MinecraftConsoles/Minecraft.Client/Windows64/Windows64_Uuid.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

43 lines
1.2 KiB
C++

#pragma once
#ifdef _WINDOWS64
#include <string>
#include <Windows.h>
#include "..\..\Minecraft.World\GameUUID.h"
// Player identity is always assigned by the auth manager (Mojang/offline).
// No local persistence (uuid.dat) is used — the auth handshake is the source of truth.
namespace Win64Uuid
{
inline GameUUID DeriveUuidForPad(GameUUID baseUuid, int iPad)
{
if (iPad == 0)
return baseUuid;
// Deterministic per-pad UUID derived from the base.
uint64_t mixHi = baseUuid.hi ^ (0x9E3779B97F4A7C15ULL * (uint64_t)(iPad + 1));
uint64_t mixLo = baseUuid.lo ^ (0xBF58476D1CE4E5B9ULL * (uint64_t)(iPad + 1));
mixHi = (mixHi ^ (mixHi >> 30)) * 0xBF58476D1CE4E5B9ULL;
mixHi = (mixHi ^ (mixHi >> 27)) * 0x94D049BB133111EBULL;
mixHi = mixHi ^ (mixHi >> 31);
mixLo = (mixLo ^ (mixLo >> 30)) * 0xBF58476D1CE4E5B9ULL;
mixLo = (mixLo ^ (mixLo >> 27)) * 0x94D049BB133111EBULL;
mixLo = mixLo ^ (mixLo >> 31);
// Mark as UUID v4 variant 1
mixHi = (mixHi & ~0x000000000000F000ULL) | 0x0000000000004000ULL;
mixLo = (mixLo & ~0xC000000000000000ULL) | 0x8000000000000000ULL;
GameUUID derived;
derived.hi = mixHi;
derived.lo = mixLo;
return derived;
}
}
#endif