Commit Graph

394 Commits

Author SHA1 Message Date
itsRevela
2cc03476b3 fix: skin preview animations too fast with VSync off
The walking and attack animations in the Change Skin menu were
frame-rate-dependent, advancing per render call with no delta time
scaling. With uncapped FPS they ran proportionally too fast.

Add time-based scaling relative to a 60fps baseline. The scale is
computed once per frame (cached for 0.5ms) so multiple skin previews
rendered in the same frame all animate at the correct speed.
2026-04-01 02:24:45 -05:00
itsRevela
9372b2d2ea fix: move async save commit off game thread to prevent disk I/O stall
StorageManager.SaveSaveData() blocks until the disk write completes.
Calling it from the game thread caused 2.5s freezes. Now it only runs
from TickCoreSystems() on the ServerMain thread, which operates
independently of the game tick loop.
2026-04-01 01:49:58 -05:00
itsRevela
68521f8c92 fix: async autosave thread safety and commit path
Move StorageManager.AllocateSaveData() back under the save lock (called
on the game thread before releasing). Background thread now only does
pure zlib compression with no StorageManager calls.

Add CommitPendingAsyncSave() to both the game thread tick and
TickCoreSystems() to ensure saves commit during bootstrap, normal
gameplay, and shutdown.
2026-04-01 01:23:50 -05:00
itsRevela
073a511217 perf: async autosave for dedicated server
Autosave previously froze the main thread for 2-6 seconds while
compressing the entire save file with zlib. Now the save buffer is
snapshotted under the lock (~18ms), then compression runs on a
background thread. The compressed data is committed to StorageManager
on the next main-thread tick via CommitPendingAsyncSave().

Also skip redundant full chunk saves during autosave on the dedicated
server -- chunks are already persisted by the per-tick trickle save.
Only entity data is flushed, matching Xbox/Orbis behavior.

Added per-step timing to the autosave handler for diagnostics.
2026-03-31 23:33:21 -05:00
itsRevela
ea15409bb9 perf: skip split-screen system-mate checks on dedicated server
The EntityTracker and TrackedEntity classes have O(players^2 * entities)
loops that check IsSameSystem() for split-screen couch co-op visibility
expansion. On the dedicated server, all players are remote so
IsSameSystem() always returns false, making these loops pure overhead.

Skip them entirely when g_Win64DedicatedServer is true. The original
split-screen logic is preserved for game client LAN hosting.
2026-03-31 22:07:41 -05:00
itsRevela
aecef7f10d fix: move security gate close after login sequence to prevent high-latency crashes
The security gate was closed before LoginPacket was sent in placeNewPlayer,
causing all login setup packets to be buffered behind the cipher handshake.
Under high-latency connections, the flushed data arrived before the player
object was initialized, causing a null pointer crash. The gate now closes
after the login sequence and MC|CKey are sent.
2026-03-31 17:28:03 -05:00
itsRevela
383c710833 feat: uncapped FPS when VSync off, fix graphics settings bitmask collision
Bypass the 4J RenderManager's hardcoded SyncInterval=1 by calling
the DXGI swap chain directly with Present(0, ALLOW_TEARING) when
VSync is disabled. Falls back to the library's Present on failure.

Relocate VSync/Fullscreen setting flags from bits 18-19 to bits 24-25
to eliminate overlap with the render distance byte (bits 16-23).

Sync the Fullscreen game setting when F11 is pressed so the graphics
menu checkbox stays accurate.

Remove tracked DumpSwf.class (already covered by tools/*.class gitignore).
2026-03-30 15:36:08 -05:00
itsRevela
9f08612f25 fix: graphics settings layout broken by removeControl on Windows64
BedrockFog removal via removeControl with centreScene=true triggered
Flash-side repositioning that didn't account for the tool-added VSync
and Fullscreen checkboxes, creating a gap after CustomSkinAnim and
causing RenderDistance to render behind Gamma.

