Introduce uid.dat (offline PlayerUIDs), fix multiplayer save data persistence (#536)
* fix: fix multiplayer player data mix between different players bug Fixes a Win64 multiplayer issue where player data (`players/*.dat`) could be mismatched because identity was effectively tied to connection-order `smallId` XUIDs. Introduces a deterministic username-derived persistent XUID and integrates it into the existing XUID-based save pipeline. - Added `Windows64_NameXuid` for deterministic `name -> persistent xuid` resolution - On Win64 login (`PlayerList`), set `ServerPlayer::xuid` from username-based resolver - Aligned local player `xuid` assignment (`Minecraft`) for create/init/respawn paths to use the same resolver - Added Win64 local-self guard in `ClientConnection::handleAddPlayer` using name match to avoid duplicate local remote-player creation - Kept `IQNet::GetPlayerByXuid` compatibility fallback behavior, while extending lookup to also resolve username-based XUIDs - Moved implementation to `Minecraft.Client/Windows64/Windows64_NameXuid.h`; kept legacy `Win64NameXuid.h` as compatibility include Rename migration is intentionally out of scope (same-name identity only). * fix: preserve legacy host xuid (base xuid + 0) for existing world compatibility - Add legacy embedded host XUID helper (base + 0). - When Minecraft.Client is hosting, force only the first host player to use legacy host XUID. - Keep name-based XUID for non-host players. - Prevent old singleplayer/hosted worlds from losing/mismatching host player data. * update: migrate Win64 player uid to `uid.dat`-backed XUID and add XUID based duplicate login guards - Replace Win64 username-derived XUID resolution with persistent `uid.dat`-backed identity (`Windows64_Xuid` / `Win64Xuid`). - Persist a per-client XUID next to the executable, with first-run generation, read/write, and process-local caching. - Keep legacy host compatibility by pinning host self to legacy embedded `base + 0` XUID for existing world/playerdata continuity. - Propagate packet-authoritative XUIDs into QNet player slots via `m_resolvedXuid`, and use it for `GetXuid`/`GetPlayerByXuid` with legacy fallback. - Update Win64 profile/network paths to use persistent XUID for non-host clients and clear resolved identity on disconnect. - Add login-time duplicate checks: reject connections when the same XUID is already connected (in addition to existing duplicate-name checks on Win64). - Add inline compatibility comments around legacy/new identity coexistence paths for easier future maintenance. * update: ensure uid.dat exists at startup in client mode for multiplayer
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@@ -18,6 +18,7 @@
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#include "..\Minecraft.World\ArrayWithLength.h"
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#include "..\Minecraft.World\net.minecraft.network.packet.h"
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#include "..\Minecraft.World\net.minecraft.network.h"
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#include "Windows64\Windows64_Xuid.h"
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#include "..\Minecraft.World\Pos.h"
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#include "..\Minecraft.World\ProgressListener.h"
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#include "..\Minecraft.World\HellRandomLevelSource.h"
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@@ -106,11 +107,18 @@ void PlayerList::placeNewPlayer(Connection *connection, shared_ptr<ServerPlayer>
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}
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#endif
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#ifdef _WINDOWS64
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if (networkPlayer != NULL && !networkPlayer->IsLocal())
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if (networkPlayer != NULL)
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{
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NetworkPlayerXbox* nxp = (NetworkPlayerXbox*)networkPlayer;
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IQNetPlayer* qnp = nxp->GetQNetPlayer();
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wcsncpy_s(qnp->m_gamertag, 32, player->name.c_str(), _TRUNCATE);
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if (qnp != NULL)
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{
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if (!networkPlayer->IsLocal())
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{
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wcsncpy_s(qnp->m_gamertag, 32, player->name.c_str(), _TRUNCATE);
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}
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qnp->m_resolvedXuid = player->getXuid();
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}
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}
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#endif
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// 4J Stu - TU-1 hotfix
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@@ -520,12 +528,20 @@ shared_ptr<ServerPlayer> PlayerList::getPlayerForLogin(PendingConnection *pendin
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player->setOnlineXuid( onlineXuid ); // 4J Added
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#ifdef _WINDOWS64
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{
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// Use packet-supplied identity from LoginPacket.
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// Do not recompute from name here: mixed-version clients must stay compatible.
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INetworkPlayer* np = pendingConnection->connection->getSocket()->getPlayer();
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if (np != NULL)
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{
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PlayerUID realXuid = np->GetUID();
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player->setXuid(realXuid);
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player->setOnlineXuid(realXuid);
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player->setOnlineXuid(np->GetUID());
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// Backward compatibility: when Minecraft.Client is hosting, keep the first
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// host player on the legacy embedded host XUID (base + 0).
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// This preserves pre-migration host playerdata in existing worlds.
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if (np->IsHost())
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{
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player->setXuid(Win64Xuid::GetLegacyEmbeddedHostXuid());
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}
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}
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}
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#endif
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