mirror of
https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-03-22 12:38:12 +05:00
* 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>
285 lines
11 KiB
Markdown
285 lines
11 KiB
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`
|