Files
BluTac10-Xbox_Neo/Minecraft.Server.FourKit/Net/InetAddress.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

107 lines
3.5 KiB
C#

namespace Minecraft.Server.FourKit.Net;
/// <summary>
/// Represents an Internet Protocol (IP) address.
/// </summary>
public class InetAddress
{
private readonly string _hostAddress;
internal InetAddress(string hostAddress)
{
_hostAddress = hostAddress ?? string.Empty;
}
/// <summary>
/// Returns the IP address string in textual presentation.
/// </summary>
/// <returns>The IP address as a string.</returns>
public string getHostAddress() => _hostAddress;
/// <summary>
/// Gets the host name for this IP address.
/// For this implementation, returns the IP address string.
/// </summary>
/// <returns>The host name.</returns>
public string getHostName() => _hostAddress;
/// <summary>
/// Returns the raw IP address of this InetAddress object as bytes.
/// </summary>
/// <returns>The raw IP address bytes, or an empty array if parsing fails.</returns>
public byte[] getAddress()
{
if (System.Net.IPAddress.TryParse(_hostAddress, out var ip))
return ip.GetAddressBytes();
return [];
}
/// <summary>
/// Checks whether this is a loopback address (127.x.x.x or ::1).
/// </summary>
/// <returns><c>true</c> if this is a loopback address.</returns>
public bool isLoopbackAddress()
{
if (System.Net.IPAddress.TryParse(_hostAddress, out var ip))
return System.Net.IPAddress.IsLoopback(ip);
return false;
}
/// <summary>
/// Checks whether this is a site-local (private) address.
/// </summary>
/// <returns><c>true</c> if this is a site-local address.</returns>
public bool isSiteLocalAddress()
{
if (!System.Net.IPAddress.TryParse(_hostAddress, out var ip))
return false;
byte[] bytes = ip.GetAddressBytes();
if (bytes.Length != 4) return false;
// 10.x.x.x, 172.16-31.x.x, 192.168.x.x
if (bytes[0] == 10) return true;
if (bytes[0] == 172 && bytes[1] >= 16 && bytes[1] <= 31) return true;
if (bytes[0] == 192 && bytes[1] == 168) return true;
return false;
}
/// <summary>
/// Checks whether this is a link-local address (169.254.x.x).
/// </summary>
/// <returns><c>true</c> if this is a link-local address.</returns>
public bool isLinkLocalAddress()
{
if (!System.Net.IPAddress.TryParse(_hostAddress, out var ip))
return false;
byte[] bytes = ip.GetAddressBytes();
if (bytes.Length != 4) return false;
return bytes[0] == 169 && bytes[1] == 254;
}
/// <summary>
/// Checks whether this is a multicast address (224-239.x.x.x).
/// </summary>
/// <returns><c>true</c> if this is a multicast address.</returns>
public bool isMulticastAddress()
{
if (!System.Net.IPAddress.TryParse(_hostAddress, out var ip))
return false;
byte[] bytes = ip.GetAddressBytes();
if (bytes.Length != 4) return false;
return bytes[0] >= 224 && bytes[0] <= 239;
}
/// <summary>
/// Checks whether this is the wildcard (any) address (0.0.0.0).
/// </summary>
/// <returns><c>true</c> if this is the wildcard address.</returns>
public bool isAnyLocalAddress()
{
if (System.Net.IPAddress.TryParse(_hostAddress, out var ip))
return ip.Equals(System.Net.IPAddress.Any) || ip.Equals(System.Net.IPAddress.IPv6Any);
return false;
}
/// <inheritdoc/>
public override string ToString() => _hostAddress;
}