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AuthCore v1.0.0

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@github-actions github-actions released this 11 Sep 23:06

Hybrid mode, per-account login style & release hardening (latest)

Anti-float platform - mid-air logouts can never kick players in the limbo

  • A player who logs out mid-air (or underwater) used to be kicked by vanilla's
    "Flying is not enabled" floating check while standing in the limbo. AuthCore now
    places an invisible BARRIER platform under the limbo player (lobby.anti-float-platform,
    on by default); diving players are stood on a platform at the water/lava surface instead
    of being left submerged. The original block is restored shortly after the authentication
    flow completes (lobby.anti-float-platform-delay-ms, default 10 seconds) - never
    overwriting a block another player placed in the meantime.
  • Crash recovery for the limbo (already present, verified): the pre-limbo snapshot
    (exact position + dimension, inventory, effects, game mode, health/food/xp) is persisted
    at lock time; if the server (or the player's session) crashes mid-limbo, the snapshot is
    restored on the next join BEFORE the fresh lock, so after login the player always returns
    to the exact spot they were at their last disconnect - regardless of the admin-configured
    limbo location.
  • Movement lock hardened: with movement disabled, the per-tick limbo re-assert now
    snaps the player back at a 0.25-block drift (was 1.0) - on runtimes without the
    movement-cancel mixin (Fabric/Forge 1.16-1.21 without a mixin refmap) this is the only
    server-side lock, and it now holds the player essentially in place. Known limitation:
    on those runtimes the client can briefly ghost-walk up to the snap interval; the
    restriction is fully packet-level on NeoForge and every 26.x jar.

Server mode is always taken from server.properties - the config override is gone

  • The session.server-mode setting is removed entirely: the mod always reads the real
    online-mode from the running Minecraft server (MinecraftServer#usesAuthentication).
    Premium auto-login works the same on online AND offline-mode servers (on offline servers
    AuthCore re-runs the vanilla encryption handshake and verifies with the server's own
    Mojang session service - no external API calls; failures fall back to offline
    register/login, players are never blocked or kicked).
  • Online-mode servers get a startup warning to keep enable-secure-profile=false in
    server.properties, so clients without a secure chat profile (cracked/modded players)
    can still join and chat.

Hybrid servers: offline-mode players can join BOTH server modes

  • New allow-offline-players config (session.authentication, default true): with it on,
    offline (cracked) players can join and register/login on online-mode servers too -
    the login mixin intercepts offline-UUID clients on online-mode servers and runs them
    through vanilla's own offline accept flow (no Mojang session check, offline UUID kept;
    online-mode players still use their real UUID and the normal session verification).
    Fail-safe: on versions where the offline accept flow cannot be driven, vanilla's normal
    rejection takes over - nobody is stranded.
  • With allow-offline-players = false the server is online-mode-only everywhere: offline
    players are kicked with a clear message on arrival (join gate, before session resume /
    register / login), and on online-mode servers they are disconnected at login.

Premium auto-login respects its config on BOTH modes; auto-login players keep a null password

  • The premium-auto-login config (on by default) is now honored regardless of the server's
    mode. Auto-login players are NEVER given an auto-generated password - their stored
    password stays null (the old premium-auto-register random-password path is removed).
  • If auto-login is turned off (or a player switches to password login), verified online-mode
    players are treated like any standard account: because their password is null they are
    asked to /register on their next re-auth. Their online-mode status is preserved, so
    auto-login simply resumes when the config (or their mode choice) is switched back.

Per-account login style: players and admins can switch online/offline mode

  • New player command /account set-mode online|offline (permission authcore.user.setmode,
    level 0): switches the player's own account between automatic login and password login.
  • Switching to password login is smart about passwords: a player who ALREADY has a stored
    password keeps it and simply logs in with it (/login); only auto-login accounts with a
    null password are asked to /register a new one. The active session is destroyed either
    way so the change takes effect on the next join.
  • /authcore set-mode offline <player> no longer takes a password argument and follows the
    same rule (existing password kept / register when null). Both admin mode commands destroy
    the session too.
  • A player's own mode choice is honored on join: accounts explicitly set to password login
    are never auto-logged-in, even on an online-mode server where the session was verified.

Terminology: "premium"/"cracked" replaced project-wide

  • Non-user-facing text (console logs, debug output, admin commands, web panel labels, code
    comments, docs) now uses online-mode players and offline-mode players instead of
    "premium players" and "cracked players". Internal identifiers and the premium-auto-login
    config key stay unchanged for API/config compatibility.
  • Player-facing messages stay human: auto-login greets with "Welcome to the Server!", mode
    switches talk about "automatic login" / "password login" - no technical jargon anywhere
    in chat, titles or kick screens.

