mirror of
https://github.com/smartcmd/MinecraftConsoles.git
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* 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>
176 lines
5.1 KiB
C++
176 lines
5.1 KiB
C++
// Code implemented by LCEMP, credit if used on other repos
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// https://github.com/LCEMP/LCEMP
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#pragma once
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#ifdef _WINDOWS64
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#include <WinSock2.h>
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#include <WS2tcpip.h>
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#include <vector>
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#include "..\..\Common\Network\NetworkPlayerInterface.h"
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#pragma comment(lib, "Ws2_32.lib")
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#define WIN64_NET_DEFAULT_PORT 25565
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#define WIN64_NET_MAX_CLIENTS 255
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#define WIN64_SMALLID_REJECT 0xFF
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#define WIN64_NET_RECV_BUFFER_SIZE 65536
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#define WIN64_NET_MAX_PACKET_SIZE (4 * 1024 * 1024)
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#define WIN64_LAN_DISCOVERY_PORT 25566
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#define WIN64_LAN_BROADCAST_MAGIC 0x4D434C4E
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class Socket;
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#pragma pack(push, 1)
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struct Win64LANBroadcast
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{
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DWORD magic;
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WORD netVersion;
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WORD gamePort;
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wchar_t hostName[32];
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BYTE playerCount;
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BYTE maxPlayers;
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DWORD gameHostSettings;
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DWORD texturePackParentId;
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BYTE subTexturePackId;
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BYTE isJoinable;
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};
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#pragma pack(pop)
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struct Win64LANSession
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{
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char hostIP[64];
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int hostPort;
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wchar_t hostName[32];
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unsigned short netVersion;
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unsigned char playerCount;
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unsigned char maxPlayers;
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unsigned int gameHostSettings;
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unsigned int texturePackParentId;
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unsigned char subTexturePackId;
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bool isJoinable;
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DWORD lastSeenTick;
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};
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struct Win64RemoteConnection
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{
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SOCKET tcpSocket;
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BYTE smallId;
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HANDLE recvThread;
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volatile bool active;
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};
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class WinsockNetLayer
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{
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public:
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static bool Initialize();
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static void Shutdown();
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static bool HostGame(int port, const char* bindIp = nullptr);
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static bool JoinGame(const char* ip, int port);
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static bool SendToSmallId(BYTE targetSmallId, const void* data, int dataSize);
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static bool SendOnSocket(SOCKET sock, const void* data, int dataSize);
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// Non-host split-screen: additional TCP connections to host, one per pad
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static bool JoinSplitScreen(int padIndex, BYTE* outSmallId);
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static void CloseSplitScreenConnection(int padIndex);
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static SOCKET GetLocalSocket(BYTE senderSmallId);
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static BYTE GetSplitScreenSmallId(int padIndex);
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static bool IsHosting() { return s_isHost; }
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static bool IsConnected() { return s_connected; }
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static bool IsActive() { return s_active; }
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static BYTE GetLocalSmallId() { return s_localSmallId; }
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static BYTE GetHostSmallId() { return s_hostSmallId; }
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static SOCKET GetSocketForSmallId(BYTE smallId);
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static void HandleDataReceived(BYTE fromSmallId, BYTE toSmallId, unsigned char* data, unsigned int dataSize);
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static bool PopDisconnectedSmallId(BYTE* outSmallId);
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static void PushFreeSmallId(BYTE smallId);
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static void CloseConnectionBySmallId(BYTE smallId);
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static bool StartAdvertising(int gamePort, const wchar_t* hostName, unsigned int gameSettings, unsigned int texPackId, unsigned char subTexId, unsigned short netVer);
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static void StopAdvertising();
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static void UpdateAdvertisePlayerCount(BYTE count);
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static void UpdateAdvertiseMaxPlayers(BYTE maxPlayers);
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static void UpdateAdvertiseJoinable(bool joinable);
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static bool StartDiscovery();
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static void StopDiscovery();
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static std::vector<Win64LANSession> GetDiscoveredSessions();
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static int GetHostPort() { return s_hostGamePort; }
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private:
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static DWORD WINAPI AcceptThreadProc(LPVOID param);
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static DWORD WINAPI RecvThreadProc(LPVOID param);
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static DWORD WINAPI ClientRecvThreadProc(LPVOID param);
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static DWORD WINAPI SplitScreenRecvThreadProc(LPVOID param);
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static DWORD WINAPI AdvertiseThreadProc(LPVOID param);
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static DWORD WINAPI DiscoveryThreadProc(LPVOID param);
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static SOCKET s_listenSocket;
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static SOCKET s_hostConnectionSocket;
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static HANDLE s_acceptThread;
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static HANDLE s_clientRecvThread;
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static bool s_isHost;
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static bool s_connected;
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static bool s_active;
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static bool s_initialized;
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static BYTE s_localSmallId;
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static BYTE s_hostSmallId;
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static unsigned int s_nextSmallId;
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static CRITICAL_SECTION s_sendLock;
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static CRITICAL_SECTION s_connectionsLock;
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static std::vector<Win64RemoteConnection> s_connections;
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static SOCKET s_advertiseSock;
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static HANDLE s_advertiseThread;
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static volatile bool s_advertising;
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static Win64LANBroadcast s_advertiseData;
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static CRITICAL_SECTION s_advertiseLock;
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static int s_hostGamePort;
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static SOCKET s_discoverySock;
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static HANDLE s_discoveryThread;
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static volatile bool s_discovering;
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static CRITICAL_SECTION s_discoveryLock;
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static std::vector<Win64LANSession> s_discoveredSessions;
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static CRITICAL_SECTION s_disconnectLock;
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static std::vector<BYTE> s_disconnectedSmallIds;
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static CRITICAL_SECTION s_freeSmallIdLock;
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static std::vector<BYTE> s_freeSmallIds;
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// O(1) smallId -> socket lookup so we don't scan s_connections (which never shrinks) on every send
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static SOCKET s_smallIdToSocket[256];
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static CRITICAL_SECTION s_smallIdToSocketLock;
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// Per-pad split-screen TCP connections (client-side, non-host only)
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static SOCKET s_splitScreenSocket[XUSER_MAX_COUNT];
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static BYTE s_splitScreenSmallId[XUSER_MAX_COUNT];
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static HANDLE s_splitScreenRecvThread[XUSER_MAX_COUNT];
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public:
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static void ClearSocketForSmallId(BYTE smallId);
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};
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extern bool g_Win64MultiplayerHost;
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extern bool g_Win64MultiplayerJoin;
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extern int g_Win64MultiplayerPort;
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extern char g_Win64MultiplayerIP[256];
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extern bool g_Win64DedicatedServer;
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extern int g_Win64DedicatedServerPort;
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extern char g_Win64DedicatedServerBindIP[256];
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extern bool g_Win64DedicatedServerLanAdvertise;
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#endif
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