On Windows64 (single player per client), the console splitscreen
host-check that removed BedrockFog/CustomSkinAnim is unnecessary.
Gate it behind #ifndef _WINDOWS64 so all controls stay visible.
2026-03-30 14:10:50 -05:00
itsRevela
4e323c8365 merge: upstream fix for world seeds not saving correctly (#1119) 2026-03-30 13:53:17 -05:00
itsRevela
3aa2d23fa9 feat: implement hardcore hearts with game mode lock
Display hardcore heart textures when a world is in hardcore mode,
matching Java Edition behavior. Hearts switch between normal/hardcore
across all states (poison, wither, flash) and all HUD resolutions.

C++ changes:
- IUIScene_HUD: check isHardcore() and call SetHardcoreMode() each tick
- UIScene_HUD: send hardcore boolean to Flash via Iggy, invalidate
  SetHealth dirty check on state change to force heart redraw
- CreateWorldMenu/LoadMenu: lock game mode to Survival when hardcore
- MinecraftServer: gate server.properties hardcore override behind
  MINECRAFT_SERVER_BUILD so offline worlds preserve their saved flag

SWF changes (via new Java tools):
- AddHardcoreBitmaps: adds 10 hardcore heart bitmaps to graphics SWFs
- AddHardcoreHearts: adds 10 new frames (15-24) to health sprite
- PatchHudABC: patches HUD ActionScript bytecode with SetHardcore
  method and frame offset logic (+14 normal/poison, +6 wither)

Also updates README changelog styling with consistent ### headings.
2026-03-30 13:50:29 -05:00
blongm
d3412aaae7 Fixed issue with world seeds not saving correctly (#1119)
## Description
Fix issue where typing in a short seed on world creation doesn't save the seed correctly

## Changes

### Previous Behavior
Typing in a seed on the world creation menu that's less than 8 characters long will result in garbage data being saved as the seed. Happens with controller and KBM.
You can see this in-game - if you exit the world options menu and go back in, the seed will show up as boxes □□□.
Weirdly, if you type a seed again, it behaves as expected.

### Root Cause
For some reason, assigning `m_params->seed` to the seed text points it to garbage data, when it's 7 characters or less.

### New Behavior
Seed entry behaves as expected.

### Fix Implementation
- Added `static_cast<wstring>` before assignment to `m_params->seed`.
- Also replaced `(wchar_t *)` with `reinterpret_cast<wchar_t*>` in the functions.

### AI Use Disclosure
No AI was used
2026-03-30 06:05:32 -05:00
itsRevela
967adf1e54 feat: make F2 screenshot work in any context
Move screenshot capture from Minecraft::tick() (which requires an
active player) to the Windows64 main loop alongside other global
key handlers (F1/F3/F11). F2 now works from the main menu, pause
menu, settings, inventory, crafting, and all other screens. Chat
message still shown when in-game.
2026-03-29 19:30:00 -05:00
itsRevela
f2434a8ea8 feat: use full-size LCRE logo shifted up 10px
Replace the 80% scaled approach with full-size logo bitmaps and
shift the ComponentLogo SWF placements up by 10px (proportionally
scaled for lower resolutions) to avoid occlusion by the load/join
menu. Add ShiftLogo.java tool for adjusting SWF placement offsets.
2026-03-29 19:10:14 -05:00
itsRevela
4a8291f6cc feat: replace Minecraft logo with LCRE logo at 80% scale
Replace MenuTitle and MenuTitleSmall bitmaps in skinHDWin.swf and
skinWin.swf with the custom LCRE (Legacy Console Edition Revelations)
logo, scaled to 80% within the original bitmap canvas to avoid
occlusion by the load/join menu.

Add ReplaceLogo.java and ExtractFromArc.java tools for SWF bitmap
replacement and arc file extraction. Keep original arc as .bak.
2026-03-29 19:00:50 -05:00
itsRevela
245da783b3 feat: upgrade stream cipher from XOR to AES-128-CTR
Replace the XOR obfuscation cipher with AES-128-CTR using the Windows
BCrypt API. Key material grows from 16 to 32 bytes (16 AES key + 16 IV).
All callers auto-adjust via StreamCipher::KEY_SIZE. No handshake or
protocol changes needed beyond the larger MC|CKey payload.
2026-03-28 21:03:45 -05:00
Revela
1036c360dc Merge branch 'smartcmd:main' into main 2026-03-28 19:19:42 -05:00
itsRevela
ba3ebe666c feat: dedicated server security hardening
Comprehensive security system to protect against packet-sniffing attacks,
XUID harvesting, privilege escalation, bot flooding, and XUID impersonation.

