mirror of
https://github.com/smartcmd/MinecraftConsoles.git
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Dedicated Server Software - Minecraft.Server.exe (#498)
* add: Dedicated Server implementation - Introduced `ServerMain.cpp` for the dedicated server logic, handling command-line arguments, server initialization, and network management. - Created `postbuild_server.ps1` script for post-build tasks, including copying necessary resources and DLLs for the dedicated server. - Added `CopyServerAssets.cmake` to manage the copying of server assets during the build process, ensuring required files are available for the dedicated server. - Defined project filters in `Minecraft.Server.vcxproj.filters` for better organization of server-related files. * add: refactor world loader & add server properties - Introduced ServerLogger for logging startup steps and world I/O operations. - Implemented ServerProperties for loading and saving server configuration from `server.properties`. - Added WorldManager to handle world loading and creation based on server properties. - Updated ServerMain to integrate server properties loading and world management. - Enhanced project files to include new source and header files for the server components. * update: implement enhanced logging functionality with configurable log levels * update: update keyboard and mouse input initialization1dc8a005ed* fix: change virtual screen resolution to 1920x1080(HD) Since 31881af56936aeef38ff322b975fd0 , `skinHud.swf` for 720 is not included in `MediaWindows64.arc`, the app crashes unless the virtual screen is set to HD. * fix: dedicated server build settings for miniaudio migration and missing sources - remove stale Windows64 Miles (mss64) link/copy references from server build - add Common/Filesystem/Filesystem.cpp to Minecraft.Server.vcxproj - add Windows64/PostProcesser.cpp to Minecraft.Server.vcxproj - fix unresolved externals (PostProcesser::*, FileExists) in dedicated server build * update: changed the virtual screen to 720p Since the crash caused by the 720p `skinHud.swf` not being included in `MediaWindows64.arc` has been resolved, switching back to 720p to reduce resource usage. * add: add Docker support for Dedicated Server add with entrypoint and build scripts * fix: add initial save for newly created worlds in dedicated server on the server side, I fixed the behavior introduced after commitaadb511, where newly created worlds are intentionally not saved to disk immediately. * update: add basically all configuration options that are implemented in the classes to `server.properties` * update: add LAN advertising configuration for server.properties LAN-Discovery, which isn’t needed in server mode and could potentially be a security risk, has also been disabled(only server mode). * add: add implementing interactive command line using linenoise - Integrated linenoise library for line editing and completion in the server console. - Updated ServerLogger to handle external writes safely during logging. - Modified ServerMain to initialize and manage the ServerCli for command input. - The implementation is separate from everything else, so it doesn't affect anything else. - The command input section and execution section are separated into threads. * update: enhance command line completion with predictive hints Like most command line tools, it highlights predictions in gray. * add: implement `StringUtils` for string manipulation and refactor usages Unified the scattered utility functions. * fix: send DisconnectPacket on shutdown and fix Win64 recv-thread teardown race Before this change, server/host shutdown closed sockets directly in ServerConnection::stop(), which bypassed the normal disconnect flow. As a result, clients could be dropped without receiving a proper DisconnectPacket during stop/kill/world-close paths. Also, WinsockNetLayer::Shutdown() could destroy synchronization objects while host-side recv threads were still exiting, causing a crash in RecvThreadProc (access violation on world close in host mode). * fix: return client to menus when Win64 host connection drops - Add client-side host disconnect handling in CPlatformNetworkManagerStub::DoWork() for _WINDOWS64. - When in QNET_STATE_GAME_PLAY as a non-host and WinsockNetLayer::IsConnected() becomes false, trigger g_NetworkManager.HandleDisconnect(false) to enter the normal disconnect/UI flow. - Use m_bLeaveGameOnTick as a one-shot guard to prevent repeated disconnect handling while the link remains down. - Reset m_bLeaveGameOnTick on LeaveGame(), HostGame(), and JoinGame() to avoid stale state across sessions. * update: converted Japanese comments to English * add: create `Minecraft.Server` developer guide in English and Japanese * update: add note about issue * add: add `nlohmann/json` json lib * add: add FileUtils Moved file operations to `utils`. * add: Dedicated Server BAN access manager with persistent player and IP bans - add Access frontend that publishes thread-safe ban manager snapshots for dedicated server use - add BanManager storage for banned-players.json and banned-ips.json with load/save/update flows - add persistent player and IP ban checks during dedicated server connection handling - add UTF-8 BOM-safe JSON parsing and shared file helpers backed by nlohmann/json - add Unicode-safe ban file read/write and safer atomic replacement behavior on Windows - add active-ban snapshot APIs and expiry-aware filtering for expires metadata - add RAII-based dedicated access shutdown handling during server startup and teardown * update: changed file read/write operations to use `FileUtils`. - As a side effect, saving has become faster! * fix: Re-added the source that had somehow disappeared. * add: significantly improved the dedicated server logging system - add ServerLogManager to Minecraft.Server as the single entry point for dedicated-server log output - forward CMinecraftApp logger output to the server logger when running with g_Win64DedicatedServer - add named network logs for incoming, accepted, rejected, and disconnected connections - cache connection metadata by smallId so player name and remote IP remain available for disconnect logs - keep Minecraft.Client changes minimal by using lightweight hook points and handling log orchestration on the server side * fix: added the updated library source * add: add `ban` and `pardon` commands for Player and IP * fix: fix stop command shutdown process add dedicated server shutdown request handling * fix: fixed the save logic during server shutdown Removed redundant repeated saves and eliminated the risks of async writes. * update: added new sever files to Docker entrypoint * fix: replace shutdown flag with atomic variable for thread safety * update: update Dedicated Server developer guide English is machine translated. Please forgive me. * update: check for the existence of `GameHDD` and create * add: add Whitelist to Dedicated Server * refactor: clean up and refactor the code - unify duplicated implementations that were copied repeatedly - update outdated patterns to more modern ones * fix: include UI header (new update fix) * fix: fix the detection range for excessive logging `getHighestNonEmptyY()` returning `-1` occurs normally when the chunk is entirely air. The caller (`Minecraft.World/LevelChunk.cpp:2400`) normalizes `-1` to `0`. * update: add world size config to dedicated server properties * update: update README add explanation of `server.properties` & launch arguments * update: add nightly release workflow for dedicated server and client builds to Actions * fix: update name for workflow * add random seed generation * add: add Docker nightly workflow for Dedicated Server publish to GitHub Container Registry * fix: ghost player when clients disconnect out of order #4 * fix: fix 7zip option * fix: fix Docker workflow for Dedicated Server artifact handling * add: add no build Dedicated Server startup scripts and Docker Compose * update: add README for Docker Dedicated Server setup with no local build * refactor: refactor command path structure As the number of commands has increased and become harder to navigate, each command has been organized into separate folders. * update: support stream(file stdin) input mode for server CLI Support for the stream (file stdin) required when attaching a tty to a Docker container on Linux. * add: add new CLI Console Commands for Dedicated Server Most of these commands are executed using the command dispatcher implemented on the `Minecraft.World` side. When registering them with the dispatcher, the sender uses a permission-enabled configuration that treats the CLI as a player. - default game. - enchant - experience. - give - kill(currently, getting a permission error for some reason) - time - weather. - update tp & gamemode command * fix: change player map icon to random select * update: increase the player limit * add: restore the basic anti-cheat implementation and add spawn protection Added the following anti-cheat measures and add spawn protection to `server.properties`. - instant break - speed - reach * fix: fix Docker image tag --------- Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com>
This commit is contained in:
160
.github/workflows/docker-nightly.yml
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160
.github/workflows/docker-nightly.yml
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name: Docker Nightly Dedicated Server
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on:
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workflow_dispatch:
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push:
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branches:
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- "main"
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- 'feature/dedicated-server'
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paths-ignore:
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- ".gitignore"
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- "*.md"
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- ".github/*.md"
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permissions:
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contents: read
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packages: write
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concurrency:
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group: docker-nightly-dedicated-server
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cancel-in-progress: true
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jobs:
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build-runtime:
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name: Build Dedicated Server Runtime
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runs-on: windows-latest
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steps:
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- name: Checkout
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uses: actions/checkout@v6
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- name: Setup msbuild
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uses: microsoft/setup-msbuild@v2
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- name: Build Dedicated Server Runtime Only
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shell: pwsh
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run: |
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MSBuild.exe Minecraft.World\Minecraft.World.vcxproj /p:Configuration=Release /p:Platform=x64 /m
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MSBuild.exe Minecraft.Server\Minecraft.Server.vcxproj /p:Configuration=Release /p:Platform=x64 /m
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- name: Stage dedicated server runtime
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shell: pwsh
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run: |
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$serverOut = "Minecraft.Server/x64/Minecraft.Server/Release"
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$stage = ".artifacts/dedicated-server-runtime"
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if (Test-Path $stage) {
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Remove-Item -Path $stage -Recurse -Force
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}
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New-Item -ItemType Directory -Path (Join-Path $stage "Windows64") -Force | Out-Null
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# Minimum required runtime files
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$required = @(
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"Minecraft.Server.exe",
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"iggy_w64.dll",
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"Common"
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)
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foreach ($entry in $required) {
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$src = Join-Path $serverOut $entry
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if (-not (Test-Path $src)) {
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throw "Missing required runtime path: $src"
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}
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}
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# Copy required files
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Copy-Item -Path (Join-Path $serverOut "Minecraft.Server.exe") -Destination (Join-Path $stage "Minecraft.Server.exe") -Force
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Copy-Item -Path (Join-Path $serverOut "iggy_w64.dll") -Destination (Join-Path $stage "iggy_w64.dll") -Force
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Copy-Item -Path (Join-Path $serverOut "Common") -Destination (Join-Path $stage "Common") -Recurse -Force
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if (Test-Path (Join-Path $serverOut "Windows64")) {
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Copy-Item -Path (Join-Path $serverOut "Windows64/*") -Destination (Join-Path $stage "Windows64") -Recurse -Force
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} else {
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Write-Host "Windows64 directory is not present in build output; staging without it."
