From 182d76f3916e17727e3dcf9e38db2132360215dd Mon Sep 17 00:00:00 2001 From: kuwa Date: Fri, 6 Mar 2026 15:01:36 +0900 Subject: Introduce uid.dat (offline PlayerUIDs), fix multiplayer save data persistence (#536) * fix: fix multiplayer player data mix between different players bug Fixes a Win64 multiplayer issue where player data (`players/*.dat`) could be mismatched because identity was effectively tied to connection-order `smallId` XUIDs. Introduces a deterministic username-derived persistent XUID and integrates it into the existing XUID-based save pipeline. - Added `Windows64_NameXuid` for deterministic `name -> persistent xuid` resolution - On Win64 login (`PlayerList`), set `ServerPlayer::xuid` from username-based resolver - Aligned local player `xuid` assignment (`Minecraft`) for create/init/respawn paths to use the same resolver - Added Win64 local-self guard in `ClientConnection::handleAddPlayer` using name match to avoid duplicate local remote-player creation - Kept `IQNet::GetPlayerByXuid` compatibility fallback behavior, while extending lookup to also resolve username-based XUIDs - Moved implementation to `Minecraft.Client/Windows64/Windows64_NameXuid.h`; kept legacy `Win64NameXuid.h` as compatibility include Rename migration is intentionally out of scope (same-name identity only). * fix: preserve legacy host xuid (base xuid + 0) for existing world compatibility - Add legacy embedded host XUID helper (base + 0). - When Minecraft.Client is hosting, force only the first host player to use legacy host XUID. - Keep name-based XUID for non-host players. - Prevent old singleplayer/hosted worlds from losing/mismatching host player data. * update: migrate Win64 player uid to `uid.dat`-backed XUID and add XUID based duplicate login guards - Replace Win64 username-derived XUID resolution with persistent `uid.dat`-backed identity (`Windows64_Xuid` / `Win64Xuid`). - Persist a per-client XUID next to the executable, with first-run generation, read/write, and process-local caching. - Keep legacy host compatibility by pinning host self to legacy embedded `base + 0` XUID for existing world/playerdata continuity. - Propagate packet-authoritative XUIDs into QNet player slots via `m_resolvedXuid`, and use it for `GetXuid`/`GetPlayerByXuid` with legacy fallback. - Update Win64 profile/network paths to use persistent XUID for non-host clients and clear resolved identity on disconnect. - Add login-time duplicate checks: reject connections when the same XUID is already connected (in addition to existing duplicate-name checks on Win64). - Add inline compatibility comments around legacy/new identity coexistence paths for easier future maintenance. * update: ensure uid.dat exists at startup in client mode for multiplayer --- Minecraft.Client/Common/Network/PlatformNetworkManagerStub.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) (limited to 'Minecraft.Client/Common/Network') diff --git a/Minecraft.Client/Common/Network/PlatformNetworkManagerStub.cpp b/Minecraft.Client/Common/Network/PlatformNetworkManagerStub.cpp index 85531e47..80fbd98c 100644 --- a/Minecraft.Client/Common/Network/PlatformNetworkManagerStub.cpp +++ b/Minecraft.Client/Common/Network/PlatformNetworkManagerStub.cpp @@ -5,6 +5,7 @@ #include "..\..\Xbox\Network\NetworkPlayerXbox.h" #ifdef _WINDOWS64 #include "..\..\Windows64\Network\WinsockNetLayer.h" +#include "..\..\Windows64\Windows64_Xuid.h" #include "..\..\Minecraft.h" #include "..\..\User.h" #include @@ -234,6 +235,7 @@ void CPlatformNetworkManagerStub::DoWork() qnetPlayer->m_smallId = 0; qnetPlayer->m_isRemote = false; qnetPlayer->m_isHostPlayer = false; + qnetPlayer->m_resolvedXuid = INVALID_XUID; qnetPlayer->m_gamertag[0] = 0; qnetPlayer->SetCustomDataValue(0); WinsockNetLayer::PushFreeSmallId(disconnectedSmallId); @@ -354,7 +356,9 @@ void CPlatformNetworkManagerStub::HostGame(int localUsersMask, bool bOnlineGame, #ifdef _WINDOWS64 IQNet::m_player[0].m_smallId = 0; IQNet::m_player[0].m_isRemote = false; + // world host is pinned to legacy host XUID to keep old player data compatibility. IQNet::m_player[0].m_isHostPlayer = true; + IQNet::m_player[0].m_resolvedXuid = Win64Xuid::GetLegacyEmbeddedHostXuid(); IQNet::s_playerCount = 1; #endif @@ -411,6 +415,8 @@ int CPlatformNetworkManagerStub::JoinGame(FriendSessionInfo* searchResult, int l IQNet::m_player[0].m_smallId = 0; IQNet::m_player[0].m_isRemote = true; IQNet::m_player[0].m_isHostPlayer = true; + // Remote host still maps to legacy host XUID in mixed old/new sessions. + IQNet::m_player[0].m_resolvedXuid = Win64Xuid::GetLegacyEmbeddedHostXuid(); wcsncpy_s(IQNet::m_player[0].m_gamertag, 32, searchResult->data.hostName, _TRUNCATE); WinsockNetLayer::StopDiscovery(); @@ -426,6 +432,8 @@ int CPlatformNetworkManagerStub::JoinGame(FriendSessionInfo* searchResult, int l IQNet::m_player[localSmallId].m_smallId = localSmallId; IQNet::m_player[localSmallId].m_isRemote = false; IQNet::m_player[localSmallId].m_isHostPlayer = false; + // Local non-host identity is the persistent uid.dat XUID. + IQNet::m_player[localSmallId].m_resolvedXuid = Win64Xuid::ResolvePersistentXuid(); Minecraft* pMinecraft = Minecraft::GetInstance(); wcscpy_s(IQNet::m_player[localSmallId].m_gamertag, 32, pMinecraft->user->name.c_str()); -- cgit v1.2.3