Limbo guard debug output

  • The per-join limbo guard report is now debug-level and formatted like the startup banner:
    one aligned row per guard (movement / chat / commands / block-break / block-use / item-use
    / item-drop / attacks, each allowed or LOCKED) plus a live lobby-usage line
    ("35% used (7/20)", "unlimited" when no cap).

Scale, race-condition safety & docs

  • Performance/scalability pass documented for 500k+ registered accounts and thousands of
    concurrent players: O(1) user lookups on every hot path, lazy DB loading, bounded
    self-cleaning caches, no resource spikes under join/login bursts (per-user throttles,
    rate limits, fixed-size daemon IO pool), race-condition-free concurrency (canonical
    single-User-per-account cache, synchronized DB access, volatile shared state,
    deduped join/leave hooks, atomic counters).
  • Docs re-skin: the hosted docs now use a black + red fortress-cyber theme with an enhanced
    sidebar table of contents (topic count, in-TOC scroll progress, back-to-top, glowing
    active states) and a wider, spread-out content layout; README and every docs page updated
    for the current behavior.

Limbo, performance & configuration overhaul

Limbo quality pass (no more screen vibration, no bypasses)

  • Anti-vibration movement correction: the client was snapped back on EVERY violating
    movement packet (up to 40 position packets/s → rubber-banding). Corrections are now
    distance- and throttle-based: lobby.movement-correction-radius (default 1.5 blocks) and
    lobby.movement-correction-interval-ms (default 600ms), the classic AuthMe feel
    (ghost-walk a little, one clean snap). Movement packets are still cancelled on every
    packet, so the server entity never leaves the anchor (no bypass).
  • Vehicle-movement bypass closed: handleMoveVehicle was uncovered: lobby players on
    boats/minecarts (or spoofing the packet) could move freely. Now cancelled + anchored like
    player movement.
  • Inventory lock without touching chat: the inventory is fully inert in the limbo
    (every slot click blocked and force-closed on interaction, including shift-clicks and
    armor equipping), while the chat input is NEVER interrupted, so /register and /login
    always work. A periodic force-close packet was tried and removed again: the client closes
    ANY screen (including chat) on a container-close packet, and there is no server-side
    signal for "inventory open"; click-based blocking is the only safe approach.
  • Attack-callback fix (the "can't hit mobs" bug): the fabric AttackEntityCallback
    listener was registered under the wrong method name (attack instead of interact),
    so the reflective proxy returned null for every attack and the fabric event cancelled
    ALL attacks for everyone, in and out of the lobby. One-line fix.
  • Server-side auth menu removed (chest menu + book input + /menu command): auth is
    purely chat-driven with clickable buttons; the menu system, its mixins and its command
    are deleted entirely.
  • Context-aware chat buttons: the login/register buttons build the EXACT command shape
    the player needs (password confirmation, 2FA code, captcha code) and show it in the
    action bar; no confusion about which auth factors apply.
  • Styling: clickable chat buttons are now underlined; the action bar gets the same
    drop-shadow as titles/subtitles.
  • Crash-safe limbo verified: the pre-limbo snapshot is saved at lock, restored before
    the fresh lock on rejoin after a crash, and deleted on clean unlock; the unlock lifts
    restrictions before any restore step so a failed restore can never keep a player stuck.

Performance pass (constant per-packet cost, bounded memory)

  • O(1) user lookups on every hot path: new User.getUser(UUID) / User.getUser(player)
    . a single map get, no string allocations, no scans, no DB, and all per-packet mixin guards
    (movement, clicks, chat, ticks, entity events, commands) now use it.
  • Indexed username lookups: precomputed lowercase names + a byLowerName index make
    lookUpByUsername mode O(1) too (previously a full-map scan with per-entry
    toLowerCase allocations).
  • Throttled cache touches: the last-access map put now happens at most once per minute
    per user instead of on every packet.

Split configuration (one file per config block)

  • settings.conf (root: language, debugMode, logging, cache) + lobby.conf +
    session.conf + password-rules.conf + commands.conf + database.conf +
    messages-<lang>.conf. Section files override the same block in settings.conf and are
    written with defaults on first boot; existing single-file configs migrate automatically
    (legacy sections are stripped from settings.conf on save; every setting has exactly one
    owner). Redis-distributed config overrides still merge on top.