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}
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Get-ChildItem -Path $stage -Recurse -File | Select-Object -First 20 | ForEach-Object {
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Write-Host "Staged: $($_.FullName)"
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}
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- name: Upload dedicated server runtime to artifacts
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uses: actions/upload-artifact@v4
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with:
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name: dedicated-server-runtime
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if-no-files-found: error
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path: |
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.artifacts/dedicated-server-runtime/**
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docker-publish:
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name: Build and Push Docker Image
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runs-on: ubuntu-latest
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needs: build-runtime
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steps:
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- name: Checkout
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uses: actions/checkout@v6
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- name: Download dedicated server runtime from artifacts
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uses: actions/download-artifact@v4
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with:
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name: dedicated-server-runtime
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path: .artifacts/runtime
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- name: Prepare Docker runtime directory
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shell: bash
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run: |
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set -euo pipefail
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rm -rf runtime
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mkdir -p runtime
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cp .artifacts/runtime/Minecraft.Server.exe runtime/Minecraft.Server.exe
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cp .artifacts/runtime/iggy_w64.dll runtime/iggy_w64.dll
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cp -R .artifacts/runtime/Common runtime/Common
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mkdir -p runtime/Windows64
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if [[ -d ".artifacts/runtime/Windows64" ]]; then
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cp -R .artifacts/runtime/Windows64/. runtime/Windows64/
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fi
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test -f runtime/Minecraft.Server.exe
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test -f runtime/iggy_w64.dll
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test -d runtime/Common
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test -d runtime/Windows64
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- name: Compute image name
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id: image
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shell: bash
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run: |
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owner="$(echo "${{ vars.CONTAINER_REGISTRY_OWNER || github.repository_owner }}" | tr '[:upper:]' '[:lower:]')"
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image_tag="nightly"
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# if [[ "${{ github.ref }}" != "refs/heads/main" ]]; then
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# image_tag="nightly-test"
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# fi
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echo "owner=$owner" >> "$GITHUB_OUTPUT"
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echo "image=ghcr.io/$owner/minecraft-lce-dedicated-server" >> "$GITHUB_OUTPUT"
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echo "image_tag=$image_tag" >> "$GITHUB_OUTPUT"
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- name: Extract Docker metadata
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id: meta
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uses: docker/metadata-action@v5
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with:
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images: ${{ steps.image.outputs.image }}
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tags: |
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type=raw,value=${{ steps.image.outputs.image_tag }}
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- name: Login to GHCR
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uses: docker/login-action@v3
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with:
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registry: ghcr.io
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username: ${{ secrets.GHCR_USERNAME || github.actor }}
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password: ${{ secrets.GHCR_TOKEN || secrets.GITHUB_TOKEN }}
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- name: Build and push image
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uses: docker/build-push-action@v6
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with:
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context: .
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file: docker/dedicated-server/Dockerfile
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push: true
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tags: ${{ steps.meta.outputs.tags }}
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labels: ${{ steps.meta.outputs.labels }}
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build-args: |
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MC_RUNTIME_DIR=runtime
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29
.github/workflows/nightly.yml
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.github/workflows/nightly.yml
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name: Nightly Release
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name: Nightly Releases
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on:
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workflow_dispatch:
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push:
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branches:
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- 'main'
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- 'feature/dedicated-server'
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paths-ignore:
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- '.gitignore'
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- '*.md'
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- '.github/*.md'
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permissions:
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contents: write
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jobs:
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build:
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name: Build Windows64
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@@ -28,13 +32,16 @@ jobs:
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- name: Zip Build
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run: 7z a -r LCEWindows64.zip ./x64/Release/*
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- name: Update release
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- name: Zip Dedicated Server Build
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run: 7z a -r LCEServerWindows64.zip ./x64/Minecraft.Server/Release/*
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- name: Update Client release
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uses: andelf/nightly-release@main
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env:
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GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
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with:
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tag_name: nightly
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name: Nightly Release
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name: Nightly Client Release
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body: |
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Requires at least Windows 7 and DirectX 11 compatible GPU to run. Compiled with MSVC v14.44.35207 in Release mode with Whole Program Optimization, as well as `/O2 /Ot /Oi /Ob3 /GF /fp:precise`.
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@@ -44,3 +51,19 @@ jobs:
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LCEWindows64.zip
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./x64/Release/Minecraft.Client.exe
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./x64/Release/Minecraft.Client.pdb
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- name: Update Dedicated Server release
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uses: andelf/nightly-release@main
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env:
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GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
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with:
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tag_name: nightly-dedicated-server
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name: Nightly Dedicated Server Release
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body: |
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Dedicated Server runtime for Windows64.
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Download `LCEServerWindows64.zip` and extract it to a folder where you'd like to keep the server runtime.
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files: |
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LCEServerWindows64.zip
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./x64/Minecraft.Server/Release/Minecraft.Server.exe
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./x64/Minecraft.Server/Release/Minecraft.Server.pdb
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