Files
MinecraftConsoles/Minecraft.Client/MinecraftServer.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

286 lines
8.8 KiB
C++

#pragma once
#include "ConsoleInputSource.h"
#include "..\Minecraft.World\ArrayWithLength.h"
#include "..\Minecraft.World\SharedConstants.h"
#include "..\Minecraft.World\C4JThread.h"
class ServerConnection;
class Settings;
class PlayerList;
class EntityTracker;
class ConsoleInput;
class ConsoleCommands;
class LevelStorageSource;
class ChunkSource;
class INetworkPlayer;
class LevelRuleset;
class LevelType;
class ProgressRenderer;
class CommandDispatcher;
#if defined(_WINDOWS64)
#define MINECRAFT_SERVER_SLOW_QUEUE_DELAY 0 // Removed slow queue because at large player counts, chunks stopped appearing
#else
#define MINECRAFT_SERVER_SLOW_QUEUE_DELAY 250
#endif
#if defined _XBOX_ONE || defined _XBOX || defined __ORBIS__ || defined __PS3__ || defined __PSVITA__
#define _ACK_CHUNK_SEND_THROTTLING
#endif
typedef struct _LoadSaveDataThreadParam
{
LPVOID data;
int64_t fileSize;
const wstring saveName;
_LoadSaveDataThreadParam(LPVOID data, int64_t filesize, const wstring &saveName) : data( data ), fileSize( filesize ), saveName( saveName ) {}
} LoadSaveDataThreadParam;
typedef struct _NetworkGameInitData
{
int64_t seed;
LoadSaveDataThreadParam *saveData;
DWORD settings;
LevelGenerationOptions *levelGen;
DWORD texturePackId;
bool findSeed;
bool dedicatedNoLocalHostPlayer;
unsigned int xzSize;
unsigned char hellScale;
ESavePlatform savePlatform;
wstring levelName;
_NetworkGameInitData()
{
seed = 0;
saveData = nullptr;
settings = 0;
levelGen = nullptr;
texturePackId = 0;
findSeed = false;
dedicatedNoLocalHostPlayer = false;
xzSize = LEVEL_LEGACY_WIDTH;
hellScale = HELL_LEVEL_LEGACY_SCALE;
savePlatform = SAVE_FILE_PLATFORM_LOCAL;
}
} NetworkGameInitData;
using namespace std;
// 4J Stu - 1.0.1 updates the server to implement the ServerInterface class, but I don't think we will use any of the functions that defines so not implementing here
class MinecraftServer : public ConsoleInputSource
{
public:
static const wstring VERSION;
static const int TICK_STATS_SPAN = SharedConstants::TICKS_PER_SECOND * 5;
// static Logger logger = Logger.getLogger("Minecraft");
static unordered_map<wstring, int> ironTimers;
private:
static const int DEFAULT_MINECRAFT_PORT = 25565;
static const int MS_PER_TICK = 1000 / SharedConstants::TICKS_PER_SECOND;
// 4J Stu - Added 1.0.1, Not needed
//wstring localIp;
//int port;
public:
ServerConnection *connection;
Settings *settings;
ServerLevelArray levels;
private:
PlayerList *players;
// 4J Stu - Added 1.0.1, Not needed
//long[] tickTimes = new long[TICK_STATS_SPAN];
//long[][] levelTickTimes;
private:
ConsoleCommands *commands;
bool running;
bool m_bLoaded;
public:
bool stopped;
int tickCount;
public:
wstring progressStatus;
int progress;
private:
// vector<Tickable *> tickables = new ArrayList<Tickable>(); // 4J - removed
CommandDispatcher *commandDispatcher;
vector<ConsoleInput *> consoleInput; // 4J - was synchronizedList - TODO - investigate
CRITICAL_SECTION m_consoleInputCS;
public:
bool onlineMode;
bool animals;
bool npcs;
bool pvp;
bool allowFlight;
wstring motd;
int maxBuildHeight;
int playerIdleTimeout;
bool forceGameType;
int m_spawnProtectionRadius;
private:
// 4J Added
//int m_lastSentDifficulty;
public:
// 4J Stu - This value should be incremented every time the list of players with friends-only UGC settings changes
// It is sent with PreLoginPacket and compared when it comes back in the LoginPacket
DWORD m_ugcPlayersVersion;
// This value is used to store the texture pack id for the currently loaded world
DWORD m_texturePackId;
public:
MinecraftServer();
~MinecraftServer();
private:
// 4J Added - LoadSaveDataThreadParam
bool initServer(int64_t seed, NetworkGameInitData *initData, DWORD initSettings, bool findSeed);
void postProcessTerminate(ProgressRenderer *mcprogress);
bool loadLevel(LevelStorageSource *storageSource, const wstring& name, int64_t levelSeed, LevelType *pLevelType, NetworkGameInitData *initData);
void setProgress(const wstring& status, int progress);
void endProgress();
void saveAllChunks();
void saveGameRules();
void stopServer(bool didInit);
#ifdef _LARGE_WORLDS
void overwriteBordersForNewWorldSize(ServerLevel* level);
void overwriteHellBordersForNewWorldSize(ServerLevel* level, int oldHellSize);
#endif
public:
void setMaxBuildHeight(int maxBuildHeight);
int getMaxBuildHeight();
