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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.
43 lines
1.1 KiB
C++
43 lines
1.1 KiB
C++
#pragma once
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using namespace std;
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#include "Packet.h"
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#include "SynchedEntityData.h"
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class Player;
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class AddPlayerPacket : public Packet, public enable_shared_from_this<AddPlayerPacket>
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{
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private:
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shared_ptr<SynchedEntityData> entityData;
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vector<shared_ptr<SynchedEntityData::DataItem> > *unpack;
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public:
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int id;
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wstring name;
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int x, y, z;
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char yRot, xRot;
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int carriedItem;
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PlayerUID xuid; // 4J Added
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BYTE m_playerIndex; // 4J Added
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DWORD m_skinId; // 4J Added
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DWORD m_capeId; // 4J Added
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unsigned int m_uiGamePrivileges; // 4J Added
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byte yHeadRot; // 4J Added
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AddPlayerPacket();
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~AddPlayerPacket();
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AddPlayerPacket(shared_ptr<Player> player, PlayerUID xuid, int xp, int yp, int zp, int yRotp, int xRotp, int yHeadRotp);
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virtual void read(DataInputStream *dis);
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virtual void write(DataOutputStream *dos);
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virtual void handle(PacketListener *listener);
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virtual int getEstimatedSize();
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vector<shared_ptr<SynchedEntityData::DataItem> > *getUnpackedData();
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public:
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static shared_ptr<Packet> create() { return std::make_shared<AddPlayerPacket>(); }
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virtual int getId() { return 20; }
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};
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