mirror of
https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-08-20 09:57:09 +00:00
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.
123 lines
4.1 KiB
C++
123 lines
4.1 KiB
C++
#pragma once
|
|
|
|
class IntBuffer;
|
|
class Options;
|
|
class Textures;
|
|
class ResourceLocation;
|
|
|
|
class Font
|
|
{
|
|
private:
|
|
int *charWidths;
|
|
public:
|
|
int fontTexture;
|
|
Random *random;
|
|
|
|
private:
|
|
int colors[32]; // RGB colors for formatting
|
|
|
|
Textures *textures;
|
|
|
|
float xPos;
|
|
float yPos;
|
|
|
|
// § format state (bold, italic, underline, strikethrough); set during draw(), reset by §r
|
|
bool m_bold;
|
|
bool m_italic;
|
|
bool m_underline;
|
|
bool m_strikethrough;
|
|
|
|
bool enforceUnicodeSheet; // use unicode sheet for ascii
|
|
bool bidirectional; // use bidi to flip strings
|
|
|
|
int m_cols; // Number of columns in font sheet
|
|
int m_rows; // Number of rows in font sheet
|
|
int m_charWidth; // Maximum character width
|
|
int m_charHeight; // Maximum character height
|
|
ResourceLocation *m_textureLocation; // Texture
|
|
std::map<int, int> m_charMap;
|
|
|
|
public:
|
|
Font(Options *options, const wstring& name, Textures* textures, bool enforceUnicode, ResourceLocation *textureLocation, int cols, int rows, int charWidth, int charHeight, unsigned short charMap[] = nullptr);
|
|
#ifndef _XBOX
|
|
// 4J Stu - This dtor clashes with one in xui! We never delete these anyway so take it out for now. Can go back when we have got rid of XUI
|
|
~Font();
|
|
#endif
|
|
void renderFakeCB(IntBuffer *cb); // 4J added
|
|
|
|
private:
|
|
void renderCharacter(wchar_t c); // 4J added
|
|
void addCharacterQuad(wchar_t c);
|
|
void renderStyleLine(float x0, float y0, float x1, float y1); // solid line for underline/strikethrough
|
|
|
|
public:
|
|
void drawShadow(const wstring& str, int x, int y, int color);
|
|
void drawShadowLiteral(const wstring& str, int x, int y, int color); // draw without interpreting § codes
|
|
void drawShadowWordWrap(const wstring &str, int x, int y, int w, int color, int h); // 4J Added h param
|
|
void draw(const wstring &str, int x, int y, int color);
|
|
/**
|
|
* Reorders the string according to bidirectional levels. A bit expensive at
|
|
* the moment.
|
|
*
|
|
* @param str
|
|
* @return
|
|
*/
|
|
private:
|
|
wstring reorderBidi(const wstring &str);
|
|
|
|
void draw(const wstring &str, bool dropShadow);
|
|
void draw(const wstring& str, int x, int y, int color, bool dropShadow);
|
|
void drawLiteral(const wstring& str, int x, int y, int color); // no § parsing
|
|
int MapCharacter(wchar_t c); // 4J added
|
|
bool CharacterExists(wchar_t c); // 4J added
|
|
|
|
public:
|
|
int width(const wstring& str);
|
|
int widthLiteral(const wstring& str); // width without skipping § codes (for chat input)
|
|
wstring sanitize(const wstring& str);
|
|
void drawWordWrap(const wstring &string, int x, int y, int w, int col, int h); // 4J Added h param
|
|
|
|
private:
|
|
void drawWordWrapInternal(const wstring &string, int x, int y, int w, int col, int h); // 4J Added h param
|
|
|
|
public:
|
|
void drawWordWrap(const wstring &string, int x, int y, int w, int col, bool darken, int h); // 4J Added h param
|
|
|
|
private:
|
|
void drawWordWrapInternal(const wstring& string, int x, int y, int w, int col, bool darken, int h); // 4J Added h param
|
|
|
|
public:
|
|
int wordWrapHeight(const wstring& string, int w);
|
|
void setEnforceUnicodeSheet(bool enforceUnicodeSheet);
|
|
void setBidirectional(bool bidirectional);
|
|
|
|
// Bind the font atlas texture so external code (e.g. NativeUI) can sample
|
|
// the white texel at UV (0,0) for solid-colour rectangles.
|
|
void bindFontTexture() { textures->bindTexture(m_textureLocation); }
|
|
|
|
// Expose font metrics for NativeUI D3D11 text renderer.
|
|
int getCols() const { return m_cols; }
|
|
int getRows() const { return m_rows; }
|
|
int getCharWidth() const { return m_charWidth; }
|
|
int getCharHeight() const { return m_charHeight; }
|
|
int getCharPixelWidth(wchar_t c) const { return charWidths[MapCharacterConst(c)]; }
|
|
wchar_t mapChar(wchar_t c) const { return static_cast<wchar_t>(MapCharacterConst(c)); }
|
|
ResourceLocation* getTextureLocation() const { return m_textureLocation; }
|
|
Textures* getTextures() const { return textures; }
|
|
|
|
private:
|
|
int MapCharacterConst(wchar_t c) const
|
|
{
|
|
if (!m_charMap.empty() && c != L' ')
|
|
{
|
|
auto it = m_charMap.find(c);
|
|
return (it != m_charMap.end()) ? it->second : 0;
|
|
}
|
|
return c;
|
|
}
|
|
public:
|
|
|
|
// 4J-PB - check for invalid player name - Japanese local name
|
|
bool AllCharactersValid(const wstring &str);
|
|
};
|