Hybrid / hub networks

  • Session resume no longer requires the same IP when session.session-from-same-ip-only
    is disabled: on proxy networks the forwarded IP can legitimately differ hub ↔ game,
    which previously silently dropped sessions on every hub transfer.

Fixed since 1.0.1

  • ServerEventsFallbackLeaveMixin silently missing from built jars (stale incremental
    compile state dropped the new class); rebuilt with --rerun-tasks; all 21 mixins
    verified present in every jar.
  • Mixin handler descriptors now match the target methods exactly on 26.x
    (placeNewPlayer 3-arg, tickServer(BooleanSupplier)), so the server no longer aborts
    with InvalidInjectionException.

1.19-1.21 backward compatibility (NeoForge 21.1.x)

  • NeoForge 21.1.x boot fixed: the 1.19-1.21 NeoForge jar crashed at startup on
    NeoForge 21.1.x (e.g. 21.1.248, Minecraft 1.21.1) with a NoClassDefFoundError on
    net/minecraft/resources/Identifier - the ResourceLocation → Identifier rename
    happened at 1.21.11, so the build target's class name could not load on older 1.21.x.
    The font style no longer calls Identifier.tryParse() directly (it is a deliberate
    no-op - the font API keeps changing shape every version and the old reflective lookups
    hung the server thread), and Compat/Lobby no longer import either class name - the
    compat layer stays fully reflective.
  • NeoForge loader minimum corrected: neoforge.mods.toml no longer requires
    [21.11.45,) (the build-target pin, which rejected every NeoForge 21.1.x server). The
    G2 jar now declares [20.2.59-beta,) (the first NeoForge supporting the group's lowest
    Minecraft version), matching the Forge/Fabric minimums.
  • gson no longer bundled in NeoForge jars: the shaded com.google.gson inside the
    jar-in-jar set made the NeoForge module layer ambiguous (com.google.gson is already
    provided by the game) and prevented startup. Forge AND NeoForge builds now exclude gson
    from the shaded configuration; Fabric keeps the shaded copy.
  • 1.21.1 added to the host-test matrix: the Docker harness now boots the G2 jars on
    Minecraft 1.21.1 (with the matching NeoForge 21.1.x / Fabric / Forge loaders) in
    addition to 1.19.4, 1.20.6 and 1.21.11, so this regression is caught automatically.

Out-of-the-box experience & hardening (2026-08-14)

Server mode is now auto-detected (server-mode = "auto", the new default)

  • The real server.properties online-mode is read from the running server
    (MinecraftServer#usesAuthentication) - cracked AND premium servers work with zero config
    changes. Explicit online/offline values still override, with a one-time mismatch warning.
  • Previously the default ("online") kicked online-mode players on offline-mode servers with a
    bogus "Your Authentication Token is invalid" (premium-UUID mismatch against their
    offline-mode UUID) and silently auto-registered offline-mode players as premium (no
    register/login prompt, no limbo). Both are fixed.

Premium auto-login works on offline-mode servers, outage-proof

  • Premium status of new accounts is verified asynchronously (IO pool) - the join path
    makes zero blocking Mojang API calls.
  • If the Mojang API is unreachable at join, the player is shown "Checking your premium
    account..." and the check auto-retries in the background (every 20s, up to 4 min) -
    auto-register + auto-login resume the moment the API confirms the name.
  • Tri-state premium lookups (PREMIUM / NOT_PREMIUM / UNAVAILABLE) so a cached null can
    never be mistaken for a definitive negative; API failures are throttled (30s error cache).
  • HTTP 204 ("not a premium profile") now counts as a healthy API response - previously every
    offline-UUID lookup decayed the API-health window and produced bogus "Mojang API is
    currently unreachable" warnings.
  • The premium-name squatting guard only fires when premium auto-login is disabled (it used to
    kick legitimate online-mode players joining offline servers before auto-login could run).
  • Auto-registered online-mode players now see "Registered! Your account has been created!" as
    clear feedback.

Messages display correctly on every version and loader

  • Title packets were broken on 26.x (the compat layer only knew the 1.16-1.21 Yarn class
    names) - every title/subtitle message was silently dropped. Compat.sendTitle now tries the
    26.x Mojang names (ClientboundSetTitleTextPacket / ClientboundSetSubtitleTextPacket /
    ClientboundSetTitlesAnimationPacket), the older Mojang fade name, Yarn names, then the
    1.16 combined API.
  • Richer multi-channel templates: login, registration, wrong password, not registered, captcha,
    password change, session resume, premium auto-login and the lobby welcome now use
    title + subtitle + action bar combinations.
  • Title fade timings are floored so a title can never render with 0-tick fades.

