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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:
@@ -34,9 +34,26 @@
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// 4J Added
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#include "..\Minecraft.World\net.minecraft.world.item.crafting.h"
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#include "Options.h"
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#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD)
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#include "..\Minecraft.Server\ServerLogManager.h"
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#endif
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namespace
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{
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// Anti-cheat thresholds. Keep server-side checks authoritative even in host mode.
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// Base max squared displacement allowed per move packet before speed flags trigger.
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const double kMoveBaseAllowanceSq = 100.0;
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// Extra squared displacement allowance derived from current server-side velocity.
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const double kMoveVelocityAllowanceScale = 100.0;
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// Max squared distance for interact/attack when the target is visible (normal reach).
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const double kInteractReachSq = 6.0 * 6.0;
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// Stricter max squared distance used when LOS is blocked to reduce wall-hit abuse.
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const double kInteractBlockedReachSq = 3.0 * 3.0;
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}
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Random PlayerConnection::random;
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PlayerConnection::PlayerConnection(MinecraftServer *server, Connection *connection, shared_ptr<ServerPlayer> player)
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{
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// 4J - added initialisers
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@@ -66,6 +83,13 @@ PlayerConnection::PlayerConnection(MinecraftServer *server, Connection *connecti
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m_offlineXUID = INVALID_XUID;
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m_onlineXUID = INVALID_XUID;
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m_bHasClientTickedOnce = false;
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m_logSmallId = 0;
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// Cache the first valid transport smallId because disconnect teardown can clear it before the server logger runs.
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if (this->connection != NULL && this->connection->getSocket() != NULL)
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{
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m_logSmallId = this->connection->getSocket()->getSmallId();
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}
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setShowOnMaps(app.GetGameHostOption(eGameHostOption_Gamertags)!=0?true:false);
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}
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@@ -76,6 +100,17 @@ PlayerConnection::~PlayerConnection()
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DeleteCriticalSection(&done_cs);
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}
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unsigned char PlayerConnection::getLogSmallId()
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{
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// Fall back to the live socket only while the cached value is still empty.
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if (m_logSmallId == 0 && connection != NULL && connection->getSocket() != NULL)
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{
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m_logSmallId = connection->getSocket()->getSmallId();
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}
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return m_logSmallId;
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}
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void PlayerConnection::tick()
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{
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if( done ) return;
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@@ -118,6 +153,13 @@ void PlayerConnection::disconnect(DisconnectPacket::eDisconnectReason reason)
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return;
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}
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#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD)
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ServerRuntime::ServerLogManager::OnPlayerDisconnected(
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getLogSmallId(),
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(player != NULL) ? player->name : std::wstring(),
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reason,
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true);
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#endif
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app.DebugPrintf("PlayerConnection disconect reason: %d\n", reason );
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player->disconnect();
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@@ -271,16 +313,19 @@ void PlayerConnection::handleMovePlayer(shared_ptr<MovePlayerPacket> packet)
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double dist = xDist * xDist + yDist * yDist + zDist * zDist;
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// 4J-PB - removing this one for now
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/*if (dist > 100.0f)
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// Anti-cheat: reject movement packets that exceed server-authoritative bounds.
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double velocitySq = player->xd * player->xd + player->yd * player->yd + player->zd * player->zd;
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double maxAllowedSq = kMoveBaseAllowanceSq + (velocitySq * kMoveVelocityAllowanceScale);
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if (player->isAllowedToFly() || player->gameMode->isCreative())
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{
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// logger.warning(player->name + " moved too quickly!");
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disconnect(DisconnectPacket::eDisconnect_MovedTooQuickly);
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// System.out.println("Moved too quickly at " + xt + ", " + yt + ", " + zt);
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// teleport(player->x, player->y, player->z, player->yRot, player->xRot);
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return;
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// Creative / flight-allowed players can move farther legitimately per tick.
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maxAllowedSq *= 1.5;
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}
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if (dist > maxAllowedSq)
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{
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disconnect(DisconnectPacket::eDisconnect_MovedTooQuickly);
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return;
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}
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*/
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float r = 1 / 16.0f;
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bool oldOk = level->getCubes(player, player->bb->copy()->shrink(r, r, r))->empty();
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@@ -308,8 +353,8 @@ void PlayerConnection::handleMovePlayer(shared_ptr<MovePlayerPacket> packet)
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xDist = xt - player->x;
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yDist = yt - player->y;
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// 4J-PB - line below will always be true!
