Resolve merge conflicts across multiple components
Merge and synchronize XML locale changes
Ensure consistency between string resources and localization files
Minor fixes to restore successful builds after merge
- Protect PlayerList and ServerConnection players vectors with critical
sections; all iterations use copy-on-read snapshots to prevent iterator
invalidation during concurrent join/leave
- Add null check on player bounding box in movement validation to prevent
crash when player is removed mid-tick
- Re-validate socket player pointer immediately before SendData to narrow
the TOCTOU race window on disconnect
- Replace inline disconnect cleanup with a queued system drained on the
main tick thread, eliminating the done_cs -> m_playersCS lock inversion
that caused deadlocks under load
- Disable Windows QuickEdit mode at server startup to prevent console
input selection from freezing the process
- Move chunk priority sort behind ServerConnection::sortPlayersByChunkPriority()
to keep the players vector lock-protected
- Prevent payment item from being consumed when submitting unchanged powers
- Reorder ServerPlayer::openBeacon to send ContainerOpenPacket before
addSlotListener so beacon data packets arrive after the client menu is ready
- Add BeaconMenu::broadcastChanges() to continuously sync levels and powers
to clients, matching the pattern FurnaceMenu already uses
- Initialize UIControl_BeaconEffectButton::m_lastState to prevent stale
heap memory from suppressing Iggy ChangeState calls on menu re-entry
Adds the FourKit .NET 10 plugin host as a second dedicated server
build flavour alongside the existing vanilla server. Both flavours
build from the same source tree, with FourKit gated by the
MINECRAFT_SERVER_FOURKIT_BUILD preprocessor define.
Build layout:
Minecraft.Server vanilla, no plugin support, no .NET dep
Minecraft.Server.FourKit FourKit-enabled, ships with bundled
.NET 10 self-contained runtime in runtime/
and an empty plugins/ folder
Both produce a Minecraft.Server.exe in their own per-target output
dir. The variant identity lives in the directory name, not the
binary name, so either flavour can be shipped as a drop-in.
Native bridge (Minecraft.Server/FourKit*.{cpp,h}):
* FourKitRuntime: hosts CoreCLR via hostfxr's command-line init API
(the runtime-config API does not support self-contained components)
* FourKitBridge: ~50 Fire* event entry points, with inline no-op
stubs for the standalone build so gameplay code can call them
unconditionally
* FourKitNatives: ~80 native callbacks the managed side invokes
for player/world/inventory mutations
* FourKitMappers: type and enum mapping helpers
Managed plugin host (Minecraft.Server.FourKit/):
* Bukkit-style API: Player, World, Block, Inventory, Command,
Listener, EventHandler attribute, ~54 event classes
* PluginLoader with per-plugin AssemblyLoadContext
* FourKitHost as the [UnmanagedCallersOnly] entry point table
* Runtime resolves plugins relative to the host process so they
always live next to Minecraft.Server.exe regardless of where the
managed assembly itself is loaded from
Engine hooks (Minecraft.Client/, Minecraft.World/):
* Player lifecycle (PreLogin, Login, Join, Quit, Kick, Move,
Teleport, Portal, Death) wired into PendingConnection and
PlayerConnection without disturbing the cipher handshake or
identity-token security flow
* Inventory open/click/drop hooks across every container menu type
* Block place/break/grow/burn/spread/from-to hooks across the
full tile family
* Bed enter/leave, sign change, entity damage/death, ender pearl
teleport hooks
Regression fixes preserved while applying donor diffs:
* ServerPlayer::die() retains the LCE-Revelations hardcore branch
(setGameMode(ADVENTURE) + banPlayerForHardcoreDeath) in both the
FourKit and non-FourKit code paths
* ServerLevel::entityAdded() retains the sub-entity ID reassignment
loop required by the client's handleAddMob offset, fixing Ender
Dragon and Wither boss multi-part hit detection
* LivingEntity::travel() retains the raw Player* cast and the
cached frictionTile, both Revelations perf wins that the donor
silently reverted
* ServerLogger.cpp keeps the file-logging code donor stripped
* PlayerList.cpp end portal transition fix and UIScene_EndPoem
bounds-check are intact
Build system:
* Top-level CMakeLists.txt adds the Minecraft.Server.FourKit
subdirectory and pulls in the new shared cmake/ServerTarget.cmake
helper
* Minecraft.Server/cmake/sources/Common.cmake is now location
independent (uses CMAKE_CURRENT_LIST_DIR) so the source list
can be consumed from either server target's CMakeLists.txt
* The seven FourKit*.cpp/h files live in their own
_MINECRAFT_SERVER_COMMON_SERVER_FOURKIT variable so the
standalone target omits them
* configure-time .NET 10 SDK check fails fast with a clear
download link if the SDK is missing
* global.json pins the SDK to 10.0.100 with latestFeature
rollforward
Sample plugin (samples/HelloPlugin/) demonstrates the loader and
the PlayerJoinEvent listener pattern.
