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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.
52 lines
1.5 KiB
C++
52 lines
1.5 KiB
C++
#pragma once
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class PendingConnection;
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class PlayerConnection;
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class MinecraftServer;
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class Socket;
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class ServerSettingsChangedPacket;
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using namespace std;
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class ServerConnection
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{
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// public static Logger logger = Logger.getLogger("Minecraft");
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private:
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// ServerSocket serverSocket;
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// private Thread listenThread;
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public:
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volatile bool running;
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private:
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int connectionCounter;
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private:
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CRITICAL_SECTION pending_cs; // 4J added
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vector< shared_ptr<PendingConnection> > pending;
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vector< shared_ptr<PlayerConnection> > players;
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// 4J - When the server requests a texture, it should add it to here while we are waiting for it
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vector<wstring> m_pendingTextureRequests;
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public:
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MinecraftServer *server;
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public:
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ServerConnection(MinecraftServer *server); // 4J - removed params InetAddress address, int port);
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~ServerConnection();
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void NewIncomingSocket(Socket *socket); // 4J - added
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void removeSpamProtection(Socket *socket) { }// 4J Stu - Not implemented as not required
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void addPlayerConnection(shared_ptr<PlayerConnection> uc);
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private:
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void handleConnection(shared_ptr<PendingConnection> uc);
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public:
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void stop();
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void tick();
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void closePendingConnectionsBySmallId(BYTE smallId);
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// 4J Added
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bool addPendingTextureRequest(const wstring &textureName);
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void handleTextureReceived(const wstring &textureName);
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void handleTextureAndGeometryReceived(const wstring &textureName);
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void handleServerSettingsChanged(shared_ptr<ServerSettingsChangedPacket> packet);
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vector< shared_ptr<PlayerConnection> > *getPlayers();
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};
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