* Fix game crashing if DLC has XMLVERSION paramater
* Better implementation of XMLVersion check
* Forgot to add type name to the list
* Removed extra newline
The tab player list and teleport menu now show the correct map marker
color for each player. The icon is computed using the same hash as the
map renderer (getRandomPlayerMapIcon) and stored by player name,
bypassing the unreliable small-ID lookup that produced wrong colors
on dedicated servers.
Dragon melee damage: reassign sub-entity IDs to be sequential from
the parent entity ID in ServerLevel::entityAdded(), so the client's
offset-based ID calculation matches the server. Previously the server's
smallId pool allocated non-sequential IDs, causing melee attacks to
target entity IDs the server didn't recognize.
End portal transition: ensure the player entity is always added to the
new level when transitioning from The End, not just for non-End
dimensions. The addEntity call was previously gated behind a
lastDimension != 1 check that also excluded it from End exits.
End Poem crash: bounds-check the WIN_GAME event's player index before
accessing localplayers[], with a fallback to prevent null dereference
when the server sends an out-of-range index.
Register remote players in the client's IQNet array when their
AddPlayerPacket arrives, so they appear in the Tab player list.
Previously only the host and local player were registered.
Also filter the dedicated server's phantom host entry (slot 0, empty
gamertag) from the UI, fix tick() to update entries by smallId instead
of sequential index, and fix player removal to use gamertag matching
since XUIDs are 0 on dedicated servers.
Replace the boolean-flag-based async join system with a clean state machine
(eJoinState enum) and move connection progress handling from UIScene_JoinMenu
into UIScene_ConnectingProgress as a dedicated UI class.
Combines the best of two approaches: non-blocking sockets with select()
timeout and SO_RCVTIMEO clearing (prevents random disconnects) with the
upstream's state enum, FinalizeJoin separation, and ConnectingProgress UI.
JoinGame() now returns JOINGAME_PENDING on Win64, and
PlatformNetworkManagerStub::DoWork() polls the join state to finalize
the connection when the background thread succeeds.
The dedicated server previously picked a completely random seed with no
biome diversity checks (the client validates but the server skipped it).
On top of that, the client's findSeed() was hardcoded to only check a
54-chunk (Classic) area, so Large worlds had no diversity guarantee
beyond the center.
New server worlds now use findSeed() scaled to the full target world
size. Added override-seed in server.properties to fix existing worlds
without deleting them.
Server list: edits and deletions now update the UI immediately by
calling SearchForGames() in ForceFriendsSessionRefresh() and
UpdateGamesList() on nav-back to LoadOrJoinMenu.
Connection: moved WinsockNetLayer::JoinGame() to a background thread
with non-blocking sockets (5s timeout, 3 retries). Users can cancel
with B/Escape during the attempt. Failed connections always show an
error dialog.
Cherry-picked upstream sign fix (SignEntryMenu720 restored) and re-applied
VSync and ExclusiveFullscreen checkbox patches to all SettingsGraphicsMenu SWFs
using the ffdec_lib Java tools.
* Added Stained Glass
i found out that stained glass was not accessible in survival, then i saw they disabled it in the code
* Grouping glass correctly in crafting table
I removed the #if/endif from the ClothDyeRecipes.cpp and added a different one in StructureRecipies.cpp
also changed the Tile definition giving it the same
setBaseItemTypeAndMaterial of stained glass to group it correctly inside the crafting table UI.
also aincremented the Vertical Slot for crafting table to include many more craftings in the same group
Previously paste only worked in the chat screen. Wire Screen::getClipboard() into the two remaining text input paths so Ctrl+V works for sign editing, seed entry, server IP/port, and world name fields.
fix for the sign's interface.
SignEntryMenu720 was being replaced by an older version of SkinWinHD.
SignEntryMenu720 was is now replaced with it's original version.
Menu music (menu1-4) now plays only on the title screen, creative
music (creative1-6) only plays in creative mode, and survival mode
correctly plays only calm/hal/nuance/piano tracks. Reordered the
eMUSICFILES enum so piano tracks are contiguous with the survival
range, added game-mode-aware track selection via getOverworldMusicID,
and re-enabled the playStreaming call in setLevel to stop menu music
when entering gameplay. Added debug logging for track selection.
