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.
43 lines
1.2 KiB
C++
43 lines
1.2 KiB
C++
#pragma once
|
|
|
|
#ifdef _WINDOWS64
|
|
|
|
#include <string>
|
|
#include <Windows.h>
|
|
#include "..\..\Minecraft.World\GameUUID.h"
|
|
|
|
// Player identity is always assigned by the auth manager (Mojang/offline).
|
|
// No local persistence (uuid.dat) is used — the auth handshake is the source of truth.
|
|
|
|
namespace Win64Uuid
|
|
{
|
|
inline GameUUID DeriveUuidForPad(GameUUID baseUuid, int iPad)
|
|
{
|
|
if (iPad == 0)
|
|
return baseUuid;
|
|
|
|
// Deterministic per-pad UUID derived from the base.
|
|
uint64_t mixHi = baseUuid.hi ^ (0x9E3779B97F4A7C15ULL * (uint64_t)(iPad + 1));
|
|
uint64_t mixLo = baseUuid.lo ^ (0xBF58476D1CE4E5B9ULL * (uint64_t)(iPad + 1));
|
|
|
|
mixHi = (mixHi ^ (mixHi >> 30)) * 0xBF58476D1CE4E5B9ULL;
|
|
mixHi = (mixHi ^ (mixHi >> 27)) * 0x94D049BB133111EBULL;
|
|
mixHi = mixHi ^ (mixHi >> 31);
|
|
|
|
mixLo = (mixLo ^ (mixLo >> 30)) * 0xBF58476D1CE4E5B9ULL;
|
|
mixLo = (mixLo ^ (mixLo >> 27)) * 0x94D049BB133111EBULL;
|
|
mixLo = mixLo ^ (mixLo >> 31);
|
|
|
|
// Mark as UUID v4 variant 1
|
|
mixHi = (mixHi & ~0x000000000000F000ULL) | 0x0000000000004000ULL;
|
|
mixLo = (mixLo & ~0xC000000000000000ULL) | 0x8000000000000000ULL;
|
|
|
|
GameUUID derived;
|
|
derived.hi = mixHi;
|
|
derived.lo = mixLo;
|
|
return derived;
|
|
}
|
|
}
|
|
|
|
#endif
|