mirror of
https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-03-23 00:18:13 +05:00
* 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>
642 lines
16 KiB
C++
642 lines
16 KiB
C++
#include "stdafx.h"
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#include "WorldManager.h"
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#include "Minecraft.h"
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#include "MinecraftServer.h"
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#include "ServerLogger.h"
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#include "Common\\StringUtils.h"
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#include <stdio.h>
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#include <string.h>
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namespace ServerRuntime
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{
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using StringUtils::Utf8ToWide;
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using StringUtils::WideToUtf8;
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enum EWorldSaveLoadResult
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{
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eWorldSaveLoad_Loaded,
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eWorldSaveLoad_NotFound,
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eWorldSaveLoad_Failed
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};
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struct SaveInfoQueryContext
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{
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bool done;
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bool success;
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SAVE_DETAILS *details;
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SaveInfoQueryContext()
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: done(false)
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, success(false)
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, details(NULL)
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{
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}
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};
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struct SaveDataLoadContext
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{
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bool done;
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bool isCorrupt;
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bool isOwner;
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SaveDataLoadContext()
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: done(false)
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, isCorrupt(true)
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, isOwner(false)
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{
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}
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};
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/**
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* **Apply Save ID To StorageManager**
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*
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* Applies the configured save destination ID (`level-id`) to `StorageManager`
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* - Re-applies the same ID at startup and before save to avoid destination drift
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* - Ignores empty values as invalid
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* - For some reason, a date-based world file occasionally appears after a debug build, but the cause is unknown.
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* 保存先IDの適用処理
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*
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* @param saveFilename Normalized save destination ID
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*/
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static void SetStorageSaveUniqueFilename(const std::string &saveFilename)
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{
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if (saveFilename.empty())
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{
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return;
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}
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char filenameBuffer[64] = {};
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strncpy_s(filenameBuffer, sizeof(filenameBuffer), saveFilename.c_str(), _TRUNCATE);
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StorageManager.SetSaveUniqueFilename(filenameBuffer);
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}
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static void LogSaveFilename(const char *prefix, const std::string &saveFilename)
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{
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LogInfof("world-io", "%s: %s", (prefix != NULL) ? prefix : "save-filename", saveFilename.c_str());
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}
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/**
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* Verifies a directory exists and creates it when missing
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* - Treats an existing non-directory path as failure
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* - Returns whether the directory had to be created
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* ディレクトリ存在保証の補助処理
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*/
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static bool EnsureDirectoryExists(const std::wstring &directoryPath, bool *outCreated)
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{
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if (outCreated != NULL)
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{
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*outCreated = false;
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}
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if (directoryPath.empty())
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{
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return false;
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}
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DWORD attrs = GetFileAttributesW(directoryPath.c_str());
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if (attrs != INVALID_FILE_ATTRIBUTES)
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{
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if ((attrs & FILE_ATTRIBUTE_DIRECTORY) != 0)
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{
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return true;
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}
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LogErrorf("world-io", "path exists but is not a directory: %s", WideToUtf8(directoryPath).c_str());
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return false;
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}
