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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>
298 lines
7.1 KiB
C++
298 lines
7.1 KiB
C++
#include "stdafx.h"
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#include "WhitelistManager.h"
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#include "..\Common\AccessStorageUtils.h"
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#include "..\Common\FileUtils.h"
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#include "..\Common\StringUtils.h"
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#include "..\ServerLogger.h"
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#include "..\vendor\nlohmann\json.hpp"
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#include <algorithm>
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namespace ServerRuntime
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{
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namespace Access
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{
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using OrderedJson = nlohmann::ordered_json;
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namespace
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{
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static const char *kWhitelistFileName = "whitelist.json";
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}
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WhitelistManager::WhitelistManager(const std::string &baseDirectory)
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: m_baseDirectory(baseDirectory.empty() ? "." : baseDirectory)
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{
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}
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bool WhitelistManager::EnsureWhitelistFileExists() const
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{
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const std::string path = GetWhitelistFilePath();
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if (!AccessStorageUtils::EnsureJsonListFileExists(path))
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{
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LogErrorf("access", "failed to create %s", path.c_str());
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return false;
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}
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return true;
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}
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bool WhitelistManager::Reload()
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{
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std::vector<WhitelistedPlayerEntry> players;
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if (!LoadPlayers(&players))
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{
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return false;
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}
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m_whitelistedPlayers.swap(players);
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return true;
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}
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bool WhitelistManager::Save() const
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{
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std::vector<WhitelistedPlayerEntry> players;
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return SnapshotWhitelistedPlayers(&players) && SavePlayers(players);
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}
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bool WhitelistManager::LoadPlayers(std::vector<WhitelistedPlayerEntry> *outEntries) const
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{
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if (outEntries == nullptr)
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{
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return false;
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}
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outEntries->clear();
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std::string text;
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const std::string path = GetWhitelistFilePath();
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if (!FileUtils::ReadTextFile(path, &text))
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{
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LogErrorf("access", "failed to read %s", path.c_str());
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return false;
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}
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if (text.empty())
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{
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text = "[]";
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}
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OrderedJson root;
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try
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{
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root = OrderedJson::parse(StringUtils::StripUtf8Bom(text));
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}
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catch (const nlohmann::json::exception &e)
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{
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LogErrorf("access", "failed to parse %s: %s", path.c_str(), e.what());
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return false;
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}
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if (!root.is_array())
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{
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LogErrorf("access", "failed to parse %s: root json value is not an array", path.c_str());
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return false;
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}
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for (const auto &object : root)
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{
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if (!object.is_object())
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{
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LogWarnf("access", "skipping whitelist entry that is not an object in %s", path.c_str());
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continue;
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}
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std::string rawXuid;
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if (!AccessStorageUtils::TryGetStringField(object, "xuid", &rawXuid))
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{
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LogWarnf("access", "skipping whitelist entry without xuid in %s", path.c_str());
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continue;
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}
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WhitelistedPlayerEntry entry;
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entry.xuid = AccessStorageUtils::NormalizeXuid(rawXuid);
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if (entry.xuid.empty())
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{
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LogWarnf("access", "skipping whitelist entry with empty xuid in %s", path.c_str());
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continue;
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}
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AccessStorageUtils::TryGetStringField(object, "name", &entry.name);
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AccessStorageUtils::TryGetStringField(object, "created", &entry.metadata.created);
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AccessStorageUtils::TryGetStringField(object, "source", &entry.metadata.source);
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NormalizeMetadata(&entry.metadata);
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outEntries->push_back(entry);
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}
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return true;
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}
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bool WhitelistManager::SavePlayers(const std::vector<WhitelistedPlayerEntry> &entries) const
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{
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OrderedJson root = OrderedJson::array();
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for (const auto &entry : entries)
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{
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OrderedJson object = OrderedJson::object();
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object["xuid"] = AccessStorageUtils::NormalizeXuid(entry.xuid);
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object["name"] = entry.name;
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object["created"] = entry.metadata.created;
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object["source"] = entry.metadata.source;
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root.push_back(object);
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}
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const std::string path = GetWhitelistFilePath();
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const std::string json = root.empty() ? std::string("[]\n") : (root.dump(2) + "\n");
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if (!FileUtils::WriteTextFileAtomic(path, json))
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{
