Files
MinecraftConsoles/Minecraft.Server/docs/DEVELOPMENT.en.md
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

11 KiB

Minecraft.Server Developer Guide (English)

This document is for contributors who are new to Minecraft.Server and need a practical map for adding or modifying features safely.

1. What This Server Does

Minecraft.Server is the dedicated-server executable entry for this codebase.

Core responsibilities:

  • Switch the process working directory to the executable folder before relative file I/O
  • Load, normalize, and repair server.properties
  • Initialize dedicated runtime systems, connection logging, and access control
  • Load or create the target world and keep level-id aligned with the actual save destination
  • Run the dedicated main loop (network tick, XUI actions, autosave, CLI input)
  • Maintain operator-facing access files such as banned-players.json and banned-ips.json
  • Perform an initial save for newly created worlds and then shut down safely

2. Important Files

Startup and Runtime

  • Windows64/ServerMain.cpp
    • PrintUsage() and ParseCommandLine()
    • SetExeWorkingDirectory()
    • Runtime setup and shutdown flow
    • Initial save path for newly created worlds
    • Main loop, autosave scheduler, and CLI polling

World Selection and Save Load

  • WorldManager.h
  • WorldManager.cpp
    • Finds matching save by level-id first, then world-name fallback
    • Applies storage title + save ID consistently
    • Wait helpers for async storage/server action completion

Server Properties

  • ServerProperties.h
  • ServerProperties.cpp
    • Default values and normalization ranges
    • Parse/repair/write server.properties
    • Exposes ServerPropertiesConfig
    • SaveServerPropertiesConfig() rewrites level-name, level-id, and white-list

Access Control, Ban, and Whitelist Storage

  • Access/Access.h
  • Access/Access.cpp
    • Process-wide access-control facade
    • Published snapshot model used by console commands and login checks
  • Access/BanManager.h
  • Access/BanManager.cpp
    • Reads/writes banned-players.json and banned-ips.json
    • Normalizes identifiers and filters expired entries from snapshots
  • Access/WhitelistManager.h
  • Access/WhitelistManager.cpp
    • Reads/writes whitelist.json
    • Normalizes XUID-based whitelist entries used by login validation and CLI commands

Logging and Connection Audit

  • ServerLogger.h
  • ServerLogger.cpp
    • Log level parsing
    • Colored/timestamped console logs
    • General categories such as startup, world-io, console, access, network, and shutdown
  • ServerLogManager.h
  • ServerLogManager.cpp
    • Accepted/rejected TCP connection logs
    • Login/disconnect audit logs
    • Remote-IP cache used by ban-ip <player>

Console Command System

  • Console/ServerCli.cpp (facade)
  • Console/ServerCliInput.cpp (linenoise input thread + completion bridge)
  • Console/ServerCliParser.cpp (tokenization, quoted args, completion context)
  • Console/ServerCliEngine.cpp (dispatch, completion, helpers)
  • Console/ServerCliRegistry.cpp (command registration + lookup)
  • Console/commands/* (individual commands)

3. End-to-End Startup Flow

Main flow in Windows64/ServerMain.cpp:

  1. SetExeWorkingDirectory() switches the current directory to the executable folder.
  2. Load and normalize server.properties via LoadServerPropertiesConfig().
  3. Copy config into DedicatedServerConfig, then apply CLI overrides (-port, -ip/-bind, -name, -maxplayers, -seed, -loglevel, -help/--help/-h).
  4. Initialize process state, ServerLogManager, and Access::Initialize(".").
  5. Initialize window/device/profile/network/thread-local systems.
  6. Set host/game options from ServerPropertiesConfig.
  7. Bootstrap world with BootstrapWorldForServer(...).
  8. If world bootstrap resolves a different normalized save ID, persist it with SaveServerPropertiesConfig().
  9. Start hosted game thread (RunNetworkGameThreadProc).
  10. If a brand-new world was created, explicitly request one initial save.
  11. Enter the main loop:
  • TickCoreSystems()
  • HandleXuiActions()
  • serverCli.Poll()
  • autosave scheduling
  1. On shutdown:
  • stop CLI input
  • request save-on-exit / halt server
  • wait for network shutdown completion
  • terminate log, access, network, and device systems

4. Current Operator Surface

4.1 Launch Arguments

  • -port <1-65535>
  • -ip <addr> or -bind <addr>
  • -name <name> (runtime max 16 chars)
  • -maxplayers <1-8>
  • -seed <int64>
  • -loglevel <debug|info|warn|error>
  • -help, --help, -h

Notes:

  • CLI overrides affect only the current process.
  • The only values currently written back by the server are level-name and level-id, and that happens when world bootstrap resolves identity changes.

4.2 Built-in Console Commands

  • help / ?
  • stop
  • list
  • ban <player> [reason ...]
    • currently requires the target player to be online
  • ban-ip <address|player> [reason ...]
    • accepts a literal IPv4/IPv6 address or an online player's current remote IP
  • pardon <player>
  • pardon-ip <address>
    • only accepts a literal address
  • banlist
  • tp <player> <target> / teleport
  • gamemode <survival|creative|0|1> [player] / gm

CLI behavior notes:

  • Command parsing accepts both cmd and /cmd.
  • Quoted arguments are supported by ServerCliParser.
  • Completion is implemented per command via Complete(...).

4.3 Files Written Next to the Executable

  • server.properties
  • banned-players.json
  • banned-ips.json

This follows from SetExeWorkingDirectory(), so these files are resolved relative to Minecraft.Server.exe, not the shell directory you launched from.

5. Common Development Tasks

5.1 Add a New CLI Command

Use this pattern when adding commands like /kick, /time, etc.