Audit fixes (logic, errors and bypasses)

  • Chat restriction bypass on 26.x: the chat handler was renamed to handleChat - the
    mixin now targets it, so lobby players can no longer chat on 26.x.
  • Command restriction on Forge/NeoForge: the lobby command whitelist/blacklist only matched
    Yarn names (method_9249); the Mojang performCommand/execute targets are now covered,
    so it applies on Forge 1.16-1.21 and NeoForge too.
  • Stale companion-token kick: verifySessionClaim no longer kicks players who are already
    authenticated this join (premium auto-login etc.) over a stale/absent companion token.
  • allowMobDamage honored: mobs can now target lobby players when the config allows it
    (previously the mixin blocked targeting unconditionally).
  • Hash-failure free-roam closed: if password hashing fails during register, the player is
    locked into the lobby instead of being left authenticated-but-unregistered with full access.
  • Interop parity: User.login()/logout() now broadcast the auth state on the
    authcore:auth channel - premium auto-login, session resume and deferred verification
    previously stayed silent to proxies/other mods.
  • Legacy-hash verification: Encrypter.verify falls back through all supported algorithms
    instead of throwing password4j parse errors ("Bad salt length" / "Invalid salt version") on
    migrated/foreign DB rows; argon2 hashing uses an explicit spec-conformant 16-byte salt.
  • Ghost-detection window no longer goes negative with small config values.
  • Chat commands on 1.16-1.18.2: chat commands ride the chat packet there - the chat
    restriction now lets "/"-prefixed messages through to the command dispatcher (the lobby
    whitelist still blocks non-auth commands), so /login and /register were unblockable
    for lobby players on the classic line.
  • Adventure-mode limbo applied: lobby.force-adventure-mode now actually switches the
    player into adventure on lock (the game-mode-change mixin only blocked leaving it).
  • Mode-switch / proxy safety: online-mode players whose account is keyed by the offline UUID
    (server switched online-mode, or Velocity forwarding on an offline backend) are no longer
    kicked with the "Authentication Token is invalid" mismatch - the genuine premium profile
    is confirmed against the Mojang API and auto-logged-in instead.
  • Failed-hash guard: a password hashing failure in /account set-password, email
    recovery, /authcore set-password, mode changes or the web panel can no longer silently
    set the stored password to null and unregister the account.
  • IP-rules whitelist semantics: allow rules are no longer silent no-ops - when any
    allow rule exists, unmatched IPs are denied (whitelist mode).
  • Login history parity: every login path (premium auto-login, session resume, deferred
    verification, SSO) now records a login-history row, not just /login.
  • Returning-premium re-validation: on offline-mode servers the premium claim of returning
    accounts is re-checked against the Mojang API asynchronously - accounts auto-created as
    "premium" by earlier builds are downgraded to offline-mode (register/login prompt) while
    legit premium names keep auto-login (fail-open during API outages, cache-aware tri-state).
  • Mojang API removed for premium detection: premium status now comes ONLY from the
    server's OWN Mojang session authentication - a login mixin captures the profile that
    vanilla's hasJoinedServer verified (carries Mojang textures properties). All direct
    Mojang HTTP lookups (name/uuid profile APIs) were removed from the join flow. On
    offline-mode servers nobody can be premium (the server authenticates no one), so offline
    players are NEVER auto-registered or auto-logged-in anymore - stale "online-mode" DB flags
    from earlier builds are detected and downgraded on join (register/login prompt).
  • Server-side premium verification (offline servers): with premium auto-login enabled the
    login mixin now runs the vanilla encryption handshake on offline-mode servers and verifies
    the session with the server's own MinecraftSessionService - genuine online-mode players are
