Files
MinecraftConsoles/Minecraft.Client/Windows64/Windows64_NameXuid.h
kuwacom f8cbd4f844 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).
2026-03-05 12:29:15 +09:00

47 lines
1.1 KiB
C++

#pragma once
#ifdef _WINDOWS64
#include <string>
namespace Win64NameXuid
{
/**
* ## Resolves a persistent 64-bit player ID from the player's username.
*
* We keep this deterministic so existing player save/map systems can key off XUID.
*
* @param playerName The player's username.
* @return The resolved PlayerUID.
*/
inline PlayerUID ResolvePersistentXuidFromName(const std::wstring &playerName)
{
const unsigned __int64 fnvOffset = 14695981039346656037ULL;
const unsigned __int64 fnvPrime = 1099511628211ULL;
unsigned __int64 hash = fnvOffset;
for (size_t i = 0; i < playerName.length(); ++i)
{
unsigned short codeUnit = (unsigned short)playerName[i];
hash ^= (unsigned __int64)(codeUnit & 0xFF);
hash *= fnvPrime;
hash ^= (unsigned __int64)((codeUnit >> 8) & 0xFF);
hash *= fnvPrime;
}
// Namespace the hash away from legacy smallId-based values.
hash ^= 0x9E3779B97F4A7C15ULL;
hash |= 0x8000000000000000ULL;
if (hash == (unsigned __int64)INVALID_XUID)
{
hash ^= 0x0100000000000001ULL;
}
return (PlayerUID)hash;
}
}
#endif