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if (CreateDirectoryW(directoryPath.c_str(), NULL))
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{
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if (outCreated != NULL)
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{
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*outCreated = true;
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}
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return true;
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}
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DWORD error = GetLastError();
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if (error == ERROR_ALREADY_EXISTS)
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{
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attrs = GetFileAttributesW(directoryPath.c_str());
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if (attrs != INVALID_FILE_ATTRIBUTES && ((attrs & FILE_ATTRIBUTE_DIRECTORY) != 0))
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{
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return true;
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}
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}
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LogErrorf(
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"world-io",
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"failed to create directory %s (error=%lu)",
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WideToUtf8(directoryPath).c_str(),
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(unsigned long)error);
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return false;
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}
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/**
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* Prepares the save root used by the Windows64 storage layout
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* - Creates `Windows64` first because `CreateDirectoryW` is not recursive
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* - Creates `Windows64\\GameHDD` when missing before world bootstrap starts
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* Windows64用保存先ディレクトリの存在保証
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*/
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static bool EnsureGameHddRootExists()
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{
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bool windows64Created = false;
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if (!EnsureDirectoryExists(L"Windows64", &windows64Created))
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{
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return false;
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}
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bool gameHddCreated = false;
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if (!EnsureDirectoryExists(L"Windows64\\GameHDD", &gameHddCreated))
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{
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return false;
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}
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if (windows64Created || gameHddCreated)
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{
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LogWorldIO("created missing Windows64\\GameHDD storage directories");
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}
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return true;
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}
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static void LogEnumeratedSaveInfo(int index, const SAVE_INFO &saveInfo)
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{
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std::wstring title = Utf8ToWide(saveInfo.UTF8SaveTitle);
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std::wstring filename = Utf8ToWide(saveInfo.UTF8SaveFilename);
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std::string titleUtf8 = WideToUtf8(title);
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std::string filenameUtf8 = WideToUtf8(filename);
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char logLine[512] = {};
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sprintf_s(
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logLine,
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sizeof(logLine),
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"save[%d] title=\"%s\" filename=\"%s\"",
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index,
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titleUtf8.c_str(),
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filenameUtf8.c_str());
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LogDebug("world-io", logLine);
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}
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/**
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* **Save List Callback**
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*
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* Captures async save-list results into `SaveInfoQueryContext` and marks completion for the waiter
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* セーブ一覧取得の完了通知
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*/
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static int GetSavesInfoCallbackProc(LPVOID lpParam, SAVE_DETAILS *pSaveDetails, const bool bRes)
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{
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SaveInfoQueryContext *context = (SaveInfoQueryContext *)lpParam;
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if (context != NULL)
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{
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context->details = pSaveDetails;
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context->success = bRes;
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context->done = true;
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}
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return 0;
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}
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/**
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* **Save Data Load Callback**
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*
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* Writes load results such as corruption status into `SaveDataLoadContext`
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* セーブ読み込み結果の反映
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*/
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static int LoadSaveDataCallbackProc(LPVOID lpParam, const bool bIsCorrupt, const bool bIsOwner)
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{
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SaveDataLoadContext *context = (SaveDataLoadContext *)lpParam;
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if (context != NULL)
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{
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context->isCorrupt = bIsCorrupt;
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context->isOwner = bIsOwner;
