MinecraftConsoles/Minecraft.Server/CMakeLists.txt
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

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CMake

# Note: A lot of this file is the same as the client due to the shared code
include("${CMAKE_CURRENT_LIST_DIR}/cmake/sources/Common.cmake")
include("${CMAKE_SOURCE_DIR}/cmake/CommonSources.cmake")
# Combine all source files into a single variable for the target
# We cant use CMAKE_CONFIGURE_PRESET here as VS doesn't set it, so just rely on the folder
set(MINECRAFT_SERVER_SOURCES
${MINECRAFT_SERVER_COMMON}
${SOURCES_COMMON}
)
add_executable(Minecraft.Server ${MINECRAFT_SERVER_SOURCES})
target_include_directories(Minecraft.Server PRIVATE
"${CMAKE_BINARY_DIR}/generated/" # This is for the generated BuildVer.h
"${CMAKE_SOURCE_DIR}/Minecraft.Client/"
"${CMAKE_SOURCE_DIR}/Minecraft.Client/${PLATFORM_NAME}/Iggy/include"
"${CMAKE_CURRENT_SOURCE_DIR}"
"${CMAKE_SOURCE_DIR}/include/"
)
target_compile_definitions(Minecraft.Server PRIVATE
${MINECRAFT_SHARED_DEFINES}
MINECRAFT_SERVER_BUILD
)
target_precompile_headers(Minecraft.Server PRIVATE "$<$<COMPILE_LANGUAGE:CXX>:stdafx.h>")
set_source_files_properties("${CMAKE_SOURCE_DIR}/Minecraft.Client/compat_shims.cpp" PROPERTIES SKIP_PRECOMPILE_HEADERS ON) # This redefines internal MSVC CRT symbols which will cause an issue with PCH
configure_compiler_target(Minecraft.Server)
set_target_properties(Minecraft.Server PROPERTIES
OUTPUT_NAME "Minecraft.Server"
VS_DEBUGGER_WORKING_DIRECTORY "$<TARGET_FILE_DIR:Minecraft.Server>"
VS_DEBUGGER_COMMAND_ARGUMENTS "-port 25565 -bind 0.0.0.0 -name DedicatedServer"
)
target_link_libraries(Minecraft.Server PRIVATE
Minecraft.World
MCAuth
d3d11
d3dcompiler
XInput9_1_0
wsock32
legacy_stdio_definitions
$<$<CONFIG:Debug>: # Debug 4J libraries
"${CMAKE_SOURCE_DIR}/Minecraft.Client/${PLATFORM_NAME}/4JLibs/libs/4J_Input_d.lib"
"${CMAKE_SOURCE_DIR}/Minecraft.Client/${PLATFORM_NAME}/4JLibs/libs/4J_Storage_d.lib"
"${CMAKE_SOURCE_DIR}/Minecraft.Client/${PLATFORM_NAME}/4JLibs/libs/4J_Render_PC_d.lib"
>
$<$<NOT:$<CONFIG:Debug>>: # Release 4J libraries
"${CMAKE_SOURCE_DIR}/Minecraft.Client/${PLATFORM_NAME}/4JLibs/libs/4J_Input.lib"
"${CMAKE_SOURCE_DIR}/Minecraft.Client/${PLATFORM_NAME}/4JLibs/libs/4J_Storage.lib"
"${CMAKE_SOURCE_DIR}/Minecraft.Client/${PLATFORM_NAME}/4JLibs/libs/4J_Render_PC.lib"
>
)
# Iggy libs
foreach(lib IN LISTS IGGY_LIBS)
target_link_libraries(Minecraft.Server PRIVATE "${CMAKE_SOURCE_DIR}/Minecraft.Client/${PLATFORM_NAME}/Iggy/lib/${lib}")
endforeach()
# ---
# Asset / redist copy
# ---
include("${CMAKE_SOURCE_DIR}/cmake/CopyAssets.cmake")
# Copy res
set(ASSET_FOLDER_PAIRS
"${CMAKE_SOURCE_DIR}/Minecraft.Client/Common/res" "Common/res"
)
setup_asset_folder_copy(Minecraft.Server "${ASSET_FOLDER_PAIRS}")
# Copy arc media
set(ASSET_FILES_PAIRS
"${CMAKE_SOURCE_DIR}/Minecraft.Client/Common/Media/MediaWindows64.arc" "Common/Media/"
)
setup_asset_file_copy(Minecraft.Server "${ASSET_FILES_PAIRS}")
# Copy redist files
add_copyredist_target(Minecraft.Server)
# Make sure GameHDD exists on Windows
if(PLATFORM_NAME STREQUAL "Windows64")
add_gamehdd_target(Minecraft.Server)
endif()