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Reject duplicate UIDs on login and remove noisy gdraw debug log#1013

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codeHusky merged 1 commit intosmartcmd:mainfrom
MrTheShy:revert-kick-old-player
Mar 9, 2026
Merged

Reject duplicate UIDs on login and remove noisy gdraw debug log#1013
codeHusky merged 1 commit intosmartcmd:mainfrom
MrTheShy:revert-kick-old-player

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@MrTheShy MrTheShy commented Mar 9, 2026

Description

Prevents players from joining a server if their UID is already in use by another connected player, fixing invisible players and undefined behaviour caused by duplicate UIDs coexisting in the player list.

Changes

Previous Behavior

When a player tried to join a server with a UID matching an already-connected player, the server would force-disconnect the existing player and accept the new connection. This allowed two clients with the same UID to briefly or permanently coexist in the player list, resulting in invisible players and other undefined behaviour.

Root Cause

PR #767 introduced a reconnect-handling code path in PendingConnection::handleLogin that, upon detecting a duplicate UID, would force-kick the stale player and call handleAcceptedLogin for the incoming connection. While intended for reconnect scenarios, this unconditionally allowed any duplicate-UID connection through at the cost of evicting the legitimate existing player.

New Behavior

When a duplicate UID is detected during login, the incoming connection is disconnected. The existing player remains on the server unaffected.

Fix Implementation

In PendingConnection::handleLogin, the else if (duplicateXuid) branch previously force-disconnected the stale player, recycled their smallId, and called handleAcceptedLogin for the new connection. This block has been replaced with a simple disconnect(DisconnectPacket::eDisconnect_Banned) call on the incoming connection, consistent with how duplicate names are already handled under g_bRejectDuplicateNames.

A leftover per-frame DebugPrintf in gdraw_SetViewSizeAndWorldScale (introduced during the resolution-fix work in #767) is also removed.

AI Use Disclosure

No AI was used to write the code in this PR.
AI fully wrote this PR description

Related Issues

Players joining a server with a UID already in use are now disconnected
instead of the existing player being force-kicked. The previous behaviour
introduced in smartcmd#767 allowed two clients with the same UID to coexist,
causing invisible players and undefined behaviour.

Also removes a per-frame debug printf in gdraw_SetViewSizeAndWorldScale
that was left in from earlier resolution-fix work.
@MrTheShy
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MrTheShy commented Mar 9, 2026

@codeHusky hope this doesn't fall in the not do two things at once, just removing some logging i missed earlier, spams the console.

@codeHusky codeHusky merged commit 7a4f57e into smartcmd:main Mar 9, 2026
1 check passed
codeHusky added a commit that referenced this pull request Mar 9, 2026
piebotc pushed a commit to piebotc/LegacyEvolved that referenced this pull request Mar 9, 2026
…tcmd#1013)

Players joining a server with a UID already in use are now disconnected
instead of the existing player being force-kicked. The previous behaviour
introduced in smartcmd#767 allowed two clients with the same UID to coexist,
causing invisible players and undefined behaviour.

Also removes a per-frame debug printf in gdraw_SetViewSizeAndWorldScale
that was left in from earlier resolution-fix work.
MrTheShy added a commit to MrTheShy/MinecraftConsoles that referenced this pull request Mar 9, 2026
…ain compile error

Merges 19 commits from smartcmd/MinecraftConsoles (upstream/main) into the
dedicated-server branch and resolves the resulting networking conflicts while
preserving all dedicated-server-specific behaviour.

---

Upstream commits included in this merge:

- Port over RCE Patches from LCEMP (smartcmd#1023)
  Hardened packet parsing across ByteArrayInputStream/OutputStream, Tag,
  Socket, Connection, and a dozen packet types; bounds-checked reads, length
  limits, and safe decompression paths to close known RCE vectors.

- Revert accidentally pushed "LCEMP RCE fixes" / LCEMP RCE fixes
  Intermediate clean-up of the above work.

- Reject duplicate UIDs on login and remove noisy gdraw debug log (smartcmd#1013)
  Incoming players whose UID is already active are now disconnected instead
  of force-kicking the existing player.  Removes a per-frame debug printf
  left in gdraw_SetViewSizeAndWorldScale.

