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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/PlayerList.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/PlayerList.cpp')
| -rw-r--r-- | Minecraft.Client/PlayerList.cpp | 26 |
1 files changed, 21 insertions, 5 deletions
diff --git a/Minecraft.Client/PlayerList.cpp b/Minecraft.Client/PlayerList.cpp index c1ccfe14..42724a4f 100644 --- a/Minecraft.Client/PlayerList.cpp +++ b/Minecraft.Client/PlayerList.cpp @@ -18,6 +18,7 @@ #include "..\Minecraft.World\ArrayWithLength.h" #include "..\Minecraft.World\net.minecraft.network.packet.h" #include "..\Minecraft.World\net.minecraft.network.h" +#include "Windows64\Windows64_Xuid.h" #include "..\Minecraft.World\Pos.h" #include "..\Minecraft.World\ProgressListener.h" #include "..\Minecraft.World\HellRandomLevelSource.h" @@ -106,11 +107,18 @@ void PlayerList::placeNewPlayer(Connection *connection, shared_ptr<ServerPlayer> } #endif #ifdef _WINDOWS64 - if (networkPlayer != NULL && !networkPlayer->IsLocal()) + if (networkPlayer != NULL) { NetworkPlayerXbox* nxp = (NetworkPlayerXbox*)networkPlayer; IQNetPlayer* qnp = nxp->GetQNetPlayer(); - wcsncpy_s(qnp->m_gamertag, 32, player->name.c_str(), _TRUNCATE); + if (qnp != NULL) + { + if (!networkPlayer->IsLocal()) + { + wcsncpy_s(qnp->m_gamertag, 32, player->name.c_str(), _TRUNCATE); + } + qnp->m_resolvedXuid = player->getXuid(); + } } #endif // 4J Stu - TU-1 hotfix @@ -520,12 +528,20 @@ shared_ptr<ServerPlayer> PlayerList::getPlayerForLogin(PendingConnection *pendin player->setOnlineXuid( onlineXuid ); // 4J Added #ifdef _WINDOWS64 { + // Use packet-supplied identity from LoginPacket. + // Do not recompute from name here: mixed-version clients must stay compatible. INetworkPlayer* np = pendingConnection->connection->getSocket()->getPlayer(); if (np != NULL) { - PlayerUID realXuid = np->GetUID(); - player->setXuid(realXuid); - player->setOnlineXuid(realXuid); + player->setOnlineXuid(np->GetUID()); + + // Backward compatibility: when Minecraft.Client is hosting, keep the first + // host player on the legacy embedded host XUID (base + 0). + // This preserves pre-migration host playerdata in existing worlds. + if (np->IsHost()) + { + player->setXuid(Win64Xuid::GetLegacyEmbeddedHostXuid()); + } } } #endif |