- Stream cipher: per-session XOR cipher with 4-message handshake via
  CustomPayloadPacket (MC|CKey, MC|CAck, MC|COn). Negotiated per-connection,
  backwards compatible (old clients/servers fall back to plaintext).
- Security gate: buffers all game data until cipher handshake completes,
  preventing unsecured clients from receiving any XUIDs or game state.
- Cipher handshake enforcer: kicks clients that don't complete the handshake
  within 5 seconds (configurable via require-secure-client).
- Identity tokens: persistent per-XUID tokens in identity-tokens.json,
  issued over the encrypted channel, verified on reconnect. Prevents XUID
  replay attacks. Client stores server-specific tokens.
- PROXY protocol v1: parses real client IPs from playit.gg tunnel headers
  so rate limiting, IP bans, and XUID spoof detection work per-player.
- Rate limiting: per-IP sliding window (default 5 connections/30s) with
  pending connection cap (default 10).
- Privilege hardening: OP requires ops.json, live checks on every command
  and privilege packet. Host-only server settings changes.
- XUID stripping: PreLoginPacket response sends INVALID_XUID placeholders.
- Packet validation: readUtf global string cap, reduced max packet size,
  stream desync protection on oversized strings.
- OpManager: persistent ops.json with XUID-based OP list.
- Whitelist improvements: whitelist add accepts player names with ambiguity
  detection, XUID cache from login attempts.
- revoketoken command: revoke identity tokens for players who lost theirs.
- server.log: persistent log file written alongside console output with
  flush-per-write to survive crashes.
- CLI security logging: consolidated per-join security summary with cipher
  status, token status, XUID, and real IP. Security warnings for kicks,
  spoofing, and unauthorized commands.
2026-03-28 19:18:06 -05:00
Botch
277d74716e Render custom skin boxes on viewmodel (#1415)
* Update PlayerRenderer.cpp

* Fix fatal bug where skins with no additional boxes would crash the game
2026-03-28 14:44:27 -05:00
Revela
ed3fffcc6a Merge branch 'smartcmd:main' into main 2026-03-27 16:42:40 -05:00
Sestain
7447fabe0d Fix game crashing if DLC has XMLVERSION paramater (#1285)
* Fix game crashing if DLC has XMLVERSION paramater

* Better implementation of XMLVersion check

* Forgot to add type name to the list

* Removed extra newline
2026-03-27 15:11:27 -05:00
Sestain
3c1166c45e Added support for Big-Endian DLCs (#1291)
* Added support for Big-Endian DLCs

* Remove unused variable

* Remove the things made for other PR
2026-03-27 15:59:35 -04:00
itsRevela
f1ec7a0d20 Send AddPlayerPacket for all players on join and RemoveEntitiesPacket on disconnect
Players now appear in each other's Tab list immediately on join,
regardless of render distance. Previously, players only appeared when
they entered entity tracking range because AddPlayerPacket was only
sent through the TrackedEntity system.

On disconnect, a RemoveEntitiesPacket is broadcast to all clients so
players added via the join broadcast are properly cleaned up, not just
those within tracking range.
2026-03-26 23:55:02 -05:00
itsRevela
1b423e48d3 Fix player list map icon colors to match map markers
The tab player list and teleport menu now show the correct map marker
color for each player. The icon is computed using the same hash as the
map renderer (getRandomPlayerMapIcon) and stored by player name,
bypassing the unreliable small-ID lookup that produced wrong colors
on dedicated servers.
2026-03-26 22:22:13 -05:00
itsRevela
35fbc7af17 Fix Ender Dragon damage, End portal transition, and End Poem crash
Dragon melee damage: reassign sub-entity IDs to be sequential from
the parent entity ID in ServerLevel::entityAdded(), so the client's
offset-based ID calculation matches the server. Previously the server's
smallId pool allocated non-sequential IDs, causing melee attacks to
target entity IDs the server didn't recognize.