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context->done = true;
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}
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return 0;
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}
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/**
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* **Wait For Save List Completion**
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*
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* Waits until save-list retrieval completes
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* - Prefers callback completion as the primary signal
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* - Also falls back to polling because some environments populate `ReturnSavesInfo()` before callback
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* セーブ一覧待機の補助処理
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*
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* @return `true` when completion is detected
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*/
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static bool WaitForSaveInfoResult(SaveInfoQueryContext *context, DWORD timeoutMs, WorldManagerTickProc tickProc)
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{
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DWORD start = GetTickCount();
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while ((GetTickCount() - start) < timeoutMs)
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{
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if (context->done)
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{
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return true;
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}
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if (context->details == NULL)
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{
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// Some implementations fill ReturnSavesInfo before the callback
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// Keep polling as a fallback instead of relying only on callback completion
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SAVE_DETAILS *details = StorageManager.ReturnSavesInfo();
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if (details != NULL)
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{
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context->details = details;
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context->success = true;
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context->done = true;
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return true;
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}
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}
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if (tickProc != NULL)
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{
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tickProc();
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}
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Sleep(10);
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}
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return context->done;
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}
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/**
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* **Wait For Save Data Load Completion**
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*
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* Waits for the save-data load callback to complete
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* セーブ本体の読み込み待機
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*
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* @return `true` when callback is reached, `false` on timeout
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*/
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static bool WaitForSaveLoadResult(SaveDataLoadContext *context, DWORD timeoutMs, WorldManagerTickProc tickProc)
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{
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DWORD start = GetTickCount();
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while ((GetTickCount() - start) < timeoutMs)
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{
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if (context->done)
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{
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return true;
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}
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if (tickProc != NULL)
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{
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tickProc();
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}
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Sleep(10);
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}
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return context->done;
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}
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/**
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* **Match SAVE_INFO By World Name**
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*
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* Compares both save title and save filename against the target world name
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* ワールド名一致判定
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*/
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static bool SaveInfoMatchesWorldName(const SAVE_INFO &saveInfo, const std::wstring &targetWorldName)
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{
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if (targetWorldName.empty())
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{
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return false;
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}
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std::wstring saveTitle = Utf8ToWide(saveInfo.UTF8SaveTitle);
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std::wstring saveFilename = Utf8ToWide(saveInfo.UTF8SaveFilename);
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if (!saveTitle.empty() && (_wcsicmp(saveTitle.c_str(), targetWorldName.c_str()) == 0))
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{
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return true;
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}
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if (!saveFilename.empty() && (_wcsicmp(saveFilename.c_str(), targetWorldName.c_str()) == 0))
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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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/**
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* **Match SAVE_INFO By Save Filename**
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*
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* Checks whether `SAVE_INFO` matches by save destination ID (`UTF8SaveFilename`)
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* 保存先ID一致判定
