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 --------- Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com>
395 lines
11 KiB
C++
395 lines
11 KiB
C++
#include "stdafx.h"
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#include "ServerPlayerGameMode.h"
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#include "ServerLevel.h"
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#include "ServerPlayer.h"
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#include "PlayerConnection.h"
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#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
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#include "..\Minecraft.World\net.minecraft.world.item.h"
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#include "..\Minecraft.World\net.minecraft.network.packet.h"
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#include "..\Minecraft.World\net.minecraft.world.level.h"
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#include "..\Minecraft.World\net.minecraft.world.level.chunk.h"
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#include "..\Minecraft.World\net.minecraft.world.level.dimension.h"
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#include "MultiPlayerLevel.h"
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#include "LevelRenderer.h"
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ServerPlayerGameMode::ServerPlayerGameMode(Level *level)
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{
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// 4J - added initialisers
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isDestroyingBlock = false;
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destroyProgressStart = 0;
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xDestroyBlock = yDestroyBlock = zDestroyBlock = 0;
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gameTicks = 0;
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hasDelayedDestroy = false;
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delayedDestroyX = delayedDestroyY = delayedDestroyZ = 0;
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delayedTickStart = 0;
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lastSentState = -1;
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gameModeForPlayer = GameType::NOT_SET;
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this->level = level;
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// 4J Added
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m_gameRules = nullptr;
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}
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ServerPlayerGameMode::~ServerPlayerGameMode()
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{
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if(m_gameRules!=nullptr) delete m_gameRules;
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}
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void ServerPlayerGameMode::setGameModeForPlayer(GameType *gameModeForPlayer)
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{
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this->gameModeForPlayer = gameModeForPlayer;
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gameModeForPlayer->updatePlayerAbilities(&(player->abilities));
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player->onUpdateAbilities();
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}
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GameType *ServerPlayerGameMode::getGameModeForPlayer()
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{
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return gameModeForPlayer;
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}
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bool ServerPlayerGameMode::isSurvival()
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{
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return gameModeForPlayer->isSurvival();
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}
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bool ServerPlayerGameMode::isCreative()
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{
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return gameModeForPlayer->isCreative();
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}
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void ServerPlayerGameMode::updateGameMode(GameType *gameType)
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{
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if (gameModeForPlayer == GameType::NOT_SET)
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{
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gameModeForPlayer = gameType;
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}
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setGameModeForPlayer(gameModeForPlayer);
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}
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void ServerPlayerGameMode::tick()
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{
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gameTicks++;
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if (hasDelayedDestroy)
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{
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int ticksSpentDestroying = gameTicks - delayedTickStart;
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int t = level->getTile(delayedDestroyX, delayedDestroyY, delayedDestroyZ);
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if (t == 0)
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{
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hasDelayedDestroy = false;
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}
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else
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{
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Tile *tile = Tile::tiles[t];
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float destroyProgress = tile->getDestroyProgress(player, player->level, delayedDestroyX, delayedDestroyY, delayedDestroyZ) * (ticksSpentDestroying + 1);
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int state = static_cast<int>(destroyProgress * 10);
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if (state != lastSentState)
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{
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level->destroyTileProgress(player->entityId, delayedDestroyX, delayedDestroyY, delayedDestroyZ, state);
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lastSentState = state;
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}
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if (destroyProgress >= 1)
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{
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hasDelayedDestroy = false;
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destroyBlock(delayedDestroyX, delayedDestroyY, delayedDestroyZ);
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}
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}
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}
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else if (isDestroyingBlock)
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{
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int t = level->getTile(xDestroyBlock, yDestroyBlock, zDestroyBlock);
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Tile *tile = Tile::tiles[t];
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if (tile == nullptr)
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{
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level->destroyTileProgress(player->entityId, xDestroyBlock, yDestroyBlock, zDestroyBlock, -1);
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lastSentState = -1;
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isDestroyingBlock = false;
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}
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else
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{
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int ticksSpentDestroying = gameTicks - destroyProgressStart;
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float destroyProgress = tile->getDestroyProgress(player, player->level, xDestroyBlock, yDestroyBlock, zDestroyBlock) * (ticksSpentDestroying + 1);
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int state = static_cast<int>(destroyProgress * 10);
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if (state != lastSentState)
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{
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level->destroyTileProgress(player->entityId, xDestroyBlock, yDestroyBlock, zDestroyBlock, state);
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lastSentState = state;
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}
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}
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}
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}
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void ServerPlayerGameMode::startDestroyBlock(int x, int y, int z, int face)
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{
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if(!player->isAllowedToMine()) return;
