Files
MinecraftConsoles/Minecraft.Client/ServerPlayerGameMode.cpp
kuwa f483074cd2 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 initialization 1dc8a005ed

* 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 commit aadb511, 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>
2026-03-15 02:32:50 -05:00

395 lines
11 KiB
C++

#include "stdafx.h"
#include "ServerPlayerGameMode.h"
#include "ServerLevel.h"
#include "ServerPlayer.h"
#include "PlayerConnection.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
#include "..\Minecraft.World\net.minecraft.world.item.h"
#include "..\Minecraft.World\net.minecraft.network.packet.h"
#include "..\Minecraft.World\net.minecraft.world.level.h"
#include "..\Minecraft.World\net.minecraft.world.level.chunk.h"
#include "..\Minecraft.World\net.minecraft.world.level.dimension.h"
#include "MultiPlayerLevel.h"
#include "LevelRenderer.h"
ServerPlayerGameMode::ServerPlayerGameMode(Level *level)
{
// 4J - added initialisers
isDestroyingBlock = false;
destroyProgressStart = 0;
xDestroyBlock = yDestroyBlock = zDestroyBlock = 0;
gameTicks = 0;
hasDelayedDestroy = false;
delayedDestroyX = delayedDestroyY = delayedDestroyZ = 0;
delayedTickStart = 0;
lastSentState = -1;
gameModeForPlayer = GameType::NOT_SET;
this->level = level;
// 4J Added
m_gameRules = nullptr;
}
ServerPlayerGameMode::~ServerPlayerGameMode()
{
if(m_gameRules!=nullptr) delete m_gameRules;
}
void ServerPlayerGameMode::setGameModeForPlayer(GameType *gameModeForPlayer)
{
this->gameModeForPlayer = gameModeForPlayer;
gameModeForPlayer->updatePlayerAbilities(&(player->abilities));
player->onUpdateAbilities();
}
GameType *ServerPlayerGameMode::getGameModeForPlayer()
{
return gameModeForPlayer;
}
bool ServerPlayerGameMode::isSurvival()
{
return gameModeForPlayer->isSurvival();
}
bool ServerPlayerGameMode::isCreative()
{
return gameModeForPlayer->isCreative();
}
void ServerPlayerGameMode::updateGameMode(GameType *gameType)
{
if (gameModeForPlayer == GameType::NOT_SET)
{
gameModeForPlayer = gameType;
}
setGameModeForPlayer(gameModeForPlayer);
}
void ServerPlayerGameMode::tick()
{
gameTicks++;
if (hasDelayedDestroy)
{
int ticksSpentDestroying = gameTicks - delayedTickStart;
int t = level->getTile(delayedDestroyX, delayedDestroyY, delayedDestroyZ);
if (t == 0)
{
hasDelayedDestroy = false;
}
else
{
Tile *tile = Tile::tiles[t];
float destroyProgress = tile->getDestroyProgress(player, player->level, delayedDestroyX, delayedDestroyY, delayedDestroyZ) * (ticksSpentDestroying + 1);
int state = static_cast<int>(destroyProgress * 10);
if (state != lastSentState)
{
level->destroyTileProgress(player->entityId, delayedDestroyX, delayedDestroyY, delayedDestroyZ, state);
lastSentState = state;
}
if (destroyProgress >= 1)
{
hasDelayedDestroy = false;
destroyBlock(delayedDestroyX, delayedDestroyY, delayedDestroyZ);
}
}
}
else if (isDestroyingBlock)
{
int t = level->getTile(xDestroyBlock, yDestroyBlock, zDestroyBlock);
Tile *tile = Tile::tiles[t];
if (tile == nullptr)
{
level->destroyTileProgress(player->entityId, xDestroyBlock, yDestroyBlock, zDestroyBlock, -1);
lastSentState = -1;
isDestroyingBlock = false;
}
else
{
int ticksSpentDestroying = gameTicks - destroyProgressStart;
float destroyProgress = tile->getDestroyProgress(player, player->level, xDestroyBlock, yDestroyBlock, zDestroyBlock) * (ticksSpentDestroying + 1);
int state = static_cast<int>(destroyProgress * 10);
if (state != lastSentState)
{
level->destroyTileProgress(player->entityId, xDestroyBlock, yDestroyBlock, zDestroyBlock, state);