- Add VSync and Exclusive Fullscreen toggles to the graphics settings menu
- Rewrite D3D11 swap chain to use DXGI flip model with tearing support
- Fix black screen on resize by creating new swap chain instead of ResizeBuffers
- Revert conditional lighting optimization in Level::setTileAndData back to unconditional checkLight
- Revert deferred lightGaps flagging in LevelChunk::recalcHeight back to immediate lightGap calls
- Add SWF/ARC editing tools used to add new UI checkboxes
- Sound engine: cache filesystem probe results to avoid repeated file existence checks; add MA_SOUND_FLAG_DECODE for pre-decoded playback
- Level renderer: column-level frustum culling, compact visible chunk lists to skip empty iteration, lightweight second-pass render path, early-out for non-dirty chunks, scaled recheck period at high render distances
- Entity: cache shared_from_this() to reduce reference counting overhead in move() and checkInsideTiles()
- Level: skip checkLight() when tile light properties unchanged; enable entity locking on all platforms (not just Vita)
- LevelChunk: only rescan min height when the minimum column changes; defer lightGap processing
- LivingEntity: use raw pointer cast instead of dynamic_pointer_cast; cache friction tile lookup
- ServerPlayerGameMode: return whether block was destroyed to avoid redundant tile update packets
* Fixed the ear bleeding sound when using a slider with mouse controls
Now only ticks every 9 "ticks" unless the slider has less than 18 possible values..
* cured rtm516's ocd
title
* rtm516 reaches enlightenment
* rtm516 reaches total enlightenment
* Fixed the ear bleeding sound when using a slider with mouse controls
Now only ticks every 9 "ticks" unless the slider has less than 18 possible values..
* cured rtm516's ocd
title
* rtm516 reaches enlightenment
* rtm516 reaches total enlightenment
This commit introduces Arabic text shaping in the chat application by adding `ArabicShaping.cpp` and `ArabicShaping.h` for handling contextual forms and visual reordering.
The rendering logic in `ChatScreen.cpp` is updated to utilize this new functionality, adjusting cursor positions accordingly. Other UI components, including `UIControl_Base.cpp`, `UIControl_Label.cpp`, and `UIControl_SaveList.cpp`, are modified to ensure proper display of Arabic text.
Additionally, `Font.cpp` is enhanced with methods for efficient rendering of pre-shaped text.
* Move to cmake
* Move sources to source_groups and ditch more old VS files
* Add BuildVer.h generation
* Break out cmake source lists to platforms
* Don't copy swf files
* Revert audio changes from merge
* Add platform defines
* Match MSBuild flags
* Move BuildVer.h to common include and fix rebuild issue
* Seperate projects properly
* Exclude more files and make sure GameHDD exists
* Missing line
* Remove remaining VS project files
* Update readme and actions
* Use incremental LTCG
* Update workflows
* Update build workflows and output folder
* Disable vcpkg checks
* Force MSVC
* Use precompiled headers
* Only use PCH for cpp
* Exclude compat_shims from PCH
* Handle per-platform source includes
* Copy only current platform media
* Define Iggy libs per platform
* Fix EnsureGameHDD check
* Only set WIN32_EXECUTABLE on Windows
* Correct Iggy libs path
* Remove include of terrain_MipmapLevel
* Correct path to xsb/xwb
* Implement copilot suggestions
* Add clang flags (untested)
* Fix robocopy error checking
* Update documentation
* Drop CMakePresets.json version as we dont use v6 features
* Always cleanup artifacts in nightly even if some builds fail
* Re-work compiler target options
* Move newer iggy dll into redist and cleanup
* Fix typos
* Remove 'Source Files' from all source groups
* Remove old ps1 build scripts
* Move to cmake
* Move sources to source_groups and ditch more old VS files
* Add BuildVer.h generation
* Break out cmake source lists to platforms
* Don't copy swf files
* Revert audio changes from merge
* Add platform defines
* Match MSBuild flags
* Move BuildVer.h to common include and fix rebuild issue
* Seperate projects properly
* Exclude more files and make sure GameHDD exists
* Missing line
* Remove remaining VS project files
* Update readme and actions
* Use incremental LTCG
* Update workflows
* Update build workflows and output folder
* Disable vcpkg checks
* Force MSVC
* Use precompiled headers
* Only use PCH for cpp
* Exclude compat_shims from PCH
* Handle per-platform source includes
* Copy only current platform media
* Define Iggy libs per platform
* Fix EnsureGameHDD check
* Only set WIN32_EXECUTABLE on Windows
* Correct Iggy libs path
* Remove include of terrain_MipmapLevel
* Correct path to xsb/xwb
* Implement copilot suggestions
* Add clang flags (untested)
* Fix robocopy error checking
* Update documentation
* Drop CMakePresets.json version as we dont use v6 features
* Always cleanup artifacts in nightly even if some builds fail
* Re-work compiler target options
* Move newer iggy dll into redist and cleanup
* Fix typos
* Remove 'Source Files' from all source groups
* Remove old ps1 build scripts
Goal:
Allow players to type and display text in any language supported by
Unicode, including Chinese, Japanese, Korean, Thai, Arabic, Korean, Hindi, and more. This
covers all text surfaces: chat editor, chat messages, signs (in-world
and editor), world name/seed, server address/port fields, and all
Iggy Flash UI text fields.
