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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.
143 lines
5.4 KiB
C++
143 lines
5.4 KiB
C++
#include "ConsoleInputSource.h"
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#include "..\Minecraft.World\PacketListener.h"
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#include "..\Minecraft.World\JavaIntHash.h"
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class MinecraftServer;
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class Connection;
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class ServerPlayer;
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class INetworkPlayer;
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using namespace std;
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class PlayerConnection : public PacketListener, public ConsoleInputSource
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{
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// public static Logger logger = Logger.getLogger("Minecraft");
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public:
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Connection *connection;
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bool done;
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CRITICAL_SECTION done_cs;
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PlayerUID m_xuid;
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bool m_friendsOnlyUGC;
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private:
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MinecraftServer *server;
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shared_ptr<ServerPlayer> player;
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int tickCount;
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int aboveGroundTickCount;
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bool didTick;
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int lastKeepAliveId;
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int64_t lastKeepAliveTime;
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static Random random;
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int64_t lastKeepAliveTick;
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int chatSpamTickCount;
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int dropSpamTickCount;
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bool m_bHasClientTickedOnce;
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unsigned char m_logSmallId;
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public:
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PlayerConnection(MinecraftServer *server, Connection *connection, shared_ptr<ServerPlayer> player);
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~PlayerConnection();
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void tick();
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void disconnect(DisconnectPacket::eDisconnectReason reason);
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private:
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/**
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* Returns the stable network smallId used by dedicated-server logging and refreshes it from the live socket when possible
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*/
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unsigned char getLogSmallId();
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double xLastOk, yLastOk, zLastOk;
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bool synched;
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public:
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virtual void handlePlayerInput(shared_ptr<PlayerInputPacket> packet);
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virtual void handleMovePlayer(shared_ptr<MovePlayerPacket> packet);
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void teleport(double x, double y, double z, float yRot, float xRot, bool sendPacket = true); // 4J Added sendPacket param
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virtual void handlePlayerAction(shared_ptr<PlayerActionPacket> packet);
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virtual void handleUseItem(shared_ptr<UseItemPacket> packet);
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virtual void onDisconnect(DisconnectPacket::eDisconnectReason reason, void *reasonObjects);
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virtual void onUnhandledPacket(shared_ptr<Packet> packet);
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void send(shared_ptr<Packet> packet);
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void queueSend(shared_ptr<Packet> packet); // 4J Added
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virtual void handleSetCarriedItem(shared_ptr<SetCarriedItemPacket> packet);
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virtual void handleChat(shared_ptr<ChatPacket> packet);
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private:
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void handleCommand(const wstring& message);
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public:
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virtual void handleAnimate(shared_ptr<AnimatePacket> packet);
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virtual void handlePlayerCommand(shared_ptr<PlayerCommandPacket> packet);
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virtual void handleDisconnect(shared_ptr<DisconnectPacket> packet);
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int countDelayedPackets();
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virtual void info(const wstring& string);
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virtual void warn(const wstring& string);
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virtual wstring getConsoleName();
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virtual void handleInteract(shared_ptr<InteractPacket> packet);
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bool canHandleAsyncPackets();
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virtual void handleClientCommand(shared_ptr<ClientCommandPacket> packet);
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virtual void handleRespawn(shared_ptr<RespawnPacket> packet);
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virtual void handleContainerClose(shared_ptr<ContainerClosePacket> packet);
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private:
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unordered_map<int, short, IntKeyHash, IntKeyEq> expectedAcks;
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public:
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// 4J Stu - Handlers only valid in debug mode
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#ifndef _CONTENT_PACKAGE
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virtual void handleContainerSetSlot(shared_ptr<ContainerSetSlotPacket> packet);
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#endif
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virtual void handleContainerClick(shared_ptr<ContainerClickPacket> packet);
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virtual void handleContainerButtonClick(shared_ptr<ContainerButtonClickPacket> packet);
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virtual void handleSetCreativeModeSlot(shared_ptr<SetCreativeModeSlotPacket> packet);
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virtual void handleContainerAck(shared_ptr<ContainerAckPacket> packet);
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virtual void handleSignUpdate(shared_ptr<SignUpdatePacket> packet);
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virtual void handleKeepAlive(shared_ptr<KeepAlivePacket> packet);
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virtual void handlePlayerInfo(shared_ptr<PlayerInfoPacket> packet); // 4J Added
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virtual bool isServerPacketListener();
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virtual void handlePlayerAbilities(shared_ptr<PlayerAbilitiesPacket> playerAbilitiesPacket);
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virtual void handleCustomPayload(shared_ptr<CustomPayloadPacket> customPayloadPacket);
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virtual bool isDisconnected();
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// 4J Added
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virtual void handleCraftItem(shared_ptr<CraftItemPacket> packet);
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virtual void handleTradeItem(shared_ptr<TradeItemPacket> packet);
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virtual void handleDebugOptions(shared_ptr<DebugOptionsPacket> packet);
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virtual void handleTexture(shared_ptr<TexturePacket> packet);
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virtual void handleTextureAndGeometry(shared_ptr<TextureAndGeometryPacket> packet);
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virtual void handleTextureChange(shared_ptr<TextureChangePacket> packet);
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virtual void handleTextureAndGeometryChange(shared_ptr<TextureAndGeometryChangePacket> packet);
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virtual void handleServerSettingsChanged(shared_ptr<ServerSettingsChangedPacket> packet);
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virtual void handleKickPlayer(shared_ptr<KickPlayerPacket> packet);
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virtual void handleGameCommand(shared_ptr<GameCommandPacket> packet);
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INetworkPlayer *getNetworkPlayer();
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bool isLocal();
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bool isGuest();
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// 4J Added as we need to set this from outside sometimes
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void setPlayer(shared_ptr<ServerPlayer> player) { this->player = player; }
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shared_ptr<ServerPlayer> getPlayer() { return player; }
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// 4J Added to signal a disconnect from another thread
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void closeOnTick() { m_bCloseOnTick = true; }
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// 4J Added so that we can send on textures that get received after this connection requested them
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void handleTextureReceived(const wstring &textureName);
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void handleTextureAndGeometryReceived(const wstring &textureName);
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void setShowOnMaps(bool bVal);
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void setWasKicked() { m_bWasKicked = true; }
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bool getWasKicked() { return m_bWasKicked; }
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// 4J Added
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bool hasClientTickedOnce() { return m_bHasClientTickedOnce; }
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private:
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bool m_bCloseOnTick;
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vector<wstring> m_texturesRequested;
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bool m_bWasKicked;
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}; |