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path: root/Minecraft.Client/Minecraft.cpp
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2026-03-06Introduce uid.dat (offline PlayerUIDs), fix multiplayer save data ↵kuwa
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
2026-03-06Fixed the double block break in Creative mode (#642)Marvelco
* this seems unnecessary * fixed the double block break on single click
2026-03-06Remove AUTO_VAR macro and _toString function (#592)void_17
2026-03-05Updated to work with KBM refactor (#507)Korean
2026-03-05Fix F3 opening host menu (#522)Alezito2008
* Fix debug menu opening game info menu * remove redundant F4 handling
2026-03-05refactor: refactor KBM input codedaoge_cmd
2026-03-04Fix overlapping debug menus and screens (#294)rtm516
* Fix overlapping debug menus and screens Also resolves a formatting issue with clang-format * Update readme
2026-03-04Add menu display check for sneak toggle in flying mode (#319)Fin
Fixes being able to fly down while a menu is open.
2026-03-03feat: make the game sensitivity slider affect mouse sensitivity (#255)4win
2026-03-03feat: TU19 (Dec 2014) Features & Content (#155)daoge
* try to resolve merge conflict * feat: TU19 (Dec 2014) Features & Content (#32) * December 2014 files * Working release build * Fix compilation issues * Add sound to Windows64Media * Add DLC content and force Tutorial DLC * Revert "Add DLC content and force Tutorial DLC" This reverts commit 97a43994725008e35fceb984d5549df9c8cea470. * Disable broken light packing * Disable breakpoint during DLC texture map load Allows DLC loading but the DLC textures are still broken * Fix post build not working * ... * fix vs2022 build * fix cmake build --------- Co-authored-by: Loki <lokirautio@gmail.com>
2026-03-02Revert "Get rid of MSVC's __int64"void_17
This reverts commit d63f79325f85e014361eb8cf1e41eaebedb1ae71.
2026-03-02Revert "shared_ptr -> std::shared_ptr"void_17
This reverts commit 7074f35e4ba831e358117842b99ee35b87f85ae5.
2026-03-02Revert "Add hook for modloader (#117)"void_17
This reverts commit 7bee4770df1540c2daf3121c0790332fb41e72dd.
2026-03-02Revert "dynamic_pointer_cast -> std::dynamic_pointer_cast"void_17
This reverts commit 07ad68bc156b3ab70401723bb074a29588ad3cb7.
2026-03-02dynamic_pointer_cast -> std::dynamic_pointer_castvoid_17
2026-03-02Add hook for modloader (#117)Daniel McGuire
2026-03-02shared_ptr -> std::shared_ptrvoid_17
This is one of the first commits in a plan to remove all `using namespace std;` lines in the entire codebase as it is considered anti-pattern today.
2026-03-02Get rid of MSVC's __int64void_17
Use either int64_t, uint64_t or long long and unsigned long long, defined as per C++11 standard
2026-03-02feat: Windows64 local multiplayer support (#13)Sean Hoyt
- Skip QuadrantSignin (profile selector) on Windows64 in both LoadMenu and CreateWorldMenu, proceeding directly to local play since Xbox Live stubs always return true for IsSignedInLive() - Fix IsLocalMultiplayerAvailable() to not require IsHiDef() on Windows64 - Allow pad-connected players to join without a profile sign-in check - Fix ghost RemotePlayer creation by scanning all local player slots and matching on server-assigned player index rather than controller slot, fixing P3/P4 ghost entities when joining out of controller order - Give each player a unique name (Player 1-4) based on controller index instead of a single shared stub name - Use raw XInput (XInputGetState) for secondary controller join detection, bypassing the 4J toggle system which consumes all button presses before game logic runs; uses a 120-frame latch for a reliable detection window - Add .gitignore for Visual Studio build artifacts and output directories
2026-03-01feat: implement per-frame mouse look for reduced input latency on Windowsdaoge_cmd
2026-03-01feat: implement game-tick input handling and per-frame edge detectiondaoge_cmd
2026-03-01feat: add support for keyboard and mouse inputdaoge_cmd
2026-03-01Initial commitdaoge_cmd