Multi-language support:
Two complementary rendering systems were added to handle Unicode text
across the entire client:
1. Iggy UI (Flash-based text fields): A new UIUnicodeBitmapFont class
serves Java Minecraft's glyph page PNGs (glyph_00.png-glyph_FF.png)
through Iggy's bitmap font provider API. Registered as the global
fallback font with metrics matching the Mojangles bitmap font for
correct baseline alignment. When the primary bitmap font lacks a
glyph, it returns IGGY_GLYPH_INVALID and Iggy seamlessly falls back
to the unicode bitmap font.
2. Legacy C++ Font renderer (chat editor, in-world signs): Revived the
commented-out unicode glyph page system in Font.cpp. Characters not
in the bitmap font texture are rendered from glyph page PNGs loaded
on demand, with proper texture switching mid-string.
3. ChatScreen input: Removed the restrictive acceptableLetters filter
so all printable Unicode characters are accepted in chat.
Languages now supported for text input and rendering:
- Japanese (Hiragana, Katakana, Kanji)
- Chinese (Simplified and Traditional)
- Korean (Hangul)
- Thai
- Arabic
- Hindi (Devanagari)
- Russian (Cyrillic) - already worked via bitmap font
- Greek - already worked via bitmap font
- Polish, Czech, Turkish (Extended Latin) - already worked via bitmap font
- Armenian, Georgian, and other scripts covered by glyph pages
Security fixes:
- Fixed memset under-initialization of Font::charWidths (zeroed 460
bytes instead of 460*sizeof(int)=1840 bytes, leaving entries 115+
uninitialized) - pre-existing bug
- Added bounds checks to all UIUnicodeBitmapFont callbacks to reject
glyph IDs outside [0, 65535], preventing OOB array access
- Added bounds check in Font::width() section-sign fallback path to
prevent OOB read on charWidths[] with high codepoints
- Blocked Unicode bidirectional override characters (U+202A-202E,
U+2066-2069) in chat input to prevent message spoofing
Memory leak fix:
- Fixed SignTileEntity::load allocating wchar_t[256] with new[] on
every sign load without freeing. Replaced with stack allocation.
Debug logging:
- Added [SIGN] prefixed logging for sign save/update operations
- Added [CHAT] prefixed logging for chat send/receive operations
Files changed:
- UIUnicodeBitmapFont.h/.cpp (new) - Iggy bitmap font for glyph pages
- UIBitmapFont.cpp - Return IGGY_GLYPH_INVALID for unknown chars
- UIFontData.h/.cpp - Added hasGlyph() method
- UIController.h/.cpp - Load and register unicode bitmap fallback font
- UITTFFont.h/.cpp - Added registerAsDefaultFonts parameter
- Font.h/.cpp - Revived unicode glyph page rendering system
- ChatScreen.cpp - Accept all Unicode input, block bidi overrides
- Gui.cpp - Chat display debug logging
- ClientConnection.cpp - Sign update debug logging
- SignTileEntity.cpp - Sign save logging, memory leak fix
Previously paste only worked in the chat screen. Wire Screen::getClipboard() into the two remaining text input paths so Ctrl+V works for sign editing, seed entry, server IP/port, and world name fields.
