mirror of
https://github.com/smartcmd/MinecraftConsoles.git
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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 * make chunks delay less for dedi * fix: prevent overwriting allow-flight value on server startup * fix: mitigate entity id overflow and crash for max chunk updates * remove autosave prompt for dedicated server * fix: fix `Failed to create window instance.` Wait for Xvfb to be fully ready before starting. * Revert wrong readme order --------- Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com> Co-authored-by: Loki Rautio <lokirautio@gmail.com>
168 lines
5.1 KiB
Bash
168 lines
5.1 KiB
Bash
#!/usr/bin/env bash
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set -euo pipefail
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SERVER_DIR="/srv/mc"
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SERVER_EXE="Minecraft.Server.exe"
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# ip & port are fixed since they run inside the container
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SERVER_PORT="25565"
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SERVER_BIND_IP="0.0.0.0"
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PERSIST_DIR="/srv/persist"
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WINE_CMD=""
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ensure_persist_file() {
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local persist_path="$1"
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local runtime_path="$2"
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local default_text="$3"
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if [ ! -f "${persist_path}" ]; then
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if [ -f "${runtime_path}" ] && [ ! -L "${runtime_path}" ]; then
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cp -f "${runtime_path}" "${persist_path}"
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else
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printf '%b' "${default_text}" > "${persist_path}"
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fi
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fi
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if [ -e "${runtime_path}" ] && [ ! -L "${runtime_path}" ]; then
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rm -f "${runtime_path}"
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fi
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ln -sfn "${persist_path}" "${runtime_path}"
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}
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wait_for_xvfb_ready() {
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local display="$1"
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local xvfb_pid="$2"
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local wait_seconds="${XVFB_WAIT_SECONDS:-10}"
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local wait_ticks=$((wait_seconds * 10))
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local display_number="${display#:}"
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display_number="${display_number%%.*}"
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if [ -z "${display_number}" ] || ! [[ "${display_number}" =~ ^[0-9]+$ ]]; then
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echo "[error] Invalid DISPLAY format for Xvfb wait: ${display}" >&2
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return 1
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fi
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local socket_path="/tmp/.X11-unix/X${display_number}"
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local elapsed=0
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while [ "${elapsed}" -lt "${wait_ticks}" ]; do
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if ! kill -0 "${xvfb_pid}" 2>/dev/null; then
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echo "[error] Xvfb exited before the display became ready." >&2
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if [ -f /tmp/xvfb.log ]; then
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echo "[error] ---- /tmp/xvfb.log ----" >&2
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tail -n 200 /tmp/xvfb.log >&2 || true
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echo "[error] ----------------------" >&2
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fi
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return 1
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fi
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if [ -S "${socket_path}" ]; then
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# Keep a short extra delay so Wine does not race display handshake.
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sleep 0.2
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if kill -0 "${xvfb_pid}" 2>/dev/null && [ -S "${socket_path}" ]; then
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return 0
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fi
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fi
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# One more liveness check after the ready probe branch.
