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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>
144 lines
5.5 KiB
C++
144 lines
5.5 KiB
C++
#include "ConsoleInputSource.h"
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#include "..\Minecraft.World\PacketListener.h"
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#include "..\Minecraft.World\JavaIntHash.h"
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class MinecraftServer;
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class Connection;
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class ServerPlayer;
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class INetworkPlayer;
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using namespace std;
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class PlayerConnection : public PacketListener, public ConsoleInputSource
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{
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// public static Logger logger = Logger.getLogger("Minecraft");
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public:
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Connection *connection;
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bool done;
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CRITICAL_SECTION done_cs;
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// 4J Stu - Added this so that we can manage UGC privileges
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PlayerUID m_offlineXUID, m_onlineXUID;
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bool m_friendsOnlyUGC;
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private:
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MinecraftServer *server;
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shared_ptr<ServerPlayer> player;
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int tickCount;
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int aboveGroundTickCount;
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bool didTick;
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int lastKeepAliveId;
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int64_t lastKeepAliveTime;
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static Random random;
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int64_t lastKeepAliveTick;
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int chatSpamTickCount;
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int dropSpamTickCount;
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bool m_bHasClientTickedOnce;
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unsigned char m_logSmallId;
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public:
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PlayerConnection(MinecraftServer *server, Connection *connection, shared_ptr<ServerPlayer> player);
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~PlayerConnection();
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void tick();
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void disconnect(DisconnectPacket::eDisconnectReason reason);
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private:
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/**
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* Returns the stable network smallId used by dedicated-server logging and refreshes it from the live socket when possible
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*/
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unsigned char getLogSmallId();
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double xLastOk, yLastOk, zLastOk;
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bool synched;
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public:
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virtual void handlePlayerInput(shared_ptr<PlayerInputPacket> packet);
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virtual void handleMovePlayer(shared_ptr<MovePlayerPacket> packet);
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void teleport(double x, double y, double z, float yRot, float xRot, bool sendPacket = true); // 4J Added sendPacket param
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virtual void handlePlayerAction(shared_ptr<PlayerActionPacket> packet);
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virtual void handleUseItem(shared_ptr<UseItemPacket> packet);
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virtual void onDisconnect(DisconnectPacket::eDisconnectReason reason, void *reasonObjects);
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virtual void onUnhandledPacket(shared_ptr<Packet> packet);
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void send(shared_ptr<Packet> packet);
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void queueSend(shared_ptr<Packet> packet); // 4J Added
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virtual void handleSetCarriedItem(shared_ptr<SetCarriedItemPacket> packet);
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virtual void handleChat(shared_ptr<ChatPacket> packet);
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private:
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void handleCommand(const wstring& message);
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public:
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virtual void handleAnimate(shared_ptr<AnimatePacket> packet);
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virtual void handlePlayerCommand(shared_ptr<PlayerCommandPacket> packet);
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virtual void handleDisconnect(shared_ptr<DisconnectPacket> packet);
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int countDelayedPackets();
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virtual void info(const wstring& string);
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virtual void warn(const wstring& string);
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virtual wstring getConsoleName();
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virtual void handleInteract(shared_ptr<InteractPacket> packet);
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bool canHandleAsyncPackets();
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virtual void handleClientCommand(shared_ptr<ClientCommandPacket> packet);
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virtual void handleRespawn(shared_ptr<RespawnPacket> packet);
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virtual void handleContainerClose(shared_ptr<ContainerClosePacket> packet);
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private:
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unordered_map<int, short, IntKeyHash, IntKeyEq> expectedAcks;
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public:
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// 4J Stu - Handlers only valid in debug mode
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#ifndef _CONTENT_PACKAGE
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virtual void handleContainerSetSlot(shared_ptr<ContainerSetSlotPacket> packet);
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#endif
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virtual void handleContainerClick(shared_ptr<ContainerClickPacket> packet);
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virtual void handleContainerButtonClick(shared_ptr<ContainerButtonClickPacket> packet);
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virtual void handleSetCreativeModeSlot(shared_ptr<SetCreativeModeSlotPacket> packet);
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virtual void handleContainerAck(shared_ptr<ContainerAckPacket> packet);
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virtual void handleSignUpdate(shared_ptr<SignUpdatePacket> packet);
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virtual void handleKeepAlive(shared_ptr<KeepAlivePacket> packet);
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virtual void handlePlayerInfo(shared_ptr<PlayerInfoPacket> packet); // 4J Added
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virtual bool isServerPacketListener();
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virtual void handlePlayerAbilities(shared_ptr<PlayerAbilitiesPacket> playerAbilitiesPacket);
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virtual void handleCustomPayload(shared_ptr<CustomPayloadPacket> customPayloadPacket);
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virtual bool isDisconnected();
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// 4J Added
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virtual void handleCraftItem(shared_ptr<CraftItemPacket> packet);
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virtual void handleTradeItem(shared_ptr<TradeItemPacket> packet);
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virtual void handleDebugOptions(shared_ptr<DebugOptionsPacket> packet);
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virtual void handleTexture(shared_ptr<TexturePacket> packet);
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virtual void handleTextureAndGeometry(shared_ptr<TextureAndGeometryPacket> packet);
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virtual void handleTextureChange(shared_ptr<TextureChangePacket> packet);
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virtual void handleTextureAndGeometryChange(shared_ptr<TextureAndGeometryChangePacket> packet);
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virtual void handleServerSettingsChanged(shared_ptr<ServerSettingsChangedPacket> packet);
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virtual void handleKickPlayer(shared_ptr<KickPlayerPacket> packet);
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virtual void handleGameCommand(shared_ptr<GameCommandPacket> packet);
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INetworkPlayer *getNetworkPlayer();
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bool isLocal();
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bool isGuest();
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// 4J Added as we need to set this from outside sometimes
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void setPlayer(shared_ptr<ServerPlayer> player) { this->player = player; }
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shared_ptr<ServerPlayer> getPlayer() { return player; }
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// 4J Added to signal a disconnect from another thread
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void closeOnTick() { m_bCloseOnTick = true; }
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// 4J Added so that we can send on textures that get received after this connection requested them
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void handleTextureReceived(const wstring &textureName);
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void handleTextureAndGeometryReceived(const wstring &textureName);
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void setShowOnMaps(bool bVal);
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void setWasKicked() { m_bWasKicked = true; }
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bool getWasKicked() { return m_bWasKicked; }
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// 4J Added
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bool hasClientTickedOnce() { return m_bHasClientTickedOnce; }
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private:
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bool m_bCloseOnTick;
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vector<wstring> m_texturesRequested;
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bool m_bWasKicked;
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}; |