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*/
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static bool SaveInfoMatchesSaveFilename(const SAVE_INFO &saveInfo, const std::string &targetSaveFilename)
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{
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if (targetSaveFilename.empty() || saveInfo.UTF8SaveFilename[0] == 0)
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{
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return false;
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}
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return (_stricmp(saveInfo.UTF8SaveFilename, targetSaveFilename.c_str()) == 0);
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}
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/**
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* **Apply World Identity To Storage**
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*
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* Applies world identity (`level-name` + `level-id`) to storage
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* - Always sets both display name and ID to avoid partial configuration
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* - Helps prevent unintended new save destinations across environment differences
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* 保存先と表示名の同期処理
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*/
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static void ApplyWorldStorageTarget(const std::wstring &worldName, const std::string &saveId)
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{
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// Set both title (display name) and save ID (actual folder name) explicitly
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// Setting only one side can create unexpected new save targets in some environments
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StorageManager.SetSaveTitle(worldName.c_str());
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SetStorageSaveUniqueFilename(saveId);
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}
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/**
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* **Prepare World Save Data For Startup**
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*
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* Searches for a save matching the target world and extracts startup payload when found
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* Match priority:
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* 1. Exact match by `level-id` (`UTF8SaveFilename`)
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* 2. Fallback match by `level-name` against title or filename
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* ワールド一致セーブの探索処理
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*
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* @return
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* - `eWorldSaveLoad_Loaded`: Existing save loaded successfully
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* - `eWorldSaveLoad_NotFound`: No matching save found
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* - `eWorldSaveLoad_Failed`: API failure, corruption, or invalid data
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*/
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static EWorldSaveLoadResult PrepareWorldSaveData(
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const std::wstring &targetWorldName,
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const std::string &targetSaveFilename,
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int actionPad,
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WorldManagerTickProc tickProc,
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LoadSaveDataThreadParam **outSaveData,
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std::string *outResolvedSaveFilename)
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{
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if (outSaveData == NULL)
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{
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return eWorldSaveLoad_Failed;
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}
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*outSaveData = NULL;
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if (outResolvedSaveFilename != NULL)
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{
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outResolvedSaveFilename->clear();
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}
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LogWorldIO("enumerating saves for configured world");
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StorageManager.ClearSavesInfo();
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SaveInfoQueryContext infoContext;
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int infoState = StorageManager.GetSavesInfo(actionPad, &GetSavesInfoCallbackProc, &infoContext, "save");
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if (infoState == C4JStorage::ESaveGame_Idle)
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{
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infoContext.done = true;
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infoContext.success = true;
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infoContext.details = StorageManager.ReturnSavesInfo();
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}
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else if (infoState != C4JStorage::ESaveGame_GetSavesInfo)
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{
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LogWorldIO("GetSavesInfo failed to start");
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return eWorldSaveLoad_Failed;
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}
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if (!WaitForSaveInfoResult(&infoContext, 10000, tickProc))
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{
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LogWorldIO("timed out waiting for save list");
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return eWorldSaveLoad_Failed;
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}
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if (infoContext.details == NULL)
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{
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infoContext.details = StorageManager.ReturnSavesInfo();
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}
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if (infoContext.details == NULL)
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{
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LogWorldIO("failed to retrieve save list");
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return eWorldSaveLoad_Failed;
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}
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int matchedIndex = -1;
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if (!targetSaveFilename.empty())
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{