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if ! kill -0 "${xvfb_pid}" 2>/dev/null; then
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echo "[error] Xvfb exited during display readiness probe." >&2
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if [ -f /tmp/xvfb.log ]; then
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echo "[error] ---- /tmp/xvfb.log ----" >&2
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tail -n 200 /tmp/xvfb.log >&2 || true
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echo "[error] ----------------------" >&2
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fi
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return 1
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fi
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sleep 0.1
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elapsed=$((elapsed + 1))
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done
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echo "[error] Timed out waiting for Xvfb display ${display}." >&2
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if [ -f /tmp/xvfb.log ]; then
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echo "[error] ---- /tmp/xvfb.log ----" >&2
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tail -n 200 /tmp/xvfb.log >&2 || true
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echo "[error] ----------------------" >&2
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fi
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return 1
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}
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if [ ! -d "$SERVER_DIR" ]; then
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echo "[error] Server directory not found: $SERVER_DIR" >&2
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exit 1
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fi
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cd "$SERVER_DIR"
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if [ ! -f "$SERVER_EXE" ]; then
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echo "[error] ${SERVER_EXE} not found in ${SERVER_DIR}" >&2
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echo "[hint] Rebuild image with a valid MC_RUNTIME_DIR build arg that contains dedicated server runtime files." >&2
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exit 1
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fi
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mkdir -p "${PERSIST_DIR}"
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# created because it is not implemented on the server side
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mkdir -p "${PERSIST_DIR}/GameHDD"
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ensure_persist_file "${PERSIST_DIR}/server.properties" "server.properties" ""
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ensure_persist_file "${PERSIST_DIR}/banned-players.json" "banned-players.json" "[]\n"
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ensure_persist_file "${PERSIST_DIR}/banned-ips.json" "banned-ips.json" "[]\n"
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# differs from the structure, but it’s reorganized into a more manageable structure to the host side
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if [ -e "Windows64/GameHDD" ] && [ ! -L "Windows64/GameHDD" ]; then
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rm -rf "Windows64/GameHDD"
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fi
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ln -sfn "${PERSIST_DIR}/GameHDD" "Windows64/GameHDD"
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# for compatibility with other images
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if command -v wine64 >/dev/null 2>&1; then
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WINE_CMD="wine64"
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elif [ -x "/usr/lib/wine/wine64" ]; then
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WINE_CMD="/usr/lib/wine/wine64"
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elif command -v wine >/dev/null 2>&1; then
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WINE_CMD="wine"
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else
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echo "[error] No Wine executable found (wine64/wine)." >&2
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exit 1
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fi
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if [ ! -d "${WINEPREFIX}" ] || [ -z "$(ls -A "${WINEPREFIX}" 2>/dev/null)" ]; then
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mkdir -p "${WINEPREFIX}"
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fi
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# in the current implementation, a virtual screen is required because the client-side logic is being called for compatibility
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if [ -z "${DISPLAY:-}" ]; then
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export DISPLAY="${XVFB_DISPLAY:-:99}"
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XVFB_SCREEN="${XVFB_SCREEN:-64x64x16}"
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DISPLAY_NUMBER="${DISPLAY#:}"
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DISPLAY_NUMBER="${DISPLAY_NUMBER%%.*}"
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if [ -z "${DISPLAY_NUMBER}" ] || ! [[ "${DISPLAY_NUMBER}" =~ ^[0-9]+$ ]]; then
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echo "[error] Invalid XVFB_DISPLAY format: ${DISPLAY}" >&2
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exit 1
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fi
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XVFB_SOCKET="/tmp/.X11-unix/X${DISPLAY_NUMBER}"
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XVFB_LOCK="/tmp/.X${DISPLAY_NUMBER}-lock"
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# The check is performed assuming the same container will be restarted.
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if [ -S "${XVFB_SOCKET}" ] || [ -e "${XVFB_LOCK}" ]; then
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echo "[warn] Removing stale Xvfb state for ${DISPLAY} before startup." >&2
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rm -f "${XVFB_SOCKET}" "${XVFB_LOCK}"
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fi
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Xvfb "${DISPLAY}" -nolisten tcp -screen 0 "${XVFB_SCREEN}" >/tmp/xvfb.log 2>&1 &
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XVFB_PID=$!
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wait_for_xvfb_ready "${DISPLAY}" "${XVFB_PID}"
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echo "[info] Xvfb ready on ${DISPLAY} (pid=${XVFB_PID}, screen=${XVFB_SCREEN})"
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else
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echo "[info] Using existing DISPLAY=${DISPLAY}; skipping Xvfb startup"
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fi
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args=(
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-port "${SERVER_PORT}"
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-bind "${SERVER_BIND_IP}"
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)
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echo "[info] Starting ${SERVER_EXE} on ${SERVER_BIND_IP}:${SERVER_PORT}"
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exec "${WINE_CMD}" "${SERVER_EXE}" "${args[@]}"
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