Files
MinecraftConsoles/Minecraft.Server/ServerLogManager.h
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

128 lines
4.8 KiB
C++

#pragma once
#include <string>
#include <stdarg.h>
#include "..\Minecraft.World\DisconnectPacket.h"
namespace ServerRuntime
{
namespace ServerLogManager
{
/**
* Identifies why the dedicated server rejected a TCP connection before login completed
* ログイン完了前にTCP接続を拒否した理由
*/
enum ETcpRejectReason
{
eTcpRejectReason_BannedIp = 0,
eTcpRejectReason_GameNotReady,
eTcpRejectReason_ServerFull
};
/**
* Identifies why the dedicated server rejected a player during login validation
* ログイン検証中にプレイヤーを拒否した理由
*/
enum ELoginRejectReason
{
eLoginRejectReason_BannedXuid = 0,
eLoginRejectReason_NotWhitelisted,
eLoginRejectReason_DuplicateXuid,
eLoginRejectReason_DuplicateName
};
/**
* Returns `true` when client-side debug logs should be redirected into the dedicated server logger
* dedicated server時にclient側デバッグログを転送すかどうか
*/
bool ShouldForwardClientDebugLogs();
/**
* Formats and forwards `CMinecraftApp::DebugPrintf` output through the dedicated server logger
* CMinecraftApp::DebugPrintf の出力を専用サーバーロガーへ転送
*/
void ForwardClientAppDebugLogV(const char *format, va_list args);
/**
* Formats and forwards `CMinecraftApp::DebugPrintf(int user, ...)` output through the dedicated server logger
* CMinecraftApp::DebugPrintf(int user, ...) の出力を専用サーバーロガーへ転送
*/
void ForwardClientUserDebugLogV(int user, const char *format, va_list args);
/**
* Formats and forwards legacy `DebugSpew` output through the dedicated server logger
* 従来の DebugSpew 出力を専用サーバーロガーへ転送
*/
void ForwardClientDebugSpewLogV(const char *format, va_list args);
/**
* Clears cached connection metadata before the dedicated server starts accepting players
* 接続ログ管理用のキャッシュを初期化
*/
void Initialize();
/**
* Releases cached connection metadata after the dedicated server stops
* 接続ログ管理用のキャッシュを停止時に破棄
*/
void Shutdown();
/**
* **Log Incoming TCP Connection**
*
* Emits a named log for a raw TCP accept before smallId assignment finishes
* smallId割り当て前のTCP接続を記録
*/
void OnIncomingTcpConnection(const char *ip);
/**
* Emits a named log for a TCP connection rejected before login starts
* ログイン開始前に拒否したTCP接続を記録
*/
void OnRejectedTcpConnection(const char *ip, ETcpRejectReason reason);
/**
* Stores the remote IP for the assigned smallId and logs the accepted transport connection
* 割り当て済みsmallIdに対接続IPを保存して記録
*/
void OnAcceptedTcpConnection(unsigned char smallId, const char *ip);
/**
* Associates a player name with the connection and emits the accepted login log
* 接続にプレイヤー名を関連付けてログイン成功を記録
*/
void OnAcceptedPlayerLogin(unsigned char smallId, const std::wstring &playerName);
/**
* Emits a named login rejection log and clears cached metadata for that smallId
* ログイン拒否を記録し対象smallIdのキャッシュを破棄
*/
void OnRejectedPlayerLogin(unsigned char smallId, const std::wstring &playerName, ELoginRejectReason reason);
/**
* Emits a named disconnect log using cached connection metadata and then clears that entry
* 接続キャッシュを使って切断ログを出しその後で破棄
*/
void OnPlayerDisconnected(
unsigned char smallId,
const std::wstring &playerName,
DisconnectPacket::eDisconnectReason reason,
bool initiatedByServer);
/**
* Reads the cached remote IP for a live smallId without consuming the entry
* Eventually, this should be implemented in a separate class or on the `Minecraft.Client` side instead.
*
* 指定smallIdの接続IPをキャッシュから参照する
*/
bool TryGetConnectionRemoteIp(unsigned char smallId, std::string *outIp);
/**
* Removes any remembered IP or player name for the specified smallId
* 指定smallIdに紐づく接続キャッシュを消去
*/
void ClearConnection(unsigned char smallId);
}
}