- Always show version overlay, add more info
  Version string is now always visible at runtime.

- Fix split-screen UI wrong positioning on window resize (smartcmd#989)
- Reimplement boat gravity again (smartcmd#988)
- Use correctly sized icons on 720p (smartcmd#883)
- Revert workaround for loading HD textures (smartcmd#999)
- Fix crash when launching at 720p or lower resolutions (smartcmd#981)
- Modernize project codebase (smartcmd#906): NULL → nullptr, C-style cast → C++ cast,
  shared_ptr(new …) → make_shared, misc type fixes.
- Split screen, widescreen support, font rendering and UI scaling fixes (smartcmd#767)
- Flame not working with one-shot arrow (smartcmd#856)
- Fix focus sound playing repeatedly on mouse hover (smartcmd#890)
- Fix stale held item appearing when switching worlds (smartcmd#910)
- Fix F3 debug crash when throwing ender pearl long distance (smartcmd#934)
- Allow closing some menus with inventory/crafting keys (smartcmd#868)
- Fix second-person nametag pitch (smartcmd#963)

---

Conflict resolutions (4 files):

Minecraft.Client/Common/Network/GameNetworkManager.cpp
  Conflict 1 — variable declarations in StartNetworkGame:
    Kept HEAD.  The dedicated-server branch declares `dedicatedNoLocalHostPlayer`
    here and reads it from NetworkGameInitData.  Upstream had dropped that
    variable while modernising the NULL → nullptr style; keeping it is required
    for the dedicated-server startup path.
  Conflict 2 — primary-player connection block:
    Kept HEAD.  When `dedicatedNoLocalHostPlayer` is true the branch
    intentionally skips creating a local-host ClientConnection and goes
    straight to setting the game mode.  Upstream's refactor created a
    ClientConnection with a null socket even for the dedicated path and ran
    the full tick loop; that approach is incompatible with headless operation.

Minecraft.Client/PendingConnection.cpp
  Kept HEAD.  The branch wraps the duplicate-XUID rejection path with a
  #if MINECRAFT_SERVER_BUILD guard that calls
  ServerLogManager::OnRejectedPlayerLogin.  Upstream's version removed that
  call and rewrote only the comment.  Preserving the guard keeps the
  server-build audit log intact.

Minecraft.Client/ServerConnection.cpp
  Kept HEAD comment.  Both sides changed only a single-line comment above
  the playerSnapshot vector.  HEAD's comment ("Disconnect through
  PlayerConnection so clients receive a proper DisconnectPacket before socket
  close") describes the functional intent; it was kept as the more meaningful
  description for this branch.

Minecraft.Client/Windows64/Network/WinsockNetLayer.cpp
  Conflicts 1 & 2 — shutdown thread teardown:
    Hybrid: adopted upstream's nullptr style (consistent with the rest of the
    file after the modernisation PR) while keeping HEAD's more precise comment
    ("Ensure all host-side receive threads have exited before destroying locks").
  Conflict 3 — AcceptThreadProc accept() call:
    Kept HEAD.  HEAD passes sockaddr_in remoteAddress to accept() so that
    TryGetNumericRemoteIp can extract the client IP for connection logging
    and the IP-ban check (ServerRuntime::Access::IsIpBanned).  Upstream had
    simplified the call to accept(…, nullptr, nullptr), which would have
    silently broken IP-based access control in the server build.

---

fix: declare extern ConsoleUIController ui in ServerMain.cpp

Windows64_UIController.h (included by ServerMain.cpp) defines the class but
does not forward-declare the global `ui` instance.  The `extern ConsoleUIController ui`
declaration lives only in Common/UI/UI.h, which is not in ServerMain.cpp's
include chain.  The object is defined in Windows64_UIController.cpp, which IS
compiled as part of Minecraft.Server.vcxproj, so the linker already sees it;
the missing declaration caused a C2065 compile error only in the server
translation unit.  Added the extern declaration alongside the other extern
globals at the top of ServerMain.cpp.
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2 participants