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Minecraft.Server Developer Guide (English)
This document is for contributors who are new to Minecraft.Server and need a practical map for adding or modifying features safely.
1. What This Server Does
Minecraft.Server is the dedicated-server executable entry for this codebase.
Core responsibilities:
- Switch the process working directory to the executable folder before relative file I/O
- Load, normalize, and repair
server.properties - Initialize dedicated runtime systems, connection logging, and access control
- Load or create the target world and keep
level-idaligned with the actual save destination - Run the dedicated main loop (network tick, XUI actions, autosave, CLI input)
- Maintain operator-facing access files such as
banned-players.jsonandbanned-ips.json - Perform an initial save for newly created worlds and then shut down safely
2. Important Files
Startup and Runtime
Windows64/ServerMain.cppPrintUsage()andParseCommandLine()SetExeWorkingDirectory()- Runtime setup and shutdown flow
- Initial save path for newly created worlds
- Main loop, autosave scheduler, and CLI polling
World Selection and Save Load
WorldManager.hWorldManager.cpp- Finds matching save by
level-idfirst, then world-name fallback - Applies storage title + save ID consistently
- Wait helpers for async storage/server action completion
- Finds matching save by
Server Properties
ServerProperties.hServerProperties.cpp- Default values and normalization ranges
- Parse/repair/write
server.properties - Exposes
ServerPropertiesConfig SaveServerPropertiesConfig()rewriteslevel-name,level-id, andwhite-list
Access Control, Ban, and Whitelist Storage
Access/Access.hAccess/Access.cpp- Process-wide access-control facade
- Published snapshot model used by console commands and login checks
Access/BanManager.hAccess/BanManager.cpp- Reads/writes
banned-players.jsonandbanned-ips.json - Normalizes identifiers and filters expired entries from snapshots
- Reads/writes
Access/WhitelistManager.hAccess/WhitelistManager.cpp- Reads/writes
whitelist.json - Normalizes XUID-based whitelist entries used by login validation and CLI commands
- Reads/writes
Logging and Connection Audit
ServerLogger.hServerLogger.cpp- Log level parsing
- Colored/timestamped console logs
- General categories such as
startup,world-io,console,access,network, andshutdown
ServerLogManager.hServerLogManager.cpp- Accepted/rejected TCP connection logs
- Login/disconnect audit logs
- Remote-IP cache used by
ban-ip <player>
Console Command System
Console/ServerCli.cpp(facade)Console/ServerCliInput.cpp(linenoise input thread + completion bridge)Console/ServerCliParser.cpp(tokenization, quoted args, completion context)Console/ServerCliEngine.cpp(dispatch, completion, helpers)Console/ServerCliRegistry.cpp(command registration + lookup)Console/commands/*(individual commands)
3. End-to-End Startup Flow
Main flow in Windows64/ServerMain.cpp:
SetExeWorkingDirectory()switches the current directory to the executable folder.- Load and normalize
server.propertiesviaLoadServerPropertiesConfig(). - Copy config into
DedicatedServerConfig, then apply CLI overrides (-port,-ip/-bind,-name,-maxplayers,-seed,-loglevel,-help/--help/-h). - Initialize process state,
ServerLogManager, andAccess::Initialize("."). - Initialize window/device/profile/network/thread-local systems.
- Set host/game options from
ServerPropertiesConfig. - Bootstrap world with
BootstrapWorldForServer(...). - If world bootstrap resolves a different normalized save ID, persist it with
SaveServerPropertiesConfig(). - Start hosted game thread (
RunNetworkGameThreadProc). - If a brand-new world was created, explicitly request one initial save.
- Enter the main loop:
TickCoreSystems()HandleXuiActions()serverCli.Poll()- autosave scheduling
- On shutdown:
- stop CLI input
- request save-on-exit / halt server
- wait for network shutdown completion
- terminate log, access, network, and device systems
4. Current Operator Surface
4.1 Launch Arguments
-port <1-65535>-ip <addr>or-bind <addr>-name <name>(runtime max 16 chars)-maxplayers <1-8>-seed <int64>-loglevel <debug|info|warn|error>-help,--help,-h
Notes:
- CLI overrides affect only the current process.
- The only values currently written back by the server are
level-nameandlevel-id, and that happens when world bootstrap resolves identity changes.
4.2 Built-in Console Commands
help/?stoplistban <player> [reason ...]- currently requires the target player to be online
ban-ip <address|player> [reason ...]- accepts a literal IPv4/IPv6 address or an online player's current remote IP
pardon <player>pardon-ip <address>- only accepts a literal address
banlisttp <player> <target>/teleportgamemode <survival|creative|0|1> [player]/gm
CLI behavior notes:
- Command parsing accepts both
cmdand/cmd. - Quoted arguments are supported by
ServerCliParser. - Completion is implemented per command via
Complete(...).
4.3 Files Written Next to the Executable
server.propertiesbanned-players.jsonbanned-ips.json
This follows from SetExeWorkingDirectory(), so these files are resolved relative to Minecraft.Server.exe, not the shell directory you launched from.
5. Common Development Tasks
5.1 Add a New CLI Command
Use this pattern when adding commands like /kick, /time, etc.
- Add files under
Console/commands/CliCommandYourCommand.hCliCommandYourCommand.cpp
- Implement
IServerCliCommandName(),Usage(),Description(),Execute(...)- optional:
Aliases()andComplete(...)
