Files
LCE-Revelations/Minecraft.Server.FourKit/Block/BlockState.cs
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

198 lines
6.1 KiB
C#

namespace Minecraft.Server.FourKit.Block;
/// <summary>
/// Represents a captured state of a block, which will not change
/// automatically.
///
/// <para>Unlike <see cref="Block"/>, which only one object can exist per
/// coordinate, BlockState can exist multiple times for any given Block.
/// Note that another plugin may change the state of the block and you will
/// not know, or they may change the block to another type entirely, causing
/// your BlockState to become invalid.</para>
/// </summary>
public class BlockState
{
private readonly World _world;
private readonly int _x;
private readonly int _y;
private readonly int _z;
private int _typeId;
private int _data;
internal BlockState(World world, int x, int y, int z, int typeId, int data)
{
_world = world;
_x = x;
_y = y;
_z = z;
_typeId = typeId;
_data = data;
}
/// <summary>
/// Gets the block represented by this BlockState.
/// </summary>
/// <returns>Block that this BlockState represents.</returns>
public Block getBlock()
{
return new Block(_world, _x, _y, _z);
}
/// <summary>
/// Gets the metadata for this block.
/// </summary>
/// <returns>Block specific metadata.</returns>
public int getData() => _data;
/// <summary>
/// Sets the metadata for this block.
/// </summary>
/// <param name="data">New block specific metadata.</param>
public void setData(int data)
{
_data = data;
}
/// <summary>
/// Gets the type of this block.
/// </summary>
/// <returns>Block type.</returns>
public Material getType()
{
return Enum.IsDefined(typeof(Material), _typeId) ? (Material)_typeId : Material.AIR;
}
/// <summary>
/// Gets the type ID of this block.
/// </summary>
/// <returns>Block type ID.</returns>
public int getTypeId() => _typeId;
/// <summary>
/// Gets the world which contains this Block.
/// </summary>
/// <returns>World containing this block.</returns>
public World getWorld() => _world;
/// <summary>
/// Gets the x-coordinate of this block.
/// </summary>
/// <returns>X-coordinate.</returns>
public int getX() => _x;
/// <summary>
/// Gets the y-coordinate of this block.
/// </summary>
/// <returns>Y-coordinate.</returns>
public int getY() => _y;
/// <summary>
/// Gets the z-coordinate of this block.
/// </summary>
/// <returns>Z-coordinate.</returns>
public int getZ() => _z;
/// <summary>
/// Gets the location of this block.
/// </summary>
/// <returns>Location.</returns>
public Location getLocation()
{
return new Location(_world, _x, _y, _z, 0f, 0f);
}
/// <summary>
/// Stores the location of this block in the provided Location object.
/// If the provided Location is null this method does nothing and returns
/// null.
/// </summary>
/// <param name="loc">The location object to store in.</param>
/// <returns>The Location object provided or null.</returns>
public Location? getLocation(Location? loc)
{
if (loc == null) return null;
loc.X = _x;
loc.Y = _y;
loc.Z = _z;
loc.LocationWorld = _world;
return loc;
}
/// <summary>
/// Sets the type of this block.
/// </summary>
/// <param name="type">Material to change this block to.</param>
public void setType(Material type)
{
_typeId = (int)type;
}
/// <summary>
/// Sets the type ID of this block.
/// </summary>
/// <param name="type">Type ID to change this block to.</param>
/// <returns>Whether the change was accepted.</returns>
public bool setTypeId(int type)
{
_typeId = type;
return true;
}
/// <summary>
/// Attempts to update the block represented by this state, setting it to
/// the new values as defined by this state.
/// <para>This has the same effect as calling <c>update(false)</c>.</para>
/// </summary>
/// <returns><c>true</c> if the update was successful, otherwise
/// <c>false</c>.</returns>
public bool update()
{
return update(false);
}
/// <summary>
/// Attempts to update the block represented by this state, setting it to
/// the new values as defined by this state.
/// <para>This has the same effect as calling
/// <c>update(force, true)</c>.</para>
/// </summary>
/// <param name="force"><c>true</c> to forcefully set the state.</param>
/// <returns><c>true</c> if the update was successful, otherwise
/// <c>false</c>.</returns>
public bool update(bool force)
{
return update(force, true);
}
/// <summary>
/// Attempts to update the block represented by this state, setting it to
/// the new values as defined by this state.
/// <para>Unless <paramref name="force"/> is true, this will not modify the
/// state of a block if it is no longer the same type as it was when this
/// state was taken. It will return false in this eventuality.</para>
/// <para>If <paramref name="force"/> is true, it will set the type of the
/// block to match the new state, set the state data and then return
/// true.</para>
/// <para>If <paramref name="applyPhysics"/> is true, it will trigger a
/// physics update on surrounding blocks which could cause them to update
/// or disappear.</para>
/// </summary>
/// <param name="force"><c>true</c> to forcefully set the state.</param>
/// <param name="applyPhysics"><c>false</c> to cancel updating physics on
/// surrounding blocks.</param>
/// <returns><c>true</c> if the update was successful, otherwise
/// <c>false</c>.</returns>
public bool update(bool force, bool applyPhysics)
{
if (NativeBridge.GetTileId == null || NativeBridge.SetTile == null)
return false;
int currentType = NativeBridge.GetTileId(_world.getDimensionId(), _x, _y, _z);
if (!force && currentType != _typeId)
return false;
NativeBridge.SetTile(_world.getDimensionId(), _x, _y, _z, _typeId, _data);
return true;
}
}