| Age | Commit message (Collapse) | Author |
|
* Move to cmake
* Move sources to source_groups and ditch more old VS files
* Add BuildVer.h generation
* Break out cmake source lists to platforms
* Don't copy swf files
* Revert audio changes from merge
* Add platform defines
* Match MSBuild flags
* Move BuildVer.h to common include and fix rebuild issue
* Seperate projects properly
* Exclude more files and make sure GameHDD exists
* Missing line
* Remove remaining VS project files
* Update readme and actions
* Use incremental LTCG
* Update workflows
* Update build workflows and output folder
* Disable vcpkg checks
* Force MSVC
* Use precompiled headers
* Only use PCH for cpp
* Exclude compat_shims from PCH
* Handle per-platform source includes
* Copy only current platform media
* Define Iggy libs per platform
* Fix EnsureGameHDD check
* Only set WIN32_EXECUTABLE on Windows
* Correct Iggy libs path
* Remove include of terrain_MipmapLevel
* Correct path to xsb/xwb
* Implement copilot suggestions
* Add clang flags (untested)
* Fix robocopy error checking
* Update documentation
* Drop CMakePresets.json version as we dont use v6 features
* Always cleanup artifacts in nightly even if some builds fail
* Re-work compiler target options
* Move newer iggy dll into redist and cleanup
* Fix typos
* Remove 'Source Files' from all source groups
* Remove old ps1 build scripts
|
|
Cow volume 0.4f to 1.f
Bat volume 0.1f to 0.8f
|
|
|
|
* add: Dedicated Server implementation
- Introduced `ServerMain.cpp` for the dedicated server logic, handling command-line arguments, server initialization, and network management.
- Created `postbuild_server.ps1` script for post-build tasks, including copying necessary resources and DLLs for the dedicated server.
- Added `CopyServerAssets.cmake` to manage the copying of server assets during the build process, ensuring required files are available for the dedicated server.
- Defined project filters in `Minecraft.Server.vcxproj.filters` for better organization of server-related files.
* add: refactor world loader & add server properties
- Introduced ServerLogger for logging startup steps and world I/O operations.
- Implemented ServerProperties for loading and saving server configuration from `server.properties`.
- Added WorldManager to handle world loading and creation based on server properties.
- Updated ServerMain to integrate server properties loading and world management.
- Enhanced project files to include new source and header files for the server components.
* update: implement enhanced logging functionality with configurable log levels
* update: update keyboard and mouse input initialization 1dc8a005ed111463c22c17b487e5ec8a3e2d30f3
* fix: change virtual screen resolution to 1920x1080(HD)
Since 31881af56936aeef38ff322b975fd0 , `skinHud.swf` for 720 is not included in `MediaWindows64.arc`,
the app crashes unless the virtual screen is set to HD.
* fix: dedicated server build settings for miniaudio migration and missing sources
- remove stale Windows64 Miles (mss64) link/copy references from server build
- add Common/Filesystem/Filesystem.cpp to Minecraft.Server.vcxproj
- add Windows64/PostProcesser.cpp to Minecraft.Server.vcxproj
- fix unresolved externals (PostProcesser::*, FileExists) in dedicated server build
* update: changed the virtual screen to 720p
Since the crash caused by the 720p `skinHud.swf` not being included in `MediaWindows64.arc` has been resolved, switching back to 720p to reduce resource usage.
* add: add Docker support for Dedicated Server
add with entrypoint and build scripts
* fix: add initial save for newly created worlds in dedicated server
on the server side, I fixed the behavior introduced after commit aadb511, where newly created worlds are intentionally not saved to disk immediately.
* update: add basically all configuration options that are implemented in the classes to `server.properties`
* update: add LAN advertising configuration for server.properties
LAN-Discovery, which isn’t needed in server mode and could potentially be a security risk, has also been disabled(only server mode).
* add: add implementing interactive command line using linenoise
- Integrated linenoise library for line editing and completion in the server console.
- Updated ServerLogger to handle external writes safely during logging.
- Modified ServerMain to initialize and manage the ServerCli for command input.
- The implementation is separate from everything else, so it doesn't affect anything else.
- The command input section and execution section are separated into threads.
* update: enhance command line completion with predictive hints
Like most command line tools, it highlights predictions in gray.
* add: implement `StringUtils` for string manipulation and refactor usages
Unified the scattered utility functions.
* fix: send DisconnectPacket on shutdown and fix Win64 recv-thread teardown race
Before this change, server/host shutdown closed sockets directly in
ServerConnection::stop(), which bypassed the normal disconnect flow.
As a result, clients could be dropped without receiving a proper
DisconnectPacket during stop/kill/world-close paths.
Also, WinsockNetLayer::Shutdown() could destroy synchronization objects
while host-side recv threads were still exiting, causing a crash in
RecvThreadProc (access violation on world close in host mode).
* fix: return client to menus when Win64 host connection drops
- Add client-side host disconnect handling in CPlatformNetworkManagerStub::DoWork() for _WINDOWS64.
- When in QNET_STATE_GAME_PLAY as a non-host and WinsockNetLayer::IsConnected() becomes false, trigger g_NetworkManager.HandleDisconnect(false) to enter the normal disconnect/UI flow.
- Use m_bLeaveGameOnTick as a one-shot guard to prevent repeated disconnect handling while the link remains down.
- Reset m_bLeaveGameOnTick on LeaveGame(), HostGame(), and JoinGame() to avoid stale state across sessions.
* update: converted Japanese comments to English
* add: create `Minecraft.Server` developer guide in English and Japanese
* update: add note about issue
* add: add `nlohmann/json` json lib
* add: add FileUtils
Moved file operations to `utils`.
* add: Dedicated Server BAN access manager with persistent player and IP bans
- add Access frontend that publishes thread-safe ban manager snapshots for dedicated server use
- add BanManager storage for banned-players.json and banned-ips.json with load/save/update flows
- add persistent player and IP ban checks during dedicated server connection handling
- add UTF-8 BOM-safe JSON parsing and shared file helpers backed by nlohmann/json
- add Unicode-safe ban file read/write and safer atomic replacement behavior on Windows
- add active-ban snapshot APIs and expiry-aware filtering for expires metadata
- add RAII-based dedicated access shutdown handling during server startup and teardown
* update: changed file read/write operations to use `FileUtils`.
- As a side effect, saving has become faster!
* fix: Re-added the source that had somehow disappeared.
* add: significantly improved the dedicated server logging system
- add ServerLogManager to Minecraft.Server as the single entry point for dedicated-server log output
- forward CMinecraftApp logger output to the server logger when running with g_Win64DedicatedServer
- add named network logs for incoming, accepted, rejected, and disconnected connections
- cache connection metadata by smallId so player name and remote IP remain available for disconnect logs
- keep Minecraft.Client changes minimal by using lightweight hook points and handling log orchestration on the server side
* fix: added the updated library source
* add: add `ban` and `pardon` commands for Player and IP
* fix: fix stop command shutdown process
add dedicated server shutdown request handling
* fix: fixed the save logic during server shutdown
Removed redundant repeated saves and eliminated the risks of async writes.
* update: added new sever files to Docker entrypoint
* fix: replace shutdown flag with atomic variable for thread safety
* update: update Dedicated Server developer guide
English is machine translated.
Please forgive me.
* update: check for the existence of `GameHDD` and create
* add: add Whitelist to Dedicated Server
* refactor: clean up and refactor the code
- unify duplicated implementations that were copied repeatedly
- update outdated patterns to more modern ones
* fix: include UI header (new update fix)
* fix: fix the detection range for excessive logging
`getHighestNonEmptyY()` returning `-1` occurs normally when the chunk is entirely air.
The caller (`Minecraft.World/LevelChunk.cpp:2400`) normalizes `-1` to `0`.
* update: add world size config to dedicated server properties
* update: update README add explanation of `server.properties` & launch arguments
* update: add nightly release workflow for dedicated server and client builds to Actions
* fix: update name for workflow
* add random seed generation
* add: add Docker nightly workflow for Dedicated Server publish to GitHub Container Registry
* fix: ghost player when clients disconnect out of order
#4
* fix: fix 7zip option
* fix: fix Docker workflow for Dedicated Server artifact handling
* add: add no build Dedicated Server startup scripts and Docker Compose
* update: add README for Docker Dedicated Server setup with no local build
* refactor: refactor command path structure
As the number of commands has increased and become harder to navigate, each command has been organized into separate folders.
* update: support stream(file stdin) input mode for server CLI
Support for the stream (file stdin) required when attaching a tty to a Docker container on Linux.
* add: add new CLI Console Commands for Dedicated Server
Most of these commands are executed using the command dispatcher implemented on the `Minecraft.World` side. When registering them with the dispatcher, the sender uses a permission-enabled configuration that treats the CLI as a player.
- default game.
- enchant
- experience.
- give
- kill(currently, getting a permission error for some reason)
- time
- weather.
- update tp & gamemode command
* fix: change player map icon to random select
* update: increase the player limit
* add: restore the basic anti-cheat implementation and add spawn protection
Added the following anti-cheat measures and add spawn protection to `server.properties`.
- instant break
- speed
- reach
* fix: fix Docker image tag
* make chunks delay less for dedi
* fix: prevent overwriting allow-flight value on server startup
* fix: mitigate entity id overflow and crash for max chunk updates
* remove autosave prompt for dedicated server
* fix: fix `Failed to create window instance.`
Wait for Xvfb to be fully ready before starting.
* Revert wrong readme order
---------
Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com>
Co-authored-by: Loki Rautio <lokirautio@gmail.com>
|
|
* add: Dedicated Server implementation
- Introduced `ServerMain.cpp` for the dedicated server logic, handling command-line arguments, server initialization, and network management.
- Created `postbuild_server.ps1` script for post-build tasks, including copying necessary resources and DLLs for the dedicated server.
- Added `CopyServerAssets.cmake` to manage the copying of server assets during the build process, ensuring required files are available for the dedicated server.
- Defined project filters in `Minecraft.Server.vcxproj.filters` for better organization of server-related files.
* add: refactor world loader & add server properties
- Introduced ServerLogger for logging startup steps and world I/O operations.
- Implemented ServerProperties for loading and saving server configuration from `server.properties`.
- Added WorldManager to handle world loading and creation based on server properties.
- Updated ServerMain to integrate server properties loading and world management.
- Enhanced project files to include new source and header files for the server components.
* update: implement enhanced logging functionality with configurable log levels
* update: update keyboard and mouse input initialization 1dc8a005ed111463c22c17b487e5ec8a3e2d30f3
* fix: change virtual screen resolution to 1920x1080(HD)
Since 31881af56936aeef38ff322b975fd0 , `skinHud.swf` for 720 is not included in `MediaWindows64.arc`,
the app crashes unless the virtual screen is set to HD.
