Add dimension-aware tracking for boss mobs and update the boss health
GUI system to maintain independent state for each dimension (Overworld,
Nether, End). This prevents conflicts when multiple bosses exist across
different dimensions simultaneously.
- Add `getDimension()` to `BossMob` base class and implement in
`EnderDragon` and `WitherBoss`
- Replace static boss GUI state with dimension-indexed storage
- Introduce `getIndexFromDimension()` helper for dimension mapping
- Update rendering logic to use per-dimension state
- Isolate darkening effects and health display per dimension
Ported from LCERenewed commit 5ec8a0e41ba8146aba450258d8620cd3cb0299e0 by 3UR
- Implement catch type random selection from decompiled java 1.7.2 code instead of using a WeighedRandomItemArray
- Fix fishingTreasuresArray length being set to 5 instead of 6
- Remove testing values for nibbleTimer
- Cast maxDamage of item to double before applying damage.
- Add include for EnchantmentCategory in LureEnchantment.cpp and LuckOfTheSeaEnchantment.cpp.
- sky obstruction is now checked before other checks.
- Based fishing mechanics off of decompiled java 1.7.2 instead of 1.12.
- Added check for sky access
- Switching between different fishing rods now reels the line back in
- Fixed duplicate assignment in fishingTreasuresArray
- Remove testing weights from catchTypeArray
- Make lureLevel and luckLevel member variables of FishingHook that are calculated upon initialization instead of recalculating every tick.
- Changed random nibbleTimer range from 5 - 30 secs to 5 - 45 secs
- Fixed out of order and incorrect assignments of fishingJunkArray
- Values are now clamped to prevent unintended behavior
- Lure now affects loot rates.
- Add missing return of CatchType in getRandCatchType
- Remove unused variable in getRandCatch
- Fix duplicate semicolon in TREASURE case
- Fix missing parentheses in fishing rod and bow calculations in handleCatch
* Working New portal checks
fixed x axis portal with obsidian on z axis
* Removed Debug code
* Remove unnecessary code
removed PortalTile:: from PortalTile::validPortalFrame
* Remove more debug code
Chunk loading now batches up to 16 nearest-first requests per player per
tick on dedicated server (client stays at 1), improving tick recovery
time after player join.
Reverts the async save system -- the background thread snapshot/compress
path added complexity without measurable benefit. Autosave on Windows64
server now uses the standard synchronous flush like client, in
preparation for a proper async implementation from upstream.
Implement Book & Quill:
- IUIScene_WritingBookMenu and UIScene_BookAndQuillMenu for UI
- Edited UIControl_Label to add direct editing (quite hardcoded to my needs right now)
- Reimplement scrapped custom payload packets for books and signing
- Other misc changes
TODO:
- Coloured and scambled text
- Book copying
- Clean up code
* Working New portal checks
fixed x axis portal with obsidian on z axis
* Removed Debug code
* Remove unnecessary code
removed PortalTile:: from PortalTile::validPortalFrame
* Remove more debug code
The previous IQNet cleanup in handleRemoveEntity fired on every entity
despawn, which happens both when a player goes out of tracking range
and when they disconnect. This caused players to vanish from the Tab
list whenever they moved beyond render distance.
Introduce two custom payload channels (MC|ForkHello, MC|ForkPLeave) so
the client can distinguish "out of range" from "actually left":
- Server sends MC|ForkHello during login to identify itself as a fork
- Server sends MC|ForkPLeave with the player's gamertag on disconnect
- Client skips IQNet cleanup in handleRemoveEntity on fork servers
- Client cleans up IQNet only when MC|ForkPLeave arrives
Fully backwards-compatible: no existing packet wire formats changed.
Upstream clients ignore the unknown channels, fork clients on upstream
servers fall back to the old entity-tracking-based cleanup.
Move StorageManager.AllocateSaveData() back under the save lock (called
on the game thread before releasing). Background thread now only does
pure zlib compression with no StorageManager calls.
Add CommitPendingAsyncSave() to both the game thread tick and
TickCoreSystems() to ensure saves commit during bootstrap, normal
gameplay, and shutdown.
Autosave previously froze the main thread for 2-6 seconds while
compressing the entire save file with zlib. Now the save buffer is
snapshotted under the lock (~18ms), then compression runs on a
background thread. The compressed data is committed to StorageManager
on the next main-thread tick via CommitPendingAsyncSave().
Also skip redundant full chunk saves during autosave on the dedicated
server -- chunks are already persisted by the per-tick trickle save.
Only entity data is flushed, matching Xbox/Orbis behavior.
Added per-step timing to the autosave handler for diagnostics.
Replace the XOR obfuscation cipher with AES-128-CTR using the Windows
BCrypt API. Key material grows from 16 to 32 bytes (16 AES key + 16 IV).
All callers auto-adjust via StreamCipher::KEY_SIZE. No handshake or
protocol changes needed beyond the larger MC|CKey payload.
Comprehensive security system to protect against packet-sniffing attacks,
XUID harvesting, privilege escalation, bot flooding, and XUID impersonation.
- Stream cipher: per-session XOR cipher with 4-message handshake via
CustomPayloadPacket (MC|CKey, MC|CAck, MC|COn). Negotiated per-connection,
backwards compatible (old clients/servers fall back to plaintext).
- Security gate: buffers all game data until cipher handshake completes,
preventing unsecured clients from receiving any XUIDs or game state.
- Cipher handshake enforcer: kicks clients that don't complete the handshake
within 5 seconds (configurable via require-secure-client).
- Identity tokens: persistent per-XUID tokens in identity-tokens.json,
issued over the encrypted channel, verified on reconnect. Prevents XUID
replay attacks. Client stores server-specific tokens.
- PROXY protocol v1: parses real client IPs from playit.gg tunnel headers
so rate limiting, IP bans, and XUID spoof detection work per-player.
- Rate limiting: per-IP sliding window (default 5 connections/30s) with
pending connection cap (default 10).
- Privilege hardening: OP requires ops.json, live checks on every command
and privilege packet. Host-only server settings changes.
- XUID stripping: PreLoginPacket response sends INVALID_XUID placeholders.
- Packet validation: readUtf global string cap, reduced max packet size,
stream desync protection on oversized strings.
- OpManager: persistent ops.json with XUID-based OP list.
- Whitelist improvements: whitelist add accepts player names with ambiguity
detection, XUID cache from login attempts.
- revoketoken command: revoke identity tokens for players who lost theirs.
- server.log: persistent log file written alongside console output with
flush-per-write to survive crashes.
- CLI security logging: consolidated per-join security summary with cipher
status, token status, XUID, and real IP. Security warnings for kicks,
spoofing, and unauthorized commands.