  1. Add files under Console/commands/
    • CliCommandYourCommand.h
    • CliCommandYourCommand.cpp
  2. Implement IServerCliCommand
    • Name(), Usage(), Description(), Execute(...)
    • optional: Aliases() and Complete(...)
  3. Register the command in ServerCliEngine::RegisterDefaultCommands().
  4. Add source/header to build definitions:
    • CMakeLists.txt (MINECRAFT_SERVER_SOURCES)
    • Minecraft.Server/Minecraft.Server.vcxproj (<ClCompile> / <ClInclude>)
  5. Manual verify:
    • command appears in help
    • command executes correctly
    • completion works for both cmd and /cmd
    • quoted arguments behave as expected

Implementation references:

  • CliCommandHelp.cpp for a simple no-arg command
  • CliCommandTp.cpp for multi-arg + completion + runtime checks
  • CliCommandGamemode.cpp for argument parsing and aliases
  • CliCommandBanIp.cpp for access-backed behavior with connection metadata

5.2 Add or Change a server.properties Key

  1. Add/update the field in ServerPropertiesConfig (ServerProperties.h).
  2. Add a default entry to kServerPropertyDefaults (ServerProperties.cpp).
  3. Load and normalize the value in LoadServerPropertiesConfig().
    • Use existing helpers for bool/int/string/int64/log level/level type.
  4. If this value should be written back, update SaveServerPropertiesConfig().
    • Note: today that function intentionally only persists world identity.
  5. Apply it to runtime where needed:
    • ApplyServerPropertiesToDedicatedConfig(...)
    • host options in ServerMain.cpp (app.SetGameHostOption(...))
    • PrintUsage() / ParseCommandLine() if the key also gets a CLI override
  6. Manual verify:
    • missing key regeneration
    • invalid value normalization
    • clamped ranges still make sense
    • runtime behavior reflects the new value

Normalization details worth remembering:

  • level-id is normalized to a safe save ID and length-limited.
  • server-name is capped to 16 runtime chars.
  • max-players is clamped to 1..8.
  • autosave-interval is clamped to 5..3600.
  • level-type normalizes to default or flat.

5.3 Change Ban / Access Behavior

Primary code lives in Access/Access.cpp, Access/BanManager.cpp, and ServerLogManager.cpp.

When changing this area:

  • Keep BanManager responsible for storage/caching, not live-network policy.
  • Keep the clone-and-publish snapshot pattern in Access.cpp so readers never block on disk I/O.
  • Remember that ban-ip <player> depends on ServerLogManager::TryGetConnectionRemoteIp(...).
  • Keep expired entries out of SnapshotBannedPlayers() / SnapshotBannedIps() output.
  • Verify:
    • clean boot creates empty ban files when missing
    • ban, ban-ip, pardon, pardon-ip, and banlist still work
    • online bans disconnect live targets immediately
    • manual edits still reload safely if you later add or extend reload paths

5.4 Change World Load/Create Behavior

Primary code is in WorldManager.cpp.

Current matching policy:

  1. Match by level-id (UTF8SaveFilename) first.
  2. Fall back to world-name match on title/file name.

When changing this logic:

  • Keep ApplyWorldStorageTarget(...) usage consistent (title + save ID together).
  • Preserve periodic ticking in wait loops (tickProc) to avoid async deadlocks.
  • Keep timeout/error logs specific enough for diagnosis.
  • Verify:
    • existing world is reused correctly
    • no accidental new save directory creation
    • shutdown save still succeeds
    • newly created worlds still get the explicit initial save from ServerMain.cpp

5.5 Add Logging for New Feature Work

Use ServerLogger helpers:

  • LogDebug, LogInfo, LogWarn, LogError
  • formatted variants LogDebugf, LogInfof, etc.

Use ServerLogManager when the event is specifically part of the transport/login/disconnect lifecycle.

Recommended categories:

  • startup for init/shutdown lifecycle
  • world-io for save/world operations
  • console for CLI command handling
  • access for ban/access control state
  • network for connection/login audit

6. Build and Run

From repository root:

cmake -S . -B build -G "Visual Studio 17 2022" -A x64
cmake --build build --config Debug --target MinecraftServer
cd .\build\Debug
.\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -maxplayers 8 -name DedicatedServer

Notes:

  • The process switches its working directory to the executable directory at startup.
  • server.properties, banned-players.json, and banned-ips.json are therefore read/written next to the executable.
  • For Visual Studio workflow, see root COMPILE.md.

7. Safety Checklist Before Commit

  • the server starts without crash when server.properties is missing or sparse
  • missing access files are recreated on a clean boot
  • existing world loads by expected level-id
  • new world creation still performs the explicit initial save
  • CLI input and completion remain responsive
  • banlist output stays sane after adding/removing bans
  • no busy-wait path removed from async wait loops
  • both CMake and .vcxproj include newly added source files

8. Quick Troubleshooting

  • Unknown command:
    • check RegisterDefaultCommands() and build-file entries
  • server.properties or ban files seem to load from the wrong folder:
    • remember SetExeWorkingDirectory() moves the working directory to the executable folder
  • Autosave or shutdown save timing out:
    • confirm wait loops still call TickCoreSystems() and HandleXuiActions() where required
  • World not reused on restart:
    • inspect level-id normalization and matching logic in WorldManager.cpp
  • ban-ip <player> cannot resolve an address:
    • confirm the player is currently online and ServerLogManager has a cached remote IP for that connection
  • Settings not applied:
    • confirm the value is loaded into ServerPropertiesConfig, optionally copied into DedicatedServerConfig, and then applied in ServerMain.cpp