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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
.github Fix zip command when packaging release 2026-03-17 22:36:52 +00:00
.vscode Remove .vscode settings by default 2026-03-15 02:44:59 -05:00
cmake Add Mojang/Ely.by/offline authentication system 2026-03-23 01:14:23 +01:00
docker/dedicated-server Fix server DedicatedServer issues (#1266) 2026-03-15 15:50:12 -05:00
docs Add Mojang/Ely.by/offline authentication system 2026-03-23 01:14:23 +01:00
include Add Mojang/Ely.by/offline authentication system 2026-03-23 01:14:23 +01:00
MCAuth Add Mojang/Ely.by/offline authentication system 2026-03-23 01:14:23 +01:00
Minecraft.Client Add Mojang/Ely.by/offline authentication system 2026-03-23 01:14:23 +01:00
Minecraft.Server Add Mojang/Ely.by/offline authentication system 2026-03-23 01:14:23 +01:00
Minecraft.World Add Mojang/Ely.by/offline authentication system 2026-03-23 01:14:23 +01:00
.clang-format Fix overlapping debug menus and screens (#294) 2026-03-04 12:31:47 +08:00
.clang-tidy Remove AUTO_VAR macro and _toString function (#592) 2026-03-06 02:11:18 +07:00
.gitattributes Disable git LFS 2026-03-09 20:49:50 -05:00
.gitignore Move project to CMake (#781) 2026-03-17 16:39:22 -05:00
build-start-dedicated-server.sh Dedicated Server Software - Minecraft.Server.exe (#498) 2026-03-15 02:32:50 -05:00
CMakeLists.txt Add Mojang/Ely.by/offline authentication system 2026-03-23 01:14:23 +01:00
CMakePresets.json Move project to CMake (#781) 2026-03-17 16:39:22 -05:00
COMPILE.md Move project to CMake (#781) 2026-03-17 16:39:22 -05:00
CONTRIBUTING.md Only single topic PRs, please - CONTRIBUTING.md 2026-03-10 09:37:52 -05:00
docker-build-dedicated-server.sh Dedicated Server Software - Minecraft.Server.exe (#498) 2026-03-15 02:32:50 -05:00
docker-compose.dedicated-server.ghcr.yml Dedicated Server Software - Minecraft.Server.exe (#498) 2026-03-15 02:32:50 -05:00
docker-compose.dedicated-server.yml Dedicated Server Software - Minecraft.Server.exe (#498) 2026-03-15 02:32:50 -05:00
README.md Move project to CMake (#781) 2026-03-17 16:39:22 -05:00
start-dedicated-server.sh Dedicated Server Software - Minecraft.Server.exe (#498) 2026-03-15 02:32:50 -05:00

Legacy Edition Banner

MinecraftConsoles (Legacy Console Edition)

Discord

This project is based on source code of Minecraft Legacy Console Edition v1.6.0560.0 (TU19) with some fixes and improvements applied.

The current goal of MinecraftConsoles is to be a multi-platform base for further development, such as modding, backports, and anything else LCE. On top of that, we're working to make this a quality experience on Desktop with or without a controller while (long-term) retaining console support.

See our our Contributor's Guide for more information on the goals of this project.

Download

Client

Windows users can download our Nightly Build! Simply download the .zip file and extract it to a folder where you'd like to keep the game. You can set your username in username.txt (you'll have to make this file)

Server

If you're looking for Dedicated Server software, download its Nightly Build here. Similar instructions to the client more or less, though see further down in this README for more info on that.

Platform Support

  • Windows: Supported for building and running the project
  • macOS / Linux: The Windows nightly build will run through Wine or CrossOver based on community reports, but this is unofficial and not currently tested by the maintainers when pushing updates
  • Android: The Windows nightly build does run but has stability / frametime pacing issues frequently reported
  • iOS: No current support
  • All Consoles: Console support remains in the code, but maintainers are not currently verifying console functionality / porting UI Changes to the console builds at this time.

Features

  • Dedicated Server Software (Minecraft.Server.exe)
  • Fixed compilation and execution in both Debug and Release mode on Windows using Visual Studio 2022
  • Added support for keyboard and mouse input
  • Added fullscreen mode support (toggle using F11)
  • (WIP) Disabled V-Sync for better performance
  • Added a high-resolution timer path on Windows for smoother high-FPS gameplay timing
  • Device's screen resolution will be used as the game resolution instead of using a fixed resolution (1920x1080)
  • LAN Multiplayer & Discovery
  • Added persistent username system via username.txt
  • Decoupled usernames and UIDs to allow username changes
  • Fixed various security issues present in the original codebase
  • Splitscreen Multiplayer support (connect to dedicated servers, etc)
  • In-game server management (Add Server button, etc)

Controls (Keyboard & Mouse)

