MinecraftConsoles/Minecraft.World/DataInputStream.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

36 lines
1 KiB
C++

#pragma once
// 4J Stu - Represents Java standard library class (although we miss out an intermediate inheritance class that we don't care about)
#include "InputStream.h"
#include "DataInput.h"
class DataInputStream : public InputStream, public DataInput
{
private:
InputStream *stream;
public:
DataInputStream(InputStream *in);
virtual int read();
virtual int read(byteArray b);
virtual int read(byteArray b, unsigned int offset, unsigned int length);
virtual void close();
virtual bool readBoolean();
virtual byte readByte();
virtual unsigned char readUnsignedByte();
virtual unsigned short readUnsignedShort();
virtual wchar_t readChar();
virtual bool readFully(byteArray b);
virtual bool readFully(charArray b);
virtual double readDouble();
virtual float readFloat();
virtual int readInt();
virtual int64_t readLong();
virtual short readShort();
virtual wstring readUTF();
void deleteChildStream();
virtual int readUTFChar();
virtual PlayerUID readPlayerUID();
virtual int64_t skip(int64_t n);
virtual int skipBytes(int n);
};