* Adjusted Exit Game title
Replaced "Return to Xbox Dashboard" with "Exit Minecraft" on the exit game screen.
* Fixed Blending on Intro Sequence
Fixed Blocky, Crappy blending on the ESRB and Mojang Logos in the Intro Sequence.
* Adjusted Exit Game title
Replaced "Return to Xbox Dashboard" with "Exit Minecraft" on the exit game screen.
* Fixed Blending on Intro Sequence
Fixed Blocky, Crappy blending on the ESRB and Mojang Logos in the Intro Sequence.
- Updated `EControllerActions` to include `MINECRAFT_ACTION_SCREENSHOT`.
- Added conditional compilation for `stb_image_write.h` in `Minecraft.cpp`.
- Modified `run_middle()` to handle screenshot key press.
- Updated `tick()` to capture and save screenshots as PNG files.
- Introduced `KEY_SCREENSHOT` in `KeyboardMouseInput.h` mapped to F2.
- Added `stb_image_write.h` for image writing capabilities.
* add: Dedicated Server implementation
- Introduced `ServerMain.cpp` for the dedicated server logic, handling command-line arguments, server initialization, and network management.
- Created `postbuild_server.ps1` script for post-build tasks, including copying necessary resources and DLLs for the dedicated server.
- Added `CopyServerAssets.cmake` to manage the copying of server assets during the build process, ensuring required files are available for the dedicated server.
- Defined project filters in `Minecraft.Server.vcxproj.filters` for better organization of server-related files.
* add: refactor world loader & add server properties
- Introduced ServerLogger for logging startup steps and world I/O operations.
- Implemented ServerProperties for loading and saving server configuration from `server.properties`.
- Added WorldManager to handle world loading and creation based on server properties.
- Updated ServerMain to integrate server properties loading and world management.
- Enhanced project files to include new source and header files for the server components.
* update: implement enhanced logging functionality with configurable log levels
* update: update keyboard and mouse input initialization 1dc8a005ed
* fix: change virtual screen resolution to 1920x1080(HD)
Since 31881af56936aeef38ff322b975fd0 , `skinHud.swf` for 720 is not included in `MediaWindows64.arc`,
the app crashes unless the virtual screen is set to HD.
* fix: dedicated server build settings for miniaudio migration and missing sources
- remove stale Windows64 Miles (mss64) link/copy references from server build
- add Common/Filesystem/Filesystem.cpp to Minecraft.Server.vcxproj
- add Windows64/PostProcesser.cpp to Minecraft.Server.vcxproj
- fix unresolved externals (PostProcesser::*, FileExists) in dedicated server build
* update: changed the virtual screen to 720p
Since the crash caused by the 720p `skinHud.swf` not being included in `MediaWindows64.arc` has been resolved, switching back to 720p to reduce resource usage.
* add: add Docker support for Dedicated Server
add with entrypoint and build scripts
* fix: add initial save for newly created worlds in dedicated server
on the server side, I fixed the behavior introduced after commit aadb511, where newly created worlds are intentionally not saved to disk immediately.
* update: add basically all configuration options that are implemented in the classes to `server.properties`
* update: add LAN advertising configuration for server.properties
LAN-Discovery, which isn’t needed in server mode and could potentially be a security risk, has also been disabled(only server mode).
* add: add implementing interactive command line using linenoise
- Integrated linenoise library for line editing and completion in the server console.
- Updated ServerLogger to handle external writes safely during logging.
- Modified ServerMain to initialize and manage the ServerCli for command input.
- The implementation is separate from everything else, so it doesn't affect anything else.
- The command input section and execution section are separated into threads.
* update: enhance command line completion with predictive hints
Like most command line tools, it highlights predictions in gray.
* add: implement `StringUtils` for string manipulation and refactor usages
Unified the scattered utility functions.
* fix: send DisconnectPacket on shutdown and fix Win64 recv-thread teardown race
Before this change, server/host shutdown closed sockets directly in
ServerConnection::stop(), which bypassed the normal disconnect flow.
As a result, clients could be dropped without receiving a proper
DisconnectPacket during stop/kill/world-close paths.
Also, WinsockNetLayer::Shutdown() could destroy synchronization objects
while host-side recv threads were still exiting, causing a crash in
RecvThreadProc (access violation on world close in host mode).
