mirror of
https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-10-22 19:22:04 +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.
87 lines
3 KiB
CMake
87 lines
3 KiB
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()
|