    auto-logged-in while cracked clients (and any Mojang outage) fall back to the normal
    offline register/login flow. Fail-safe: handshake failures, API timeouts and clients that
    never answer (15s watchdog) all continue as offline - nobody is ever kicked or stranded.
  • Extra limbo restrictions: item usage (useItem), riding/vehicle entry (startRiding),
    sleeping in beds, and offhand-item swapping are now blocked in the lobby on EVERY loader;
    players riding into the lobby are dismounted on lock. New config keys
    lobby.allow-sleeping and lobby.allow-item-swapping (both default false).
  • Full-proof post-login restore: the snapshot restore now re-mounts the player's previous
    vehicle, lands airborne survival players on safe ground (elytra gliding / mid-air), rescues
    players from suffocation when blocks changed while they were in the lobby, keeps swimmers in
    the water column, and clears fall damage from the restore itself - flying (creative/
    spectator) is restored via the original game mode.
  • Auto-migration of everything: ConfigMigrator now also refreshes the enriched
    multi-channel message defaults for configs that still hold the old single-channel values
    (custom messages are preserved); on first offline-mode detection the database is
    bulk-migrated once per boot (stale "online-mode" flags cleared); schema and config keys
    migrate automatically as before.
  • Command availability fix: /register, /login and /account were reported as "Unknown
    command" on 1.20.5+ (26.x) because the OP-level permission check used APIs that no longer
    exist there (PermissionLevel / getPermissions). The check now short-circuits for level 0
    (all players) and resolves the new net.minecraft.server.permissions API on 26.x, the
    older permission API on 1.20.5-1.21, and the legacy method on 1.16-1.18.
  • New docs page - Authentication Flows (docs/1.0.0/flows.html, linked from the nav,
    README and guide learning path): every flow explained step by step in plain language with
    the functions involved (join, limbo lockdown, register, login, session resume, logout,
    premium verification, auto-migration) plus the failure-safety guarantees.
  • Repository hygiene: removed ~5.5 GB of generated artifacts from the working tree
    (host-test work dirs, variant build outputs, rendered site, node_modules) and removed
    dead code (unused config keys allowOnlineNameByOffline / premiumApiStrict, unused
    message template, unused User suppliers and Snapshot fields).
  • Security suite now 86 checks (legacy-hash fallback, wrong-algorithm verification,
    AuthMe $SHA$ verification, algorithm inference, weak-algorithm detection).
  • Third-party mod integrations (net.ded3ec.integration): optional, reflection-based,
    best-effort support for DiscordSRV (the linked Discord account is auto-imported on
    authentication so webhooks/notifications can use it) and InteractiveChat (compatible -
    AuthCore restrictions are lobby-scoped and never touch other mods). New /authcore compat
    command reports loader, server mode and integration state.
  • Version-gated config migrations (ConfigMigrator): runs after config load, applies
    registered upgrade steps for newer versions, bumps config.version and persists - the
    pipeline for future structural config changes (1.0.0 -> 1.0.1 ships with no transforms
    needed; runtime auto-detection handles the server-mode default change).
  • Transparent password-hash upgrade: weak (md5 / sha-256 / sha-512) or outdated stored
    hashes - including AuthMe-style imported ones - are re-hashed with the configured algorithm
    on the account's next successful login (never blocks the login, flagged in the security log).
  • AuthMe import (/authcore import authme <file>): imports accounts from an AuthMe
    SQLite database; existing accounts are never overwritten; legacy hash formats are supported
    ($SHA$, bcrypt, argon2, pbkdf2, scrypt, plain hex digests) and verified/upgraded on login.
  • Security suite now 82 checks (legacy-hash fallback, wrong-algorithm verification,
    AuthMe $SHA$ verification, algorithm inference, weak-algorithm detection).

