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