* fix: dedicated server build settings for miniaudio migration and missing sources
- remove stale Windows64 Miles (mss64) link/copy references from server build
- add Common/Filesystem/Filesystem.cpp to Minecraft.Server.vcxproj
- add Windows64/PostProcesser.cpp to Minecraft.Server.vcxproj
- fix unresolved externals (PostProcesser::*, FileExists) in dedicated server build
* update: changed the virtual screen to 720p
Since the crash caused by the 720p `skinHud.swf` not being included in `MediaWindows64.arc` has been resolved, switching back to 720p to reduce resource usage.
* add: add Docker support for Dedicated Server
add with entrypoint and build scripts
* fix: add initial save for newly created worlds in dedicated server
on the server side, I fixed the behavior introduced after commit aadb511, where newly created worlds are intentionally not saved to disk immediately.
* update: add basically all configuration options that are implemented in the classes to `server.properties`
* update: add LAN advertising configuration for server.properties
LAN-Discovery, which isn’t needed in server mode and could potentially be a security risk, has also been disabled(only server mode).
* add: add implementing interactive command line using linenoise
- Integrated linenoise library for line editing and completion in the server console.
- Updated ServerLogger to handle external writes safely during logging.
- Modified ServerMain to initialize and manage the ServerCli for command input.
- The implementation is separate from everything else, so it doesn't affect anything else.
- The command input section and execution section are separated into threads.
* update: enhance command line completion with predictive hints
Like most command line tools, it highlights predictions in gray.
* add: implement `StringUtils` for string manipulation and refactor usages
Unified the scattered utility functions.
* fix: send DisconnectPacket on shutdown and fix Win64 recv-thread teardown race
Before this change, server/host shutdown closed sockets directly in
ServerConnection::stop(), which bypassed the normal disconnect flow.
As a result, clients could be dropped without receiving a proper
DisconnectPacket during stop/kill/world-close paths.
Also, WinsockNetLayer::Shutdown() could destroy synchronization objects
while host-side recv threads were still exiting, causing a crash in
RecvThreadProc (access violation on world close in host mode).
* fix: return client to menus when Win64 host connection drops
- Add client-side host disconnect handling in CPlatformNetworkManagerStub::DoWork() for _WINDOWS64.
- When in QNET_STATE_GAME_PLAY as a non-host and WinsockNetLayer::IsConnected() becomes false, trigger g_NetworkManager.HandleDisconnect(false) to enter the normal disconnect/UI flow.
- Use m_bLeaveGameOnTick as a one-shot guard to prevent repeated disconnect handling while the link remains down.
- Reset m_bLeaveGameOnTick on LeaveGame(), HostGame(), and JoinGame() to avoid stale state across sessions.
* update: converted Japanese comments to English
* add: create `Minecraft.Server` developer guide in English and Japanese
* update: add note about issue
* add: add `nlohmann/json` json lib
* add: add FileUtils
Moved file operations to `utils`.
* add: Dedicated Server BAN access manager with persistent player and IP bans
- add Access frontend that publishes thread-safe ban manager snapshots for dedicated server use
- add BanManager storage for banned-players.json and banned-ips.json with load/save/update flows
- add persistent player and IP ban checks during dedicated server connection handling
- add UTF-8 BOM-safe JSON parsing and shared file helpers backed by nlohmann/json
- add Unicode-safe ban file read/write and safer atomic replacement behavior on Windows
- add active-ban snapshot APIs and expiry-aware filtering for expires metadata
- add RAII-based dedicated access shutdown handling during server startup and teardown
* update: changed file read/write operations to use `FileUtils`.
- As a side effect, saving has become faster!
* fix: Re-added the source that had somehow disappeared.
* add: significantly improved the dedicated server logging system
- add ServerLogManager to Minecraft.Server as the single entry point for dedicated-server log output
- forward CMinecraftApp logger output to the server logger when running with g_Win64DedicatedServer
- add named network logs for incoming, accepted, rejected, and disconnected connections
- cache connection metadata by smallId so player name and remote IP remain available for disconnect logs
- keep Minecraft.Client changes minimal by using lightweight hook points and handling log orchestration on the server side
* fix: added the updated library source
* add: add `ban` and `pardon` commands for Player and IP
* fix: fix stop command shutdown process
add dedicated server shutdown request handling
* fix: fixed the save logic during server shutdown
Removed redundant repeated saves and eliminated the risks of async writes.
* update: added new sever files to Docker entrypoint
* fix: replace shutdown flag with atomic variable for thread safety
* update: update Dedicated Server developer guide
English is machine translated.
Please forgive me.
* update: check for the existence of `GameHDD` and create
* add: add Whitelist to Dedicated Server
* refactor: clean up and refactor the code
- unify duplicated implementations that were copied repeatedly
- update outdated patterns to more modern ones
* fix: include UI header (new update fix)
* fix: fix the detection range for excessive logging
`getHighestNonEmptyY()` returning `-1` occurs normally when the chunk is entirely air.
The caller (`Minecraft.World/LevelChunk.cpp:2400`) normalizes `-1` to `0`.
* update: add world size config to dedicated server properties
* update: update README add explanation of `server.properties` & launch arguments
* update: add nightly release workflow for dedicated server and client builds to Actions
* fix: update name for workflow
* add random seed generation
* add: add Docker nightly workflow for Dedicated Server publish to GitHub Container Registry
* fix: ghost player when clients disconnect out of order
#4
* fix: fix 7zip option
* fix: fix Docker workflow for Dedicated Server artifact handling
* add: add no build Dedicated Server startup scripts and Docker Compose
* update: add README for Docker Dedicated Server setup with no local build
* refactor: refactor command path structure
As the number of commands has increased and become harder to navigate, each command has been organized into separate folders.
* update: support stream(file stdin) input mode for server CLI
Support for the stream (file stdin) required when attaching a tty to a Docker container on Linux.
* add: add new CLI Console Commands for Dedicated Server
Most of these commands are executed using the command dispatcher implemented on the `Minecraft.World` side. When registering them with the dispatcher, the sender uses a permission-enabled configuration that treats the CLI as a player.
- default game.
- enchant
- experience.
- give
- kill(currently, getting a permission error for some reason)
- time
- weather.
- update tp & gamemode command
* fix: change player map icon to random select
* update: increase the player limit
* add: restore the basic anti-cheat implementation and add spawn protection
Added the following anti-cheat measures and add spawn protection to `server.properties`.
- instant break
- speed
- reach
* fix: fix Docker image tag
---------
Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com>
|
|
|
|
* fix: witches' bottle is now the right color
* fix: add condition if item has mutiple layers
|
|
* Fix mounted minecarts not persisting across world reloads
Signed-off-by: Ayush Thoren <ayushthoren@gmail.com>
* Apply patch
---------
Signed-off-by: Ayush Thoren <ayushthoren@gmail.com>
|
|
|
|
* fixed all DLC maps
* fixed old saves have overlapping chunks with the new system
|
|
* Fixed bug where Bonus Chests would spawn again when loading back into it.
Fixes #982
Added a check for if the world is new.
Meaning no more additional chests if the world is loaded up again.
* Replace NULL with nullptr for chest check
|
|
Co-authored-by: MCbabel <MCbabel@users.noreply.github.com>
|
|
Fixed endermans by making a invulnerable check
|
|
This set of changes was made to make the code better mimic TU20 based on its disassembly
|
|
* LCEMP RCE Fixes WIP
Based on https://github.com/LCEMP/LCEMP/commit/d017bfc30a68888bf5c79b23cf5c4f607cf828bf
* Update to LCEMP's ByteArrayIO version
Fixes compilation since ours was missing some revisions from LCEMP
* Add additional safety checks missed in first pass
* Remove duplicate recipe count check
|
|
This reverts commit d557ca2dfba5ffcca99ceb41b07d149f871964b5.
|
|
Based on commit d017bfc30a68888bf5c79b23cf5c4f607cf828bf
|
|
|
|
* Fixed boats falling and a TP glitch #266
* Replaced every C-style cast with C++ ones
* Replaced every C-style cast with C++ ones
* Fixed boats falling and a TP glitch #266
* Updated NULL to nullptr and fixing some type issues
* Modernized and fixed a few bugs
- Replaced most instances of `NULL` with `nullptr`.
- Replaced most `shared_ptr(new ...)` with `make_shared`.
- Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances.
* Fixing more conflicts
* Replace int loops with size_t and start work on overrides
* Add safety checks and fix a issue with vector going OOR
|
|
* Sync keyboard text buffer from Flash before processing physical input
The native keyboard scene maintained a separate C++ buffer
(m_win64TextBuffer) for physical keyboard input, which was pushed
to the Flash text field via setLabel(). However, when the user typed
with the on-screen controller buttons, Flash updated its text field
directly through ActionScript without updating the C++ buffer.
This caused a desync: switching back to the physical keyboard would
overwrite any text entered via controller, since m_win64TextBuffer
still held the old value before the controller edits.
Fix: read the current Flash text field into m_win64TextBuffer at the
start of each tick(), before consuming new physical keyboard chars.
This ensures both input methods always operate on the same state.
* Use last active input device to decide keyboard mode instead of connection state
The keyboard UI mode (on-screen virtual keyboard vs direct text input)
was determined by Win64_IsControllerConnected(), which checks if any
XInput controller is physically plugged in. This meant that even if
the player was actively using mouse and keyboard, the virtual keyboard
would still appear as long as a controller was connected.
Replace the connection check with g_KBMInput.IsKBMActive(), which
tracks the actual last-used input device based on per-frame input
detection. Now the keyboard mode is determined by what the player is
currently using, not what hardware happens to be plugged in.
Affected scenes: CreateWorldMenu (world naming) and LoadOrJoinMenu
(world renaming).
* Fix TextInput caret behavior and add proper cursor editing for KBM direct edit
The direct text editing mode introduced for KBM users had several
issues with the TextInput control's caret (blinking cursor) and text
manipulation:
1. Caret visible when not editing:
When navigating to the world name field with keyboard/mouse, Flash's
Iggy focus system would show the blinking caret even though the field
wasn't active for editing yet (Enter not pressed). This was misleading
since typing had no effect in that state.
Fix: access the FJ_TextInput's internal m_mcCaret MovieClip and
force its visibility based on editing state. This is enforced every
tick because setLabel() and Flash focus transitions continuously
reset the caret state.
2. No cursor movement during editing:
The direct edit implementation treated the text as a simple buffer
with push_back/pop_back — there was no concept of cursor position.
Backspace only deleted from the end, and arrow keys did nothing.
Fix: track cursor position (m_iCursorPos) in C++ and use wstring
insert/erase at that position. Arrow keys (Left/Right), Home, End,
and Delete now work as expected. The visual caret position is synced
to Flash via the FJ_TextInput's SetCaretIndex method.
3. setLabel() resetting caret position:
Every call to setLabel() (when text changes) caused Flash to reset
the caret to the end of the string, making the cursor jump visually
even though the C++ position was correct.
Fix: enforce caret position via setCaretIndex every tick during
editing, so any Flash-side resets are immediately corrected.
New UIControl_TextInput API:
- setCaretVisible(bool): toggles m_mcCaret.visible in Flash
- setCaretIndex(int): calls FJ_TextInput.SetCaretIndex in Flash
* Fix keyboard/arrow navigation not working when no UI element is focused
On Windows64 with KBM, moving the mouse over empty space (outside any
button) would clear the Iggy focus entirely. After that, pressing arrow
keys did nothing because Flash had no starting element to navigate from.
