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authorkuwa <kuwa.com3@gmail.com>2026-03-06 15:01:36 +0900
committerGitHub <noreply@github.com>2026-03-06 00:01:36 -0600
commit182d76f3916e17727e3dcf9e38db2132360215dd (patch)
tree7c9993f0ffe90575ea1568f428ebe25d70f9b77d /Minecraft.World/x64headers
parentc45541080fc34ce57a9e49f917b8d847634987c4 (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.World/x64headers')
-rw-r--r--Minecraft.World/x64headers/extraX64.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/Minecraft.World/x64headers/extraX64.h b/Minecraft.World/x64headers/extraX64.h
index b89998ac..fa6ee0f9 100644
--- a/Minecraft.World/x64headers/extraX64.h
+++ b/Minecraft.World/x64headers/extraX64.h
@@ -219,6 +219,7 @@ public:
BYTE m_smallId;
bool m_isRemote;
bool m_isHostPlayer;
+ PlayerUID m_resolvedXuid;
wchar_t m_gamertag[32];
private:
ULONG_PTR m_customData;