* fix: return client to menus when Win64 host connection drops
- Add client-side host disconnect handling in CPlatformNetworkManagerStub::DoWork() for _WINDOWS64.
- When in QNET_STATE_GAME_PLAY as a non-host and WinsockNetLayer::IsConnected() becomes false, trigger g_NetworkManager.HandleDisconnect(false) to enter the normal disconnect/UI flow.
- Use m_bLeaveGameOnTick as a one-shot guard to prevent repeated disconnect handling while the link remains down.
- Reset m_bLeaveGameOnTick on LeaveGame(), HostGame(), and JoinGame() to avoid stale state across sessions.
* update: converted Japanese comments to English
* add: create `Minecraft.Server` developer guide in English and Japanese
* update: add note about issue
* add: add `nlohmann/json` json lib
* add: add FileUtils
Moved file operations to `utils`.
* add: Dedicated Server BAN access manager with persistent player and IP bans
- add Access frontend that publishes thread-safe ban manager snapshots for dedicated server use
- add BanManager storage for banned-players.json and banned-ips.json with load/save/update flows
- add persistent player and IP ban checks during dedicated server connection handling
- add UTF-8 BOM-safe JSON parsing and shared file helpers backed by nlohmann/json
- add Unicode-safe ban file read/write and safer atomic replacement behavior on Windows
- add active-ban snapshot APIs and expiry-aware filtering for expires metadata
- add RAII-based dedicated access shutdown handling during server startup and teardown
* update: changed file read/write operations to use `FileUtils`.
- As a side effect, saving has become faster!
* fix: Re-added the source that had somehow disappeared.
* add: significantly improved the dedicated server logging system
- add ServerLogManager to Minecraft.Server as the single entry point for dedicated-server log output
- forward CMinecraftApp logger output to the server logger when running with g_Win64DedicatedServer
- add named network logs for incoming, accepted, rejected, and disconnected connections
- cache connection metadata by smallId so player name and remote IP remain available for disconnect logs
- keep Minecraft.Client changes minimal by using lightweight hook points and handling log orchestration on the server side
* fix: added the updated library source
* add: add `ban` and `pardon` commands for Player and IP
* fix: fix stop command shutdown process
add dedicated server shutdown request handling
* fix: fixed the save logic during server shutdown
Removed redundant repeated saves and eliminated the risks of async writes.
* update: added new sever files to Docker entrypoint
* fix: replace shutdown flag with atomic variable for thread safety
* update: update Dedicated Server developer guide
English is machine translated.
Please forgive me.
* update: check for the existence of `GameHDD` and create
* add: add Whitelist to Dedicated Server
* refactor: clean up and refactor the code
- unify duplicated implementations that were copied repeatedly
- update outdated patterns to more modern ones
* fix: include UI header (new update fix)
* fix: fix the detection range for excessive logging
`getHighestNonEmptyY()` returning `-1` occurs normally when the chunk is entirely air.
The caller (`Minecraft.World/LevelChunk.cpp:2400`) normalizes `-1` to `0`.
* update: add world size config to dedicated server properties
* update: update README add explanation of `server.properties` & launch arguments
* update: add nightly release workflow for dedicated server and client builds to Actions
* fix: update name for workflow
* add random seed generation
* add: add Docker nightly workflow for Dedicated Server publish to GitHub Container Registry
* fix: ghost player when clients disconnect out of order
#4
* fix: fix 7zip option
* fix: fix Docker workflow for Dedicated Server artifact handling
* add: add no build Dedicated Server startup scripts and Docker Compose
* update: add README for Docker Dedicated Server setup with no local build
* refactor: refactor command path structure
As the number of commands has increased and become harder to navigate, each command has been organized into separate folders.
* update: support stream(file stdin) input mode for server CLI
Support for the stream (file stdin) required when attaching a tty to a Docker container on Linux.
* add: add new CLI Console Commands for Dedicated Server
Most of these commands are executed using the command dispatcher implemented on the `Minecraft.World` side. When registering them with the dispatcher, the sender uses a permission-enabled configuration that treats the CLI as a player.
- default game.
- enchant
- experience.
- give
- kill(currently, getting a permission error for some reason)
- time
- weather.
- update tp & gamemode command
* fix: change player map icon to random select
* update: increase the player limit
* add: restore the basic anti-cheat implementation and add spawn protection
Added the following anti-cheat measures and add spawn protection to `server.properties`.