Two changes here:
- Don't set focus to IGGY_FOCUS_NULL when the mouse hovers over empty
space. The previous hover target stays focused, so switching back to
arrows keeps working seamlessly.
- When a navigation key is pressed and nothing is focused at all (e.g.
mouse was already on empty space when the menu opened), grab the first
focusable element instead of silently dropping the input. The keypress
is consumed to avoid jumping two elements at once.
This makes mixed mouse+keyboard navigation feel a lot more natural.
You can point at a button, then continue with arrows, or just start
pressing arrows right away without having to hover first.
* Overhaul mouse support and generalize direct text editing to all UI scenes
This is a large rework of the Windows64 KBM (keyboard+mouse) input layer.
It touches the mouse hover system, the mouse click dispatch, and the direct
text editing infrastructure, then applies all of it to every scene that has
text input fields or non-standard clickable elements.
MOUSE HOVER REWRITE (UIController.cpp tickInput)
The old hover code had two structural problems:
(a) Scene lookup was group-first: it iterated UI groups and checked all
layers within each group. The Tooltips layer on eUIGroup_Fullscreen (which
holds non-interactive overlays like button hints) would be found before
in-game menus on eUIGroup_Player1. The tooltip scene focusable objects
captured mouse input and prevented hover from reaching the actual menu.
Fixed by switching to layer-first lookup across all groups, and skipping
eUILayer_Tooltips entirely since those are never interactive.
(b) On tabbed menus (LaunchMoreOptionsMenu Game vs World tabs), all
controls from all tabs are registered in Flash at the same time. There was
no filtering, so controls from inactive tabs had phantom hitboxes that
overlapped the active tab controls, making certain buttons unhoverable.
Fixed by introducing parent panel tracking: each UIControl now has a
m_pParentPanel pointer, set automatically by the UI_MAP_ELEMENT macro
during mapElementsAndNames(). The hover code checks the control parent
panel against the scene GetMainPanel() and skips mismatches. This is the
same technique the Vita touch code used, but applied to mouse hover.
The coordinate conversion was also simplified. The old code had two separate
scaling paths (window dimensions for hover, display dimensions for sliders).
Now there is one conversion from window pixel coords to SWF coords using
the scene own render dimensions.
REUSING VITA TOUCH APIs FOR MOUSE (ButtonList, UIScene)
Several APIs originally gated behind __PSVITA__ are now enabled for Win64:
- UIControl_ButtonList::SetTouchFocus(x,y) and CanTouchTrigger(x,y): the
Flash-side ActionScript methods were already registered on all platforms
in setupControl(), only the C++ wrappers were ifdef-gated. Opening the
ifdefs to include _WINDOWS64 lets the mouse hover code delegate to Flash
for list item highlighting, which handles internal scrolling and item
layout that would be impractical to replicate in C++.
- UIScene::SetFocusToElement(id): programmatic focus-by-control-ID, used as
a fallback when Iggy focusable objects do not match the C++ hit test.
- UIScene_LaunchMoreOptionsMenu::GetMainPanel(): returns the active tab
panel control, needed by the hover code to filter inactive tab controls.
MOUSE CLICK DISPATCH (UIScene.cpp handleMouseClick)
Left-clicking previously relied entirely on Iggy ACTION_MENU_OK dispatch,
which routes to whatever Flash considers focused. This broke for custom-
drawn elements that are not Flash buttons (crafting recipe slots), and for
scenes where Iggy focus did not match what the user visually clicked.
Added a virtual handleMouseClick(x, y) on UIScene with a default
implementation that hit-tests C++ controls. When multiple controls report
overlapping bounds (common in debug scenes where TextInputs report full
Flash-width), it picks the one whose left edge X is closest to the click.
Returns true to consume the click and suppress the normal ACTION_MENU_A
dispatch via a m_mouseClickConsumedByScene flag on UIController.
The default implementation handles buttons, text inputs, and checkboxes
(toggling state and calling handleCheckboxToggled directly).
CRAFTING MENU MOUSE CLICK (UIScene_CraftingMenu.cpp)
The crafting menu recipe slots (H slots) are rendered through Iggy custom
draw callback, not as Flash buttons. They have no focusable objects, so
mouse clicking did nothing.
The solution caches SWF-space positions during rendering: inside customDraw,
when H slot 0 and H slot 1 are drawn, the code extracts SWF coordinates
from the D3D11 transform matrix via gdraw_D3D11_CalculateCustomDraw_4J.
The X difference between slot 0 and slot 1 gives the uniform slot spacing.
handleMouseClick then uses these cached bounds to determine which recipe
slot was clicked, resets the vertical slot indices (same pattern as the
constructor), updates the highlight and vertical slots display, and re-shows
the old slot icon. This mirrors the existing controller LEFT/RIGHT
navigation in the base class handleKeyDown.
DIRECT EDIT REFACTORING (UIControl_TextInput)
The direct text editing feature (type directly into text fields instead of
opening the virtual keyboard) was originally implemented inline in
CreateWorldMenu with all the state, character consumption, cursor tracking,
caret visibility, and cooldown logic hardcoded in one scene.
Moved everything into UIControl_TextInput:
- beginDirectEdit(charLimit): captures current label, inits cursor at end
- tickDirectEdit(): consumes chars, handles Backspace/Enter/Escape, arrow
keys (Left/Right/Home/End/Delete), enforces caret visibility every tick
(because setLabel and Flash focus transitions continuously reset it),
returns Confirmed/Cancelled/Continue
- cancelDirectEdit() / confirmDirectEdit(): programmatic control
- isDirectEditing() / getDirectEditCooldown() / getEditBuffer(): state query
For SWFs that lack the m_mcCaret MovieClip child (like AnvilMenu), the
existence check validates by reading a property from the resolved path,
since IggyValuePathMakeNameRef always succeeds even for undefined refs.
When no caret exists, the control inserts a _ character at the cursor
position as a visual fallback.
The caret check result is cached in m_bHasCaret/m_bCaretChecked to avoid
repeated Iggy calls that could corrupt internal state.
SCENES UPDATED WITH DIRECT EDIT + VIRTUAL KEYBOARD
Every scene with text input now supports both input modes: direct editing
when KBM is active, virtual keyboard (via NavigateToScene eUIScene_Keyboard)
when using a controller. The mode is chosen at press time based on
g_KBMInput.IsKBMActive().
- CreateWorldMenu: refactored to use the new UIControl_TextInput API,
removing ~80 lines of inline editing code.
- AnvilMenu: item renaming now supports direct edit. The keyboard callback
uses Win64_GetKeyboardText instead of InputManager.GetText (which reads
from a different buffer on Win64). The virtual keyboard is opened with
eUILayer_Fullscreen + eUIGroup_Fullscreen so it does not hide the anvil
container menu underneath. Added null guards on getMovie() in setCostLabel
and showCross since the AnvilMenu SWF may not fully load on Win64.
- SignEntryMenu: all 4 sign lines support direct edit. Clicking a different
line while editing confirms the current one. Each line cooldown timer
is checked independently to prevent Enter from re-opening the edit.
- LaunchMoreOptionsMenu: seed field direct edit with proper input blocking.
- DebugCreateSchematic: all 7 text inputs (name + start/end XYZ coords).
handleMouseClick is overridden to always consume clicks during edit to
prevent Iggy re-entry on empty space.
- DebugSetCamera: all 5 inputs (camera XYZ + Y rotation + elevation).
Clicking a different field while editing confirms the current value and
opens the new one. Float display formatting changed from %f to %.2f.
All keyboard completion callbacks on Win64 now use Win64_GetKeyboardText
(two params: buffer + size) instead of InputManager.GetText, which reads
from the correct g_Win64KeyboardResult global when using the in-game
keyboard scene.
SCROLL WHEEL
Mouse wheel events (ACTION_MENU_OTHER_STICK_UP/DOWN) are now centrally
remapped to ACTION_MENU_UP/DOWN in UIController::handleKeyPress when KBM
is active. Previously each scene would need to handle OTHER_STICK actions
separately, and most did not, so scroll wheel only worked in a few places.
* Add mouse click support to CraftingMenu (tab switching, slot selection, craft)
The crafting screen's horizontal recipe slots and category tabs are custom-drawn
via Iggy callbacks rather than regular Flash buttons, so the standard mouse hover
system can't interact with them. This adds handleMouseClick to derive clickable
regions from the H slot positions cached during customDraw.
Tab clicking: tab hitboxes are computed relative to the H slot row since the
Vita TouchPanel overlays (full-screen invisible rectangles) aren't suitable
for direct hit-testing on Win64. The Y bounds were tuned empirically to match
the SWF tab icon positions. Clicking a tab runs the same switch logic as
LB/RB: hide old highlight, update group index, reset slot indices,
recalculate recipes, and refresh the display.
H slot clicking: clicking a different recipe slot selects it (updating V slots,
highlight, and re-showing the previous slot). Clicking the already-selected
slot crafts the item by dispatching ACTION_MENU_A through handleKeyDown,
reusing the existing crafting path. Empty slots (iCount == 0) are ignored.
All mouse clicks on the scene are consumed (return true) to prevent misses
from falling through as ACTION_MENU_A and accidentally triggering a craft.
This only suppresses mouse-originated A presses via m_mouseClickConsumedByScene;
keyboard and controller A remain fully functional.
Also enables GetMainPanel for Win64 (was Vita-only) so the mouse hover system
can filter controls by active panel, same as other tabbed menus.
* Fix mouse hover selecting wrong buttons from the third onward
The hover code was doing a redundant second hit-test against Iggy
focusable object bounds after the C++ control bounds had already
identified the correct control. Iggy focusable bounds are wider than
the actual visible buttons and overlap vertically, so the "pick
largest x0" heuristic would match focusables belonging to earlier
buttons when hovering the right side of buttons 3+.
Replaced the IggyPlayerGetFocusableObjects path with a direct
SetFocusToElement call using the already-correct hitControlId from
the C++ hit-test, same approach the click path uses in
handleMouseClick. Also switched the overlap tiebreaker from "largest
x0" to smallest area, consistent with how clicks resolve overlapping
controls. TextInput is excluded from hover focus to avoid showing
the caret on mere mouse-over (its Iggy focus is set on click).
* Use smallest-area tiebreaker for mouse click hit-testing too
Same overlap fix applied to handleMouseClick: when multiple controls
contain the click point, prefer the one with the smallest bounding
area instead of the one with the largest left-edge X. This is more
robust for any layout (vertical menus, grids, overlapping panels)
and matches the hover path logic.
Those changes were initially made in order to fix the teleport ui for the mouse but broke every other well working ui.
* Fix mouse cursor staying trapped in window on alt-tab
When the inventory or other UI with a hidden cursor was open,
alt-tabbing out would leave the cursor locked to the game window.
