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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>
286 lines
7.1 KiB
C++
286 lines
7.1 KiB
C++
#include "stdafx.h"
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#include "CliCommandWhitelist.h"
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#include "..\..\ServerCliEngine.h"
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#include "..\..\ServerCliParser.h"
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#include "..\..\..\Access\Access.h"
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#include "..\..\..\Common\StringUtils.h"
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#include "..\..\..\ServerProperties.h"
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#include <algorithm>
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#include <array>
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namespace ServerRuntime
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{
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namespace
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{
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static const char *kWhitelistUsage = "whitelist <on|off|list|add|remove|reload> [...]";
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static bool CompareWhitelistEntries(const ServerRuntime::Access::WhitelistedPlayerEntry &left, const ServerRuntime::Access::WhitelistedPlayerEntry &right)
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{
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const auto leftName = StringUtils::ToLowerAscii(left.name);
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const auto rightName = StringUtils::ToLowerAscii(right.name);
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if (leftName != rightName)
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{
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return leftName < rightName;
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}
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return StringUtils::ToLowerAscii(left.xuid) < StringUtils::ToLowerAscii(right.xuid);
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}
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static bool PersistWhitelistToggle(bool enabled)
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{
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auto config = LoadServerPropertiesConfig();
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config.whiteListEnabled = enabled;
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return SaveServerPropertiesConfig(config);
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}
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static std::string BuildWhitelistEntryRow(const ServerRuntime::Access::WhitelistedPlayerEntry &entry)
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{
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std::string row = " ";
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row += entry.xuid;
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if (!entry.name.empty())
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{
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row += " - ";
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row += entry.name;
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}
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return row;
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}
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static void LogWhitelistMode(ServerCliEngine *engine)
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{
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engine->LogInfo(std::string("Whitelist is ") + (ServerRuntime::Access::IsWhitelistEnabled() ? "enabled." : "disabled."));
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}
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static bool LogWhitelistEntries(ServerCliEngine *engine)
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{
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std::vector<ServerRuntime::Access::WhitelistedPlayerEntry> entries;
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if (!ServerRuntime::Access::SnapshotWhitelistedPlayers(&entries))
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{
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engine->LogError("Failed to read whitelist entries.");
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return false;
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}
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std::sort(entries.begin(), entries.end(), CompareWhitelistEntries);
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LogWhitelistMode(engine);
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engine->LogInfo("There are " + std::to_string(entries.size()) + " whitelisted player(s).");
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for (const auto &entry : entries)
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{
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engine->LogInfo(BuildWhitelistEntryRow(entry));
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}
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return true;
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}
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static bool TryParseWhitelistXuid(const std::string &text, ServerCliEngine *engine, PlayerUID *outXuid)
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{
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if (ServerRuntime::Access::TryParseXuid(text, outXuid))
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{
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return true;
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}
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engine->LogWarn("Invalid XUID: " + text);
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return false;
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}
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static void SuggestLiteral(const std::string &candidate, const ServerCliCompletionContext &context, std::vector<std::string> *out)
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{
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if (out == nullptr)
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{
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return;
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}
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if (StringUtils::StartsWithIgnoreCase(candidate, context.prefix))
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{
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out->push_back(context.linePrefix + candidate);
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}
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}
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}
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const char *CliCommandWhitelist::Name() const
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{
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return "whitelist";
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}
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const char *CliCommandWhitelist::Usage() const
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{
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return kWhitelistUsage;
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}
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const char *CliCommandWhitelist::Description() const
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{
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return "Manage the dedicated-server XUID whitelist.";
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}
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bool CliCommandWhitelist::Execute(const ServerCliParsedLine &line, ServerCliEngine *engine)
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{
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if (line.tokens.size() < 2)
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{
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engine->LogWarn(std::string("Usage: ") + kWhitelistUsage);
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return false;
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}
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if (!ServerRuntime::Access::IsInitialized())
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{
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engine->LogWarn("Access manager is not initialized.");
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return false;
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}
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const auto subcommand = StringUtils::ToLowerAscii(line.tokens[1]);
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if (subcommand == "on" || subcommand == "off")
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{
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if (line.tokens.size() != 2)
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{
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engine->LogWarn("Usage: whitelist <on|off>");
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return false;
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}
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const bool enabled = (subcommand == "on");
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if (!PersistWhitelistToggle(enabled))
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{
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engine->LogError("Failed to persist whitelist mode to server.properties.");