lastSentState = state;
}
}
}
}
void ServerPlayerGameMode::startDestroyBlock(int x, int y, int z, int face)
{
if(!player->isAllowedToMine()) return;
if (gameModeForPlayer->isAdventureRestricted())
{
if (!player->mayDestroyBlockAt(x, y, z))
{
return;
}
}
if (isCreative())
{
if(!level->extinguishFire(nullptr, x, y, z, face))
{
destroyBlock(x, y, z);
}
return;
}
level->extinguishFire(player, x, y, z, face);
destroyProgressStart = gameTicks;
float progress = 1.0f;
int t = level->getTile(x, y, z);
if (t > 0)
{
Tile::tiles[t]->attack(level, x, y, z, player);
progress = Tile::tiles[t]->getDestroyProgress(player, player->level, x, y, z);
}
if (t > 0 && (progress >= 1 ) ) //|| (app.DebugSettingsOn() && (player->GetDebugOptions()&(1L<<eDebugSetting_InstantDestroy) ) )))
{
destroyBlock(x, y, z);
}
else
{
isDestroyingBlock = true;
xDestroyBlock = x;
yDestroyBlock = y;
zDestroyBlock = z;
int state = static_cast<int>(progress * 10);
level->destroyTileProgress(player->entityId, x, y, z, state);
lastSentState = state;
}
}
void ServerPlayerGameMode::stopDestroyBlock(int x, int y, int z)
{
if (x == xDestroyBlock && y == yDestroyBlock && z == zDestroyBlock)
{
int t = level->getTile(x, y, z);
if (t != 0)
{
Tile *tile = Tile::tiles[t];
// Anti-cheat: re-check destroy progress on the server for STOP_DESTROY.
int ticksSpentDestroying = gameTicks - destroyProgressStart;
float destroyProgress = tile->getDestroyProgress(player, player->level, x, y, z) * (ticksSpentDestroying + 1);
if (destroyProgress >= 1.0f)
{
isDestroyingBlock = false;
level->destroyTileProgress(player->entityId, x, y, z, -1);
destroyBlock(x, y, z);
}
else if (!hasDelayedDestroy)
{
// Keep server-authoritative mining while allowing legit latency to finish via delayed tick progression.
isDestroyingBlock = false;
hasDelayedDestroy = true;
delayedDestroyX = x;
delayedDestroyY = y;
delayedDestroyZ = z;
delayedTickStart = destroyProgressStart;
}
}
}
}
void ServerPlayerGameMode::abortDestroyBlock(int x, int y, int z)
{
isDestroyingBlock = false;
level->destroyTileProgress(player->entityId, xDestroyBlock, yDestroyBlock, zDestroyBlock, -1);
}
bool ServerPlayerGameMode::superDestroyBlock(int x, int y, int z)
{
Tile *oldTile = Tile::tiles[level->getTile(x, y, z)];
int data = level->getData(x, y, z);
if (oldTile != nullptr)
{
oldTile->playerWillDestroy(level, x, y, z, data, player);
}
bool changed = level->removeTile(x, y, z);
if (oldTile != nullptr && changed)
{
oldTile->destroy(level, x, y, z, data);
}
return changed;
}
bool ServerPlayerGameMode::destroyBlock(int x, int y, int z)
{
if (gameModeForPlayer->isAdventureRestricted())
{
if (!player->mayDestroyBlockAt(x, y, z))
{
return false;
}
}
if (gameModeForPlayer->isCreative())
{
if (player->getCarriedItem() != nullptr && dynamic_cast<WeaponItem *>(player->getCarriedItem()->getItem()) != nullptr)
{
return false;
}
}
int t = level->getTile(x, y, z);
int data = level->getData(x, y, z);
level->levelEvent(player, LevelEvent::PARTICLES_DESTROY_BLOCK, x, y, z, t + (level->getData(x, y, z) << Tile::TILE_NUM_SHIFT));
// 4J - In creative mode, the point where we need to tell the renderer that we are about to destroy a tile via destroyingTileAt is quite complicated.
// If the player being told is remote, then we always want the client to do it as it does the final update. If the player being told is local,
// then we need to update the renderer Here if we are sharing data between host & client as this is the final point where the original data is still intact.