SetWindowFocused(false) from WM_KILLFOCUS correctly released the
clip and showed the cursor, but Tick() was unconditionally calling
SetCursorPos every frame to re-center it, overriding the release.
Added m_windowFocused to the Tick() condition so cursor manipulation
only happens while the window actually has focus.
* Map mouse right click to ACTION_MENU_X for inventory half-stack
Right clicking an item stack in Java Edition picks up half of it.
Console Edition already handles this via ACTION_MENU_X (the X button
on controller), which sets buttonNum=1 in handleKeyDown. This maps
mouse right click to that same action so KBM players get the same
behavior across all container menus (inventory, chests, furnaces,
hoppers, etc).
* Fix mouse hover hitting removed controls (ghost hitboxes)
When removeControl() removes a Flash element (e.g. the Reinstall
button in Help & Options, or the Debug button when disabled), the
C++ control object stays in the m_controls vector. On Vita this was
handled by calling setHidden(true) and checking getHidden() in the
touch hit-test, but on Windows64 none of that was happening.
The result: removed buttons kept phantom bounds that the hover code
would match against, stealing focus from the buttons that shifted
into their visual position. In the Help & Options menu with debug
enabled, the removed Reinstall button (Button6) had ghost bounds
overlapping where the Debug button (Button7) moved to after the
removal, making Debug un-hoverable and snapping focus to Button1.
The fix has three parts:
- removeControl() now calls setHidden(true) on all platforms, not
just Vita. The m_bHidden member was already declared on all
platforms, only the accessors were ifdef'd behind __PSVITA__.
- Removed the __PSVITA__ ifdef from setHidden/getHidden in
UIControl.h so they're available everywhere.
- Added getHidden() checks in both the hover and click hit-test
loops, matching what the Vita touch code already does. The check
is a simple bool read (no Flash/Iggy call), placed before the
getVisible() query which hits Flash and can return stale values
for removed elements.
* Add right-click to open save options in world selection menu
On controller, RB (ACTION_MENU_RIGHT_SCROLL) opens the save options
dialog (rename/delete) when a save is selected. Mouse right-click
maps to ACTION_MENU_X, which had no Windows64 handler in this scene.
Added save options handling under ACTION_MENU_X for _WINDOWS64 so
right-clicking a save opens the same dialog. Also handles the mashup
world hide action for right-click consistency. Console-only options
(copy save, save transfer) are excluded since they don't apply here.
* Fix splitscreen mouse, keyboard cursor, and local player join
Mouse hover and click in split-screen was broken: the coordinate
conversion from window pixels to Flash/SWF space did not account for
the viewport tile-origin offset or the smaller display dimensions of
each splitscreen quadrant. Now the mouse position is mapped through
three steps: window pixels to UIController screen space, subtract the
viewport origin (which varies per quadrant/split type), then scale
from display size to SWF authoring size. This fixes hover highlighting
and click targeting in all splitscreen layouts.
Mouse input was also bleeding into other splitscreen players' UI groups
because the scene lookup iterated all groups. Now it only checks the
fullscreen group and the primary (KBM) player's group, so controller
players' menus are never affected by mouse movement.
Mouse grab/release (cursor lock for gameplay) was triggering for every
local player's tick, causing fights between splitscreen players over
the cursor state. Now only the primary pad player controls grab state.
The in-game keyboard scene in PC mode had no cursor movement: typing
always appended at the end and backspace always deleted from the end.
Added a cursor position tracker (m_iCursorPos) so that characters are
inserted at the cursor, backspace deletes behind it, and arrow keys,
Home, End, and Delete all work as expected. The Flash caret is synced
to the cursor position each tick. Also stopped syncing the text buffer
back from Flash in PC mode, which was resetting the cursor every tick.
Arrow keys in PC mode no longer get forwarded to Flash (which would
move the on-screen keyboard selector instead of the text cursor).
AddLocalPlayerByUserIndex was calling NotifyPlayerJoined before the
IQNet slot was actually registered, passing a pointer obtained via
GetLocalPlayerByUserIndex which checks customData (not set yet at that
point). Now AddLocalPlayerByUserIndex is called first, and if it
succeeds, the notification uses the static m_player array directly.
The stub AddLocalPlayerByUserIndex now properly initialises the slot
with gamertag and remote/host flags instead of being a no-op.
IsSignedIn was hardcoded to return true only for pad 0, preventing
splitscreen players from joining. Now it checks IsPadConnected so any
connected controller can sign in.
GetXUID returned INVALID_XUID for all pads except 0, which broke
splitscreen player identity. Now each pad gets a unique XUID derived
from the base value plus the pad index.
Pinned internal resolution to 1920x1080 and removed GetSystemMetrics
auto-detection which was picking up the native monitor resolution and
breaking the 16:9 assumption in the viewport math and Flash layout.
DPI awareness is kept for consistent pixel coordinates.
* Fix Escape key not opening pause menu during tutorial hints
The KBM pause check had a IsTutorialVisible guard that blocked
Escape entirely while any tutorial popup was on screen. The
controller path never had this restriction. Removed the check
so Escape behaves the same as Start on controller.
* Fix crash in WriteHeader when save buffer is too small for header table
When a player enters a new region, RegionFile's constructor calls
createFile which adds a FileEntry with length 0 to the file table.
This increases the header table size (appended at the end of the save
buffer) by sizeof(FileEntrySaveData) per entry, but since no actual
data is written to the file, MoveDataBeyond is never called and the
committed virtual memory pages are never grown to match.
On the next autosave tick, saveLevelData writes level.dat first
(before chunkSource->save which would have grown the buffer). If
level.dat doesn't need to grow, finalizeWrite calls WriteHeader which
tries to memcpy the now-larger header table past the end of committed
memory, causing an access violation.
This is especially likely in splitscreen where two players exploring
at the same time can create multiple new RegionFile entries within a
single tick, quickly exhausting the page-alignment slack in the buffer
(yes i am working at splitscreen in the meanwhile :) )
The fix was deduced by tracing the crash callstack through the save
system: FileHeader, ConsoleSaveFileOriginal, the stream chain, and
the RegionFile/RegionFileCache layer. The root cause turned out to be
a gap between createFile (which grows the header table) and
MoveDataBeyond (the only place that grows the buffer), with
finalizeWrite sitting right in between unprotected.
The buffer growth check added here mirrors the exact same VirtualAlloc
pattern already used in MoveDataBeyond (line 484-497) and in the
constructor's decompression path (line 176-190), so it integrates
naturally with the existing code. Same types, same page rounding,
same error handling. The fast path (no new entries, buffer already big
enough) is a single DWORD comparison that doesn't get taken, so there
is zero overhead in the common case.
This is the right place for the fix because finalizeWrite is the sole
caller of WriteHeader, meaning every code path that writes the header
(closeHandle, PrepareForWrite, deleteFile, Flush) is now protected by
a single check point.
* Fix TextInput bugs and refactor direct edit handling into UIScene base class
The fake cursor character (_) used for SWFs without m_mcCaret was leaking
into saved sign and anvil text. This happened because setLabel() with
instant=false only updates the C++-side cache, deferring the Flash write
to the next control tick. Any getLabel() call before that tick reads the
old Flash value still containing the underscore. Fixed by passing
instant=true in confirmDirectEdit, cancelDirectEdit, and the Enter key
path inside tickDirectEdit, so the cleaned text hits Flash immediately.
Mouse hover over TextInput controls (world name, anvil name, seed field)
was not showing the yellow highlight border. The hover code used
IggyPlayerSetFocusRS which sets Iggy's internal dispatch focus but does
not trigger Flash's ChangeState callback, so no visual feedback appeared.
Buttons worked fine because Iggy draws its own focus ring on them, but
TextInput relies entirely on ChangeState(0) for the yellow border.
Switched to SetFocusToElement which goes through the Flash-side SetFocus
path, then immediately call setCaretVisible(false) to suppress the
blinking caret that comes with focus. No visual flicker since rendering
happens after both tickInput and scene tick complete.
While direct editing, mouse hover was able to move focus away to other
TextInputs on the same scene (most noticeably on the sign editor, where
hovering a different line would steal focus from the line being typed).
Added an isDirectEditBlocking() check in the hover path to skip focus
changes when any input on the scene is actively being edited.
The Done button in SignEntryMenu was unresponsive to mouse clicks during
direct editing. The root cause is execution order: handleMouseClick runs
before handleInput in the frame. The base handleMouseClick found the Done
button and called handlePress, but handlePress bailed out because of the
isDirectEditing guard. The click was marked consumed, so handleInput
never saw it. Fixed by overriding handleMouseClick in SignEntryMenu to
detect the Done button hit while editing and confirm + close directly.
Added click-outside-to-deselect for anvil and world name text inputs.
Both scenes previously required Enter to confirm the edit, which felt
wrong. Now clicking anywhere outside the text field bounds confirms the
current text, matching standard UI behavior.
The anvil menu now updates the item name in real time while typing, like
Java edition. Previously the name was only applied on Enter, so the
repair cost display was stale until confirmation.
The biggest change is structural: every scene that used direct editing
(AnvilMenu, CreateWorldMenu, SignEntryMenu, LaunchMoreOptionsMenu,
DebugCreateSchematic, DebugSetCamera) had its own copy of the same
boilerplate -- tickDirectEdit loops in tick(), click-outside hit testing
in handleMouseClick(), cooldown guard checks in handleInput/handlePress,
and result dispatch with switch/if chains. This was around 200 lines of
near-identical code scattered across 6 files, each with its own slight
variations and its own bugs waiting to happen.
Pulled all of it into UIScene with two virtual methods: getDirectEditInputs()
where scenes register their text inputs, and onDirectEditFinished() where
they handle confirmed/cancelled results. The base class tick() drives
tickDirectEdit on all registered inputs, handleMouseClick() does the
click-outside-to-deselect hit test generically using panel offsets, and
isDirectEditBlocking() replaces all the inline cooldown checks. Scenes
now just override those two methods and get everything for free.
Also removed the m_activeDirectEditControl enum tracking from the debug
scenes (DebugCreateSchematic, DebugSetCamera) since the base class
handles lifecycle tracking through the controls themselves.
* Remap scroll wheel to LEFT/RIGHT for horizontal controls
The scroll wheel was always remapped to UP/DOWN, which is fine for
vertical lists but useless on horizontal controls like sliders and
the texture pack selector.
Track whether the mouse is hovering a horizontal control during the
hover hit-test (new bool m_bMouseHoverHorizontalList, set for
eTexturePackList and eSlider). When the flag is set, handleKeyPress
emits LEFT/RIGHT instead of UP/DOWN for wheel events.
TexturePackList is also now part of the mouse hover system with
proper hit-testing, relative-coord SetTouchFocus and GetRealHeight
for accurate bounds.
* Guard setCaretVisible and setCaretIndex against null movie
tickDirectEdit calls into Iggy every tick without checking if the
movie is still valid, which crashes inside iggy_w64.dll when the
Flash movie gets unloaded or isn't ready yet.
