* 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 * make chunks delay less for dedi * fix: prevent overwriting allow-flight value on server startup * fix: mitigate entity id overflow and crash for max chunk updates * remove autosave prompt for dedicated server * fix: fix `Failed to create window instance.` Wait for Xvfb to be fully ready before starting. * Revert wrong readme order --------- Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com> Co-authored-by: Loki Rautio <lokirautio@gmail.com>
MinecraftConsoles (Legacy Console Edition)
This project is based on source code of Minecraft Legacy Console Edition v1.6.0560.0 (TU19) with some fixes and improvements applied.
The current goal of MinecraftConsoles is to be a multi-platform base for further development, such as modding, backports, and anything else LCE. On top of that, we're working to make this a quality experience on Desktop with or without a controller while (long-term) retaining console support.
See our our Contributor's Guide for more information on the goals of this project.
Download
Windows users can download our Nightly Build! Simply download the .zip file and extract it to a folder where you'd like to keep the game. You can set your username in username.txt (you'll have to make this file)
If you're looking for Dedicated Server software, download its Nightly Build here. Similar instructions to the client more or less, though see further down in this README for more info on that.
Platform Support
- Windows: Supported for building and running the project
- macOS / Linux: The Windows nightly build will run through Wine or CrossOver based on community reports, but this is unofficial and not currently tested by the maintainers when pushing updates
- Android: The Windows nightly build does run but has stability / frametime pacing issues frequently reported
- iOS: No current support
- All Consoles: Console support remains in the code, but maintainers are not currently verifying console functionality / porting UI Changes to the console builds at this time.
Features
- Fixed compilation and execution in both Debug and Release mode on Windows using Visual Studio 2022
- Added support for keyboard and mouse input
- Added fullscreen mode support (toggle using F11)
- (WIP) Disabled V-Sync for better performance
- Added a high-resolution timer path on Windows for smoother high-FPS gameplay timing
- Device's screen resolution will be used as the game resolution instead of using a fixed resolution (1920x1080)
- LAN Multiplayer & Discovery
- Dedicated Server Software (
Minecraft.Server.exe) - Added persistent username system via
username.txt - Decoupled usernames and UIDs to allow username changes
- Fixed various security issues present in the original codebase
- Splitscreen Multiplayer support (connect to dedicated servers, etc)
- In-game server management (Add Server button, etc)
Controls (Keyboard & Mouse)
- Movement:
WASD - Jump / Fly (Up):
Space - Sneak / Fly (Down):
Shift(Hold) - Sprint:
Ctrl(Hold) or Double-tapW - Inventory:
E - Chat:
T - Drop Item:
Q - Crafting:
CUseQandEto move through tabs (cycles Left/Right) - Toggle View (FPS/TPS):
F5 - Fullscreen:
F11 - Pause Menu:
Esc - Attack / Destroy:
Left Click - Use / Place:
Right Click - Select Item:
Mouse Wheelor keys1to9 - Accept or Decline Tutorial hints:
Enterto accept andBto decline - Game Info (Player list and Host Options):
TAB - Toggle HUD:
F1 - Toggle Debug Info:
F3 - Open Debug Overlay:
F4 - Toggle Debug Console:
F6
Client Launch Arguments
| Argument | Description |
|---|---|
-name <username> |
Overrides your in-game username. |
-fullscreen |
Launches the game in Fullscreen mode |
Example:
Minecraft.Client.exe -name Steve -fullscreen
LAN Multiplayer
LAN multiplayer is available on the Windows build
- Hosting a multiplayer world automatically advertises it on the local network
- Other players on the same LAN can discover the session from the in-game Join Game menu
- Game connections use TCP port
25565by default - LAN discovery uses UDP port
25566 - Add servers to your server list with the in-game Add Server button (temp)
- Rename yourself without losing data by keeping your
uid.dat - Split-screen players can join in, even in Multiplayer
Parts of this feature are based on code from LCEMP (thanks!)