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// 1) If save ID is provided, search by it first
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// This is the most stable way to reuse the same world target
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for (int i = 0; i < infoContext.details->iSaveC; ++i)
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{
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LogEnumeratedSaveInfo(i, infoContext.details->SaveInfoA[i]);
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if (SaveInfoMatchesSaveFilename(infoContext.details->SaveInfoA[i], targetSaveFilename))
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{
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matchedIndex = i;
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break;
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}
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|
}
|
|
}
|
|
|
|
if (matchedIndex < 0 && targetSaveFilename.empty())
|
|
{
|
|
for (int i = 0; i < infoContext.details->iSaveC; ++i)
|
|
{
|
|
LogEnumeratedSaveInfo(i, infoContext.details->SaveInfoA[i]);
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < infoContext.details->iSaveC; ++i)
|
|
{
|
|
// 2) If no save matched by ID, try compatibility fallback
|
|
// Match worldName against save title or save filename
|
|
if (matchedIndex >= 0)
|
|
{
|
|
break;
|
|
}
|
|
if (SaveInfoMatchesWorldName(infoContext.details->SaveInfoA[i], targetWorldName))
|
|
{
|
|
matchedIndex = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (matchedIndex < 0)
|
|
{
|
|
LogWorldIO("no save matched configured world name");
|
|
return eWorldSaveLoad_NotFound;
|
|
}
|
|
|
|
std::wstring matchedTitle = Utf8ToWide(infoContext.details->SaveInfoA[matchedIndex].UTF8SaveTitle);
|
|
if (matchedTitle.empty())
|
|
{
|
|
matchedTitle = targetWorldName;
|
|
}
|
|
LogWorldName("matched save title", matchedTitle);
|
|
SAVE_INFO *matchedSaveInfo = &infoContext.details->SaveInfoA[matchedIndex];
|
|
std::wstring matchedFilename = Utf8ToWide(matchedSaveInfo->UTF8SaveFilename);
|
|
if (!matchedFilename.empty())
|
|
{
|
|
LogWorldName("matched save filename", matchedFilename);
|
|
}
|
|
|
|
ApplyWorldStorageTarget(targetWorldName, targetSaveFilename);
|
|
|
|
std::string resolvedSaveFilename;
|
|
if (matchedSaveInfo->UTF8SaveFilename[0] != 0)
|
|
{
|
|
// Prefer the save ID that was actually matched, then keep using it for future saves
|
|
resolvedSaveFilename = matchedSaveInfo->UTF8SaveFilename;
|
|
SetStorageSaveUniqueFilename(resolvedSaveFilename);
|
|
}
|
|
else if (!targetSaveFilename.empty())
|
|
{
|
|
resolvedSaveFilename = targetSaveFilename;
|
|
}
|
|
|
|
if (outResolvedSaveFilename != NULL)
|
|
{
|
|
*outResolvedSaveFilename = resolvedSaveFilename;
|
|
}
|
|
|
|
SaveDataLoadContext loadContext;
|
|
int loadState = StorageManager.LoadSaveData(matchedSaveInfo, &LoadSaveDataCallbackProc, &loadContext);
|
|
if (loadState != C4JStorage::ESaveGame_Load && loadState != C4JStorage::ESaveGame_Idle)
|
|
{
|
|
LogWorldIO("LoadSaveData failed to start");
|
|
return eWorldSaveLoad_Failed;
|
|
}
|
|
|
|
if (loadState == C4JStorage::ESaveGame_Load)
|
|
{
|
|
if (!WaitForSaveLoadResult(&loadContext, 15000, tickProc))
|
|
{
|
|
LogWorldIO("timed out waiting for save data load");
|
|
return eWorldSaveLoad_Failed;
|
|
}
|
|
if (loadContext.isCorrupt)
|
|
{
|
|
LogWorldIO("target save is corrupt; aborting load");
|
|
return eWorldSaveLoad_Failed;
|
|
}
|
|
}
|
|
|
|
unsigned int saveSize = StorageManager.GetSaveSize();
|
|
if (saveSize == 0)
|
|
{
|
|
// Treat zero-byte payload as failure even when load API reports success
|
|
LogWorldIO("loaded save has zero size");
|
|
return eWorldSaveLoad_Failed;
|
|
}
|
|
|
|
byteArray loadedSaveData(saveSize, false);
|
|
unsigned int loadedSize = saveSize;
|
|
StorageManager.GetSaveData(loadedSaveData.data, &loadedSize);
|
|
if (loadedSize == 0)
|
|
{
|
|
LogWorldIO("failed to copy loaded save data from storage manager");
|
|
return eWorldSaveLoad_Failed;
|
|
}
|
|
|
|
*outSaveData = new LoadSaveDataThreadParam(loadedSaveData.data, loadedSize, matchedTitle);
|
|
LogWorldIO("prepared save data payload for server startup");
|
|
return eWorldSaveLoad_Loaded;
|
|
}
|
|
|
|
/**
|
|
* **Bootstrap World State For Server Startup**
|
|
*
|
|
* Determines final world startup state
|
|
* - Returns loaded save data when an existing save is found
|
|
* - Prepares a new world context when not found
|
|
* - Returns `Failed` when startup should be aborted
|
|
* サーバー起動時のワールド確定処理
|
|
*/
|
|
WorldBootstrapResult BootstrapWorldForServer(
|
|
const ServerPropertiesConfig &config,
|
|
int actionPad,
|
|
WorldManagerTickProc tickProc)
|
|
{
|
|
WorldBootstrapResult result;
|
|
if (!EnsureGameHddRootExists())
|
|
{
|
|
LogWorldIO("failed to prepare Windows64\\GameHDD storage root");
|
|
return result;
|
|
}
|
|
|
|
std::wstring targetWorldName = config.worldName;
|
|
std::string targetSaveFilename = config.worldSaveId;
|
|
if (targetWorldName.empty())
|
|
{
|
|
targetWorldName = L"world";
|
|
}
|
|
|
|
LogWorldName("configured level-name", targetWorldName);
|
|
if (!targetSaveFilename.empty())
|
|
{
|
|
LogSaveFilename("configured level-id", targetSaveFilename);
|
|
}
|
|
|
|
ApplyWorldStorageTarget(targetWorldName, targetSaveFilename);
|
|
|
|
std::string loadedSaveFilename;
|
|
EWorldSaveLoadResult worldLoadResult = PrepareWorldSaveData(
|
|
targetWorldName,
|
|
targetSaveFilename,
|
|
actionPad,
|
|
tickProc,
|
|
&result.saveData,
|
|
&loadedSaveFilename);
|
|
if (worldLoadResult == eWorldSaveLoad_Loaded)
|
|
{
|
|
result.status = eWorldBootstrap_Loaded;
|
|
result.resolvedSaveId = loadedSaveFilename;
|
|
LogStartupStep("loading configured world from save data");
|
|
}
|
|
else if (worldLoadResult == eWorldSaveLoad_NotFound)
|
|
{
|
|
// Create a new context only when no matching save exists
|
|
// Fix saveId here so the next startup writes to the same location
|
|
result.status = eWorldBootstrap_CreatedNew;
|
|
result.resolvedSaveId = targetSaveFilename;
|
|
LogStartupStep("configured world not found; creating new world");
|
|
LogWorldIO("creating new world save context");
|
|
StorageManager.ResetSaveData();
|
|
ApplyWorldStorageTarget(targetWorldName, targetSaveFilename);
|
|
}
|
|
else
|
|
{
|
|
result.status = eWorldBootstrap_Failed;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* **Wait Until Server XUI Action Is Idle**
|
|
*
|
|
* Keeps tick/handle running during save action so async processing does not stall
|
|
* XUIアクション待機中の進行維持処理
|
|
*/
|
|
bool WaitForWorldActionIdle(
|
|
int actionPad,
|
|
DWORD timeoutMs,
|
|
WorldManagerTickProc tickProc,
|
|
WorldManagerHandleActionsProc handleActionsProc)
|
|
{
|
|
DWORD start = GetTickCount();
|
|
while (app.GetXuiServerAction(actionPad) != eXuiServerAction_Idle && !MinecraftServer::serverHalted())
|
|
{
|
|
// Keep network and storage progressing while waiting
|
|
// If this stops, save action itself may stall and time out
|
|
if (tickProc != NULL)
|
|
{
|
|
tickProc();
|
|
}
|
|
if (handleActionsProc != NULL)
|
|
{
|
|
handleActionsProc();
|
|
}
|
|
if ((GetTickCount() - start) >= timeoutMs)
|
|
{
|
|
return false;
|
|
}
|
|
Sleep(10);
|
|
}
|
|
|
|
return (app.GetXuiServerAction(actionPad) == eXuiServerAction_Idle);
|
|
}
|
|
}
|
|
|