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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:
@@ -8,11 +8,20 @@
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#include "WinsockNetLayer.h"
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#include "..\..\Common\Network\PlatformNetworkManagerStub.h"
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#include "..\..\..\Minecraft.World\Socket.h"
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#if defined(MINECRAFT_SERVER_BUILD)
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#include "..\..\..\Minecraft.Server\Access\Access.h"
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#include "..\..\..\Minecraft.Server\ServerLogManager.h"
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#endif
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#include "..\..\..\Minecraft.World\DisconnectPacket.h"
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#include "..\..\Minecraft.h"
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#include "..\4JLibs\inc\4J_Profile.h"
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#include <string>
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static bool RecvExact(SOCKET sock, BYTE* buf, int len);
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#if defined(MINECRAFT_SERVER_BUILD)
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static bool TryGetNumericRemoteIp(const sockaddr_in &remoteAddress, std::string *outIp);
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#endif
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SOCKET WinsockNetLayer::s_listenSocket = INVALID_SOCKET;
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SOCKET WinsockNetLayer::s_hostConnectionSocket = INVALID_SOCKET;
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@@ -65,6 +74,7 @@ char g_Win64MultiplayerIP[256] = "127.0.0.1";
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bool g_Win64DedicatedServer = false;
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int g_Win64DedicatedServerPort = WIN64_NET_DEFAULT_PORT;
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char g_Win64DedicatedServerBindIP[256] = "";
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bool g_Win64DedicatedServerLanAdvertise = true;
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bool WinsockNetLayer::Initialize()
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{
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@@ -90,7 +100,11 @@ bool WinsockNetLayer::Initialize()
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s_initialized = true;
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StartDiscovery();
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// Dedicated Server does not use LAN session discovery and therefore does not initiate discovery.
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if (!g_Win64DedicatedServer)
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{
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StartDiscovery();
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}
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return true;
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}
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@@ -512,6 +526,27 @@ static bool RecvExact(SOCKET sock, BYTE* buf, int len)
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return true;
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}
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#if defined(MINECRAFT_SERVER_BUILD)
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static bool TryGetNumericRemoteIp(const sockaddr_in &remoteAddress, std::string *outIp)
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{
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if (outIp == nullptr)
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{
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return false;
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}
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outIp->clear();
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char ipBuffer[64] = {};
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const char *ip = inet_ntop(AF_INET, (void *)&remoteAddress.sin_addr, ipBuffer, sizeof(ipBuffer));
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if (ip == nullptr || ip[0] == 0)
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{
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return false;
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}
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*outIp = ip;
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return true;
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}
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#endif
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void WinsockNetLayer::HandleDataReceived(BYTE fromSmallId, BYTE toSmallId, unsigned char* data, unsigned int dataSize)
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{
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INetworkPlayer* pPlayerFrom = g_NetworkManager.GetPlayerBySmallId(fromSmallId);
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@@ -546,7 +581,10 @@ DWORD WINAPI WinsockNetLayer::AcceptThreadProc(LPVOID param)
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{
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while (s_active)
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{
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SOCKET clientSocket = accept(s_listenSocket, nullptr, nullptr);
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sockaddr_in remoteAddress;
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ZeroMemory(&remoteAddress, sizeof(remoteAddress));
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int remoteAddressLength = sizeof(remoteAddress);
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SOCKET clientSocket = accept(s_listenSocket, (sockaddr*)&remoteAddress, &remoteAddressLength);
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if (clientSocket == INVALID_SOCKET)
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{
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if (s_active)
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@@ -557,10 +595,36 @@ DWORD WINAPI WinsockNetLayer::AcceptThreadProc(LPVOID param)
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int noDelay = 1;
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setsockopt(clientSocket, IPPROTO_TCP, TCP_NODELAY, (const char*)&noDelay, sizeof(noDelay));
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#if defined(MINECRAFT_SERVER_BUILD)
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std::string remoteIp;
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const bool hasRemoteIp = TryGetNumericRemoteIp(remoteAddress, &remoteIp);
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const char *remoteIpForLog = hasRemoteIp ? remoteIp.c_str() : "unknown";
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if (g_Win64DedicatedServer)