* Fix creative inventory scroll for both mouse wheel and controller
The mouse scroll wheel was not working in the creative inventory at
all. UIController remaps wheel input from OTHER_STICK to UP/DOWN for
KBM users, but the base container menu handler consumed UP/DOWN for
grid navigation before it could reach the creative menu's page
scrolling logic in handleAdditionalKeyPress. Fixed by detecting
scroll wheel input on UP/DOWN in the base handler and forwarding it
as OTHER_STICK to handleAdditionalKeyPress instead.
Also fixed the controller right stick scrolling way too fast: it was
jumping TabSpec::rows (5) rows per tick at 100ms repeat rate, which
blew through the entire item list almost instantly. Reduced to 1 row
per tick so scrolling feels controlled on both input methods.
* Fix split-screen world rendering aspect ratio
gluPerspective was hardcoded to use g_iAspectRatio (always 16:9)
instead of the aspect parameter from getFovAndAspect, which adjusts
for split-screen viewports. The 3D world was horizontally stretched
in top/bottom split because the projection used 16:9 while the
viewport was 32:9.
* Split-screen UI system with full ultrawide and multi-aspect-ratio support
Screen resolution is now auto-detected from the monitor at startup
instead of being hardcoded to 1920x1080. This fixes rendering on
ultrawide (21:9), super-ultrawide (32:9), 16:10, and any other
aspect ratio -- both in singleplayer and split-screen multiplayer.
The 3D world renders at native resolution so the full monitor is used.
Flash UI is 16:9-fitted and centered inside each viewport, pillarboxed
on wide displays and letterboxed on tall ones. Logical game dimensions
(used for ortho projection and HUD layout) are computed proportionally
from the real screen aspect ratio, fixing the stretched world projection
and HUD that the old hardcoded 1280x720 caused on non-16:9 monitors.
GameRenderer::ComputeViewportForPlayer uses the actual backbuffer size
instead of the logical game size, which was causing split-screen
viewports to be sized incorrectly.
UIScene::render fits menus to 16:9 within each split viewport using
GetViewportRect + Fit16x9, keeping inventory/crafting/options screens
at their designed aspect ratio instead of stretching.
Panorama and MenuBackground render at full viewport size with proper
tile scaling so the background fills the entire area without gaps in
vertical split and quadrant layouts.
HUD tile rendering uses ComputeTileScale to uniformly scale the SWF
and show the bottom portion (hotbar, hearts, hunger) in horizontal
and quadrant splits. repositionHud passes visible SWF-space dimensions
to ActionScript for proper element centering within each viewport.
Chat and Tooltips overlays use ComputeTileScale and
ComputeSplitContentOffset to anchor correctly to the bottom of each
player's viewport tile.
Container menus apply Fit16x9 to pointer coordinate mapping so the
cursor tracks correctly in split-screen. getMouseToSWFScale moved out
of the header into the .cpp. Mouse input in onMouseTick is gated to
pad 0 since raw mouse deltas should only drive player 1.
All shared viewport math lives in UISplitScreenHelpers.h:
- GetViewportRect: origin and dimensions for any viewport type
- Fit16x9: aspect-correct fitting with centering offsets
- ComputeTileScale: uniform scale and Y-offset for tile rendering
- ComputeSplitContentOffset: content centering for overlay components
* Fix XUID assignment for split-screen local players
Main's XUID refactor returned INVALID_XUID for pad != 0, which breaks
split-screen because each local player needs a distinct identity for
the save system and per-player inventory data.
Now pad 1-3 get unique XUIDs derived from the legacy embedded base
(base + iPad), same as the original console behavior. Only pad 0
uses the persistent uid.dat-backed XUID for networking.
* Use persistent XUID for all pads in GetXUID
All pads now get unique XUIDs derived from the persistent uid.dat value
(base + iPad offset). This gives each split-screen player a globally
unique identity that works for both local play and online multiplayer.
The host legacy XUID override for save compatibility still happens in
Minecraft.cpp after GetXUID is called, so old worlds are unaffected.
* Split-screen networking, window resize, bitmap font fix, and multiplayer stability
Adds the networking layer for non-host split-screen multiplayer, implements
live window resize with swap chain recreation, fixes bitmap font scaling at
small window sizes, and fixes several crash-causing bugs in the multiplayer
stack (compression buffer overflow, TCP stream desync, chunk visibility race,
CompressedTileStorage torn reads, reconnect stability).
== Non-host split-screen multiplayer ==
Each split-screen pad on a non-host client opens its own TCP connection to
the host. From the host's perspective each connection looks like a normal
remote player (gets its own smallId, Socket, PlayerConnection).
WinsockNetLayer: JoinSplitScreen(), CloseSplitScreenConnection(),
SplitScreenRecvThreadProc, per-pad socket/thread/smallId tracking
(s_splitScreenSocket[], s_splitScreenSmallId[], s_splitScreenRecvThread[]).
GetLocalSocket() returns the correct TCP socket for a given local sender's
smallId. GetSplitScreenSmallId() returns the host-assigned smallId for a pad.
GameNetworkManager::CreateSocket: non-host path (localPlayer && !IsHost() &&
IsInGameplay()) calls JoinSplitScreen, sets the IQNet slot's smallId and
resolvedXuid, creates a non-hostLocal Socket + ClientConnection, sends
PreLoginPacket, registers via addPendingLocalConnection.
PlatformNetworkManagerStub::RemoveLocalPlayerByUserIndex: implemented the
formerly-empty stub. Calls NotifyPlayerLeaving, CloseSplitScreenConnection,
and clears the IQNet slot fields so the pad can rejoin cleanly.
SmallId pool: s_nextSmallId starts at XUSER_MAX_COUNT (4), reserving
m_player[0-3] for local pads so remote players never collide.
IQNetPlayer::SendData: non-host local senders now route through
GetLocalSocket(m_smallId) instead of always using SendToSmallId.
IQNet::GetLocalPlayerByUserIndex: rewritten. Pad 0 on non-host uses
GetLocalSmallId() for direct lookup; pads 1-3 check m_player[padIdx].
C_4JProfile::IsSignedIn: pad 0 always returns true (was checking controller
connection, which is unreliable on Win64).
GetGamertag/GetDisplayName: for pads 1-3 with active local players, returns
the pad-specific gamertag from IQNet::m_player instead of always returning
the primary username.
ClientConnection: isPrimaryConnection() (true on host or for the primary pad
on non-host) guards relative-delta and world-modifying handlers to prevent
double-processing of shared state:
- Guarded: handleMoveEntity, handleMoveEntitySmall, handleChunkTilesUpdate,
handleBlockRegionUpdate, handleTileUpdate, handleTakeItemEntity,
handleSignUpdate, handleTileEntityData, handleTileEvent,
handleTileDestruction, handleComplexItemData, handleLevelEvent,
handleSoundEvent, handleParticleEvent, handleAddGlobalEntity.
- handleSetEntityMotion: secondary connections only accept motion targeting
their own local player (knockback).
- handleExplosion: world modification (finalizeExplosion) guarded,
per-player knockback unguarded. Added null check on localplayers[].
- Entity spawn/remove/teleport/data handlers left unguarded (putEntity is
idempotent, absolute value setters).
handleLogin: added else clause to set level when the dimension already exists
(was leaving level NULL on reconnect).
handleChunkVisibilityArea/handleChunkVisibility: added null check on level.
handleContainerOpen: added null check on localplayers[m_userIndex].
== Reconnect stability ==
PendingConnection: duplicate XUID no longer rejects with eDisconnect_Banned.
Instead it force-disconnects the stale old connection via
stalePlayer->connection->disconnect(), queues the old smallId for recycling
via queueSmallIdForRecycle(), then calls handleAcceptedLogin for the new
connection.
MinecraftServer: swapped tick order so players->tick() (disconnect queue)
runs before connection->tick() (new logins). The old player is removed
from PlayerList before the new LoginPacket's XUID check runs.
PlayerList: PushFreeSmallId and ClearSocketForSmallId moved here from
DoWork, called only after PlayerConnection::disconnect() completes and
the read/write threads are dead. New queueSmallIdForRecycle() method lets
PendingConnection push smallIds into m_smallIdsToClose, which PlayerList::tick()
processes through closePlayerConnectionBySmallId() for deferred cleanup.
Prevents a race where the old write thread could resolve getPlayer() to a
recycled smallId's new connection and send stale packets on it.
SocketInputStreamLocal::close() and SocketOutputStreamLocal::close() now
actually clear their queues (std::swap with empty queue instead of calling
.empty() which is a read-only no-op).
ServerConnection::stop(): pending and players vectors are snapshot-copied
before iterating (prevents iterator invalidation). Remote players receive
a DisconnectPacket via disconnect(eDisconnect_Quitting) instead of raw
close(). tick(): added else clause so flush() only runs on live connections.
WinsockNetLayer::Shutdown(): accept thread stopped first (prevents new recv
threads from spawning), then all recv threads are collected and waited on,
then connections are closed and split-screen sockets cleaned up. Clears
disconnect and free-pool vectors before deleting critical sections.
WinsockNetLayer::JoinGame(): waits for old s_clientRecvThread to fully
exit before creating a new TCP connection. Prevents the old recv thread
from reading bytes off the new socket and desynchronizing the stream.
== Compression buffer overflow ==
CompressLZXRLE and CompressRLE wrote RLE intermediate output into a fixed
100KB buffer with no bounds checking. Full chunk columns are ~160KB and
the RLE step can expand 0xFF bytes to 2 bytes each, easily overflowing
into rleDecompressBuf and heap metadata. This caused delayed crashes in
unrelated code (Packet::readPacket, LevelRenderer::updateDirtyChunks) after
the first autosave, since that's when full chunks get compressed.
Fix: dynamic allocation when worst-case RLE output (SrcSize * 2) exceeds
the static buffer. Static buffer still used for small inputs (zero overhead).
CompressRLE: moved LeaveCriticalSection after dynamic buffer cleanup.
DecompressLZXRLE: now checks zlib return value (was completely ignored).
On failure, bails out immediately with *pDestSize = 0. Added RLE input
bounds checking (pucIn >= pucEnd before reading count/data bytes) and
output bounds checking (pucOut + count > pucOutEnd). Same bounds checks
applied to DecompressRLE.
== Stream desync (Connection write thread) ==
The write thread had two output paths to the same TCP socket: bufferedDos
(5KB buffered stream) and direct sos->writeWithFlags(). Chunk data sent
via queueSend() used the direct path with shouldDelay=true, while other
packets used bufferedDos. If bufferedDos had unflushed bytes, the direct
write arrived at the client first, reordering the TCP stream and producing
bad packet ID crashes.
Fix: flush bufferedDos immediately before every direct sos->writeWithFlags().
== Chunk visibility race (empty first chunk after 30s) ==
BlockRegionUpdatePacket (direct socket write via queueSend) could arrive
at the client before ChunkVisibilityAreaPacket (buffered). The client
called getChunk() on a chunk that didn't exist yet in the cache, got
EmptyLevelChunk (whose setBlocksAndData is a no-op), and silently lost
the block data. On superflat this left one invisible chunk; on normal
worlds it crashed the renderer.