Universal single-jar architecture (1.16.x - 26.1-26.2) (2026-08-11)

  • One source, every Minecraft version - the old per-version source sets are gone; version
    variants live under src/ (src/main/java + src/client/java = classic yarn code,
    src/modern/java = Mojang 26.1-26.2 code) behind the net.ded3ec.compat reflection layer and
    version-stable mixin targets. Verified by compiling the identical source against 1.16.5,
    1.17.1, 1.18.2, 1.19.4, 1.20.6, 1.21.1 and 1.21.11
    (all green), with a per-push CI matrix.
  • Universal mixins: login hello (reflects over getProfile() vs name()/profileId(), plus
    authlib's getName()/getId() vs record name()/id()), handshake proxy forwarding (record
    accessor vs private field), chat restriction (single mixin covering onGameMessage /
    onChatMessage / handleChatMessage).
  • FabricHooks registers commands (API v1/v2), item-use and damage events reflectively -
    missing fabric APIs are skipped gracefully.
  • fabric.mod.json declares minecraft >=1.16.0, java >=16, environment "*" - the same jar
    runs on servers AND clients, standalone or behind Velocity / BungeeCord.
  • Version-independent features (commands, config, database, security, web panel, email, Redis)
    work unchanged on every version.
  • Client companion always included: the universal jar bundles the client login-screen
    companion (auto-login GUI) for 1.20.2+ clients. The companion is fully reflection-guarded,
    so the jar loads safely on older clients (1.16 - 1.20.1) and simply skips the screen there.
  • If the client cannot send the auto-login command (e.g. signed-chat restrictions), the player
    gets an in-chat hint with the exact command to type instead of failing silently.
  • Limbo tick re-assert guards: every tick the lobby re-applies the blindness/invisibility
    effects (lost e.g. by milk) and teleports lobby players back when movement is disabled and
    they drifted - fallbacks for environments where the version-specific mixins cannot apply.
  • Defense in depth: /login and /register re-verify their prerequisites at execution
    time, not only in the command requires predicate.
  • Release automation: tag-triggered GitHub workflow (ci.yml - the ONLY workflow now)
    builds the universal jar, extracts the changelog section for the tag and drafts a release
    with the jar attached.
  • One workflow, honest CI: all previous workflows (build / client-check / lint-test /
    gradle-validate / dependency-audit / multi-version-check / release) were merged into a
    single ci.yml. Matrix builds no longer mask failures (gradlew exec-bit bug fixed, yarn
    versions corrected: 1.19.4+build.2, 1.20.6+build.3, fabric-api 0.46.1+1.17, 0.100.8+1.20.6).
  • Full proxy-side auth: the proxy plugin (BungeeCord + Velocity) can now disconnect players WITHOUT a valid Redis session (block-unauthenticated=true in config/authcore-proxy.properties) before they reach any backend - zero-dependency RESP Redis client, fail-open on Redis outage, /authcore status command.
  • 26.1-26.2 snapshot compile checks: new daily CI job compiles the modern source against the NEWEST 26.1-26.2 release the moment Fabric publishes yarn mappings for it - fails visibly on breakage.
  • **Velocity modern forwarding (Fabric server): HMAC-verified velocity:player_info login receiver applies the real UUID/username when velocity-secret is set; legacy/BungeeCord handshake parsing auto-detected (protocol = auto).
  • Interop channel authcore:auth + BungeeCord AuthCore subchannel - other mods and proxies can coexist with a DIFFERENT auth mod on the backend; broadcasts on join/login/register/logout/kick/unregister (session.interop).
  • Separate database config: optional config/authcore/database.conf (only the database { } block) is merged over settings.conf, so credentials can live outside the main config.
  • Config per role: server = settings.conf, client = authcore-client.json, proxy = authcore-proxy.properties, database = database.conf.
  • 26.1-26.2 support (real build): Minecraft 26.0+ is unobfuscated (Mojang names at runtime,
    intermediary gone), so AuthCore ships a second jar built from the Mojang-mapped
    source (src/modern/java, -Pmodern=true, loom 1.16.x, Java 25, no mappings):
    authcore-modern-1.0.0.jar for 26.0+ servers/clients. The classic universal jar covers
    1.16.0 - 1.21.11. Both jars carry the client login-screen companion (environment "*"),
    and the release workflow attaches both. The two name-spaces cannot coexist in one jar - see
    docs/26x.md for the migration/sync workflow.

Multi-loader & multi-version workspace (Stonecutter / Stonecraft)

  • One Mojang-mapped source tree, three range jars per loader: fabric/forge/neoforge for
    1.16-1.18, 1.19-1.21 and 26.1-26.2 (7 release jars in total).
  • Verified on every range endpoint: 1.16.5, 1.17.1, 1.18.2, 1.19.4, 1.20.6, 1.21.1,
    1.21.11, 26.1.2, 26.2, all 22 harness checks PASS on all 7 loader build targets.

Modrinth version range fix

  • Uploaded jars no longer claim every Minecraft version. The shipped metadata now declares the
    exact supported range per jar, so Modrinth pre-selects precisely the tested versions instead
    of the full grid:
    • Fabric (fabric.mod.json): >=1.16 <=1.18.2 / >=1.19 <=1.21.11 / >=26.1 <=26.2.
    • Forge / NeoForge (mods.toml / neoforge.mods.toml): [1.16,1.18.2] / [1.19,1.21.11] /
      [26.1,26.2] (maven syntax).
  • Loader minimums are now the group-aware floors (the first loader version supporting each
    group's LOWEST Minecraft version, never the build target - otherwise in-range servers are
    rejected): Fabric loader >=0.14.24 (1.19 line) / >=0.16.0 (26.1 line), FML
    [41.1.0,) (1.19 line) / [36.1.0,) (1.16 line), NeoForge [20.2.59-beta,)
    (1.20.2 line) / [26.1.0,) (26.1 line).
  • Root cause: the range placeholders never reached the built jars - fabric.mod.json shipped
    "minecraft": "*" (Modrinth reads this as "all versions") and mods.toml shipped only the
    single build target. All 7 jars were rebuilt and their metadata verified.