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return false;
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}
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ServerRuntime::Access::SetWhitelistEnabled(enabled);
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engine->LogInfo(std::string("Whitelist ") + (enabled ? "enabled." : "disabled."));
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return true;
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}
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if (subcommand == "list")
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{
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if (line.tokens.size() != 2)
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{
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engine->LogWarn("Usage: whitelist list");
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return false;
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}
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return LogWhitelistEntries(engine);
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}
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if (subcommand == "reload")
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{
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if (line.tokens.size() != 2)
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{
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engine->LogWarn("Usage: whitelist reload");
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return false;
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}
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if (!ServerRuntime::Access::ReloadWhitelist())
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{
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engine->LogError("Failed to reload whitelist.");
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return false;
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}
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const auto config = LoadServerPropertiesConfig();
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ServerRuntime::Access::SetWhitelistEnabled(config.whiteListEnabled);
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engine->LogInfo("Reloaded whitelist from disk.");
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LogWhitelistMode(engine);
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return true;
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}
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if (subcommand == "add")
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{
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if (line.tokens.size() < 3)
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{
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engine->LogWarn("Usage: whitelist add <xuid> [name ...]");
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return false;
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}
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PlayerUID xuid = INVALID_XUID;
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if (!TryParseWhitelistXuid(line.tokens[2], engine, &xuid))
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{
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return false;
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}
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if (ServerRuntime::Access::IsPlayerWhitelisted(xuid))
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{
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engine->LogWarn("That XUID is already whitelisted.");
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return false;
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}
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const auto metadata = ServerRuntime::Access::WhitelistManager::BuildDefaultMetadata("Console");
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const auto name = StringUtils::JoinTokens(line.tokens, 3);
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if (!ServerRuntime::Access::AddWhitelistedPlayer(xuid, name, metadata))
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{
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engine->LogError("Failed to write whitelist entry.");
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return false;
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}
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std::string message = "Whitelisted XUID " + ServerRuntime::Access::FormatXuid(xuid) + ".";
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if (!name.empty())
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{
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message += " Name: " + name;
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}
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engine->LogInfo(message);
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return true;
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}
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if (subcommand == "remove")
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{
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if (line.tokens.size() != 3)
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{
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engine->LogWarn("Usage: whitelist remove <xuid>");
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return false;
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}
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PlayerUID xuid = INVALID_XUID;
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if (!TryParseWhitelistXuid(line.tokens[2], engine, &xuid))
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{
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return false;
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}
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if (!ServerRuntime::Access::IsPlayerWhitelisted(xuid))
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{
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engine->LogWarn("That XUID is not whitelisted.");
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return false;
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}
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if (!ServerRuntime::Access::RemoveWhitelistedPlayer(xuid))
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{
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engine->LogError("Failed to remove whitelist entry.");
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return false;
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}
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engine->LogInfo("Removed XUID " + ServerRuntime::Access::FormatXuid(xuid) + " from the whitelist.");
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return true;
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}
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engine->LogWarn(std::string("Usage: ") + kWhitelistUsage);
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return false;
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}
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void CliCommandWhitelist::Complete(const ServerCliCompletionContext &context, const ServerCliEngine *engine, std::vector<std::string> *out) const
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{
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(void)engine;
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if (out == nullptr)
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{
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return;
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}
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if (context.currentTokenIndex == 1)
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{
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SuggestLiteral("on", context, out);
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SuggestLiteral("off", context, out);
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SuggestLiteral("list", context, out);
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SuggestLiteral("add", context, out);
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SuggestLiteral("remove", context, out);
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SuggestLiteral("reload", context, out);
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return;
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}
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if (context.currentTokenIndex == 2 && context.parsed.tokens.size() >= 2 && StringUtils::ToLowerAscii(context.parsed.tokens[1]) == "remove")
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{
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std::vector<ServerRuntime::Access::WhitelistedPlayerEntry> entries;
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if (!ServerRuntime::Access::SnapshotWhitelistedPlayers(&entries))
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{
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return;
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}
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for (const auto &entry : entries)
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{
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SuggestLiteral(entry.xuid, context, out);
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}
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}
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}
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}
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