Fix: handleBlockRegionUpdate calls dimensionLevel->setChunkVisible() for
full-chunk BRUPs before writing data, making it independent of packet
ordering. Added post-write verification logging.
CompressedTileStorage race: get() reads indicesAndData twice without a
lock. compress() can swap the pointer between reads, producing indices
from the old buffer paired with data from the new buffer. Fix: snapshot
indicesAndData into a local variable before deriving both pointers. Same
snapshot pattern applied to getData() (non-Vita path), isRenderChunkEmpty(),
getHighestNonEmptyY(), getAllocatedSize(), and write(). All methods now
also guard against NULL snapshots.
== Window resize ==
ResizeD3D() destroys the old swap chain, creates a new one at the target
size, then patches InternalRenderManager members directly via memory
offsets (0x20=swap chain, 0x28=RTV, 0x50=SRV, 0x98=DSV, 0x5138/0x513C=
backbuffer width/height). Offset verification cross-checks known pointers
(device at 0x10, swap chain at 0x20) before patching. Old RTV/SRV are
intentionally leaked (orphaned with the old swap chain) to avoid fighting
unknown ref holders in the precompiled RenderManager.
The flow: Suspend RenderManager, ClearState+Flush, release views,
gdraw_D3D11_PreReset, destroy old swap chain, create new swap chain via
IDXGIFactory, patch offsets, recreate RTV/SRV/DSV, rebind render targets,
update UIController (updateRenderTargets + updateScreenSize),
gdraw_D3D11_PostReset + SetRendertargetSize, IggyFlushInstalledFonts,
Resume, PostProcesser::Init.
WM_SIZE handling defers resize during window drag (WM_ENTERSIZEMOVE/
WM_EXITSIZEMOVE). Immediate resizes (maximize, programmatic) call
ResizeD3D directly. Removed the old UpdateAspectRatio() function.
CleanupDevice() was leaking g_pDepthStencilView and g_pDepthStencilBuffer.
InitDevice: swap chain BufferUsage now includes DXGI_USAGE_SHADER_INPUT
(needed for the SRV created from the backbuffer for CaptureThumbnail).
New globals: g_rScreenWidth/g_rScreenHeight (real window dimensions,
updated on resize) vs g_iScreenWidth/g_iScreenHeight (fixed logical
resolution, stays 1920x1080).
ComputeViewportForPlayer and getFovAndAspect now use g_rScreenWidth/
g_rScreenHeight instead of the fixed startup values, so 3D perspective
and split-screen viewports adapt to window size.
Main loop: rendering skipped when window is minimized (IsIconic check)
to avoid 100% GPU usage on a hidden swap chain.
Windows64_UIController: new updateRenderTargets(rtv, dsv) method updates
cached D3D pointers used by gdraw_D3D11_SetTileOrigin every frame.
UIController.h: new inline updateScreenSize(w, h) sets m_fScreenWidth/
m_fScreenHeight so all downstream UI code picks up the new size.
== Bitmap font scaling ==
At small window sizes, dynamic text (scrollable list items, HowToPlay
pages) showed overlapping characters. Static SWF text was unaffected
because it uses embedded vector glyphs.
Root cause in UIBitmapFont.cpp GetGlyphBitmap: when display scale is
smaller than the bitmap's native scale (pixel_scale < truePixelScale,
glyphScale stays at 1), Iggy displayed the glyph at native 1:1 pixel
size but advanced the cursor by the smaller display-scale amount.
At intermediate window sizes (e.g. 1678x756, scale factor ~0.7), a
second bug appeared: some SWF font sizes produced pixel_scale just above
truePixelScale (13 for Mojangles_11) while others fell just below,
splitting glyphs across the small-display and normal cache branches.
The normal branch cached all glyphs in a single [truePixelScale, 99]
range, so the first glyph cached set pixel_scale_correct for every
subsequent request regardless of font size. Different font sizes then
got scaled by wrong ratios (e.g. 18.9/13.3 = 1.42x with point sampling),
producing visibly inconsistent letter sizes. This only happened at
specific window sizes where the display scale put some fonts above and
others below the truePixelScale boundary. Full 1080p and very small
windows were unaffected because all fonts landed in the same branch.
Fix: on _WINDOWS64, always use pixel_scale_correct = truePixelScale so
every cache entry is consistent regardless of which font size creates it
first. Two cache ranges: downscale (pixel_scale < truePixelScale) uses
bilinear for smooth reduction, upscale uses point_sample for crisp
pixel-art rendering. At most two cache entries per glyph. The console
code path (fixed resolution, integer-multiple scaling) is preserved
behind #else.
UIScene.cpp loadMovie: always load 1080.swf on _WINDOWS64 regardless of
window size. The old height-based selection could pick 480 or 720 variants
which either crashed or loaded the wrong skin library (skinHD.swf vs
skin.swf). Display size is now set via Fit16x9 BEFORE the init tick so
Iggy's ActionScript text field creation sees the same scale that render()
will use. IggyFlushInstalledFonts() called after init tick to clear stale
glyph cache entries from previous scenes.
Font.cpp addCharacterQuad/renderCharacter: yOff was computed with
m_charWidth instead of m_charHeight, producing wrong texture coordinates
for non-square glyph cells. This is the world-rendering font (chat, signs,
name tags), not the Iggy UI font.
== XUID generation ==
Split-screen pad XUIDs derived by hashing baseXuid + iPad through Mix64
(DeriveXuidForPad in Windows64_Xuid.h) instead of simple addition. Pad 0
returns the base XUID unchanged for save compatibility. Includes validity
fallbacks if the hash produces an invalid XUID. (Suggested by rtm516)
== Misc ==
Packet::readPacket: thread-local ring buffer tracks last 8 good packet IDs.
On bad packet ID, dumps the history plus next 32 bytes of stream for
diagnosing TCP desynchronization.
PendingConnection/PlayerList: debug logging for the reconnect flow
(duplicate XUID handling, force-disconnect, handleAcceptedLogin,
placeNewPlayer with smallId/entityId/dimension).
ClientConnection::handleBlockRegionUpdate: warning log when a full chunk
arrives with ys==0 (empty full chunk, data loss indicator).
== Known issues / future work ==
SendOnSocket global lock (WinsockNetLayer.cpp): s_sendLock is a single
CriticalSection serializing ALL TCP sends across ALL connections. If one
client's send() blocks (TCP window full, slow network), every other write
thread stalls — no data flows to any player until the slow send completes.
Each PlayerConnection has its own write thread, so with 8+ players one slow
client can cause latency spikes or timeout disconnects for healthy players.
Fix: replace s_sendLock with per-socket locks indexed by smallId. The lock
only needs to prevent header+payload interleaving on the SAME socket; sends
to different sockets are independent. Deferred to a separate PR to keep
this one focused.
Textures::releaseTexture: early return for id <= 0, checks
TextureGetTexture(id) != NULL before calling glDeleteTextures. Prevents
crashes on stale texture IDs after RenderManager reset.
UIController TextureSubstitutionDestroyCallback: null guard on
Minecraft::GetInstance() and mc->textures before calling releaseTexture.
Prevents crash during shutdown.
StringTable: removed __debugbreak() on language load failure in debug builds.
|
|
set on fire before the entity takes damage (while still checking for invulnerability)
|
|
|
|
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a02d207233199e98898fe7483d7e817.
|
|
* Fixed boats falling and a TP glitch #266
* Replaced every C-style cast with C++ ones
* Replaced every C-style cast with C++ ones
* Fixed boats falling and a TP glitch #266
* Updated NULL to nullptr and fixing some type issues
* Modernized and fixed a few bugs
- Replaced most instances of `NULL` with `nullptr`.
- Replaced most `shared_ptr(new ...)` with `make_shared`.
- Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances.
* Fixing more conflicts
* Replace int loops with size_t and start work on overrides
|
|
It's unclear if this change maintains mob density parity so it has been
reverted. This can be committed back in if parity is properly verified
|
|
* 50% increase to most mob caps, doubling some.
* Changed from 75 to 70 to match PC parity. Ambient is back to 20
|
|
|
|
|
|
* Multiplayer 8 to max byte increase.
Made-with: Cursor
* Server chunk optimizations for large player counts, server full notification fix, added to server.properties.
|
|
* Added scaling to zombie
i added scaling to zombie based on if its a baby or not
just setting the size does not work you have to set it in the tick (look at the tick for slimes which is a scalable monster)
* add output dir to gitignore
the build output folder is now added to the git ignore
---------
Co-authored-by: Loki <lokirautio@gmail.com>
|
|
* Fix sound settings not applying
* Reimplement miles sound artifacts
* Fix stone brick stairs recipe
* Fix craft and scroll sound
* Rename scrollfocus.ogg to scroll.ogg
* Remove unneeded code
* Reorganize sounds, revert spam sound press, add witch sounds and fix slimes
* I forgot my console again
|
|
item transparency for stained glass and pane (#748)"
This reverts commit a4214805d1edfd79e4ee8b587e44faf537ec507c.
|
|
transparency for stained glass and pane (#748)
* fixed stained glass and glass pane not rendering the water
* Fixed held item transparency for stained glass and pane
|
|
|
|
* Sync keyboard text buffer from Flash before processing physical input
The native keyboard scene maintained a separate C++ buffer
(m_win64TextBuffer) for physical keyboard input, which was pushed
to the Flash text field via setLabel(). However, when the user typed
with the on-screen controller buttons, Flash updated its text field
directly through ActionScript without updating the C++ buffer.
This caused a desync: switching back to the physical keyboard would
overwrite any text entered via controller, since m_win64TextBuffer
still held the old value before the controller edits.
Fix: read the current Flash text field into m_win64TextBuffer at the
start of each tick(), before consuming new physical keyboard chars.
This ensures both input methods always operate on the same state.
* Use last active input device to decide keyboard mode instead of connection state
The keyboard UI mode (on-screen virtual keyboard vs direct text input)
was determined by Win64_IsControllerConnected(), which checks if any
XInput controller is physically plugged in. This meant that even if
the player was actively using mouse and keyboard, the virtual keyboard
would still appear as long as a controller was connected.
Replace the connection check with g_KBMInput.IsKBMActive(), which
tracks the actual last-used input device based on per-frame input
detection. Now the keyboard mode is determined by what the player is
currently using, not what hardware happens to be plugged in.
Affected scenes: CreateWorldMenu (world naming) and LoadOrJoinMenu
(world renaming).
* Fix TextInput caret behavior and add proper cursor editing for KBM direct edit
The direct text editing mode introduced for KBM users had several
issues with the TextInput control's caret (blinking cursor) and text
manipulation:
1. Caret visible when not editing:
When navigating to the world name field with keyboard/mouse, Flash's
Iggy focus system would show the blinking caret even though the field
wasn't active for editing yet (Enter not pressed). This was misleading
since typing had no effect in that state.
Fix: access the FJ_TextInput's internal m_mcCaret MovieClip and
force its visibility based on editing state. This is enforced every
tick because setLabel() and Flash focus transitions continuously
reset the caret state.