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if (yDist > -0.5 || yDist < 0.5)
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// Clamp tiny Y drift noise to reduce false positives.
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if (yDist > -0.5 && yDist < 0.5)
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{
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yDist = 0;
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}
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@@ -430,7 +475,8 @@ void PlayerConnection::handlePlayerAction(shared_ptr<PlayerActionPacket> packet)
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if (packet->action == PlayerActionPacket::START_DESTROY_BLOCK)
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{
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if (true) player->gameMode->startDestroyBlock(x, y, z, packet->face); // 4J - condition was !server->isUnderSpawnProtection(level, x, y, z, player) (from Java 1.6.4) but putting back to old behaviour
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// Anti-cheat: validate spawn protection on the server for mining start.
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if (!server->isUnderSpawnProtection(level, x, y, z, player)) player->gameMode->startDestroyBlock(x, y, z, packet->face);
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else player->connection->send(std::make_shared<TileUpdatePacket>(x, y, z, level));
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}
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@@ -458,8 +504,6 @@ void PlayerConnection::handleUseItem(shared_ptr<UseItemPacket> packet)
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int face = packet->getFace();
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player->resetLastActionTime();
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// 4J Stu - We don't have ops, so just use the levels setting
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bool canEditSpawn = level->canEditSpawn; // = level->dimension->id != 0 || server->players->isOp(player->name);
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if (packet->getFace() == 255)
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{
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if (item == nullptr) return;
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@@ -469,7 +513,8 @@ void PlayerConnection::handleUseItem(shared_ptr<UseItemPacket> packet)
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{
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if (synched && player->distanceToSqr(x + 0.5, y + 0.5, z + 0.5) < 8 * 8)
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{
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if (true) // 4J - condition was !server->isUnderSpawnProtection(level, x, y, z, player) (from java 1.6.4) but putting back to old behaviour
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// Anti-cheat: block placement/use must pass server-side spawn protection.
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if (!server->isUnderSpawnProtection(level, x, y, z, player))
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{
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player->gameMode->useItemOn(player, level, item, x, y, z, face, packet->getClickX(), packet->getClickY(), packet->getClickZ());
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}
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@@ -538,7 +583,18 @@ void PlayerConnection::handleUseItem(shared_ptr<UseItemPacket> packet)
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void PlayerConnection::onDisconnect(DisconnectPacket::eDisconnectReason reason, void *reasonObjects)
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{
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EnterCriticalSection(&done_cs);
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if( done ) return;
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if( done )
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{
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LeaveCriticalSection(&done_cs);
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return;
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}
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#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD)
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ServerRuntime::ServerLogManager::OnPlayerDisconnected(
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getLogSmallId(),
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(player != NULL) ? player->name : std::wstring(),
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reason,
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false);
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#endif
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// logger.info(player.name + " lost connection: " + reason);
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// 4J-PB - removed, since it needs to be localised in the language the client is in
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//server->players->broadcastAll( shared_ptr<ChatPacket>( new ChatPacket(L"<22>e" + player->name + L" left the game.") ) );
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@@ -742,17 +798,16 @@ void PlayerConnection::handleInteract(shared_ptr<InteractPacket> packet)
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// 4J Stu - If the client says that we hit something, then agree with it. The canSee can fail here as it checks
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// a ray from head->head, but we may actually be looking at a different part of the entity that can be seen
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// even though the ray is blocked.
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if (target != nullptr) // && player->canSee(target) && player->distanceToSqr(target) < 6 * 6)
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if (target != nullptr)
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{
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//boole canSee = player->canSee(target);
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//double maxDist = 6 * 6;
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//if (!canSee)
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//{
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// maxDist = 3 * 3;
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//}
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// Anti-cheat: enforce reach and LOS on the server to reject forged hits.
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bool canSeeTarget = player->canSee(target);
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double maxDistSq = canSeeTarget ? kInteractReachSq : kInteractBlockedReachSq;
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if (player->distanceToSqr(target) > maxDistSq)
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{
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return;
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}
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//if (player->distanceToSqr(target) < maxDist)
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//{
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if (packet->action == InteractPacket::INTERACT)
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{
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player->interact(target);
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@@ -767,7 +822,6 @@ void PlayerConnection::handleInteract(shared_ptr<InteractPacket> packet)
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}
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player->attack(target);
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}
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//}
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}
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}
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