MinecraftConsoles/Minecraft.Server/ServerProperties.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

111 lines
2.7 KiB
C++

#pragma once
#include <string>
#include "ServerLogger.h"
namespace ServerRuntime
{
/**
* `server.properties`
*/
struct ServerPropertiesConfig
{
/** world name `level-name` */
std::wstring worldName;
/** world save id `level-id` */
std::string worldSaveId;
/** `server-port` */
int serverPort;
/** `server-ip` */
std::string serverIp;
/** `lan-advertise` */
bool lanAdvertise;
/** `white-list` */
bool whiteListEnabled;
/** `server-name` (max 16 chars at runtime) */
std::string serverName;
/** `max-players` */
int maxPlayers;
/** `level-seed` is explicitly set */
bool hasSeed;
/** `level-seed` */
__int64 seed;
/** `log-level` */
EServerLogLevel logLevel;
/** `autosave-interval` (seconds) */
int autosaveIntervalSeconds;
/** host options / game settings */
int difficulty;
int gameMode;
/** `world-size` preset (`classic` / `small` / `medium` / `large`) */
int worldSize;
/** Overworld chunk width derived from `world-size` */
int worldSizeChunks;
/** Nether scale derived from `world-size` */
int worldHellScale;
bool levelTypeFlat;
/** `spawn-protection` radius in blocks (0 disables protection) */
int spawnProtectionRadius;
bool generateStructures;
bool bonusChest;
bool pvp;
bool trustPlayers;
bool fireSpreads;
bool tnt;
bool spawnAnimals;
bool spawnNpcs;
bool spawnMonsters;
bool allowFlight;
bool allowNether;
bool friendsOfFriends;
bool gamertags;
bool bedrockFog;
bool hostCanFly;
bool hostCanChangeHunger;
bool hostCanBeInvisible;
bool disableSaving;
bool mobGriefing;
bool keepInventory;
bool doMobSpawning;
bool doMobLoot;
bool doTileDrops;
bool naturalRegeneration;
bool doDaylightCycle;
/** `online-mode` — require Mojang session verification */
bool onlineMode;
/** `auth-provider` — which auth provider to use: "mojang" or "elyby" */
std::string authProvider = "mojang";
/** other MinecraftServer runtime settings */
int maxBuildHeight;
std::string levelType;
std::string motd;
};
/**
* server.properties loader
*
* - ファイル欠損時はデフォルト値で新規作成
* - 必須キー不足時は補完して再保存
* - `level-id` は保存先として安全な形式へ正規化
*
* @return `WorldManager` が利用するワールド設定
*/
ServerPropertiesConfig LoadServerPropertiesConfig();
/**
* server.properties saver
*
* - `level-name` と `level-id` を更新
* - `white-list` を更新
* - それ以外の既存キーは極力保持
*
* @param config 保存するワールド識別情報と永続化対象設定
* @return 書き込み成功時 `true`
*/
bool SaveServerPropertiesConfig(const ServerPropertiesConfig &config);
}