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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

176 lines
5.1 KiB
C++

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