Files
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

174 lines
4.1 KiB
C++

#include "stdafx.h"
#include "CliCommandPardon.h"
#include "..\..\ServerCliEngine.h"
#include "..\..\ServerCliParser.h"
#include "..\..\..\Access\Access.h"
#include "..\..\..\Common\StringUtils.h"
#include "..\..\..\..\Minecraft.Client\ServerPlayer.h"
#include <algorithm>
namespace ServerRuntime
{
namespace
{
static void AppendUniqueText(const std::string &text, std::vector<std::string> *out)
{
if (out == nullptr || text.empty())
{
return;
}
if (std::find(out->begin(), out->end(), text) == out->end())
{
out->push_back(text);
}
}
static void AppendUniqueXuid(PlayerUID xuid, std::vector<PlayerUID> *out)
{
if (out == nullptr || xuid == INVALID_XUID)
{
return;
}
if (std::find(out->begin(), out->end(), xuid) == out->end())
{
out->push_back(xuid);
}
}
}
const char *CliCommandPardon::Name() const
{
return "pardon";
}
const char *CliCommandPardon::Usage() const
{
return "pardon <player>";
}
const char *CliCommandPardon::Description() const
{
return "Remove a player ban.";
}
/**
* Removes every Access ban entry that matches the requested player name so dual-XUID entries are cleared together
* 名前に一致するBANをまとめて解除する
*/
bool CliCommandPardon::Execute(const ServerCliParsedLine &line, ServerCliEngine *engine)
{
if (line.tokens.size() != 2)
{
engine->LogWarn("Usage: pardon <player>");
return false;
}
if (!ServerRuntime::Access::IsInitialized())
{
engine->LogWarn("Access manager is not initialized.");
return false;
}
std::vector<PlayerUID> xuidsToRemove;
std::vector<std::string> matchedNames;
std::shared_ptr<ServerPlayer> onlineTarget = engine->FindPlayerByNameUtf8(line.tokens[1]);
if (onlineTarget != nullptr)
{
if (ServerRuntime::Access::IsPlayerBanned(onlineTarget->getXuid()))
{
AppendUniqueXuid(onlineTarget->getXuid(), &xuidsToRemove);
}
if (ServerRuntime::Access::IsPlayerBanned(onlineTarget->getOnlineXuid()))
{
AppendUniqueXuid(onlineTarget->getOnlineXuid(), &xuidsToRemove);
}
}
std::vector<ServerRuntime::Access::BannedPlayerEntry> entries;
if (!ServerRuntime::Access::SnapshotBannedPlayers(&entries))
{
engine->LogError("Failed to read banned players.");
return false;
}
const std::string loweredTarget = StringUtils::ToLowerAscii(line.tokens[1]);
for (const auto &entry : entries)
{
if (StringUtils::ToLowerAscii(entry.name) == loweredTarget)
{
PlayerUID parsedXuid = INVALID_XUID;
if (ServerRuntime::Access::TryParseXuid(entry.xuid, &parsedXuid))
{
AppendUniqueXuid(parsedXuid, &xuidsToRemove);
}
AppendUniqueText(entry.name, &matchedNames);
}
}
if (xuidsToRemove.empty())
{
engine->LogWarn("That player is not banned.");
return false;
}
for (const auto xuid : xuidsToRemove)
{
if (!ServerRuntime::Access::RemovePlayerBan(xuid))
{
engine->LogError("Failed to remove player ban.");
return false;
}
}
std::string playerName = line.tokens[1];
if (!matchedNames.empty())
{
playerName = matchedNames[0];
}
else if (onlineTarget != nullptr)
{
playerName = StringUtils::WideToUtf8(onlineTarget->getName());
}
engine->LogInfo("Unbanned player " + playerName + ".");
return true;
}
/**
* Suggests currently banned player names first and then online names for convenience
* BAN済み名とオンライン名を補完候補に出す
*/
void CliCommandPardon::Complete(const ServerCliCompletionContext &context, const ServerCliEngine *engine, std::vector<std::string> *out) const
{
if (context.currentTokenIndex != 1 || out == nullptr)
{
return;
}
std::vector<ServerRuntime::Access::BannedPlayerEntry> entries;
if (ServerRuntime::Access::SnapshotBannedPlayers(&entries))
{
std::vector<std::string> names;
for (const auto &entry : entries)
{
AppendUniqueText(entry.name, &names);
}
for (const auto &name : names)
{
if (StringUtils::StartsWithIgnoreCase(name, context.prefix))
{
out->push_back(context.linePrefix + name);
}
}
}
engine->SuggestPlayers(context.prefix, context.linePrefix, out);
}
}