PlayerList *getPlayers();
void setPlayers(PlayerList *players);
ServerConnection *getConnection();
bool isAnimals();
void setAnimals(bool animals);
bool isNpcsEnabled();
void setNpcsEnabled(bool npcs);
bool isPvpAllowed();
void setPvpAllowed(bool pvp);
bool isFlightAllowed();
void setFlightAllowed(bool allowFlight);
bool isCommandBlockEnabled();
bool isNetherEnabled();
bool isHardcore();
int getOperatorUserPermissionLevel();
CommandDispatcher *getCommandDispatcher();
Pos *getCommandSenderWorldPosition();
Level *getCommandSenderWorld();
int getSpawnProtectionRadius();
bool isUnderSpawnProtection(Level *level, int x, int y, int z, shared_ptr<Player> player);
void setForceGameType(bool forceGameType);
bool getForceGameType();
static int64_t getCurrentTimeMillis();
int getPlayerIdleTimeout();
void setPlayerIdleTimeout(int playerIdleTimeout);
public:
void halt();
void run(int64_t seed, void *lpParameter);
void broadcastStartSavingPacket();
void broadcastStopSavingPacket();
private:
void tick();
public:
void handleConsoleInput(const wstring& msg, ConsoleInputSource *source);
void handleConsoleInputs();
// void addTickable(Tickable tickable); // 4J removed
static void main(int64_t seed, void *lpParameter);
static void HaltServer(bool bPrimaryPlayerSignedOut=false);
File *getFile(const wstring& name);
void info(const wstring& string);
void warn(const wstring& string);
wstring getConsoleName();
ServerLevel *getLevel(int dimension);
void setLevel(int dimension, ServerLevel *level); // 4J added
static MinecraftServer *getInstance() { return server; } // 4J added
static bool serverHalted() { return s_bServerHalted; }
static bool saveOnExitAnswered() { return s_bSaveOnExitAnswered; }
static void resetFlags() { s_bServerHalted = false; s_bSaveOnExitAnswered = false; }
bool flagEntitiesToBeRemoved(unsigned int *flags); // 4J added
private:
//4J Added
static MinecraftServer *server;
static bool setTimeOfDayAtEndOfTick;
static int64_t setTimeOfDay;
static bool setTimeAtEndOfTick;
static int64_t setTime;
static bool m_bPrimaryPlayerSignedOut; // 4J-PB added to tell the stopserver not to save the game - another player may have signed in in their place, so ProfileManager.IsSignedIn isn't enough
static bool s_bServerHalted; // 4J Stu Added so that we can halt the server even before it's been created properly
static bool s_bSaveOnExitAnswered; // 4J Stu Added so that we only ask this question once when we exit
// 4J - added so that we can have a separate thread for post processing chunks on level creation
static int runPostUpdate(void* lpParam);
C4JThread* m_postUpdateThread;
bool m_postUpdateTerminate;
class postProcessRequest
{
public:
int x, z;
ChunkSource *chunkSource;
postProcessRequest(int x, int z, ChunkSource *chunkSource) : x(x), z(z), chunkSource(chunkSource) {}
};
vector<postProcessRequest> m_postProcessRequests;
CRITICAL_SECTION m_postProcessCS;
public:
void addPostProcessRequest(ChunkSource *chunkSource, int x, int z);
static PlayerList *getPlayerList() { if( server != nullptr) return server->players; else return nullptr; }
static void SetTimeOfDay(int64_t time) { setTimeOfDayAtEndOfTick = true; setTimeOfDay = time; }
static void SetTime(int64_t time) { setTimeAtEndOfTick = true; setTime = time; }
C4JThread::Event* m_serverPausedEvent;
private:
// 4J Added
bool m_isServerPaused;
// 4J Added - A static that stores the QNet index of the player that is next allowed to send a packet in the slow queue
#ifdef _ACK_CHUNK_SEND_THROTTLING
static bool s_hasSentEnoughPackets;
static int64_t s_tickStartTime;
static vector<INetworkPlayer *> s_sentTo;
static const int MAX_TICK_TIME_FOR_PACKET_SENDS = 35;
#else
static int s_slowQueuePlayerIndex;
static int s_slowQueueLastTime;
static bool s_slowQueuePacketSent;
#endif
bool IsServerPaused() { return m_isServerPaused; }
private:
// 4J Added
bool m_saveOnExit;
bool m_suspending;
public:
static bool chunkPacketManagement_CanSendTo(INetworkPlayer *player);
static void chunkPacketManagement_DidSendTo(INetworkPlayer *player);
#ifndef _ACK_CHUNK_SEND_THROTTLING
static void cycleSlowQueueIndex();
#endif
void chunkPacketManagement_PreTick();
void chunkPacketManagement_PostTick();
void setSaveOnExit(bool save) { m_saveOnExit = save; s_bSaveOnExitAnswered = true; }
void Suspend();
bool IsSuspending();
// 4J Stu - A load of functions were all added in 1.0.1 in the ServerInterface, but I don't think we need any of them
};