Security & anti-bypass

  • ClientGuard: behavioral profiles, 16 detection signals (ghost clients, missing
    client settings, packet/click/chat/payload floods, tab probing, fake companions,
    confusable names, concurrent logins), weighted risk score with a decision matrix.
  • Companion attestation: challenge-response HMAC, periodic re-challenges, session
    tokens (rotated on every login, hashed at rest) and token-based session resume.
  • MFA / 2FA: TOTP + single-use recovery codes + optional email OTP + MFA step-up
    for sensitive commands.
  • Network SSO: Redis-backed single sign-on across a server network (optional).
  • Error codes: console-only AC-... codes at every failure site, decodable by the
    author; no internals leak to clients.

Security fixes found by the new test suite

  • PBKDF2 DoS fixed - password4j's PBKDF2 check() could hang the server thread during
    login. PBKDF2 is now a self-contained JDK SecretKeyFactory implementation
    ($pbkdf2-sha256$iter$salt$hash, constant-time comparison).

Performance for 100k+ users

  • Lazy user loading - users are fetched from the database on demand (join/login/whois)
    instead of loading the whole table at startup. A 100k-registered server keeps only online +
    recently-touched users in memory.
  • Bounded LRU cache (20k max) with idle eviction; online users are never evicted.
  • Admin list commands, whois, export and the web panel are now database-backed (bounded,
    searchable queries) instead of iterating the in-memory map.
  • Thread-safe canonical cache (a single User instance per account under concurrent access).

Race-condition hardening

  • AuthCoreServer.config/messages, user session fields, TpsManager.tickCounter and the DB
    connection are now volatile.
  • All database access is synchronized (single shared JDBC connection is never used
    concurrently).
  • User cache-miss fetches are serialized under a dedicated lock.

New features

  • Cross-server security event bus (Redis pub/sub authcore:events): login, logout, register,
    brute-force, account-locked and kick events are broadcast network-wide; receivers log, webhook
    and execute remote kicks.
  • Discord account linking: /discord link|unlink, 6-char link codes (webhook + Redis,
    10-min TTL), bot completion via the web panel link action, discordId stored per account.
  • Maintenance mode: /authcore maintenance on|off blocks all joins with a custom message.
  • Honeypot: a fake listener port auto-bans every connecting IP (writes deny rules to
    ip-rules.conf).
  • Automated backups: scheduled SQLite copies / JSON exports with rotation (session.backup).
  • Rotating announcements: list-based, interval-driven (lobby.announcements).
  • Password history: password-rules.history-size blocks reuse of recent passwords.
  • Fast-rejoin alert: bot-pattern detection (alert-only).
  • Web panel: read-only token, /metrics endpoint, DB-backed player list.
  • Extra webhooks: security.extra-webhook-urls (Slack/Telegram/custom).
  • /authcore validate config dry-run, /authcore resetpw alias.
  • New config surface for admins: session.maintenance, session.honeypot, session.backup,
    session.authentication.auto-luck-perms-group, bind-bedrock-xuid,
    web-panel.readonly-token, rate-limit.alert-on-fast-rejoin, lobby.announcements,
    password-rules.history-size, security.extra-webhook-urls - all fully commented in
    settings.conf and documented in docs/CONFIG.md with defaults + scenarios.

Quality

  • tools/security-tests/ - standalone test suite (57 checks) covering password hashing
    round-trips, captcha lifecycle, email recovery, rate limiting, proxy parsing, device
    fingerprints. Run via tools/security-tests/run-tests.ps1.
  • Access control validation pass: every command re-verified (player vs admin vs console),
    /discord guarded in lobby, read-only web token.

Bot / backend separation

  • The Discord bot integration is now strictly backend-owned: the bot never touches the
    database
    . Every write is executed by the mod backend through the web panel API; the bot
    communicates over Redis (link codes authcore:discordlink:*, mapping
    authcore:discord:*, authcore:events pub/sub) plus the API. Docs (API.md,
    WEBPANEL.md) state the rule explicitly.

Tooling

  • Host-compat harness: range/loader/version selection, forward-compat scan, live logs,
    parallel 6, professional HTML dashboard + markdown coverage matrix, 22 checks.
  • GitHub Actions: builds all 7 variants, Docker host-tests on every push/schedule,
    weekly compat scan that auto-releases new validated versions with changelog entries.

