Files
BluTac10-Xbox_Neo/Minecraft.Server.FourKit/Inventory/Meta/ItemMeta.cs
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

175 lines
6.2 KiB
C#

namespace Minecraft.Server.FourKit.Inventory.Meta;
using Minecraft.Server.FourKit.Enchantments;
/// <summary>
/// Represents the metadata of an <see cref="ItemStack"/>, including display name and lore.
/// </summary>
public class ItemMeta
{
private string? _displayName;
private Dictionary<EnchantmentType, int>? _enchants;
private List<string>? _lore;
/// <summary>
/// Checks for existence of a display name.
/// </summary>
/// <returns>true if this has a display name.</returns>
public bool hasDisplayName() => _displayName != null;
/// <summary>
/// Gets the display name that is set.
/// Plugins should check that hasDisplayName() returns true before calling this method.
/// </summary>
/// <returns>The display name that is set.</returns>
public string getDisplayName() => _displayName ?? string.Empty;
/// <summary>
/// Sets the display name.
/// </summary>
/// <param name="name">The name to set.</param>
public void setDisplayName(string? name) => _displayName = name;
/// <summary>
/// Checks for existence of lore.
/// </summary>
/// <returns>true if this has lore.</returns>
public bool hasLore() => _lore != null && _lore.Count > 0;
/// <summary>
/// Gets the lore that is set.
/// Plugins should check if hasLore() returns true before calling this method.
/// </summary>
/// <returns>A list of lore that is set.</returns>
public List<string> getLore() => _lore != null ? new List<string>(_lore) : new List<string>();
/// <summary>
/// Sets the lore for this item. Removes lore when given null.
/// </summary>
/// <param name="lore">The lore that will be set.</param>
public void setLore(List<string>? lore)
{
_lore = lore != null ? new List<string>(lore) : null;
}
/// <summary>
/// Adds the specified enchantment to this item meta.
/// </summary>
/// <param name="enchantment">Enchantment to add</param>
/// <param name="level">Level for the enchantment</param>
/// <param name="ignoreLevelRestriction">Indicates the enchantment should be applied, ignoring the level limit</param>
/// <returns>true if the item meta changed as a result of this call, false otherwise</returns>
public bool addEnchant(EnchantmentType enchantment, int level, bool ignoreLevelRestriction)
{
if (_enchants == null)
_enchants = new Dictionary<EnchantmentType, int>();
if (!ignoreLevelRestriction)
{
Enchantment enchant = Enchantment.getByType(enchantment);
if (enchant.getMaxLevel() < level) return false;
}
try
{
_enchants.Add(enchantment, level);
return true;
} catch { }
return false;
}
/// <summary>
/// Removes the specified enchantment from this item meta.
/// </summary>
/// <param name="enchantment">Enchantment to remove</param>
/// <returns>true if the item meta changed as a result of this call, false otherwise</returns>
public bool removeEnchant(EnchantmentType enchantment)
{
if (!hasEnchant(enchantment)) return false;
return _enchants.Remove(enchantment);
}
/// <summary>
/// Returns a copy of the enchantments in this ItemMeta. Returns an empty map if none.
/// </summary>
/// <returns>An immutable copy of the enchantments</returns>
public Dictionary<EnchantmentType, int> getEnchants() => _enchants != null ? new Dictionary<EnchantmentType, int>(_enchants) { } : new Dictionary<EnchantmentType, int>();
/// <summary>
/// Checks for the level of the specified enchantment.
/// </summary>
/// <param name="enchantment">Enchantment to check</param>
/// <returns>The level that the specified enchantment has, or 0 if none</returns>
public int getEnchantLevel(EnchantmentType enchantment)
{
if (!hasEnchant(enchantment)) return 0;
return _enchants[enchantment]; //this cant be invalid, we check above
}
/// <summary>
/// Checks if the specified enchantment conflicts with any enchantments in this ItemMeta.
/// </summary>
/// <param name="enchantment">Enchantment to test</param>
/// <returns>true if the enchantment conflicts, false otherwise</returns>
public bool hasConflictingEnchant(EnchantmentType enchantment)
{
Enchantment enchantmentClass = Enchantment.getByType(enchantment);
if (enchantmentClass == null) return false; //this should never happen
foreach (KeyValuePair<EnchantmentType, int> ench in _enchants)
{
Enchantment enchClass = Enchantment.getByType(ench.Key);
if (enchClass == null) continue; //this should never happen
if (enchClass.conflictsWith(enchantmentClass))
{
return true;
}
}
return false;
}
/// <summary>
/// Checks for existence of the specified enchantment.
/// </summary>
/// <param name="enchantment">Enchantment to check</param>
/// <returns>true if this enchantment exists for this meta</returns>
public bool hasEnchant(EnchantmentType enchantment) => hasEnchants() && _enchants.ContainsKey(enchantment);
/// <summary>
/// Checks for the existence of any enchantments.
/// </summary>
/// <returns>true if an enchantment exists on this meta</returns>
public bool hasEnchants() => _enchants != null && _enchants.Count > 0;
/// <summary>
/// Sets the enchantments for this item meta.
/// </summary>
/// <param name="enchants">The enchantments to set.</param>
public void setEnchants(Dictionary<EnchantmentType, int>? enchants)
{
enchants = enchants != null ? new Dictionary<EnchantmentType, int>(enchants) : null;
}
public ItemMeta clone()
{
var copy = new ItemMeta();
copy._displayName = _displayName;
copy._enchants = _enchants != null ? new Dictionary<EnchantmentType, int>(_enchants) : null;
copy._lore = _lore != null ? new List<string>(_lore) : null;
return copy;
}
internal bool isEmpty()
{
return _displayName == null && (_lore == null || _lore.Count == 0) && (_enchants == null || _enchants.Count == 0);
}
}