2. No cursor movement during editing:
The direct edit implementation treated the text as a simple buffer
with push_back/pop_back — there was no concept of cursor position.
Backspace only deleted from the end, and arrow keys did nothing.
Fix: track cursor position (m_iCursorPos) in C++ and use wstring
insert/erase at that position. Arrow keys (Left/Right), Home, End,
and Delete now work as expected. The visual caret position is synced
to Flash via the FJ_TextInput's SetCaretIndex method.
3. setLabel() resetting caret position:
Every call to setLabel() (when text changes) caused Flash to reset
the caret to the end of the string, making the cursor jump visually
even though the C++ position was correct.
Fix: enforce caret position via setCaretIndex every tick during
editing, so any Flash-side resets are immediately corrected.
New UIControl_TextInput API:
- setCaretVisible(bool): toggles m_mcCaret.visible in Flash
- setCaretIndex(int): calls FJ_TextInput.SetCaretIndex in Flash
* Fix keyboard/arrow navigation not working when no UI element is focused
On Windows64 with KBM, moving the mouse over empty space (outside any
button) would clear the Iggy focus entirely. After that, pressing arrow
keys did nothing because Flash had no starting element to navigate from.
Two changes here:
- Don't set focus to IGGY_FOCUS_NULL when the mouse hovers over empty
space. The previous hover target stays focused, so switching back to
arrows keeps working seamlessly.
- When a navigation key is pressed and nothing is focused at all (e.g.
mouse was already on empty space when the menu opened), grab the first
focusable element instead of silently dropping the input. The keypress
is consumed to avoid jumping two elements at once.
This makes mixed mouse+keyboard navigation feel a lot more natural.
You can point at a button, then continue with arrows, or just start
pressing arrows right away without having to hover first.
* Overhaul mouse support and generalize direct text editing to all UI scenes
This is a large rework of the Windows64 KBM (keyboard+mouse) input layer.
It touches the mouse hover system, the mouse click dispatch, and the direct
text editing infrastructure, then applies all of it to every scene that has
text input fields or non-standard clickable elements.
MOUSE HOVER REWRITE (UIController.cpp tickInput)
The old hover code had two structural problems:
(a) Scene lookup was group-first: it iterated UI groups and checked all
layers within each group. The Tooltips layer on eUIGroup_Fullscreen (which
holds non-interactive overlays like button hints) would be found before
in-game menus on eUIGroup_Player1. The tooltip scene focusable objects
captured mouse input and prevented hover from reaching the actual menu.
Fixed by switching to layer-first lookup across all groups, and skipping
eUILayer_Tooltips entirely since those are never interactive.
(b) On tabbed menus (LaunchMoreOptionsMenu Game vs World tabs), all
controls from all tabs are registered in Flash at the same time. There was
no filtering, so controls from inactive tabs had phantom hitboxes that
overlapped the active tab controls, making certain buttons unhoverable.
Fixed by introducing parent panel tracking: each UIControl now has a
m_pParentPanel pointer, set automatically by the UI_MAP_ELEMENT macro
during mapElementsAndNames(). The hover code checks the control parent
panel against the scene GetMainPanel() and skips mismatches. This is the
same technique the Vita touch code used, but applied to mouse hover.
The coordinate conversion was also simplified. The old code had two separate
scaling paths (window dimensions for hover, display dimensions for sliders).
Now there is one conversion from window pixel coords to SWF coords using
the scene own render dimensions.
REUSING VITA TOUCH APIs FOR MOUSE (ButtonList, UIScene)
Several APIs originally gated behind __PSVITA__ are now enabled for Win64:
- UIControl_ButtonList::SetTouchFocus(x,y) and CanTouchTrigger(x,y): the
Flash-side ActionScript methods were already registered on all platforms
in setupControl(), only the C++ wrappers were ifdef-gated. Opening the
ifdefs to include _WINDOWS64 lets the mouse hover code delegate to Flash
for list item highlighting, which handles internal scrolling and item
layout that would be impractical to replicate in C++.
- UIScene::SetFocusToElement(id): programmatic focus-by-control-ID, used as
a fallback when Iggy focusable objects do not match the C++ hit test.
- UIScene_LaunchMoreOptionsMenu::GetMainPanel(): returns the active tab
panel control, needed by the hover code to filter inactive tab controls.
MOUSE CLICK DISPATCH (UIScene.cpp handleMouseClick)
Left-clicking previously relied entirely on Iggy ACTION_MENU_OK dispatch,
which routes to whatever Flash considers focused. This broke for custom-
drawn elements that are not Flash buttons (crafting recipe slots), and for
scenes where Iggy focus did not match what the user visually clicked.
Added a virtual handleMouseClick(x, y) on UIScene with a default
implementation that hit-tests C++ controls. When multiple controls report
overlapping bounds (common in debug scenes where TextInputs report full
Flash-width), it picks the one whose left edge X is closest to the click.
Returns true to consume the click and suppress the normal ACTION_MENU_A
dispatch via a m_mouseClickConsumedByScene flag on UIController.
The default implementation handles buttons, text inputs, and checkboxes
(toggling state and calling handleCheckboxToggled directly).
CRAFTING MENU MOUSE CLICK (UIScene_CraftingMenu.cpp)
The crafting menu recipe slots (H slots) are rendered through Iggy custom
draw callback, not as Flash buttons. They have no focusable objects, so
mouse clicking did nothing.
The solution caches SWF-space positions during rendering: inside customDraw,
when H slot 0 and H slot 1 are drawn, the code extracts SWF coordinates
from the D3D11 transform matrix via gdraw_D3D11_CalculateCustomDraw_4J.
The X difference between slot 0 and slot 1 gives the uniform slot spacing.
handleMouseClick then uses these cached bounds to determine which recipe
slot was clicked, resets the vertical slot indices (same pattern as the
constructor), updates the highlight and vertical slots display, and re-shows
the old slot icon. This mirrors the existing controller LEFT/RIGHT
navigation in the base class handleKeyDown.
DIRECT EDIT REFACTORING (UIControl_TextInput)
The direct text editing feature (type directly into text fields instead of
opening the virtual keyboard) was originally implemented inline in
CreateWorldMenu with all the state, character consumption, cursor tracking,
caret visibility, and cooldown logic hardcoded in one scene.
Moved everything into UIControl_TextInput:
- beginDirectEdit(charLimit): captures current label, inits cursor at end
- tickDirectEdit(): consumes chars, handles Backspace/Enter/Escape, arrow
keys (Left/Right/Home/End/Delete), enforces caret visibility every tick
(because setLabel and Flash focus transitions continuously reset it),
returns Confirmed/Cancelled/Continue
- cancelDirectEdit() / confirmDirectEdit(): programmatic control
- isDirectEditing() / getDirectEditCooldown() / getEditBuffer(): state query
For SWFs that lack the m_mcCaret MovieClip child (like AnvilMenu), the
existence check validates by reading a property from the resolved path,
since IggyValuePathMakeNameRef always succeeds even for undefined refs.
When no caret exists, the control inserts a _ character at the cursor
position as a visual fallback.
The caret check result is cached in m_bHasCaret/m_bCaretChecked to avoid
repeated Iggy calls that could corrupt internal state.
SCENES UPDATED WITH DIRECT EDIT + VIRTUAL KEYBOARD
Every scene with text input now supports both input modes: direct editing
when KBM is active, virtual keyboard (via NavigateToScene eUIScene_Keyboard)
when using a controller. The mode is chosen at press time based on
g_KBMInput.IsKBMActive().
- CreateWorldMenu: refactored to use the new UIControl_TextInput API,
removing ~80 lines of inline editing code.
- AnvilMenu: item renaming now supports direct edit. The keyboard callback
uses Win64_GetKeyboardText instead of InputManager.GetText (which reads
from a different buffer on Win64). The virtual keyboard is opened with
eUILayer_Fullscreen + eUIGroup_Fullscreen so it does not hide the anvil
container menu underneath. Added null guards on getMovie() in setCostLabel
and showCross since the AnvilMenu SWF may not fully load on Win64.
- SignEntryMenu: all 4 sign lines support direct edit. Clicking a different
line while editing confirms the current one. Each line cooldown timer
is checked independently to prevent Enter from re-opening the edit.
- LaunchMoreOptionsMenu: seed field direct edit with proper input blocking.
- DebugCreateSchematic: all 7 text inputs (name + start/end XYZ coords).
handleMouseClick is overridden to always consume clicks during edit to
prevent Iggy re-entry on empty space.
- DebugSetCamera: all 5 inputs (camera XYZ + Y rotation + elevation).
Clicking a different field while editing confirms the current value and
opens the new one. Float display formatting changed from %f to %.2f.
All keyboard completion callbacks on Win64 now use Win64_GetKeyboardText
(two params: buffer + size) instead of InputManager.GetText, which reads
from the correct g_Win64KeyboardResult global when using the in-game
keyboard scene.
SCROLL WHEEL
Mouse wheel events (ACTION_MENU_OTHER_STICK_UP/DOWN) are now centrally
remapped to ACTION_MENU_UP/DOWN in UIController::handleKeyPress when KBM
is active. Previously each scene would need to handle OTHER_STICK actions
separately, and most did not, so scroll wheel only worked in a few places.
* Add mouse click support to CraftingMenu (tab switching, slot selection, craft)
The crafting screen's horizontal recipe slots and category tabs are custom-drawn
via Iggy callbacks rather than regular Flash buttons, so the standard mouse hover
system can't interact with them. This adds handleMouseClick to derive clickable
regions from the H slot positions cached during customDraw.
Tab clicking: tab hitboxes are computed relative to the H slot row since the
Vita TouchPanel overlays (full-screen invisible rectangles) aren't suitable
for direct hit-testing on Win64. The Y bounds were tuned empirically to match
the SWF tab icon positions. Clicking a tab runs the same switch logic as
LB/RB: hide old highlight, update group index, reset slot indices,
recalculate recipes, and refresh the display.
H slot clicking: clicking a different recipe slot selects it (updating V slots,
highlight, and re-showing the previous slot). Clicking the already-selected
slot crafts the item by dispatching ACTION_MENU_A through handleKeyDown,
reusing the existing crafting path. Empty slots (iCount == 0) are ignored.
All mouse clicks on the scene are consumed (return true) to prevent misses
from falling through as ACTION_MENU_A and accidentally triggering a craft.
This only suppresses mouse-originated A presses via m_mouseClickConsumedByScene;
keyboard and controller A remain fully functional.
Also enables GetMainPanel for Win64 (was Vita-only) so the mouse hover system
can filter controls by active panel, same as other tabbed menus.
* Fix mouse hover selecting wrong buttons from the third onward
The hover code was doing a redundant second hit-test against Iggy
focusable object bounds after the C++ control bounds had already
identified the correct control. Iggy focusable bounds are wider than
the actual visible buttons and overlap vertically, so the "pick
largest x0" heuristic would match focusables belonging to earlier
buttons when hovering the right side of buttons 3+.
