MinecraftConsoles/Minecraft.World/AddPlayerPacket.h
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

43 lines
1.1 KiB
C++

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