<ServerPlayer> oldPlayer, Level *level);
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public:
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void setAllowCheatsForAllPlayers(bool allowCommands);
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// 4J Added
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void kickPlayerByShortId(BYTE networkSmallId);
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void closePlayerConnectionBySmallId(BYTE networkSmallId);
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void queueSmallIdForRecycle(BYTE smallId);
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bool isXuidBanned(PlayerUID xuid);
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// AP added for Vita so the range can be increased once the level starts
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void setViewDistance(int newViewDistance);
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};
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