// If the player being told is local, and we aren't sharing data between host & client, then we can just treat it as if it is a remote player and
// it can update the renderer.
bool clientToUpdateRenderer = false;
if( isCreative() )
{
clientToUpdateRenderer = true;
if( dynamic_pointer_cast<ServerPlayer>(player)->connection->isLocal() )
{
// Establish whether we are sharing this chunk between client & server
MultiPlayerLevel *clientLevel = Minecraft::GetInstance()->getLevel(level->dimension->id);
if( clientLevel )
{
LevelChunk *lc = clientLevel->getChunkAt( x, z );
#ifdef SHARING_ENABLED
if( lc->sharingTilesAndData )
{
// We are sharing - this is the last point we can tell the renderer
Minecraft::GetInstance()->levelRenderer->destroyedTileManager->destroyingTileAt( clientLevel, x, y, z );
// Don't need to ask the client to do this too
clientToUpdateRenderer = false;
}
#endif
}
}
}
bool changed = superDestroyBlock(x, y, z);
if (isCreative())
{
shared_ptr<TileUpdatePacket> tup = std::make_shared<TileUpdatePacket>(x, y, z, level);
// 4J - a bit of a hack here, but if we want to tell the client that it needs to inform the renderer of a block being destroyed, then send a block 255 instead of a 0. This is handled in ClientConnection::handleTileUpdate
if( tup->block == 0 )
{
if( clientToUpdateRenderer ) tup->block = 255;
}
player->connection->send( tup );
}
else
{
shared_ptr<ItemInstance> item = player->getSelectedItem();
bool canDestroy = player->canDestroy(Tile::tiles[t]);
if (item != nullptr)
{
item->mineBlock(level, t, x, y, z, player);
if (item->count == 0)
{
player->removeSelectedItem();
}
}
if (changed && canDestroy)
{
Tile::tiles[t]->playerDestroy(level, player, x, y, z, data);
}
}
return changed;
}
bool ServerPlayerGameMode::useItem(shared_ptr<Player> player, Level *level, shared_ptr<ItemInstance> item, bool bTestUseOnly)
{
if(!player->isAllowedToUse(item)) return false;
int oldCount = item->count;
int oldAux = item->getAuxValue();
shared_ptr<ItemInstance> itemInstance = item->use(level, player);
if (itemInstance != item || (itemInstance != nullptr && (itemInstance->count != oldCount || itemInstance->getUseDuration() > 0 || itemInstance->getAuxValue() != oldAux)))
{
player->inventory->items[player->inventory->selected] = itemInstance;
if (isCreative())
{
itemInstance->count = oldCount;
if (itemInstance->isDamageableItem()) itemInstance->setAuxValue(oldAux);
}
if (itemInstance->count == 0)
{
player->inventory->items[player->inventory->selected] = nullptr;
}
if (!player->isUsingItem())
{
dynamic_pointer_cast<ServerPlayer>(player)->refreshContainer(player->inventoryMenu);
}
return true;
}
return false;
}
bool ServerPlayerGameMode::useItemOn(shared_ptr<Player> player, Level *level, shared_ptr<ItemInstance> item, int x, int y, int z, int face, float clickX, float clickY, float clickZ, bool bTestUseOnOnly, bool *pbUsedItem)
{
// 4J-PB - Adding a test only version to allow tooltips to be displayed
int t = level->getTile(x, y, z);
if (!player->isSneaking() || player->getCarriedItem() == nullptr)
{
if (t > 0 && player->isAllowedToUse(Tile::tiles[t]))
{
if(bTestUseOnOnly)
{
if (Tile::tiles[t]->TestUse()) return true;
}
else
{
if (Tile::tiles[t]->use(level, x, y, z, player, face, clickX, clickY, clickZ))
{
if(m_gameRules != nullptr) m_gameRules->onUseTile(t,x,y,z);
return true;
}
}
}
}
if (item == nullptr || !player->isAllowedToUse(item)) return false;
if (isCreative())
{
int aux = item->getAuxValue();
int count = item->count;
bool success = item->useOn(player, level, x, y, z, face, clickX, clickY, clickZ);
item->setAuxValue(aux);
item->count = count;
return success;
}
else
{
return item->useOn(player, level, x, y, z, face, clickX, clickY, clickZ, bTestUseOnOnly);
}
}
void ServerPlayerGameMode::setLevel(ServerLevel *newLevel)
{
level = newLevel;
}
// 4J Added
void ServerPlayerGameMode::setGameRules(GameRulesInstance *rules)
{
if(m_gameRules != nullptr) delete m_gameRules;
m_gameRules = rules;
}