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| author | kuwa <kuwa.com3@gmail.com> | 2026-03-06 15:01:36 +0900 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-03-06 00:01:36 -0600 |
| commit | 182d76f3916e17727e3dcf9e38db2132360215dd (patch) | |
| tree | 7c9993f0ffe90575ea1568f428ebe25d70f9b77d /Minecraft.Client/Common/Network/PlatformNetworkManagerStub.cpp | |
| parent | c45541080fc34ce57a9e49f917b8d847634987c4 (diff) | |
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
Diffstat (limited to 'Minecraft.Client/Common/Network/PlatformNetworkManagerStub.cpp')
| -rw-r--r-- | Minecraft.Client/Common/Network/PlatformNetworkManagerStub.cpp | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/Minecraft.Client/Common/Network/PlatformNetworkManagerStub.cpp b/Minecraft.Client/Common/Network/PlatformNetworkManagerStub.cpp index 85531e47..80fbd98c 100644 --- a/Minecraft.Client/Common/Network/PlatformNetworkManagerStub.cpp +++ b/Minecraft.Client/Common/Network/PlatformNetworkManagerStub.cpp @@ -5,6 +5,7 @@ #include "..\..\Xbox\Network\NetworkPlayerXbox.h" #ifdef _WINDOWS64 #include "..\..\Windows64\Network\WinsockNetLayer.h" +#include "..\..\Windows64\Windows64_Xuid.h" #include "..\..\Minecraft.h" #include "..\..\User.h" #include <iostream> @@ -234,6 +235,7 @@ void CPlatformNetworkManagerStub::DoWork() qnetPlayer->m_smallId = 0; qnetPlayer->m_isRemote = false; qnetPlayer->m_isHostPlayer = false; + qnetPlayer->m_resolvedXuid = INVALID_XUID; qnetPlayer->m_gamertag[0] = 0; qnetPlayer->SetCustomDataValue(0); WinsockNetLayer::PushFreeSmallId(disconnectedSmallId); @@ -354,7 +356,9 @@ void CPlatformNetworkManagerStub::HostGame(int localUsersMask, bool bOnlineGame, #ifdef _WINDOWS64 IQNet::m_player[0].m_smallId = 0; IQNet::m_player[0].m_isRemote = false; + // world host is pinned to legacy host XUID to keep old player data compatibility. IQNet::m_player[0].m_isHostPlayer = true; + IQNet::m_player[0].m_resolvedXuid = Win64Xuid::GetLegacyEmbeddedHostXuid(); IQNet::s_playerCount = 1; #endif @@ -411,6 +415,8 @@ int CPlatformNetworkManagerStub::JoinGame(FriendSessionInfo* searchResult, int l IQNet::m_player[0].m_smallId = 0; IQNet::m_player[0].m_isRemote = true; IQNet::m_player[0].m_isHostPlayer = true; + // Remote host still maps to legacy host XUID in mixed old/new sessions. + IQNet::m_player[0].m_resolvedXuid = Win64Xuid::GetLegacyEmbeddedHostXuid(); wcsncpy_s(IQNet::m_player[0].m_gamertag, 32, searchResult->data.hostName, _TRUNCATE); WinsockNetLayer::StopDiscovery(); @@ -426,6 +432,8 @@ int CPlatformNetworkManagerStub::JoinGame(FriendSessionInfo* searchResult, int l IQNet::m_player[localSmallId].m_smallId = localSmallId; IQNet::m_player[localSmallId].m_isRemote = false; IQNet::m_player[localSmallId].m_isHostPlayer = false; + // Local non-host identity is the persistent uid.dat XUID. + IQNet::m_player[localSmallId].m_resolvedXuid = Win64Xuid::ResolvePersistentXuid(); Minecraft* pMinecraft = Minecraft::GetInstance(); wcscpy_s(IQNet::m_player[localSmallId].m_gamertag, 32, pMinecraft->user->name.c_str()); |
