MinecraftConsoles/Minecraft.World/GameUUID.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

59 lines
1.5 KiB
C++

#pragma once
#include <cstdint>
#include <string>
#include <istream>
#include <functional>
struct GameUUID {
uint64_t hi = 0;
uint64_t lo = 0;
bool isValid() const { return hi != 0 || lo != 0; }
// String conversion
std::string toDashed() const;
std::string toUndashed() const;
std::wstring toWDashed() const;
static GameUUID fromDashed(const std::string& s);
static GameUUID fromUndashed(const std::string& s);
// Generation
static GameUUID generateV4();
static GameUUID generateOffline(const std::string& playerName);
// Comparison
bool operator==(const GameUUID& o) const { return hi == o.hi && lo == o.lo; }
bool operator!=(const GameUUID& o) const { return !(*this == o); }
bool operator<(const GameUUID& o) const { return hi < o.hi || (hi == o.hi && lo < o.lo); }
// Hash support for unordered containers
struct Hash {
size_t operator()(const GameUUID& u) const {
size_t h = std::hash<uint64_t>{}(u.hi);
h ^= std::hash<uint64_t>{}(u.lo) + 0x9e3779b9 + (h << 6) + (h >> 2);
return h;
}
};
};
inline const GameUUID INVALID_UUID = {};
// Stream extraction for _fromString<PlayerUID> compatibility
inline std::wistream& operator>>(std::wistream& is, GameUUID& uuid)
{
std::wstring ws;
is >> ws;
std::string s(ws.begin(), ws.end());
uuid = GameUUID::fromDashed(s);
return is;
}
// Specialise std::hash so unordered_map<PlayerUID, ...> works without explicit Hash argument
namespace std {
template<> struct hash<GameUUID> {
size_t operator()(const GameUUID& u) const {
return GameUUID::Hash{}(u);
}
};
}