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).
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@@ -16,6 +16,7 @@
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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_NameXuid.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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@@ -520,12 +521,13 @@ 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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PlayerUID persistentXuid = Win64NameXuid::ResolvePersistentXuidFromName(userName);
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player->setXuid(persistentXuid);
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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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}
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}
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#endif
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