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* Fix split-screen join failing when connecting to a remote host via UI
When a non-host client connected to a remote server through the in-game
UI (as opposed to the -ip/-port command line flags), the global variables
g_Win64MultiplayerIP and g_Win64MultiplayerPort were never updated from
their defaults ("127.0.0.1" and the default port). JoinSplitScreen()
relies on these globals to open a second TCP connection for the local
split-screen pad, so it would always attempt to connect to localhost,
failing immediately on any remote session.
Fix: update g_Win64MultiplayerIP and g_Win64MultiplayerPort inside
JoinGame() once the primary connection is established. This ensures
subsequent JoinSplitScreen() calls always reach the correct host
regardless of how the session was joined.
Additionally, guard PushFreeSmallId() against recycling smallIds in the
range [0, XUSER_MAX_COUNT), which are permanently reserved for the
host's local controller slots. Previously, if a host-side local pad
disconnected its smallId could re-enter the free pool and be handed
to an incoming remote client, causing that client's IQNetPlayer slot
to collide with a local pad slot on the non-host machine.
* Fix tutorial popup positioning in split-screen viewports
Replace the manual switch-case that computed viewport origin with the shared GetViewportRect/Fit16x9 helpers (from UISplitScreenHelpers.h). This ensures the tutorial popup is positioned and scaled consistently with the rest of the split-screen UI, fitting a 16:9 box inside each viewport and applying safezone offsets correctly.
Also adds missing default:break to safezone switch statements to silence compiler warnings.
Made-with: Cursor
* Prevent split-screen join when game window is not focused
Add g_KBMInput.IsWindowFocused() guard to the tryJoin condition so that gamepad input from background windows does not accidentally trigger a split-screen player join. This avoids phantom joins when the user is interacting with another application.
* Open debug overlay in fullscreen UI group during split-screen
Pass eUIGroup_Fullscreen to NavigateToScene when opening the debug overlay, so it spans the entire window instead of being confined to a single split-screen viewport. This makes the debug info readable regardless of the current split-screen layout.
* Fix non-host split-screen connections missing world updates
Previously, secondary (non-host) split-screen connections used isPrimaryConnection()
to gate nearly all world update packets, meaning the second local player would never
receive tile updates, entity movement, sounds, particles, explosions, etc.
The fix introduces per-connection tracking of which entities and chunks each
ClientConnection has loaded, and uses that information to decide whether a secondary
connection needs to process a given packet or if the primary connection already
handled it.
New members in ClientConnection:
- m_trackedEntityIds: set of entity IDs this connection has received AddEntity/AddMob/AddPlayer etc. for
- m_visibleChunks: set of chunk coordinates (packed into int64) this connection has marked visible
- Both sets are cleared on close(), respawn (dimension change), and destructor
New helpers:
- findPrimaryConnection(): walks the MultiPlayerLevel connection list to find the connection on the primary pad
- shouldProcessForEntity(id): secondary connection skips the packet only if the primary is already tracking that entity
- shouldProcessForPosition(x, z): secondary connection skips the packet only if the primary already has that chunk visible
- anyOtherConnectionHasChunk(x, z): used when a chunk becomes invisible to avoid hiding it from the level if another connection still needs it
- isTrackingEntity(id): public accessor used by shouldProcessForEntity on the primary connection
Packet handler changes:
- handleMoveEntity, handleMoveEntitySmall, handleSetEntityMotion, handleTakeItemEntity:
replaced isPrimaryConnection() with shouldProcessForEntity() so secondary
connections still process movement for entities they know about
- handleExplosion, handleLevelEvent:
replaced isPrimaryConnection() with shouldProcessForPosition() so block
destruction and level events fire for the correct connection based on chunks
- handleChunkTilesUpdate, handleBlockRegionUpdate, handleTileUpdate, handleSignUpdate,
handleTileEntityData, handleTileEvent, handleTileDestruction, handleComplexItemData,
handleSoundEvent, handleParticleEvent:
removed the isPrimaryConnection() guard entirely -- these are world-state updates
that all connections must process regardless of which pad is primary
- handleChunkVisibilityArea / handleChunkVisibility:
now populate m_visibleChunks; on visibility=false, setChunkVisible(false) is
only called on the level if no other connection still has that chunk loaded
- handleAddEntity, handleAddExperienceOrb, handleAddPainting, handleAddPlayer,
handleAddMob: now insert into m_trackedEntityIds on arrival
- handleRemoveEntity: now erases from m_trackedEntityIds on removal
- handleLevelEvent: removed a duplicate levelEvent() call that was always firing
regardless of the isPrimaryConnection() check above it (latent bug)
MultiPlayerLevel: added friend class ClientConnection to allow access to the
connections list without exposing it publicly.
* Fix fullscreen progress screen swallowing input before load completes
Two issues in UIScene_FullscreenProgress::handleInput:
1. The touchpad/button press that triggers movie skip or input forwarding
had no guard on m_threadCompleted, so pressing a button during the loading
phase would fire the skip/send logic before the background thread finished.
Added the m_threadCompleted check so that path is only reachable once
the load is actually done.
