Files
MinecraftConsoles/README.md
kuwa f483074cd2 Dedicated Server Software - Minecraft.Server.exe (#498)
* 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 initialization 1dc8a005ed

* 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 commit aadb511, 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>
2026-03-15 02:32:50 -05:00

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8.2 KiB
Markdown

# MinecraftConsoles
[![Discord](https://img.shields.io/badge/Discord-Join%20Server-5865F2?logo=discord&logoColor=white)](https://discord.gg/jrum7HhegA)
![Tutorial World](.github/TutorialWorld.png)
## Introduction
This project contains the source code of Minecraft Legacy Console Edition v1.6.0560.0 (TU19) with some fixes and improvements applied.
## Download
Windows users can download our [Nightly Build](https://github.com/smartcmd/MinecraftConsoles/releases/tag/nightly)! 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)
## Platform Support
- **Windows**: Supported for building and running the project
- **macOS / Linux**: The Windows nightly build may run through Wine or CrossOver based on community reports, but this is unofficial and not currently tested by the maintainers
## 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
- Added persistent username system via "username.txt"
## Multiplayer
Basic 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 `25565` by 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`
Parts of this feature are based on code from [LCEMP](https://github.com/LCEMP/LCEMP) (thanks!)
### Launch Arguments
| Argument | Description |
|--------------------|-----------------------------------------------------------------------------------------------------|
| `-name <username>` | Sets your in-game username. |
| `-fullscreen` | Launches the game in Fullscreen mode |
Example:
```
Minecraft.Client.exe -name Steve -fullscreen
```
## 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.
```bash
./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:
```bash
./start-dedicated-server.sh --no-pull
```
Equivalent manual command:
```bash
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.**
```bash
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:
```properties
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:
```powershell
Minecraft.Server.exe -name MyServer -port 25565 -ip 0.0.0.0 -maxplayers 8 -loglevel info
Minecraft.Server.exe -seed 123456789
```
## Controls (Keyboard & Mouse)
- **Movement**: `W` `A` `S` `D`
- **Jump / Fly (Up)**: `Space`
- **Sneak / Fly (Down)**: `Shift` (Hold)
- **Sprint**: `Ctrl` (Hold) or Double-tap `W`
- **Inventory**: `E`
- **Chat**: `T`
- **Drop Item**: `Q`
- **Crafting**: `C` Use `Q` and `E` to 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 Wheel` or keys `1` to `9`
- **Accept or Decline Tutorial hints**: `Enter` to accept and `B` to decline
- **Game Info (Player list and Host Options)**: `TAB`
- **Toggle HUD**: `F1`
- **Toggle Debug Info**: `F3`
- **Open Debug Overlay**: `F4`
- **Toggle Debug Console**: `F6`
## Build & Run
1. Install [Visual Studio 2022](https://aka.ms/vs/17/release/vs_community.exe).
2. Clone the repository.
3. Open the project by double-clicking `MinecraftConsoles.sln`.
4. Make sure `Minecraft.Client` is set as the Startup Project.
5. 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)
```powershell
cmake -S . -B build -G "Visual Studio 17 2022" -A x64
cmake --build build --config Debug --target MinecraftClient
```
For more information, see [COMPILE.md](COMPILE.md).
## Known Issues
- Native builds for platforms other than Windows have not been tested and are most likely non-functional. The Windows nightly build may still run on macOS and Linux through Wine or CrossOver, but that path is unofficial and not currently supported
## Contributors
Would you like to contribute to this project? Please read our [Contributor's Guide](CONTRIBUTING.md) before doing so! This document includes our current goals, standards for inclusions, rules, and more.
## Star History
[![Star History Chart](https://api.star-history.com/svg?repos=smartcmd/MinecraftConsoles&type=date&legend=top-left)](https://www.star-history.com/?spm=a2c6h.12873639.article-detail.7.7b9d7fabjNxTRk#smartcmd/MinecraftConsoles&type=date&legend=top-left)