- instant break
- speed
- reach
* fix: fix Docker image tag
---------
Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com>
* add: Dedicated Server implementation
- Introduced `ServerMain.cpp` for the dedicated server logic, handling command-line arguments, server initialization, and network management.
- Created `postbuild_server.ps1` script for post-build tasks, including copying necessary resources and DLLs for the dedicated server.
- Added `CopyServerAssets.cmake` to manage the copying of server assets during the build process, ensuring required files are available for the dedicated server.
- Defined project filters in `Minecraft.Server.vcxproj.filters` for better organization of server-related files.
* add: refactor world loader & add server properties
- Introduced ServerLogger for logging startup steps and world I/O operations.
- Implemented ServerProperties for loading and saving server configuration from `server.properties`.
- Added WorldManager to handle world loading and creation based on server properties.
- Updated ServerMain to integrate server properties loading and world management.
- Enhanced project files to include new source and header files for the server components.
* update: implement enhanced logging functionality with configurable log levels
* update: update keyboard and mouse input initialization 1dc8a005ed
* fix: change virtual screen resolution to 1920x1080(HD)
Since 31881af56936aeef38ff322b975fd0 , `skinHud.swf` for 720 is not included in `MediaWindows64.arc`,
the app crashes unless the virtual screen is set to HD.
* fix: dedicated server build settings for miniaudio migration and missing sources
- remove stale Windows64 Miles (mss64) link/copy references from server build
- add Common/Filesystem/Filesystem.cpp to Minecraft.Server.vcxproj
- add Windows64/PostProcesser.cpp to Minecraft.Server.vcxproj
- fix unresolved externals (PostProcesser::*, FileExists) in dedicated server build
* update: changed the virtual screen to 720p
Since the crash caused by the 720p `skinHud.swf` not being included in `MediaWindows64.arc` has been resolved, switching back to 720p to reduce resource usage.
* add: add Docker support for Dedicated Server
add with entrypoint and build scripts
* fix: add initial save for newly created worlds in dedicated server
on the server side, I fixed the behavior introduced after commit aadb511, where newly created worlds are intentionally not saved to disk immediately.
* update: add basically all configuration options that are implemented in the classes to `server.properties`
* update: add LAN advertising configuration for server.properties
LAN-Discovery, which isn’t needed in server mode and could potentially be a security risk, has also been disabled(only server mode).
* add: add implementing interactive command line using linenoise
- Integrated linenoise library for line editing and completion in the server console.
- Updated ServerLogger to handle external writes safely during logging.
- Modified ServerMain to initialize and manage the ServerCli for command input.
- The implementation is separate from everything else, so it doesn't affect anything else.
- The command input section and execution section are separated into threads.
* update: enhance command line completion with predictive hints
Like most command line tools, it highlights predictions in gray.
* add: implement `StringUtils` for string manipulation and refactor usages
Unified the scattered utility functions.
* fix: send DisconnectPacket on shutdown and fix Win64 recv-thread teardown race
Before this change, server/host shutdown closed sockets directly in
ServerConnection::stop(), which bypassed the normal disconnect flow.
As a result, clients could be dropped without receiving a proper
DisconnectPacket during stop/kill/world-close paths.
Also, WinsockNetLayer::Shutdown() could destroy synchronization objects
while host-side recv threads were still exiting, causing a crash in
RecvThreadProc (access violation on world close in host mode).
* fix: return client to menus when Win64 host connection drops
- Add client-side host disconnect handling in CPlatformNetworkManagerStub::DoWork() for _WINDOWS64.
- When in QNET_STATE_GAME_PLAY as a non-host and WinsockNetLayer::IsConnected() becomes false, trigger g_NetworkManager.HandleDisconnect(false) to enter the normal disconnect/UI flow.
- Use m_bLeaveGameOnTick as a one-shot guard to prevent repeated disconnect handling while the link remains down.
- Reset m_bLeaveGameOnTick on LeaveGame(), HostGame(), and JoinGame() to avoid stale state across sessions.
* update: converted Japanese comments to English
* add: create `Minecraft.Server` developer guide in English and Japanese
* update: add note about issue
* add: add `nlohmann/json` json lib
* add: add FileUtils
Moved file operations to `utils`.
