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