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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. |
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| .. | ||
| base64.cpp | ||
| base64.h | ||
| ChatIntegrationLayer.cpp | ||
| ChatIntegrationLayer.h | ||
| DQRNetworkManager.cpp | ||
| DQRNetworkManager.h | ||
| DQRNetworkManager_FriendSessions.cpp | ||
| DQRNetworkManager_Log.cpp | ||
| DQRNetworkManager_SendReceive.cpp | ||
| DQRNetworkManager_XRNSEvent.cpp | ||
| DQRNetworkPlayer.cpp | ||
| DQRNetworkPlayer.h | ||
| NetworkPlayerDurango.cpp | ||
| NetworkPlayerDurango.h | ||
| PartyController.cpp | ||
| PartyController.h | ||
| PlatformNetworkManagerDurango.cpp | ||
| PlatformNetworkManagerDurango.h | ||
| Windows.Xbox.Networking.RealtimeSession.dll | ||
| windows.xbox.networking.realtimesession.pdb | ||
| windows.xbox.networking.realtimesession.winmd | ||