* add: Dedicated Server BAN access manager with persistent player and IP bans
- add Access frontend that publishes thread-safe ban manager snapshots for dedicated server use
- add BanManager storage for banned-players.json and banned-ips.json with load/save/update flows
- add persistent player and IP ban checks during dedicated server connection handling
- add UTF-8 BOM-safe JSON parsing and shared file helpers backed by nlohmann/json
- add Unicode-safe ban file read/write and safer atomic replacement behavior on Windows
- add active-ban snapshot APIs and expiry-aware filtering for expires metadata
- add RAII-based dedicated access shutdown handling during server startup and teardown
* update: changed file read/write operations to use `FileUtils`.
- As a side effect, saving has become faster!
* fix: Re-added the source that had somehow disappeared.
* add: significantly improved the dedicated server logging system
- add ServerLogManager to Minecraft.Server as the single entry point for dedicated-server log output
- forward CMinecraftApp logger output to the server logger when running with g_Win64DedicatedServer
- add named network logs for incoming, accepted, rejected, and disconnected connections
- cache connection metadata by smallId so player name and remote IP remain available for disconnect logs
- keep Minecraft.Client changes minimal by using lightweight hook points and handling log orchestration on the server side
* fix: added the updated library source
* add: add `ban` and `pardon` commands for Player and IP
* fix: fix stop command shutdown process
add dedicated server shutdown request handling
* fix: fixed the save logic during server shutdown
Removed redundant repeated saves and eliminated the risks of async writes.
* update: added new sever files to Docker entrypoint
* fix: replace shutdown flag with atomic variable for thread safety
* update: update Dedicated Server developer guide
English is machine translated.
Please forgive me.
* update: check for the existence of `GameHDD` and create
* add: add Whitelist to Dedicated Server
* refactor: clean up and refactor the code
- unify duplicated implementations that were copied repeatedly
- update outdated patterns to more modern ones
* fix: include UI header (new update fix)
* fix: fix the detection range for excessive logging
`getHighestNonEmptyY()` returning `-1` occurs normally when the chunk is entirely air.
The caller (`Minecraft.World/LevelChunk.cpp:2400`) normalizes `-1` to `0`.
* update: add world size config to dedicated server properties
* update: update README add explanation of `server.properties` & launch arguments
* update: add nightly release workflow for dedicated server and client builds to Actions
* fix: update name for workflow
* add random seed generation
* add: add Docker nightly workflow for Dedicated Server publish to GitHub Container Registry
* fix: ghost player when clients disconnect out of order
#4
* fix: fix 7zip option
* fix: fix Docker workflow for Dedicated Server artifact handling
* add: add no build Dedicated Server startup scripts and Docker Compose
* update: add README for Docker Dedicated Server setup with no local build
* refactor: refactor command path structure
As the number of commands has increased and become harder to navigate, each command has been organized into separate folders.
* update: support stream(file stdin) input mode for server CLI
Support for the stream (file stdin) required when attaching a tty to a Docker container on Linux.
* add: add new CLI Console Commands for Dedicated Server
Most of these commands are executed using the command dispatcher implemented on the `Minecraft.World` side. When registering them with the dispatcher, the sender uses a permission-enabled configuration that treats the CLI as a player.
- default game.
- enchant
- experience.
- give
- kill(currently, getting a permission error for some reason)
- time
- weather.
- update tp & gamemode command
* fix: change player map icon to random select
* update: increase the player limit
* add: restore the basic anti-cheat implementation and add spawn protection
Added the following anti-cheat measures and add spawn protection to `server.properties`.
- instant break
- speed
- reach
* fix: fix Docker image tag
---------
Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com>
This commit adds new `NamedFrame` entries and `KeyFrame` animations in `skin_Minecraft.xui` for various hardcore game modes, improving the UI representation (likely will get rid of this since it's dead code). A new `isHardcore` variable in `XUI_HUD.cpp` allows for conditional health icon animations based on the game mode. Additionally, commented-out code in `Gui.cpp` has been removed to streamline rendering logic. Several new PNG images for health states in hardcore mode have also been added to enhance the user experience.
TL;DR: This commit is basically just prep for adding hardcore heathbar hearts while also fixing some breaking that occurred in Gui.cpp after a merge.