fix loom and auth path

This commit is contained in:
Darto KLoning
2026-10-02 06:22:33 +07:00
parent 48eb9f1228
commit 0cd06d418f
9 changed files with 103 additions and 29 deletions
+11
View File
@@ -477,3 +477,14 @@ Lobby Systems is **proprietary software — All Rights Reserved**. Public access
- EasyAuth is intentionally marked incompatible while native Lobby Systems Auth is enabled.
For the intended hybrid mode, keep `online-mode=true` in `server.properties` and remove EasyAuth before testing.
## v1.7.1
- Fixed hybrid `online-mode=true` login: confirmed non-premium players now receive a deterministic offline GameProfile and advance through the login state machine instead of falling into vanilla `Invalid session`.
- Premium username lookup now prefers the modern `api.minecraftservices.com` public profile endpoint and falls back to the legacy Mojang endpoint.
- Premium/unknown identities still use vanilla authentication; lookup failure never silently grants a local identity.
- Local/cracked players remain password-gated after join. `requireLoginEveryJoin` defaults to `true`; session bypass is intentionally not enabled yet, so changing it currently does not weaken authentication.
- `enforce-secure-profile=true` is intentionally left supported; cracked chat will be validated in server testing before any secure-chat compatibility override is added.
## v1.7.2
- Fixed the authentication access widener so the private Minecraft login state type is widened during compilation, not only declared in mod metadata.
- Added Loom `accessWidenerPath` configuration for compile-time access widening.