  • Movement: W A S D
  • Jump / Fly (Up): Space
  • Sneak / Fly (Down): Shift (Hold)
  • Sprint: Ctrl (Hold) or Double-tap W
  • Inventory: E
  • Chat: T
  • Drop Item: Q
  • Crafting: C Use Q and E to move through tabs (cycles Left/Right)
  • Toggle View (FPS/TPS): F5
  • Fullscreen: F11
  • Pause Menu: Esc
  • Attack / Destroy: Left Click
  • Use / Place: Right Click
  • Select Item: Mouse Wheel or keys 1 to 9
  • Accept or Decline Tutorial hints: Enter to accept and B to decline
  • Game Info (Player list and Host Options): TAB
  • Toggle HUD: F1
  • Toggle Debug Info: F3
  • Open Debug Overlay: F4
  • Toggle Debug Console: F6

Contributors

Would you like to contribute to this project? Please read our Contributor's Guide before doing so! This document includes our current goals, standards for inclusions, rules, and more.

Client Launch Arguments

Argument Description
-name <username> Overrides your in-game username.
-fullscreen Launches the game in Fullscreen mode

Example:

Minecraft.Client.exe -name Steve -fullscreen

LAN Multiplayer

LAN multiplayer is available on the Windows build

  • Hosting a multiplayer world automatically advertises it on the local network
  • Other players on the same LAN can discover the session from the in-game Join Game menu
  • Game connections use TCP port 25565 by default
  • LAN discovery uses UDP port 25566
  • Add servers to your server list with the in-game Add Server button (temp)
  • Rename yourself without losing data by keeping your uid.dat
  • Split-screen players can join in, even in Multiplayer

Dedicated Server Software

About server.properties

Minecraft.Server reads server.properties from the executable working directory (Docker image: /srv/mc/server.properties). If the file is missing or contains invalid values, defaults are auto-generated/normalized on startup.

Important keys:

Key Values / Range Default Notes
server-port 1-65535 25565 Listen TCP port
server-ip string 0.0.0.0 Bind address
server-name string (max 16 chars) DedicatedServer Host display name
max-players 1-8 8 Public player slots
level-name string world Display world name
level-id safe ID string derived from level-name Save folder ID; normalized automatically
level-seed int64 or empty empty Empty = random seed
world-size classic|small|medium|large classic World size preset for new worlds and expansion target for existing worlds
log-level debug|info|warn|error info Server log verbosity
autosave-interval 5-3600 60 Seconds between autosaves
white-list true/false false Enable access list checks
lan-advertise true/false false LAN session advertisement

Minimal example:

server-name=DedicatedServer
server-port=25565
max-players=8
level-name=world
level-seed=
world-size=classic
log-level=info
white-list=false
lan-advertise=false
autosave-interval=60

Dedicated Server launch arguments

The server loads base settings from server.properties, then CLI arguments override those values.

Argument Description
-port <1-65535> Override server-port
-ip <addr> Override server-ip
-bind <addr> Alias of -ip
-name <name> Override server-name (max 16 chars)
-maxplayers <1-8> Override max-players
-seed <int64> Override level-seed
-loglevel <level> Override log-level (debug, info, warn, error)
-help / --help / -h Print usage and exit

Examples:

Minecraft.Server.exe -name MyServer -port 25565 -ip 0.0.0.0 -maxplayers 8 -loglevel info
Minecraft.Server.exe -seed 123456789

Dedicated Server in Docker (Wine)

This repository includes a lightweight Docker setup for running the Windows dedicated server under Wine.

No local build is required. The container image is pulled from GHCR.

./start-dedicated-server.sh

start-dedicated-server.sh does the following:

  • uses docker-compose.dedicated-server.ghcr.yml
  • pulls latest image, then starts the container

If you want to skip pulling and just start:

./start-dedicated-server.sh --no-pull

Equivalent manual command:

docker compose -f docker-compose.dedicated-server.ghcr.yml up -d

Local Build Mode (Optional)

Use this only when you want to run your own locally built Minecraft.Server binary in Docker. A local build of Minecraft.Server is required for this mode.

docker compose -f docker-compose.dedicated-server.yml up -d --build

Useful environment variables:

  • XVFB_DISPLAY (default: :99)
  • XVFB_SCREEN (default: 64x64x16, tiny virtual display used by Wine)

Fixed server runtime behavior in container:

  • executable path: /srv/mc/Minecraft.Server.exe
  • bind IP: 0.0.0.0
  • server port: 25565

Persistent files are bind-mounted to host:

  • ./server-data/server.properties -> /srv/mc/server.properties
  • ./server-data/GameHDD -> /srv/mc/Windows64/GameHDD

Build & Run

  1. Install Visual Studio 2022 or newer.
  2. Clone the repository.
  3. Open the project folder from Visual Studio.
  4. Set the build configuration to Windows64 - Debug (Release is also ok but missing some debug features), then build and run.

CMake (Windows x64)

cmake --preset windows64
cmake --build --preset windows64-debug --target Minecraft.Client

For more information, see COMPILE.md.

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