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if (gameModeForPlayer->isAdventureRestricted())
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{
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if (!player->mayDestroyBlockAt(x, y, z))
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{
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return;
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}
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}
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if (isCreative())
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{
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if(!level->extinguishFire(nullptr, x, y, z, face))
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{
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destroyBlock(x, y, z);
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}
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return;
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}
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level->extinguishFire(player, x, y, z, face);
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destroyProgressStart = gameTicks;
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float progress = 1.0f;
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int t = level->getTile(x, y, z);
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if (t > 0)
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{
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Tile::tiles[t]->attack(level, x, y, z, player);
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progress = Tile::tiles[t]->getDestroyProgress(player, player->level, x, y, z);
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}
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if (t > 0 && (progress >= 1 ) ) //|| (app.DebugSettingsOn() && (player->GetDebugOptions()&(1L<<eDebugSetting_InstantDestroy) ) )))
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{
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destroyBlock(x, y, z);
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}
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else
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{
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isDestroyingBlock = true;
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xDestroyBlock = x;
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yDestroyBlock = y;
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zDestroyBlock = z;
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int state = static_cast<int>(progress * 10);
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level->destroyTileProgress(player->entityId, x, y, z, state);
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lastSentState = state;
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}
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}
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void ServerPlayerGameMode::stopDestroyBlock(int x, int y, int z)
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{
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if (x == xDestroyBlock && y == yDestroyBlock && z == zDestroyBlock)
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{
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int t = level->getTile(x, y, z);
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if (t != 0)
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{
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Tile *tile = Tile::tiles[t];
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// Anti-cheat: re-check destroy progress on the server for STOP_DESTROY.
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int ticksSpentDestroying = gameTicks - destroyProgressStart;
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float destroyProgress = tile->getDestroyProgress(player, player->level, x, y, z) * (ticksSpentDestroying + 1);
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if (destroyProgress >= 1.0f)
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{
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isDestroyingBlock = false;
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level->destroyTileProgress(player->entityId, x, y, z, -1);
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destroyBlock(x, y, z);
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}
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else if (!hasDelayedDestroy)
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{
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// Keep server-authoritative mining while allowing legit latency to finish via delayed tick progression.
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isDestroyingBlock = false;
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hasDelayedDestroy = true;
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delayedDestroyX = x;
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delayedDestroyY = y;
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delayedDestroyZ = z;
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delayedTickStart = destroyProgressStart;
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}
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}
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}
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}
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void ServerPlayerGameMode::abortDestroyBlock(int x, int y, int z)
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{
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isDestroyingBlock = false;
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level->destroyTileProgress(player->entityId, xDestroyBlock, yDestroyBlock, zDestroyBlock, -1);
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}
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bool ServerPlayerGameMode::superDestroyBlock(int x, int y, int z)
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{
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Tile *oldTile = Tile::tiles[level->getTile(x, y, z)];
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int data = level->getData(x, y, z);
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if (oldTile != nullptr)
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{
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oldTile->playerWillDestroy(level, x, y, z, data, player);
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}
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bool changed = level->removeTile(x, y, z);
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if (oldTile != nullptr && changed)
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{
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oldTile->destroy(level, x, y, z, data);
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}
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return changed;
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}
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bool ServerPlayerGameMode::destroyBlock(int x, int y, int z)
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{
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if (gameModeForPlayer->isAdventureRestricted())
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{
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if (!player->mayDestroyBlockAt(x, y, z))
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{
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return false;
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}
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}
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if (gameModeForPlayer->isCreative())
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{
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if (player->getCarriedItem() != nullptr && dynamic_cast<WeaponItem *>(player->getCarriedItem()->getItem()) != nullptr)
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{
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return false;
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}
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}
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int t = level->getTile(x, y, z);
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int data = level->getData(x, y, z);
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level->levelEvent(player, LevelEvent::PARTICLES_DESTROY_BLOCK, x, y, z, t + (level->getData(x, y, z) << Tile::TILE_NUM_SHIFT));
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// 4J - In creative mode, the point where we need to tell the renderer that we are about to destroy a tile via destroyingTileAt is quite complicated.
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// If the player being told is remote, then we always want the client to do it as it does the final update. If the player being told is local,
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// then we need to update the renderer Here if we are sharing data between host & client as this is the final point where the original data is still intact.
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// If the player being told is local, and we aren't sharing data between host & client, then we can just treat it as if it is a remote player and
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// it can update the renderer.