Dedicated Server Software
Dedicated Server in Docker (Wine)
This repository includes a lightweight Docker setup for running the Windows dedicated server under Wine.
Quick Start (No Build, Recommended)
No local build is required. The container image is pulled from GHCR.
./start-dedicated-server.sh
start-dedicated-server.sh does the following:
- uses
docker-compose.dedicated-server.ghcr.yml - pulls latest image, then starts the container
If you want to skip pulling and just start:
./start-dedicated-server.sh --no-pull
Equivalent manual command:
docker compose -f docker-compose.dedicated-server.ghcr.yml up -d
Local Build Mode (Optional)
Use this only when you want to run your own locally built Minecraft.Server binary in Docker.
A local build of Minecraft.Server is required for this mode.
docker compose -f docker-compose.dedicated-server.yml up -d --build
Useful environment variables:
XVFB_DISPLAY(default::99)XVFB_SCREEN(default:64x64x16, tiny virtual display used by Wine)
Fixed server runtime behavior in container:
- executable path:
/srv/mc/Minecraft.Server.exe - bind IP:
0.0.0.0 - server port:
25565
Persistent files are bind-mounted to host:
./server-data/server.properties->/srv/mc/server.properties./server-data/GameHDD->/srv/mc/Windows64/GameHDD
About server.properties
Minecraft.Server reads server.properties from the executable working directory (Docker image: /srv/mc/server.properties).
If the file is missing or contains invalid values, defaults are auto-generated/normalized on startup.
Important keys:
| Key | Values / Range | Default | Notes |
|---|---|---|---|
server-port |
1-65535 |
25565 |
Listen TCP port |
server-ip |
string | 0.0.0.0 |
Bind address |
server-name |
string (max 16 chars) | DedicatedServer |
Host display name |
max-players |
1-8 |
8 |
Public player slots |
level-name |
string | world |
Display world name |
level-id |
safe ID string | derived from level-name |
Save folder ID; normalized automatically |
level-seed |
int64 or empty | empty | Empty = random seed |
world-size |
classic|small|medium|large |
classic |
World size preset for new worlds and expansion target for existing worlds |
log-level |
debug|info|warn|error |
info |
Server log verbosity |
autosave-interval |
5-3600 |
60 |
Seconds between autosaves |
white-list |
true/false |
false |
Enable access list checks |
lan-advertise |
true/false |
false |
LAN session advertisement |
Minimal example:
server-name=DedicatedServer
server-port=25565
max-players=8
level-name=world
level-seed=
world-size=classic
log-level=info
white-list=false
lan-advertise=false
autosave-interval=60
Dedicated Server launch arguments
The server loads base settings from server.properties, then CLI arguments override those values.
| Argument | Description |
|---|---|
-port <1-65535> |
Override server-port |
-ip <addr> |
Override server-ip |
-bind <addr> |
Alias of -ip |
-name <name> |
Override server-name (max 16 chars) |
-maxplayers <1-8> |
Override max-players |
-seed <int64> |
Override level-seed |
-loglevel <level> |
Override log-level (debug, info, warn, error) |
-help / --help / -h |
Print usage and exit |
Examples:
Minecraft.Server.exe -name MyServer -port 25565 -ip 0.0.0.0 -maxplayers 8 -loglevel info
Minecraft.Server.exe -seed 123456789
Build & Run
- Install Visual Studio 2022.
- Clone the repository.
- Open the project by double-clicking
MinecraftConsoles.sln. - Make sure
Minecraft.Clientis set as the Startup Project. - Set the build configuration to Debug (Release is also ok but missing some debug features) and the target platform to Windows64, then build and run.
CMake (Windows x64)
cmake -S . -B build -G "Visual Studio 17 2022" -A x64
cmake --build build --config Debug --target MinecraftClient
For more information, see COMPILE.md.
Contributors
Would you like to contribute to this project? Please read our Contributor's Guide before doing so! This document includes our current goals, standards for inclusions, rules, and more.