CI:
* nightly.yml builds both server flavours, ships
LCE-Revelations-Server-Win64.zip and
LCE-Revelations-Server-Win64-FourKit.zip, attests both, and
updates release notes for the dual-flavour layout
* pull-request.yml pulls in actions/setup-dotnet so the FourKit
publish step works in PR validation
* All zip artifacts and the client zip are renamed from
LCREWindows64 to LCE-Revelations-{Client,Server}-Win64
Documentation:
* COMPILE.md gets a VS 2022 quick start, .NET 10 prereq section,
server flavours explanation, and a troubleshooting section
* docs/FOURKIT_PORT_RECON.md captures the file-by-file recon that
drove the port
* docs/FOURKIT_PARITY.md is the canonical reference for which
events FourKit fires
Docker:
* docker-compose.dedicated-server.yml MC_RUNTIME_DIR default points
at the vanilla CMake output. The FourKit Docker image is
intentionally NOT shipped yet because hosting .NET 10 self
contained inside Wine has not been smoke-tested
Add dimension-aware tracking for boss mobs and update the boss health
GUI system to maintain independent state for each dimension (Overworld,
Nether, End). This prevents conflicts when multiple bosses exist across
different dimensions simultaneously.
- Add `getDimension()` to `BossMob` base class and implement in
`EnderDragon` and `WitherBoss`
- Replace static boss GUI state with dimension-indexed storage
- Introduce `getIndexFromDimension()` helper for dimension mapping
- Update rendering logic to use per-dimension state
- Isolate darkening effects and health display per dimension
Ported from LCERenewed commit 5ec8a0e41ba8146aba450258d8620cd3cb0299e0 by 3UR
- Implement catch type random selection from decompiled java 1.7.2 code instead of using a WeighedRandomItemArray
- Fix fishingTreasuresArray length being set to 5 instead of 6
- Remove testing values for nibbleTimer
- Cast maxDamage of item to double before applying damage.
- Add include for EnchantmentCategory in LureEnchantment.cpp and LuckOfTheSeaEnchantment.cpp.
- sky obstruction is now checked before other checks.
- Based fishing mechanics off of decompiled java 1.7.2 instead of 1.12.
- Added check for sky access
- Switching between different fishing rods now reels the line back in
- Fixed duplicate assignment in fishingTreasuresArray
- Remove testing weights from catchTypeArray
- Make lureLevel and luckLevel member variables of FishingHook that are calculated upon initialization instead of recalculating every tick.
- Changed random nibbleTimer range from 5 - 30 secs to 5 - 45 secs
- Fixed out of order and incorrect assignments of fishingJunkArray
- Values are now clamped to prevent unintended behavior
- Lure now affects loot rates.
- Add missing return of CatchType in getRandCatchType
- Remove unused variable in getRandCatch
- Fix duplicate semicolon in TREASURE case
- Fix missing parentheses in fishing rod and bow calculations in handleCatch
* Working New portal checks
fixed x axis portal with obsidian on z axis
* Removed Debug code
* Remove unnecessary code
removed PortalTile:: from PortalTile::validPortalFrame
* Remove more debug code
Chunk loading now batches up to 16 nearest-first requests per player per
tick on dedicated server (client stays at 1), improving tick recovery
time after player join.
Reverts the async save system -- the background thread snapshot/compress
path added complexity without measurable benefit. Autosave on Windows64
server now uses the standard synchronous flush like client, in
preparation for a proper async implementation from upstream.
Implement Book & Quill:
- IUIScene_WritingBookMenu and UIScene_BookAndQuillMenu for UI
- Edited UIControl_Label to add direct editing (quite hardcoded to my needs right now)
- Reimplement scrapped custom payload packets for books and signing
- Other misc changes
TODO:
- Coloured and scambled text
- Book copying
- Clean up code
* Working New portal checks
fixed x axis portal with obsidian on z axis
* Removed Debug code
* Remove unnecessary code
removed PortalTile:: from PortalTile::validPortalFrame
* Remove more debug code
The previous IQNet cleanup in handleRemoveEntity fired on every entity
despawn, which happens both when a player goes out of tracking range
and when they disconnect. This caused players to vanish from the Tab
list whenever they moved beyond render distance.
Introduce two custom payload channels (MC|ForkHello, MC|ForkPLeave) so
the client can distinguish "out of range" from "actually left":
- Server sends MC|ForkHello during login to identify itself as a fork
- Server sends MC|ForkPLeave with the player's gamertag on disconnect
- Client skips IQNet cleanup in handleRemoveEntity on fork servers
- Client cleans up IQNet only when MC|ForkPLeave arrives
Fully backwards-compatible: no existing packet wire formats changed.
Upstream clients ignore the unknown channels, fork clients on upstream
servers fall back to the old entity-tracking-based cleanup.