- Register the command in
ServerCliEngine::RegisterDefaultCommands(). - Add source/header to build definitions:
CMakeLists.txt(MINECRAFT_SERVER_SOURCES)Minecraft.Server/Minecraft.Server.vcxproj(<ClCompile>/<ClInclude>)
- Manual verify:
- command appears in
help - command executes correctly
- completion works for both
cmdand/cmd - quoted arguments behave as expected
- command appears in
Implementation references:
CliCommandHelp.cppfor a simple no-arg commandCliCommandTp.cppfor multi-arg + completion + runtime checksCliCommandGamemode.cppfor argument parsing and aliasesCliCommandBanIp.cppfor access-backed behavior with connection metadata
5.2 Add or Change a server.properties Key
- Add/update the field in
ServerPropertiesConfig(ServerProperties.h). - Add a default entry to
kServerPropertyDefaults(ServerProperties.cpp). - Load and normalize the value in
LoadServerPropertiesConfig().- Use existing helpers for bool/int/string/int64/log level/level type.
- If this value should be written back, update
SaveServerPropertiesConfig().- Note: today that function intentionally only persists world identity.
- Apply it to runtime where needed:
ApplyServerPropertiesToDedicatedConfig(...)- host options in
ServerMain.cpp(app.SetGameHostOption(...)) PrintUsage()/ParseCommandLine()if the key also gets a CLI override
- Manual verify:
- missing key regeneration
- invalid value normalization
- clamped ranges still make sense
- runtime behavior reflects the new value
Normalization details worth remembering:
level-idis normalized to a safe save ID and length-limited.server-nameis capped to 16 runtime chars.max-playersis clamped to1..8.autosave-intervalis clamped to5..3600.level-typenormalizes todefaultorflat.
5.3 Change Ban / Access Behavior
Primary code lives in Access/Access.cpp, Access/BanManager.cpp, and ServerLogManager.cpp.
When changing this area:
- Keep
BanManagerresponsible for storage/caching, not live-network policy. - Keep the clone-and-publish snapshot pattern in
Access.cppso readers never block on disk I/O. - Remember that
ban-ip <player>depends onServerLogManager::TryGetConnectionRemoteIp(...). - Keep expired entries out of
SnapshotBannedPlayers()/SnapshotBannedIps()output. - Verify:
- clean boot creates empty ban files when missing
ban,ban-ip,pardon,pardon-ip, andbanliststill work- online bans disconnect live targets immediately
- manual edits still reload safely if you later add or extend reload paths
5.4 Change World Load/Create Behavior
Primary code is in WorldManager.cpp.
Current matching policy:
- Match by
level-id(UTF8SaveFilename) first. - Fall back to world-name match on title/file name.
When changing this logic:
- Keep
ApplyWorldStorageTarget(...)usage consistent (title + save ID together). - Preserve periodic ticking in wait loops (
tickProc) to avoid async deadlocks. - Keep timeout/error logs specific enough for diagnosis.
- Verify:
- existing world is reused correctly
- no accidental new save directory creation
- shutdown save still succeeds
- newly created worlds still get the explicit initial save from
ServerMain.cpp
5.5 Add Logging for New Feature Work
Use ServerLogger helpers:
LogDebug,LogInfo,LogWarn,LogError- formatted variants
LogDebugf,LogInfof, etc.
Use ServerLogManager when the event is specifically part of the transport/login/disconnect lifecycle.
Recommended categories:
startupfor init/shutdown lifecycleworld-iofor save/world operationsconsolefor CLI command handlingaccessfor ban/access control statenetworkfor connection/login audit
6. Build and Run
From repository root:
cmake -S . -B build -G "Visual Studio 17 2022" -A x64
cmake --build build --config Debug --target MinecraftServer
cd .\build\Debug
.\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -maxplayers 8 -name DedicatedServer
Notes:
- The process switches its working directory to the executable directory at startup.
server.properties,banned-players.json, andbanned-ips.jsonare therefore read/written next to the executable.- For Visual Studio workflow, see root
COMPILE.md.
7. Safety Checklist Before Commit
- the server starts without crash when
server.propertiesis missing or sparse - missing access files are recreated on a clean boot
- existing world loads by expected
level-id - new world creation still performs the explicit initial save
- CLI input and completion remain responsive
banlistoutput stays sane after adding/removing bans- no busy-wait path removed from async wait loops
- both CMake and
.vcxprojinclude newly added source files
8. Quick Troubleshooting
- Unknown command:
- check
RegisterDefaultCommands()and build-file entries
- check
server.propertiesor ban files seem to load from the wrong folder:- remember
SetExeWorkingDirectory()moves the working directory to the executable folder
- remember
- Autosave or shutdown save timing out:
- confirm wait loops still call
TickCoreSystems()andHandleXuiActions()where required
- confirm wait loops still call
- World not reused on restart:
- inspect
level-idnormalization and matching logic inWorldManager.cpp
- inspect
ban-ip <player>cannot resolve an address:- confirm the player is currently online and
ServerLogManagerhas a cached remote IP for that connection
- confirm the player is currently online and
- Settings not applied:
- confirm the value is loaded into
ServerPropertiesConfig, optionally copied intoDedicatedServerConfig, and then applied inServerMain.cpp
- confirm the value is loaded into