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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
192 lines
6.2 KiB
C#
192 lines
6.2 KiB
C#
namespace Minecraft.Server.FourKit;
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/// <summary>
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/// Represents a 3-dimensional position in a world.
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/// </summary>
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public class Location
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{
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internal double X { get; set; }
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internal double Y { get; set; }
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internal double Z { get; set; }
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internal float Yaw { get; set; }
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internal float Pitch { get; set; }
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internal World? LocationWorld { get; set; }
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/// <summary>
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/// Constructs a new Location with the given coordinates and direction.
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/// </summary>
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/// <param name="world">The world in which this location resides.</param>
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/// <param name="x">The x-coordinate.</param>
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/// <param name="y">The y-coordinate.</param>
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/// <param name="z">The z-coordinate.</param>
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/// <param name="yaw">The absolute rotation on the x-plane, in degrees.</param>
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/// <param name="pitch">The absolute rotation on the y-plane, in degrees.</param>
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public Location(World? world, double x, double y, double z, float yaw, float pitch)
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{
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LocationWorld = world;
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X = x;
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Y = y;
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Z = z;
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Yaw = yaw;
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Pitch = pitch;
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}
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/// <summary>
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/// Constructs a new Location with the given coordinates.
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/// </summary>
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/// <param name="world">The world in which this location resides.</param>
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/// <param name="x">The x-coordinate.</param>
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/// <param name="y">The y-coordinate.</param>
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/// <param name="z">The z-coordinate.</param>
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public Location(World? world, double x, double y, double z) : this(world, x, y, z, 0f, 0f) { }
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/// <summary>
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/// Creates a new <see cref="Location"/> with the given coordinates and no world.
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/// </summary>
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/// <param name="x">The x-coordinate.</param>
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/// <param name="y">The y-coordinate.</param>
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/// <param name="z">The z-coordinate.</param>
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public Location(double x, double y, double z) : this(null, x, y, z, 0f, 0f) { }
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// use for internal
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internal Location() : this(null, 0, 0, 0, 0f, 0f) { }
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/// <summary>
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/// Gets the x-coordinate of this location.
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/// </summary>
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/// <returns>The x-coordinate.</returns>
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public double getX() => X;
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/// <summary>
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/// Sets the x-coordinate of this location.
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/// </summary>
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/// <param name="x">The new x-coordinate.</param>
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public void setX(double x) => X = x;
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/// <summary>
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/// Gets the y-coordinate of this location.
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/// </summary>
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/// <returns>The y-coordinate.</returns>
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public double getY() => Y;
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/// <summary>
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/// Sets the y-coordinate of this location.
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/// </summary>
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/// <param name="y">The new y-coordinate.</param>
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public void setY(double y) => Y = y;
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/// <summary>
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/// Gets the z-coordinate of this location.
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/// </summary>
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/// <returns>The z-coordinate.</returns>
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public double getZ() => Z;
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/// <summary>
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/// Sets the z-coordinate of this location.
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/// </summary>
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/// <param name="z">The new z-coordinate.</param>
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public void setZ(double z) => Z = z;
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/// <summary>
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/// Gets the yaw of this location, measured in degrees.
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/// </summary>
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/// <returns>The yaw.</returns>
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public float getYaw() => Yaw;
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/// <summary>
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/// Sets the yaw of this location, measured in degrees.
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/// </summary>
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/// <param name="yaw">The new yaw.</param>
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public void setYaw(float yaw) => Yaw = yaw;
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/// <summary>
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/// Gets the pitch of this location, measured in degrees.
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/// </summary>
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/// <returns>The pitch.</returns>
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public float getPitch() => Pitch;
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/// <summary>
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/// Sets the pitch of this location, measured in degrees.
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/// </summary>
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/// <param name="pitch">The new pitch.</param>
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public void setPitch(float pitch) => Pitch = pitch;
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/// <summary>
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/// Gets the world that this location resides in.
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/// </summary>
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/// <returns>The world, or <c>null</c> if not set.</returns>
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public World? getWorld() => LocationWorld;
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/// <summary>
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/// Sets the world that this location resides in.
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/// </summary>
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/// <param name="world">The new world.</param>
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public void setWorld(World? world) => LocationWorld = world;
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/// <summary>
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/// Gets the floored value of the X component, indicating the block that
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/// this location is contained with.
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/// </summary>
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/// <returns>The block X.</returns>
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public int getBlockX() => (int)Math.Floor(X);
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/// <summary>
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/// Gets the floored value of the Y component, indicating the block that
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/// this location is contained with.
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/// </summary>
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/// <returns>The block Y.</returns>
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public int getBlockY() => (int)Math.Floor(Y);
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/// <summary>
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/// Gets the floored value of the Z component, indicating the block that
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/// this location is contained with.
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/// </summary>
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/// <returns>The block Z.</returns>
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public int getBlockZ() => (int)Math.Floor(Z);
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/// <summary>
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/// Gets the magnitude of the location, defined as sqrt(x^2+y^2+z^2).
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/// </summary>
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/// <returns>The magnitude.</returns>
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public double length() => Math.Sqrt(X * X + Y * Y + Z * Z);
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/// <summary>
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/// Gets the magnitude of the location squared.
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/// </summary>
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/// <returns>The magnitude squared.</returns>
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public double lengthSquared() => X * X + Y * Y + Z * Z;
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/// <summary>
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/// Adds the location by another.
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/// </summary>
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/// <param name="x">The x-coordinate to add.</param>
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/// <param name="y">The y-coordinate to add.</param>
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/// <param name="z">The z-coordinate to add.</param>
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/// <returns>This location, for chaining.</returns>
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public Location add(double x, double y, double z)
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{
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X += x;
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Y += y;
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Z += z;
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return this;
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}
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/// <summary>
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/// Adds the location by another.
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/// </summary>
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/// <param name="vec">The location to add.</param>
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/// <returns>This location, for chaining.</returns>
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public Location add(Location vec)
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{
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X += vec.X;
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Y += vec.Y;
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Z += vec.Z;
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return this;
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}
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public Location clone() => new Location(LocationWorld, X, Y, Z, Yaw, Pitch);
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/// <inheritdoc/>
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public override string ToString() => $"Location(world={LocationWorld.getName()}, x={X}, y={Y}, z={Z}, yaw={Yaw}, pitch={Pitch})";
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}
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