Replaced the IggyPlayerGetFocusableObjects path with a direct
SetFocusToElement call using the already-correct hitControlId from
the C++ hit-test, same approach the click path uses in
handleMouseClick. Also switched the overlap tiebreaker from "largest
x0" to smallest area, consistent with how clicks resolve overlapping
controls. TextInput is excluded from hover focus to avoid showing
the caret on mere mouse-over (its Iggy focus is set on click).
* Use smallest-area tiebreaker for mouse click hit-testing too
Same overlap fix applied to handleMouseClick: when multiple controls
contain the click point, prefer the one with the smallest bounding
area instead of the one with the largest left-edge X. This is more
robust for any layout (vertical menus, grids, overlapping panels)
and matches the hover path logic.
Those changes were initially made in order to fix the teleport ui for the mouse but broke every other well working ui.
* Fix mouse cursor staying trapped in window on alt-tab
When the inventory or other UI with a hidden cursor was open,
alt-tabbing out would leave the cursor locked to the game window.
SetWindowFocused(false) from WM_KILLFOCUS correctly released the
clip and showed the cursor, but Tick() was unconditionally calling
SetCursorPos every frame to re-center it, overriding the release.
Added m_windowFocused to the Tick() condition so cursor manipulation
only happens while the window actually has focus.
* Map mouse right click to ACTION_MENU_X for inventory half-stack
Right clicking an item stack in Java Edition picks up half of it.
Console Edition already handles this via ACTION_MENU_X (the X button
on controller), which sets buttonNum=1 in handleKeyDown. This maps
mouse right click to that same action so KBM players get the same
behavior across all container menus (inventory, chests, furnaces,
hoppers, etc).
* Fix mouse hover hitting removed controls (ghost hitboxes)
When removeControl() removes a Flash element (e.g. the Reinstall
button in Help & Options, or the Debug button when disabled), the
C++ control object stays in the m_controls vector. On Vita this was
handled by calling setHidden(true) and checking getHidden() in the
touch hit-test, but on Windows64 none of that was happening.
The result: removed buttons kept phantom bounds that the hover code
would match against, stealing focus from the buttons that shifted
into their visual position. In the Help & Options menu with debug
enabled, the removed Reinstall button (Button6) had ghost bounds
overlapping where the Debug button (Button7) moved to after the
removal, making Debug un-hoverable and snapping focus to Button1.
The fix has three parts:
- removeControl() now calls setHidden(true) on all platforms, not
just Vita. The m_bHidden member was already declared on all
platforms, only the accessors were ifdef'd behind __PSVITA__.
- Removed the __PSVITA__ ifdef from setHidden/getHidden in
UIControl.h so they're available everywhere.
- Added getHidden() checks in both the hover and click hit-test
loops, matching what the Vita touch code already does. The check
is a simple bool read (no Flash/Iggy call), placed before the
getVisible() query which hits Flash and can return stale values
for removed elements.
* Add right-click to open save options in world selection menu
On controller, RB (ACTION_MENU_RIGHT_SCROLL) opens the save options
dialog (rename/delete) when a save is selected. Mouse right-click
maps to ACTION_MENU_X, which had no Windows64 handler in this scene.
Added save options handling under ACTION_MENU_X for _WINDOWS64 so
right-clicking a save opens the same dialog. Also handles the mashup
world hide action for right-click consistency. Console-only options
(copy save, save transfer) are excluded since they don't apply here.
* Fix Escape key not opening pause menu during tutorial hints
The KBM pause check had a IsTutorialVisible guard that blocked
Escape entirely while any tutorial popup was on screen. The
controller path never had this restriction. Removed the check
so Escape behaves the same as Start on controller.
* Fix crash in WriteHeader when save buffer is too small for header table
When a player enters a new region, RegionFile's constructor calls
createFile which adds a FileEntry with length 0 to the file table.
This increases the header table size (appended at the end of the save
buffer) by sizeof(FileEntrySaveData) per entry, but since no actual
data is written to the file, MoveDataBeyond is never called and the
committed virtual memory pages are never grown to match.
On the next autosave tick, saveLevelData writes level.dat first
(before chunkSource->save which would have grown the buffer). If
level.dat doesn't need to grow, finalizeWrite calls WriteHeader which
tries to memcpy the now-larger header table past the end of committed
memory, causing an access violation.
This is especially likely in splitscreen where two players exploring
at the same time can create multiple new RegionFile entries within a
single tick, quickly exhausting the page-alignment slack in the buffer
(yes i am working at splitscreen in the meanwhile :) )
The fix was deduced by tracing the crash callstack through the save
system: FileHeader, ConsoleSaveFileOriginal, the stream chain, and
the RegionFile/RegionFileCache layer. The root cause turned out to be
a gap between createFile (which grows the header table) and
MoveDataBeyond (the only place that grows the buffer), with
finalizeWrite sitting right in between unprotected.
The buffer growth check added here mirrors the exact same VirtualAlloc
pattern already used in MoveDataBeyond (line 484-497) and in the
constructor's decompression path (line 176-190), so it integrates
naturally with the existing code. Same types, same page rounding,
same error handling. The fast path (no new entries, buffer already big
enough) is a single DWORD comparison that doesn't get taken, so there
is zero overhead in the common case.
This is the right place for the fix because finalizeWrite is the sole
caller of WriteHeader, meaning every code path that writes the header
(closeHandle, PrepareForWrite, deleteFile, Flush) is now protected by
a single check point.
* Fix TextInput bugs and refactor direct edit handling into UIScene base class
The fake cursor character (_) used for SWFs without m_mcCaret was leaking
into saved sign and anvil text. This happened because setLabel() with
instant=false only updates the C++-side cache, deferring the Flash write
to the next control tick. Any getLabel() call before that tick reads the
old Flash value still containing the underscore. Fixed by passing
instant=true in confirmDirectEdit, cancelDirectEdit, and the Enter key
path inside tickDirectEdit, so the cleaned text hits Flash immediately.
Mouse hover over TextInput controls (world name, anvil name, seed field)
was not showing the yellow highlight border. The hover code used
IggyPlayerSetFocusRS which sets Iggy's internal dispatch focus but does
not trigger Flash's ChangeState callback, so no visual feedback appeared.
Buttons worked fine because Iggy draws its own focus ring on them, but
TextInput relies entirely on ChangeState(0) for the yellow border.
Switched to SetFocusToElement which goes through the Flash-side SetFocus
path, then immediately call setCaretVisible(false) to suppress the
blinking caret that comes with focus. No visual flicker since rendering
happens after both tickInput and scene tick complete.
While direct editing, mouse hover was able to move focus away to other
TextInputs on the same scene (most noticeably on the sign editor, where
hovering a different line would steal focus from the line being typed).
Added an isDirectEditBlocking() check in the hover path to skip focus
changes when any input on the scene is actively being edited.
The Done button in SignEntryMenu was unresponsive to mouse clicks during
direct editing. The root cause is execution order: handleMouseClick runs
before handleInput in the frame. The base handleMouseClick found the Done
button and called handlePress, but handlePress bailed out because of the
isDirectEditing guard. The click was marked consumed, so handleInput
never saw it. Fixed by overriding handleMouseClick in SignEntryMenu to
detect the Done button hit while editing and confirm + close directly.
Added click-outside-to-deselect for anvil and world name text inputs.
Both scenes previously required Enter to confirm the edit, which felt
wrong. Now clicking anywhere outside the text field bounds confirms the
current text, matching standard UI behavior.
The anvil menu now updates the item name in real time while typing, like
Java edition. Previously the name was only applied on Enter, so the
repair cost display was stale until confirmation.
The biggest change is structural: every scene that used direct editing
(AnvilMenu, CreateWorldMenu, SignEntryMenu, LaunchMoreOptionsMenu,
DebugCreateSchematic, DebugSetCamera) had its own copy of the same
boilerplate -- tickDirectEdit loops in tick(), click-outside hit testing
in handleMouseClick(), cooldown guard checks in handleInput/handlePress,
and result dispatch with switch/if chains. This was around 200 lines of
near-identical code scattered across 6 files, each with its own slight
variations and its own bugs waiting to happen.
Pulled all of it into UIScene with two virtual methods: getDirectEditInputs()
where scenes register their text inputs, and onDirectEditFinished() where
they handle confirmed/cancelled results. The base class tick() drives
tickDirectEdit on all registered inputs, handleMouseClick() does the
click-outside-to-deselect hit test generically using panel offsets, and
isDirectEditBlocking() replaces all the inline cooldown checks. Scenes
now just override those two methods and get everything for free.
Also removed the m_activeDirectEditControl enum tracking from the debug
scenes (DebugCreateSchematic, DebugSetCamera) since the base class
handles lifecycle tracking through the controls themselves.
* Remap scroll wheel to LEFT/RIGHT for horizontal controls
The scroll wheel was always remapped to UP/DOWN, which is fine for
vertical lists but useless on horizontal controls like sliders and
the texture pack selector.
Track whether the mouse is hovering a horizontal control during the
hover hit-test (new bool m_bMouseHoverHorizontalList, set for
eTexturePackList and eSlider). When the flag is set, handleKeyPress
emits LEFT/RIGHT instead of UP/DOWN for wheel events.
TexturePackList is also now part of the mouse hover system with
proper hit-testing, relative-coord SetTouchFocus and GetRealHeight
for accurate bounds.
* Guard setCaretVisible and setCaretIndex against null movie
tickDirectEdit calls into Iggy every tick without checking if the
movie is still valid, which crashes inside iggy_w64.dll when the
Flash movie gets unloaded or isn't ready yet.
* Fix creative inventory scroll for both mouse wheel and controller
The mouse scroll wheel was not working in the creative inventory at
all. UIController remaps wheel input from OTHER_STICK to UP/DOWN for
KBM users, but the base container menu handler consumed UP/DOWN for
grid navigation before it could reach the creative menu's page
scrolling logic in handleAdditionalKeyPress. Fixed by detecting
scroll wheel input on UP/DOWN in the base handler and forwarding it
as OTHER_STICK to handleAdditionalKeyPress instead.
Also fixed the controller right stick scrolling way too fast: it was
jumping TabSpec::rows (5) rows per tick at 100ms repeat rate, which
blew through the entire item list almost instantly. Reduced to 1 row
per tick so scrolling feels controlled on both input methods.
|
|
* Fix mouse getting grabbed outside window of the game
* seedfix by changing spawnresources() & removing other branch pullrequest
* revert sln change & remove comment
|
|
Fixes issue with stained glass not showing the correct color in the name
|
|
sound (#684)
* Reimplement miles sound artifacts
* Fix stone brick stairs recipe
* Fix craft and scroll sound
|
|
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
|
|
reimplements boat gravity
|
|
|
|
|
|
|
|
|
|
|
|
* Failsafe for signs if entered over max line length
* Removed debug message.
* Revert "Removed debug message."
This reverts commit 553c43669769dc0468c266f1e31778552c615d0c.
* Update SignTileEntity.cpp
* Changed flag to _DEBUG
|
|
|
|
* Restore original follow range for Zombie
* Restore original WitherBoss follow range
|
|
|
|
|