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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.
75 lines
1.8 KiB
C++
75 lines
1.8 KiB
C++
#pragma once
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using namespace std;
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#include "Packet.h"
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class DisconnectPacket : public Packet, public enable_shared_from_this<DisconnectPacket>
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{
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public:
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enum eDisconnectReason
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{
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eDisconnect_None = 0,
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eDisconnect_Quitting,
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eDisconnect_Closed,
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eDisconnect_LoginTooLong,
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eDisconnect_IllegalStance,
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eDisconnect_IllegalPosition,
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eDisconnect_MovedTooQuickly,
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eDisconnect_NoFlying,
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eDisconnect_Kicked,
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eDisconnect_TimeOut,
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eDisconnect_Overflow,
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eDisconnect_EndOfStream,
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eDisconnect_ServerFull,
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eDisconnect_OutdatedServer,
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eDisconnect_OutdatedClient,
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eDisconnect_UnexpectedPacket,
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eDisconnect_ConnectionCreationFailed,
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eDisconnect_NoMultiplayerPrivilegesHost,
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eDisconnect_NoMultiplayerPrivilegesJoin,
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eDisconnect_NoUGC_AllLocal = 20,
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eDisconnect_NoUGC_Single_Local = 21,
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eDisconnect_ContentRestricted_AllLocal = 22,
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eDisconnect_ContentRestricted_Single_Local = 23,
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#ifndef __PS3__
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eDisconnect_NoUGC_Remote = 24,
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#endif
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eDisconnect_NoFriendsInGame = 25,
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eDisconnect_Banned = 26,
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eDisconnect_NotFriendsWithHost = 27,
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eDisconnect_NATMismatch = 28,
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#ifdef __ORBIS__
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eDisconnect_NetworkError = 29,
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#endif
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#ifdef _XBOX_ONE
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eDisconnect_ExitedGame = 30,
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#endif
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eDisconnect_AuthFailed = 31,
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};
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// 4J Stu - The reason was a string, but we need to send a non-locale specific reason
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eDisconnectReason reason;
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DisconnectPacket();
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DisconnectPacket(eDisconnectReason reason);
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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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virtual bool canBeInvalidated();
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virtual bool isInvalidatedBy(shared_ptr<Packet> packet);
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public:
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static shared_ptr<Packet> create() { return std::make_shared<DisconnectPacket>(); }
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virtual int getId() { return 255; }
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};
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