Files
itsRevela 42a582fb9f feat: add FourKit plugin host with dual server build
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
2026-04-08 03:02:48 -05:00

111 lines
3.5 KiB
C#

namespace Minecraft.Server.FourKit.Command;
/// <summary>
/// Represents a Command, which executes various tasks upon user input.
/// </summary>
public abstract class Command
{
private string _name;
private string _description;
private string _usage;
private List<string> _aliases;
/// <summary>
/// Creates a new command with the given name and no aliases.
/// </summary>
/// <param name="name">Name of this command.</param>
protected Command(string name)
{
_name = name;
_description = string.Empty;
_usage = "/" + name;
_aliases = new List<string>();
}
/// <summary>
/// Creates a new command with the given name, description, and aliases.
/// </summary>
/// <param name="name">Name of this command.</param>
/// <param name="description">A brief description of this command.</param>
/// <param name="aliases">A list of aliases for this command.</param>
protected Command(string name, string description, List<string> aliases)
{
_name = name;
_description = description ?? string.Empty;
_usage = "/" + name;
_aliases = aliases ?? new List<string>();
}
/// <summary>
/// Executes the command, returning its success.
/// </summary>
/// <param name="sender">Source of the command.</param>
/// <param name="commandLabel">Alias of the command which was used.</param>
/// <param name="args">Passed command arguments.</param>
/// <returns><c>true</c> if the command was successful, otherwise <c>false</c>.</returns>
public abstract bool execute(CommandSender sender, string commandLabel, string[] args);
/// <summary>
/// Returns a list of active aliases of this command.
/// </summary>
/// <returns>List of aliases.</returns>
public List<string> getAliases() => new(_aliases);
/// <summary>
/// Gets a brief description of this command.
/// </summary>
/// <returns>Description of this command.</returns>
public string getDescription() => _description;
/// <summary>
/// Returns the current label for this command.
/// </summary>
/// <returns>Current label.</returns>
public string getLabel() => _name;
/// <summary>
/// Returns the name of this command.
/// </summary>
/// <returns>Name of this command.</returns>
public string getName() => _name;
/// <summary>
/// Gets an example usage of this command.
/// </summary>
/// <returns>Usage string.</returns>
public string getUsage() => _usage;
/// <summary>
/// Sets the list of aliases to request on registration for this command.
/// </summary>
/// <param name="aliases">Aliases to register.</param>
/// <returns>This command.</returns>
public Command setAliases(List<string> aliases)
{
_aliases = aliases ?? new List<string>();
return this;
}
/// <summary>
/// Sets a brief description of this command.
/// </summary>
/// <param name="description">New command description.</param>
/// <returns>This command.</returns>
public Command setDescription(string description)
{
_description = description ?? string.Empty;
return this;
}
/// <summary>
/// Sets the example usage of this command.
/// </summary>
/// <param name="usage">New example usage.</param>
/// <returns>This command.</returns>
public Command setUsage(string usage)
{
_usage = usage ?? string.Empty;
return this;
}
}