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

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Markdown

# 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
12. 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:
```powershell
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`