End portal transition: ensure the player entity is always added to the
new level when transitioning from The End, not just for non-End
dimensions. The addEntity call was previously gated behind a
lastDimension != 1 check that also excluded it from End exits.

End Poem crash: bounds-check the WIN_GAME event's player index before
accessing localplayers[], with a fallback to prevent null dereference
when the server sends an out-of-range index.
2026-03-26 19:46:58 -05:00
itsRevela
2e75441355 Merge upstream: fix redstone tick persistence on chunk unload 2026-03-26 18:22:04 -05:00
itsRevela
6a21637e75 Fix player list not showing all players on dedicated servers
Register remote players in the client's IQNet array when their
AddPlayerPacket arrives, so they appear in the Tab player list.
Previously only the host and local player were registered.

Also filter the dedicated server's phantom host entry (slot 0, empty
gamertag) from the UI, fix tick() to update entries by smallId instead
of sequential index, and fix player removal to use gamertag matching
since XUIDs are 0 on dedicated servers.
2026-03-26 18:20:01 -05:00
666uvu
73d713878c fix redstone tick persistence on chunk unload (#1423) 2026-03-26 16:55:56 -05:00
itsRevela
fbe14e7755 Add SRV record support for server connections
Resolve _minecraft._tcp.<hostname> SRV records before connecting,
matching Java Edition behavior. Players can connect using just a domain
name and the client will look up the actual server address and port
from DNS. Falls back to the original hostname/port if no SRV record
exists or the address is a numeric IP.
2026-03-26 15:45:24 -05:00
itsRevela
f1310abe08 Refactor async server joining with eJoinState enum and dedicated progress UI
Replace the boolean-flag-based async join system with a clean state machine
(eJoinState enum) and move connection progress handling from UIScene_JoinMenu
into UIScene_ConnectingProgress as a dedicated UI class.

Combines the best of two approaches: non-blocking sockets with select()
timeout and SO_RCVTIMEO clearing (prevents random disconnects) with the
upstream's state enum, FinalizeJoin separation, and ConnectingProgress UI.

JoinGame() now returns JOINGAME_PENDING on Win64, and
PlatformNetworkManagerStub::DoWork() polls the join state to finalize
the connection when the background thread succeeds.
2026-03-26 11:51:17 -05:00
Sylvessa
1ae70176d4 fix splitscreen xuids (#1413) 2026-03-26 11:07:30 -05:00
Sylvessa
c96a8ee524 fix splitscreen xuids (#1413) 2026-03-26 10:19:20 -04:00
Sylvessa
1a50770647 Add asynchronous server joining (#1408) 2026-03-26 10:15:11 -04:00
Loki Rautio
dee559bd16 Revert "Memory leak fix: Make chunks unload properly (#1406)"
This reverts commit a24318eedc.
This fix introduces broken behavior for dedicated servers. It will be
merged back in once the related issue is fixed
2026-03-26 01:37:23 -05:00
itsRevela
6d28177e4c Fix client disconnect from leftover socket recv timeout
Clear the 5-second SO_RCVTIMEO that was set during the connection
handshake but never removed. The timeout persisted into the game
session, causing the client to disconnect whenever the server paused
for longer than 5 seconds (e.g. autosave, chunk I/O).

Also update README with chunk unloading and connection stability fixes.
2026-03-25 23:54:52 -05:00
itsRevela
c264262b66 Fix chunk unloading regression from upstream merge
Commit a24318ee changed drop() to immediately remove chunks from cache,
bypassing the deferred m_toDrop save/unload pipeline. This caused missing
chunks on dedicated servers, iterator invalidation in dropAll() and
ServerLevel::save(), and entity duplication (item frames) from chunks
being reloaded without their entities first being removed from the level.