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bool clientToUpdateRenderer = false;
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if( isCreative() )
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{
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clientToUpdateRenderer = true;
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if( dynamic_pointer_cast<ServerPlayer>(player)->connection->isLocal() )
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{
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// Establish whether we are sharing this chunk between client & server
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MultiPlayerLevel *clientLevel = Minecraft::GetInstance()->getLevel(level->dimension->id);
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if( clientLevel )
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{
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LevelChunk *lc = clientLevel->getChunkAt( x, z );
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#ifdef SHARING_ENABLED
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if( lc->sharingTilesAndData )
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{
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// We are sharing - this is the last point we can tell the renderer
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Minecraft::GetInstance()->levelRenderer->destroyedTileManager->destroyingTileAt( clientLevel, x, y, z );
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// Don't need to ask the client to do this too
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clientToUpdateRenderer = false;
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}
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#endif
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}
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}
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}
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bool changed = superDestroyBlock(x, y, z);
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if (isCreative())
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{
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shared_ptr<TileUpdatePacket> tup = std::make_shared<TileUpdatePacket>(x, y, z, level);
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// 4J - a bit of a hack here, but if we want to tell the client that it needs to inform the renderer of a block being destroyed, then send a block 255 instead of a 0. This is handled in ClientConnection::handleTileUpdate
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if( tup->block == 0 )
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{
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if( clientToUpdateRenderer ) tup->block = 255;
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}
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player->connection->send( tup );
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}
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else
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{
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shared_ptr<ItemInstance> item = player->getSelectedItem();
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bool canDestroy = player->canDestroy(Tile::tiles[t]);
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if (item != nullptr)
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{
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item->mineBlock(level, t, x, y, z, player);
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if (item->count == 0)
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{
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player->removeSelectedItem();
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}
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}
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if (changed && canDestroy)
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{
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Tile::tiles[t]->playerDestroy(level, player, x, y, z, data);
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}
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}
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return changed;
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}
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bool ServerPlayerGameMode::useItem(shared_ptr<Player> player, Level *level, shared_ptr<ItemInstance> item, bool bTestUseOnly)
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{
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if(!player->isAllowedToUse(item)) return false;
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int oldCount = item->count;
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int oldAux = item->getAuxValue();
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shared_ptr<ItemInstance> itemInstance = item->use(level, player);
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if (itemInstance != item || (itemInstance != nullptr && (itemInstance->count != oldCount || itemInstance->getUseDuration() > 0 || itemInstance->getAuxValue() != oldAux)))
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{
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player->inventory->items[player->inventory->selected] = itemInstance;
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if (isCreative())
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{
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itemInstance->count = oldCount;
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if (itemInstance->isDamageableItem()) itemInstance->setAuxValue(oldAux);
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}
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if (itemInstance->count == 0)
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{
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player->inventory->items[player->inventory->selected] = nullptr;
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}
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if (!player->isUsingItem())
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{
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dynamic_pointer_cast<ServerPlayer>(player)->refreshContainer(player->inventoryMenu);
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}
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return true;
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}
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return false;
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}
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bool ServerPlayerGameMode::useItemOn(shared_ptr<Player> player, Level *level, shared_ptr<ItemInstance> item, int x, int y, int z, int face, float clickX, float clickY, float clickZ, bool bTestUseOnOnly, bool *pbUsedItem)
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{
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// 4J-PB - Adding a test only version to allow tooltips to be displayed
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int t = level->getTile(x, y, z);
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if (!player->isSneaking() || player->getCarriedItem() == nullptr)
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{
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if (t > 0 && player->isAllowedToUse(Tile::tiles[t]))
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{
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if(bTestUseOnOnly)
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{
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if (Tile::tiles[t]->TestUse()) return true;
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}
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else
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{
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if (Tile::tiles[t]->use(level, x, y, z, player, face, clickX, clickY, clickZ))
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{
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if(m_gameRules != nullptr) m_gameRules->onUseTile(t,x,y,z);
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return true;
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}
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}
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}
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}
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if (item == nullptr || !player->isAllowedToUse(item)) return false;
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if (isCreative())
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{
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int aux = item->getAuxValue();
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int count = item->count;
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bool success = item->useOn(player, level, x, y, z, face, clickX, clickY, clickZ);
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item->setAuxValue(aux);
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item->count = count;
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return success;
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}
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else
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{
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return item->useOn(player, level, x, y, z, face, clickX, clickY, clickZ, bTestUseOnOnly);
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}
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}
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void ServerPlayerGameMode::setLevel(ServerLevel *newLevel)
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{
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level = newLevel;
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}
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// 4J Added
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void ServerPlayerGameMode::setGameRules(GameRulesInstance *rules)
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{
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if(m_gameRules != nullptr) delete m_gameRules;
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m_gameRules = rules;
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}
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