# Compile Instructions ## Prerequisites - **Visual Studio 2022** with the **Desktop development with C++** workload (this includes the CMake tools, MSVC toolchain, and Windows 10 SDK). - **.NET 10 SDK**, required to build the FourKit plugin host (`Minecraft.Server.FourKit`). - Download: https://dotnet.microsoft.com/download/dotnet/10.0 (pick the **x64 SDK** installer) - The exact SDK version is pinned in `global.json` at the repo root. - CMake will fail configure with a clear error message if .NET 10 is not installed, so you find out immediately rather than partway through a build. - The build invokes `dotnet publish ... --runtime win-x64 --self-contained true`, so the published output bundles a complete .NET 10 runtime alongside the FourKit assembly. End users running the produced server do **not** need to install .NET themselves. - All FourKit runtime files (DLL + .NET runtime + `hostfxr.dll`) land in a `runtime/` subfolder next to `Minecraft.Server.exe`. An empty `plugins/` folder is also created. Both are produced automatically by the build. ## Visual Studio 2022 quick start (recommended) VS 2022 has built-in CMake support, so there is no need to generate a `.sln` file by hand. 1. Install the prerequisites above. 2. Clone the repo with submodules. If you don't, you will get a build error! - `git clone --recurse-submodules https://github.com/itsRevela/LCE-Revelations.git` 3. In Visual Studio: `File > Open > Folder...` and select the **repo root** (the folder that contains `CMakeLists.txt`). 4. Wait for CMake to configure (~5 seconds on a warm cache, a few minutes on the first run while assets copy). 5. Pick a build configuration in the dropdown, for example `windows64-release`. 6. `Build > Build All` (or `F7`). Targets of interest: - `Minecraft.Client`: the game client. - `Minecraft.Server`: the **vanilla** dedicated server. Standalone C++ binary, no plugin host, no .NET dependency at runtime, smallest distribution. - `Minecraft.Server.FourKit`: the **FourKit-enabled** dedicated server. Bundles the .NET 10 plugin host alongside the exe (in `runtime/`) and creates an empty `plugins/` folder for end users to drop plugin DLLs into. Building this target also triggers the `Minecraft.Server.FourKit.Managed` target which publishes the C# project. 7. Use the debug target dropdown to pick `Minecraft.Client.exe` or whichever server flavour you want, then `F5` to launch. ### Server flavours Both server targets compile from the same source tree and produce a binary literally named `Minecraft.Server.exe`. The variant identity lives in the build directory: ``` build//Minecraft.Server/Release/ Minecraft.Server.exe (vanilla, no plugin support) Common/, Windows64/, ... build//Minecraft.Server.FourKit/Release/ Minecraft.Server.exe (FourKit-enabled, same exe name on purpose) runtime/ (self-contained .NET 10 + Minecraft.Server.FourKit.dll) plugins/ (empty drop point) Common/, Windows64/, ... ``` The FourKit target gets the `MINECRAFT_SERVER_FOURKIT_BUILD` preprocessor define. Inside `FourKitBridge.h`, the real plugin entry points are conditional on that define; the vanilla target sees inline no-op stubs instead, so gameplay code can call `FourKitBridge::Fire*` unconditionally and produce the right behaviour for each flavour without per-call-site `#ifdef`s. ### Dedicated server debug arguments - Default debugger arguments for both `Minecraft.Server` and `Minecraft.Server.FourKit`: - `-port 25565 -bind 0.0.0.0 -name DedicatedServer` - You can override arguments in: - `Project Properties > Debugging > Command Arguments` - Both server targets post-build copy the dedicated-server asset set: - `Common/Media/MediaWindows64.arc` - `Common/res` - `Windows64/GameHDD` ## CMake (Windows x64) Configure (use your VS Community instance explicitly): Open `Developer PowerShell for VS` and run: ```powershell cmake --preset windows64 ``` Build Debug: ```powershell cmake --build --preset windows64-debug --target Minecraft.Client ``` Build Release: ```powershell cmake --build --preset windows64-release --target Minecraft.Client ``` Build vanilla Dedicated Server (Debug): ```powershell cmake --build --preset windows64-debug --target Minecraft.Server ``` Build vanilla Dedicated Server (Release): ```powershell cmake --build --preset windows64-release --target Minecraft.Server ``` Build FourKit Dedicated Server (Debug): ```powershell cmake --build --preset windows64-debug --target Minecraft.Server.FourKit ``` Build FourKit Dedicated Server (Release): ```powershell cmake --build --preset windows64-release --target Minecraft.Server.FourKit ``` Build everything (client + both server flavours): ```powershell cmake --build --preset windows64-release ``` Run executable: ```powershell cd .\build\windows64\Minecraft.Client\Debug .\Minecraft.Client.exe ``` Run vanilla dedicated server: ```powershell cd .\build\windows64\Minecraft.Server\Debug .\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer ``` Run FourKit dedicated server: ```powershell cd .\build\windows64\Minecraft.Server.FourKit\Debug .\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer ``` Notes: - Post-build asset copy is automatic for `Minecraft.Client` in CMake (Debug and Release variants). - The game relies on relative paths (for example `Common\Media\...`), so launching from the output directory is required. ## CMake (Linux x64 Cross-Compile with Clang) Cross-compile Windows x64 binaries on Linux using LLVM/Clang and the Windows SDK obtained via xwin. ### Prerequisites Install the following packages (example for Ubuntu): ```bash sudo apt install clang lld llvm cmake ninja-build rsync cargo ``` Install xwin for downloading the Windows SDK: ```bash cargo install xwin ``` ### Compile Run this (Release): ```bash ./build-linux.sh ``` Or, for debug: ```bash ./build-linux.sh . Debug ``` ### NixOS / Nix For NixOS or systems with Nix installed, use the provided flake: ```bash nix build .#client nix build .#server ``` Or enter the development shell with all dependencies: ```bash nix develop ``` Notes: - Requires LLVM 15+ with clang-cl, lld-link, llvm-rc, and llvm-mt. - Wine is required to run the compiled Windows executables on Linux. ### Troubleshooting - **`'vswhere.exe' is not recognized`**: harmless warning. This appears if you ran `vcvars64.bat` from a plain command prompt instead of `Developer PowerShell for VS`. The Visual Studio Installer's `vswhere.exe` lives at `C:\Program Files (x86)\Microsoft Visual Studio\Installer\` and is not on the default `PATH`. Use the Developer PowerShell shortcut, or open the repo folder directly in VS (which handles the dev env for you). - **`.NET 10 SDK not found` at configure time**: install the x64 SDK from https://dotnet.microsoft.com/download/dotnet/10.0 and re-run CMake configure (`Project > Configure Cache` in VS, or `cmake --preset windows64` from a shell). - **Server starts but logs `hostfxr_initialize_for_dotnet_command_line failed`**: the `runtime/` folder next to `Minecraft.Server.exe` is missing or stale. Rebuild the `Minecraft.Server.FourKit` target (which re-stages `runtime/`), or do a clean rebuild of `Minecraft.Server`.