Cleanup

  • Removed legacy / migration leftovers: src/common/, src/client/, _migration/,
    postman/, release.sh, docs/migration.md.
  • Removed IDE artifacts (.settings/, bin/, .classpath, .project, .factorypath),
    stale dist/ jars and the obsolete authcore-26.x-* jars.
  • Fixed mojibake in the ClientGuard config comment, removed duplicated/corrupt changelog
    sections, corrected stale wording ("26.0+" → 26.1-26.2, Java 17/21/25, multi-loader
    tagline).

Single human verification (map captcha & GUI removal, intelligence overhaul) (2026-08-16)

One verification method, scored on EVERY login

  • The map captcha and its remnants are gone completely (no map items, no map-data
    pipeline, no stale "map" text/config); the server-side screen/GUI code is removed too
    (screen mixins, force-close inventory on clicks, the IN_LOBBY/OUT_OF_LOBBY GUI
    signals - the client companion still ships its optional screens, the server no longer
    drives them).
  • The legacy text captcha (Security.CaptchaManager), the post-login colored-items
    HumanVerification and the captcha-farm detection are deleted - ActionCaptcha is
    now the single human-verification method.
  • Every login is scored independently - a first login does not make an account trusted,
    and an account owner can hand their credentials to a bot, so sessions are never
    pre-trusted. Signals: ghost pattern, ClientGuard risk, instant login (within
    instant-login-sec), failed attempts before success, missing 2FA on a TOTP account,
    fresh account age, fast rejoin loops. Trust signals subtract: premium (Mojang-verified),
    valid companion session token, previously trusted account, already passed the challenge.
    A player is challenged (sneak / jump / look-up physical task) only when the score
    reaches lobby.captcha.bot-score-threshold (default 60). All weights are configurable
    and every decision is traced in debug logs.
  • No chat spam: the challenge prompt is a single message at start and one on success -
    no periodic progress spam.
  • Fixed the "broken captcha" bug: trusted/TPS-bypass players were blocked at /login
    because the pre-auth gate checked captchaVerified while the lobby skipped issuing the
    captcha. The pre-auth gate is gone entirely; /login and /register no longer take a
    captcha-code argument.

Debug logging everywhere, off by default

  • debug-mode now defaults to false (it was true). With debug-mode = true admins
    get a full trace of where and when the mod decides: join classification, lobby
    lock/unlock, login attempts, every ClientGuard signal (name + weight + description),
    every AuthIntelligence detection (flood/spray/2FA brute/registration-farm/session-replay/
    ATO with counters and windows), the complete human-verification score breakdown, web-panel
    lockout tracking, webhook delivery and database dialect selection.

Host-test harness rebuilt (correctness + speed + player simulation)

  • Verdict gaps closed: securitySummary, maintenance, portListen, panelBadToken,
    panelLockout now actually fail the run (they rendered FAIL cells while the run said
    PASS).
  • The graceful-stop check was accidentally nested inside the honeypot if - it is now
    top-level and always runs.
  • Player-simulation bugs fixed: the global timeout now writes its check file (a crashed/
    timed-out sim used to count as a silent green PASS), the entrypoint captures the sim's
    real exit code, markers reset per reconnect (the limbo prompt was never re-verified),
    the post-login chat check could never detect new violations (stale "before" snapshot),
    and a TDZ crash on every sim connect (endPromise referencing handle during its own
    construction) is fixed.
  • JSON escaping on fail() and the result writer (quotes/backslashes can no longer
    corrupt result.json); parallel crash-recovery keeps the test identity (the caught
    exception overwrote $_ → blank FAIL rows).
  • Speed: JBR image builds run in parallel, shorter fixed sleeps (post-Done 5s→2s, command
    cadence 3s→2s, sim violation loop 60s→45s, post-login wait 7s→4s), default boot timeout
    900s→480s, container log poll 2s→4s. Sim SKIPs (no protocol data for brand-new MC
    versions) render as n/a instead of FAIL cells, with the reason in the report.
  • The player simulation keeps using minecraft-protocol (the standard packet-event client;
    protocolob does not exist on npm). Verified: 1.18.2 / 1.21.11 / 26.1.2 resolve and
    connect; 26.2 cleanly SKIPs until protocol data is published.

Docs & setup guide

  • New "Feature-by-feature setup" section in the guide: every feature (human verification,
    MFA, brute force, sessions, ClientGuard, AuthIntelligence, rate limits/IP rules, SSO,
    web panel + honeypot, premium/proxy, maintenance/shadow-ban/whitelist/announcements,
    backups/Discord/locales) with what it does, the exact config, and a real-world scenario.
  • README gained a "Feature setup at a glance" table; the config reference documents the
    new captcha scoring settings.