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