- ServerChunkCache::drop(): restore m_toDrop queue instead of immediate
  cache removal, so tick() can save/unload/move to unloadedCache safely
- MultiPlayerChunkCache::drop(): restore soft-unload (keep chunk in cache
  with loaded=true) instead of nulling cache and hasData
- PlayerChunkMap::setRadius(): remove dropAll() call when reducing radius,
  the per-chunk removal loop already handles out-of-range chunks
2026-03-25 19:57:35 -05:00
Revela
3a8106593f Merge branch 'smartcmd:main' into main 2026-03-25 10:58:16 -05:00
ModMaker101
a24318eedc Memory leak fix: Make chunks unload properly (#1406)
* Fix chunk unload and cleanup logic, fixes #1347

* Applying formatting to code I edited 😝
2026-03-24 23:25:18 -05:00
Revela
4c7f1a6385 Merge branch 'smartcmd:main' into main 2026-03-24 13:59:56 -05:00
itsRevela
08f14e32ae Add seed validation for server world creation and override-seed property
The dedicated server previously picked a completely random seed with no
biome diversity checks (the client validates but the server skipped it).
On top of that, the client's findSeed() was hardcoded to only check a
54-chunk (Classic) area, so Large worlds had no diversity guarantee
beyond the center.

New server worlds now use findSeed() scaled to the full target world
size. Added override-seed in server.properties to fix existing worlds
without deleting them.
2026-03-24 13:07:04 -05:00
itsRevela
5dad6c24f7 Fix server list refresh and add cancellable non-blocking connection
Server list: edits and deletions now update the UI immediately by
calling SearchForGames() in ForceFriendsSessionRefresh() and
UpdateGamesList() on nav-back to LoadOrJoinMenu.

Connection: moved WinsockNetLayer::JoinGame() to a background thread
with non-blocking sockets (5s timeout, 3 retries). Users can cancel
with B/Escape during the attempt. Failed connections always show an
error dialog.
2026-03-24 11:30:14 -05:00
Sylvessa
993052409a Fix XUID logging (#1395)
* pass invalid_xuid to other players

* actually more simple fix
2026-03-24 05:04:07 -04:00
Ayush Thoren
ed9cbae3f7 Fix initial cursor position for in-game UI elements (#1120)
Signed-off-by: Ayush Thoren <ayushthoren@gmail.com>
2026-03-23 21:06:20 -05:00
Sylvessa
daed75b8a1 make handleParticleEvent actually parse the particle type instead of hardcoding hearts (#1399) 2026-03-23 20:11:37 -05:00
rtm516
9e715cb3bc Fix render order of F3 debug screen (#1239) 2026-03-23 18:01:40 -05:00
Sylvessa
127465b0eb add advanced tooltips, F3+H combo, and handle settings (#1389) 2026-03-23 17:54:46 -05:00
itsRevela
712ae60a6f Fix unicode glyph color in per-vertex font rendering path
The upstream font color fix (commit be7e2ca9) switched from glColor4f to
per-vertex t->color() but renderUnicodeCharacter() still relied on glColor4f.
Set glColor4f to currentColor before rendering unicode glyphs and restore
white after, and re-apply t->color() when resuming the batched draw.
2026-03-23 12:09:57 -05:00
itsRevela
93532ef533 Stained Glass Survival Integration & Crafting UI Fix (#1195) 2026-03-23 11:58:13 -05:00
itsRevela
d446985f12 Add clipboard paste support to UIControl_TextInput and UIScene_Keyboard (#1298)
Resolved conflicts with existing fork paste implementation - adopted upstream's
batch sanitize-then-insert approach over char-by-char insertion.
2026-03-23 11:57:59 -05:00
itsRevela
dde608b1e9 Fix missing trapped chest textures in Natural Texture Pack (#1381) 2026-03-23 11:57:16 -05:00
itsRevela
1dda62a924 Remove redundant buffer in UIScene_SettingsGraphicsMenu.cpp (#1348) (#1380) 2026-03-23 11:57:16 -05:00