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{
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ServerRuntime::ServerLogManager::OnIncomingTcpConnection(remoteIpForLog);
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if (hasRemoteIp && ServerRuntime::Access::IsIpBanned(remoteIp))
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{
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ServerRuntime::ServerLogManager::OnRejectedTcpConnection(remoteIpForLog, ServerRuntime::ServerLogManager::eTcpRejectReason_BannedIp);
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SendRejectWithReason(clientSocket, DisconnectPacket::eDisconnect_Banned);
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closesocket(clientSocket);
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continue;
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}
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}
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#endif
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extern QNET_STATE _iQNetStubState;
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if (_iQNetStubState != QNET_STATE_GAME_PLAY)
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{
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app.DebugPrintf("Win64 LAN: Rejecting connection, game not ready\n");
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#if defined(MINECRAFT_SERVER_BUILD)
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if (g_Win64DedicatedServer)
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{
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ServerRuntime::ServerLogManager::OnRejectedTcpConnection(remoteIpForLog, ServerRuntime::ServerLogManager::eTcpRejectReason_GameNotReady);
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}
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else
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#endif
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{
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app.DebugPrintf("Win64 LAN: Rejecting connection, game not ready\n");
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}
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closesocket(clientSocket);
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continue;
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}
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@@ -568,7 +632,16 @@ DWORD WINAPI WinsockNetLayer::AcceptThreadProc(LPVOID param)
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extern CPlatformNetworkManagerStub* g_pPlatformNetworkManager;
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if (g_pPlatformNetworkManager != nullptr && !g_pPlatformNetworkManager->CanAcceptMoreConnections())
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{
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app.DebugPrintf("Win64 LAN: Rejecting connection, server at max players\n");
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#if defined(MINECRAFT_SERVER_BUILD)
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if (g_Win64DedicatedServer)
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{
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ServerRuntime::ServerLogManager::OnRejectedTcpConnection(remoteIpForLog, ServerRuntime::ServerLogManager::eTcpRejectReason_ServerFull);
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}
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else
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#endif
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{
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app.DebugPrintf("Win64 LAN: Rejecting connection, server at max players\n");
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}
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SendRejectWithReason(clientSocket, DisconnectPacket::eDisconnect_ServerFull);
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closesocket(clientSocket);
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continue;
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@@ -588,7 +661,16 @@ DWORD WINAPI WinsockNetLayer::AcceptThreadProc(LPVOID param)
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else
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{
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LeaveCriticalSection(&s_freeSmallIdLock);
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app.DebugPrintf("Win64 LAN: Server full, rejecting connection\n");
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#if defined(MINECRAFT_SERVER_BUILD)
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if (g_Win64DedicatedServer)
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{
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ServerRuntime::ServerLogManager::OnRejectedTcpConnection(remoteIpForLog, ServerRuntime::ServerLogManager::eTcpRejectReason_ServerFull);
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}
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else
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#endif
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{
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app.DebugPrintf("Win64 LAN: Server full, rejecting connection\n");
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}
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SendRejectWithReason(clientSocket, DisconnectPacket::eDisconnect_ServerFull);
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closesocket(clientSocket);
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continue;
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@@ -616,7 +698,16 @@ DWORD WINAPI WinsockNetLayer::AcceptThreadProc(LPVOID param)
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int connIdx = static_cast<int>(s_connections.size()) - 1;
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LeaveCriticalSection(&s_connectionsLock);
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app.DebugPrintf("Win64 LAN: Client connected, assigned smallId=%d\n", assignedSmallId);
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#if defined(MINECRAFT_SERVER_BUILD)
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if (g_Win64DedicatedServer)
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{
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ServerRuntime::ServerLogManager::OnAcceptedTcpConnection(assignedSmallId, remoteIpForLog);
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}
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else
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#endif
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{
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app.DebugPrintf("Win64 LAN: Client connected, assigned smallId=%d\n", assignedSmallId);
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}
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EnterCriticalSection(&s_smallIdToSocketLock);
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s_smallIdToSocket[assignedSmallId] = clientSocket;
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