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LogErrorf("access", "failed to write %s", path.c_str());
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return false;
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}
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return true;
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}
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const std::vector<WhitelistedPlayerEntry> &WhitelistManager::GetWhitelistedPlayers() const
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{
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return m_whitelistedPlayers;
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}
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bool WhitelistManager::SnapshotWhitelistedPlayers(std::vector<WhitelistedPlayerEntry> *outEntries) const
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{
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if (outEntries == nullptr)
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{
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return false;
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}
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*outEntries = m_whitelistedPlayers;
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return true;
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}
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bool WhitelistManager::IsPlayerWhitelistedByXuid(const std::string &xuid) const
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{
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const auto normalized = AccessStorageUtils::NormalizeXuid(xuid);
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if (normalized.empty())
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{
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return false;
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}
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return std::any_of(
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m_whitelistedPlayers.begin(),
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m_whitelistedPlayers.end(),
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[&normalized](const WhitelistedPlayerEntry &entry)
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{
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return entry.xuid == normalized;
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});
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}
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bool WhitelistManager::AddPlayer(const WhitelistedPlayerEntry &entry)
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{
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std::vector<WhitelistedPlayerEntry> updatedEntries;
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if (!SnapshotWhitelistedPlayers(&updatedEntries))
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{
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return false;
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}
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auto normalized = entry;
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normalized.xuid = AccessStorageUtils::NormalizeXuid(normalized.xuid);
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NormalizeMetadata(&normalized.metadata);
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if (normalized.xuid.empty())
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{
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return false;
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}
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const auto existing = std::find_if(
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updatedEntries.begin(),
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updatedEntries.end(),
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[&normalized](const WhitelistedPlayerEntry &candidate)
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{
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return candidate.xuid == normalized.xuid;
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});
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if (existing != updatedEntries.end())
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{
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*existing = normalized;
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if (!SavePlayers(updatedEntries))
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{
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return false;
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}
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m_whitelistedPlayers.swap(updatedEntries);
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return true;
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}
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updatedEntries.push_back(normalized);
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if (!SavePlayers(updatedEntries))
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{
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return false;
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}
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m_whitelistedPlayers.swap(updatedEntries);
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return true;
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}
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bool WhitelistManager::RemovePlayerByXuid(const std::string &xuid)
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{
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const auto normalized = AccessStorageUtils::NormalizeXuid(xuid);
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if (normalized.empty())
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{
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return false;
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}
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std::vector<WhitelistedPlayerEntry> updatedEntries;
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if (!SnapshotWhitelistedPlayers(&updatedEntries))
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{
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return false;
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}
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const auto oldSize = updatedEntries.size();
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updatedEntries.erase(
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std::remove_if(
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updatedEntries.begin(),
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updatedEntries.end(),
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[&normalized](const WhitelistedPlayerEntry &entry) { return entry.xuid == normalized; }),
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updatedEntries.end());
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if (updatedEntries.size() == oldSize)
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{
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return false;
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}
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if (!SavePlayers(updatedEntries))
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{
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return false;
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}
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m_whitelistedPlayers.swap(updatedEntries);
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return true;
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}
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std::string WhitelistManager::GetWhitelistFilePath() const
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{
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return BuildPath(kWhitelistFileName);
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}
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WhitelistMetadata WhitelistManager::BuildDefaultMetadata(const char *source)
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{
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WhitelistMetadata metadata;
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metadata.created = StringUtils::GetCurrentUtcTimestampIso8601();
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metadata.source = (source != nullptr) ? source : "Server";
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return metadata;
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}
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void WhitelistManager::NormalizeMetadata(WhitelistMetadata *metadata)
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{
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if (metadata == nullptr)
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{
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return;
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}
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metadata->created = StringUtils::TrimAscii(metadata->created);
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metadata->source = StringUtils::TrimAscii(metadata->source);
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}
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std::string WhitelistManager::BuildPath(const char *fileName) const
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{
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return AccessStorageUtils::BuildPathFromBaseDirectory(m_baseDirectory, fileName);
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}
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}
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}
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