Files
BluTac10-Xbox_Neo/Minecraft.Client/PlayerConnection.h
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

162 lines
6.3 KiB
C++

#include "ConsoleInputSource.h"
#include "..\Minecraft.World\PacketListener.h"
#include "..\Minecraft.World\JavaIntHash.h"
#include <atomic>
class MinecraftServer;
class Connection;
class ServerPlayer;
class INetworkPlayer;
using namespace std;
class PlayerConnection : public PacketListener, public ConsoleInputSource
{
// public static Logger logger = Logger.getLogger("Minecraft");
public:
Connection *connection;
bool done;
CRITICAL_SECTION done_cs;
// 4J Stu - Added this so that we can manage UGC privileges
PlayerUID m_offlineXUID, m_onlineXUID;
bool m_friendsOnlyUGC;
private:
MinecraftServer *server;
shared_ptr<ServerPlayer> player;
int tickCount;
int aboveGroundTickCount;
bool didTick;
bool hasDoneFirstTickFourKit;
int lastLeftClickTick = 0;
int lastKeepAliveId;
int64_t lastKeepAliveTime;
static Random random;
int64_t lastKeepAliveTick;
int chatSpamTickCount;
int dropSpamTickCount;
bool m_bHasClientTickedOnce;
unsigned char m_logSmallId;
public:
PlayerConnection(MinecraftServer *server, Connection *connection, shared_ptr<ServerPlayer> player);
~PlayerConnection();
void tick();
void disconnect(DisconnectPacket::eDisconnectReason reason);
private:
/**
* Returns the stable network smallId used by dedicated-server logging and refreshes it from the live socket when possible
*/
unsigned char getLogSmallId();
double xLastOk, yLastOk, zLastOk;
bool synched;
public:
virtual void handlePlayerInput(shared_ptr<PlayerInputPacket> packet);
virtual void handleMovePlayer(shared_ptr<MovePlayerPacket> packet);
void teleport(double x, double y, double z, float yRot, float xRot, bool sendPacket = true); // 4J Added sendPacket param
virtual void handlePlayerAction(shared_ptr<PlayerActionPacket> packet);
virtual void handleUseItem(shared_ptr<UseItemPacket> packet);
virtual void onDisconnect(DisconnectPacket::eDisconnectReason reason, void *reasonObjects);
virtual void onUnhandledPacket(shared_ptr<Packet> packet);
void send(shared_ptr<Packet> packet);
void queueSend(shared_ptr<Packet> packet); // 4J Added
virtual void handleSetCarriedItem(shared_ptr<SetCarriedItemPacket> packet);
virtual void handleChat(shared_ptr<ChatPacket> packet);
private:
void handleCommand(const wstring& message);
public:
virtual void handleAnimate(shared_ptr<AnimatePacket> packet);
virtual void handlePlayerCommand(shared_ptr<PlayerCommandPacket> packet);
virtual void handleDisconnect(shared_ptr<DisconnectPacket> packet);
int countDelayedPackets();
virtual void info(const wstring& string);
virtual void warn(const wstring& string);
virtual wstring getConsoleName();
virtual void handleInteract(shared_ptr<InteractPacket> packet);
bool canHandleAsyncPackets();
virtual void handleClientCommand(shared_ptr<ClientCommandPacket> packet);
virtual void handleRespawn(shared_ptr<RespawnPacket> packet);
virtual void handleContainerClose(shared_ptr<ContainerClosePacket> packet);
private:
unordered_map<int, short, IntKeyHash, IntKeyEq> expectedAcks;
public:
// 4J Stu - Handlers only valid in debug mode
#ifndef _CONTENT_PACKAGE
virtual void handleContainerSetSlot(shared_ptr<ContainerSetSlotPacket> packet);
#endif
virtual void handleContainerClick(shared_ptr<ContainerClickPacket> packet);
virtual void handleContainerButtonClick(shared_ptr<ContainerButtonClickPacket> packet);
virtual void handleSetCreativeModeSlot(shared_ptr<SetCreativeModeSlotPacket> packet);
virtual void handleContainerAck(shared_ptr<ContainerAckPacket> packet);
virtual void handleSignUpdate(shared_ptr<SignUpdatePacket> packet);
virtual void handleKeepAlive(shared_ptr<KeepAlivePacket> packet);
virtual void handlePlayerInfo(shared_ptr<PlayerInfoPacket> packet); // 4J Added
virtual bool isServerPacketListener();
virtual void handlePlayerAbilities(shared_ptr<PlayerAbilitiesPacket> playerAbilitiesPacket);
virtual void handleCustomPayload(shared_ptr<CustomPayloadPacket> customPayloadPacket);
virtual bool isDisconnected();
// 4J Added
virtual void handleCraftItem(shared_ptr<CraftItemPacket> packet);
virtual void handleTradeItem(shared_ptr<TradeItemPacket> packet);
virtual void handleDebugOptions(shared_ptr<DebugOptionsPacket> packet);
virtual void handleTexture(shared_ptr<TexturePacket> packet);
virtual void handleTextureAndGeometry(shared_ptr<TextureAndGeometryPacket> packet);
virtual void handleTextureChange(shared_ptr<TextureChangePacket> packet);
virtual void handleTextureAndGeometryChange(shared_ptr<TextureAndGeometryChangePacket> packet);
virtual void handleServerSettingsChanged(shared_ptr<ServerSettingsChangedPacket> packet);
virtual void handleKickPlayer(shared_ptr<KickPlayerPacket> packet);
virtual void handleGameCommand(shared_ptr<GameCommandPacket> packet);
INetworkPlayer *getNetworkPlayer();
bool isLocal();
bool isGuest();
// 4J Added as we need to set this from outside sometimes
void setPlayer(shared_ptr<ServerPlayer> player) { this->player = player; }
shared_ptr<ServerPlayer> getPlayer() { return player; }
// 4J Added to signal a disconnect from another thread
void closeOnTick() { m_bCloseOnTick = true; }
// 4J Added so that we can send on textures that get received after this connection requested them
void handleTextureReceived(const wstring &textureName);
void handleTextureAndGeometryReceived(const wstring &textureName);
void setShowOnMaps(bool bVal);
void setWasKicked() { m_bWasKicked.store(true); }
bool getWasKicked() { return m_bWasKicked.load(); }
// 4J Added
bool hasClientTickedOnce() { return m_bHasClientTickedOnce; }
// Identity token verification state (accessed from both recv and main threads)
std::atomic<bool> m_identityVerified;
std::atomic<int> m_identityChallengeTick;
// Security gate: buffer packets until cipher handshake completes
bool m_securityGateOpen;
vector<shared_ptr<Packet>> m_securityBuffer;
bool isIdentityVerified() const { return m_identityVerified; }
int getIdentityChallengeTick() const { return m_identityChallengeTick; }
void setIdentityChallengeTick(int tick) { m_identityChallengeTick = tick; }
void setIdentityVerified(bool v) { m_identityVerified = v; }
bool isSecurityGateOpen() const { return m_securityGateOpen; }
void openSecurityGate();
private:
bool m_bCloseOnTick;
vector<wstring> m_texturesRequested;
std::atomic<bool> m_bWasKicked{false};
};