2. The `handled = true` assignment was missing from that branch, so input
events were not being consumed and could fall through to other handlers.
Added it unconditionally at the end of the block.
* Update player count decrement logic in PlatformNetworkManagerStub
Refactor the condition for decrementing the player count in CPlatformNetworkManagerStub::DoWork. The previous check was replaced with a while loop to ensure that the player count is only decremented when there are more than one player and the last player's custom data value is zero. This change improves the handling of player connections in the network manager.
* Refactor safe zone calculations in UI components for consistency
Updated the safe zone calculations across multiple UI components to ensure symmetry in split viewports. Removed unnecessary assignments and added comments for clarity. Modified the repositionHud function to include an additional parameter for better handling of HUD positioning in split-screen scenarios.
* Gui.cpp: fix F3 debug overlay in splitscreen + minor perf cleanup
The F3 debug screen was badly broken in splitscreen: it used the GUI
coordinate space which gets distorted by the splitscreen scaling, so
text appeared stretched, misaligned or completely off-screen depending
on the viewport layout.
Fixed by setting up a dedicated projection matrix using physical pixel
coordinates (g_rScreenWidth / g_rScreenHeight) each time the overlay is
drawn, completely decoupled from whatever transform the HUD is using.
The viewport dimensions are now computed per screen section so the ortho
projection matches the actual pixel area of each player's quadrant.
Version and branch strings are only shown for player 0 (iPad == 0) to
avoid repeating them across every splitscreen pane.
Also removed a few redundant calculations that were being done twice in
the same frame (atan for xRot, health halves, air supply scaled value).
These are minor and have negligible real-world impact; more substantial
per-frame caching work (safe zone calculations etc.) will follow in a
separate commit.
voids request - Move the filesystem files to root/ as it will be used in both Minecraft.Client and Minecraft.World (#819)
MinecraftConsoles
Introduction
This project contains the source code of Minecraft Legacy Console Edition v1.6.0560.0 (TU19) with some fixes and improvements applied.
Download
Windows users can download our Nightly Build! Simply download the .zip file and extract it to a folder where you'd like to keep the game. You can set your username in username.txt (you'll have to make this file)
Platform Support
- Windows: Supported for building and running the project
- macOS / Linux: The Windows nightly build may run through Wine or CrossOver based on community reports, but this is unofficial and not currently tested by the maintainers
Features
- Fixed compilation and execution in both Debug and Release mode on Windows using Visual Studio 2022
- Added support for keyboard and mouse input
- Added fullscreen mode support (toggle using F11)
- (WIP) Disabled V-Sync for better performance
- Added a high-resolution timer path on Windows for smoother high-FPS gameplay timing
- Device's screen resolution will be used as the game resolution instead of using a fixed resolution (1920x1080)
- LAN Multiplayer & Discovery
- Added persistent username system via "username.txt"
Multiplayer
Basic LAN multiplayer is available on the Windows build
- Hosting a multiplayer world automatically advertises it on the local network
- Other players on the same LAN can discover the session from the in-game Join Game menu
- Game connections use TCP port
25565by default - LAN discovery uses UDP port
25566 - Add servers to your server list with the in-game Add Server button (temp)
- Rename yourself without losing data by keeping your
uid.dat
Parts of this feature are based on code from LCEMP (thanks!)
Launch Arguments
| Argument | Description |
|---|---|
-name <username> |
Sets your in-game username. |
-fullscreen |
Launches the game in Fullscreen mode |
Example:
Minecraft.Client.exe -name Steve -fullscreen
Controls (Keyboard & Mouse)
- Movement:
WASD - Jump / Fly (Up):
Space - Sneak / Fly (Down):
Shift(Hold) - Sprint:
Ctrl(Hold) or Double-tapW - Inventory:
E - Chat:
T - Drop Item:
Q - Crafting:
CUseQandEto move through tabs (cycles Left/Right) - Toggle View (FPS/TPS):
F5 - Fullscreen:
F11 - Pause Menu:
Esc - Attack / Destroy:
Left Click - Use / Place:
Right Click - Select Item:
Mouse Wheelor keys1to9 - Accept or Decline Tutorial hints:
Enterto accept andBto decline - Game Info (Player list and Host Options):
TAB - Toggle HUD:
F1 - Toggle Debug Info:
F3 - Open Debug Overlay:
F4 - Toggle Debug Console:
F6
Build & Run
- Install Visual Studio 2022.
- Clone the repository.
- Open the project by double-clicking
MinecraftConsoles.sln. - Make sure
Minecraft.Clientis set as the Startup Project. - Set the build configuration to Debug (Release is also ok but missing some debug features) and the target platform to Windows64, then build and run.
CMake (Windows x64)
cmake -S . -B build -G "Visual Studio 17 2022" -A x64
cmake --build build --config Debug --target MinecraftClient
For more information, see COMPILE.md.
Known Issues
- Native builds for platforms other than Windows have not been tested and are most likely non-functional. The Windows nightly build may still run on macOS and Linux through Wine or CrossOver, but that path is unofficial and not currently supported
Contributors
Would you like to contribute to this project? Please read our Contributor's Guide before doing so! This document includes our current goals, standards for inclusions, rules, and more.
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