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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
149 lines
3.6 KiB
C++
149 lines
3.6 KiB
C++
#pragma once
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using namespace std;
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#include "stdafx.h"
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#include <queue>
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#include "System.h"
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#include "DataInputStream.h"
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#include "DataOutputStream.h"
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#include "net.minecraft.network.packet.h"
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#include "C4JThread.h"
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#include "Socket.h"
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// 4J JEV, size of the threads (bytes).
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#define READ_STACK_SIZE 0
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#define WRITE_STACK_SIZE 0
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class ByteArrayOutputStream;
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class Connection
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{
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friend DWORD WINAPI runRead(LPVOID lpParam);
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friend DWORD WINAPI runWrite(LPVOID lpParam);
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friend DWORD WINAPI runSendAndQuit(LPVOID lpParam);
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friend DWORD WINAPI runClose(LPVOID lpParam);
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private:
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static const int SEND_BUFFER_SIZE = 1024 * 5;
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public:
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static int readThreads, writeThreads;
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private:
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static const int MAX_TICKS_WITHOUT_INPUT = 20 * 60;
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public:
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static const int IPTOS_LOWCOST = 0x02;
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static const int IPTOS_RELIABILITY = 0x04;
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static const int IPTOS_THROUGHPUT = 0x08;
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static const int IPTOS_LOWDELAY = 0x10;
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private:
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Socket *socket;
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const SocketAddress *address;
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DataInputStream *dis;
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DataOutputStream *bufferedDos; // 4J This is the same type of dos the java game has
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// 4J Added
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DataOutputStream *byteArrayDos; // 4J This dos allows us to write individual packets to the socket
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ByteArrayOutputStream *baos;
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Socket::SocketOutputStream *sos;
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bool running;
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queue<shared_ptr<Packet> > incoming; // 4J - was using synchronizedList...
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CRITICAL_SECTION incoming_cs; // ... now has this critical section
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queue<std::pair<unsigned char*, int>> outgoingRaw; // 4J - was using synchronizedList - but don't think it is required as usage is wrapped in writeLock critical section
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queue<shared_ptr<Packet> > outgoing; // 4J - was using synchronizedList - but don't think it is required as usage is wrapped in writeLock critical section
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queue<shared_ptr<Packet> > outgoing_slow; // 4J - was using synchronizedList - but don't think it is required as usage is wrapped in writeLock critical section
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PacketListener *packetListener;
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bool quitting;
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C4JThread* readThread;
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C4JThread* writeThread;
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C4JThread::Event* m_hWakeReadThread;
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C4JThread::Event* m_hWakeWriteThread;
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DWORD saqThreadID, closeThreadID;
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bool disconnected;
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DisconnectPacket::eDisconnectReason disconnectReason;
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void **disconnectReasonObjects; // 4J a pointer to an array.
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int noInputTicks;
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int estimatedRemaining;
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int estimatedRemainingRaw;
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int tickCount; // 4J Added
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public:
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static int readSizes[256];
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static int writeSizes[256];
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int fakeLag;
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private:
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void _init();
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// 4J Jev, these might be better of as private
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CRITICAL_SECTION threadCounterLock;
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CRITICAL_SECTION writeLock;
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public:
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// 4J Jev, need to delete the critical section.
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~Connection();
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Connection(Socket *socket, const wstring& id, PacketListener *packetListener); // throws IOException
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void setListener(PacketListener *packetListener);
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void send(shared_ptr<Packet> packet);
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void send(unsigned char *buffer, int size);
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public:
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void queueSend(shared_ptr<Packet> packet);
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private:
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int slowWriteDelay;
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bool writeTick();
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public:
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void flush();
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private:
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bool readTick();
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private:
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/* 4J JEV, removed try/catch
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void handleException(Exception e)
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{
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e.printStackTrace();
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close("disconnect.genericReason", "Internal exception: " + e.toString());
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}*/
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public:
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void close(DisconnectPacket::eDisconnectReason reason, ...);
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void tick();
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SocketAddress *getRemoteAddress();
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void sendAndQuit();
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int countDelayedPackets();
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Socket *getSocket() { return socket; }
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private:
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static int runRead(void* lpParam);
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static int runWrite(void* lpParam);
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static int runClose(void* lpParam);
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static int runSendAndQuit(void* lpParam);
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};
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