Commit Graph

8 Commits

Author SHA1 Message Date
void_17
c67db1115a Remove all MSVC __int64 2026-03-07 02:52:52 +07:00
kuwa
182d76f391 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
2026-03-06 00:01:36 -06:00
Cristiandis
d3593f1df3 Trim newline characters from IP address (#600) 2026-03-05 14:27:08 -06:00
void_17
55231bb8d3 Remove AUTO_VAR macro and _toString function (#592) 2026-03-06 02:11:18 +07:00
Siepert
7d6658fe5b Add servers.txt so players can add an arbitrary amount of servers to the "Join Game" list (#478)
* Code to read servers.txt

* logging (still doesnt work)

* server names load properly hooray

* remove logger as it only spews out nonsense anyways

* Do not use _countof, use sizeof(label)/sizeof(wchar_t) or make label std::array<wchar_t, 128> and call .size()

* Fix memory leak by listing info pointers

* C++ style cast (i think)

* this throws a RAV but why

* why oh why

* I just assume infos get deleted elsewhere otherwise idk why it breaks no matter what i do

* they get deleted all this time ohhhhhh

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Co-authored-by: Siepert123 <createlegacy69@gmail.com>
2026-03-05 22:57:54 +07:00
daoge_cmd
d112090fde feat: headless server 2026-03-04 17:29:43 +08:00
lspepinho
8b28c20d7a Fixes for PR #96 (#170)
* Implement basic multiplayer functionality

* Update README.md

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Co-authored-by: Slenderman <ssimulpong@outlook.com>
2026-03-03 06:30:22 +07:00
daoge_cmd
b691c43c44 Initial commit 2026-03-01 12:16:08 +08:00