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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
111 lines
4.2 KiB
C#
111 lines
4.2 KiB
C#
namespace Minecraft.Server.FourKit.Event.Entity;
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using FourKitEntity = Minecraft.Server.FourKit.Entity;
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using Minecraft.Server.FourKit.Inventory;
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/// <summary>
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/// Thrown whenever a Player dies.
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/// </summary>
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public class PlayerDeathEvent : EntityDeathEvent
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{
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private string _deathMessage;
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private int _newExp;
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private int _newLevel;
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private bool _keepLevel;
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private bool _keepInventory;
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internal PlayerDeathEvent(FourKitEntity.Player player, List<ItemStack> drops, int droppedExp, string deathMessage)
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: this(player, drops, droppedExp, 0, deathMessage)
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{
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}
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/// <summary>
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/// Creates a new <see cref="PlayerDeathEvent"/>.
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/// </summary>
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/// <param name="player">The Player who died.</param>
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/// <param name="drops">The items to drop when the player dies.</param>
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/// <param name="droppedExp">The amount of experience to drop.</param>
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/// <param name="newExp">The new EXP the Player should have at respawn.</param>
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/// <param name="deathMessage">The death message to display.</param>
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public PlayerDeathEvent(FourKitEntity.Player player, List<ItemStack> drops, int droppedExp, int newExp, string deathMessage)
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: base(player, drops, droppedExp)
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{
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_deathMessage = deathMessage;
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_newExp = newExp;
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_newLevel = 0;
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_keepLevel = false;
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_keepInventory = false;
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}
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/// <summary>
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/// Returns the Entity involved in this event.
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/// </summary>
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/// <returns>Entity who is involved in this event.</returns>
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public new FourKitEntity.Player getEntity() => (FourKitEntity.Player)entity;
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/// <summary>
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/// Get the death message that will appear to everyone on the server.
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/// </summary>
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/// <returns>Message to appear to other players on the server.</returns>
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public string getDeathMessage() => _deathMessage;
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/// <summary>
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/// Set the death message that will appear to everyone on the server.
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/// </summary>
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/// <param name="deathMessage">Message to appear to other players on the server.</param>
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public void setDeathMessage(string deathMessage) => _deathMessage = deathMessage;
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/// <summary>
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/// Gets how much EXP the Player should have at respawn.
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/// This does not indicate how much EXP should be dropped, please see
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/// <see cref="EntityDeathEvent.getDroppedExp"/> for that.
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/// </summary>
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/// <returns>New EXP of the respawned player.</returns>
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public int getNewExp() => _newExp;
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/// <summary>
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/// Sets how much EXP the Player should have at respawn.
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/// This does not indicate how much EXP should be dropped, please see
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/// <see cref="EntityDeathEvent.setDroppedExp"/> for that.
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/// </summary>
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/// <param name="exp">New EXP of the respawned player.</param>
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public void setNewExp(int exp) => _newExp = exp;
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/// <summary>
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/// Gets the Level the Player should have at respawn.
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/// </summary>
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/// <returns>New Level of the respawned player.</returns>
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public int getNewLevel() => _newLevel;
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/// <summary>
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/// Sets the Level the Player should have at respawn.
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/// </summary>
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/// <param name="level">New Level of the respawned player.</param>
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public void setNewLevel(int level) => _newLevel = level;
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/// <summary>
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/// Gets if the Player should keep all EXP at respawn.
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/// This flag overrides other EXP settings.
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/// </summary>
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/// <returns><c>true</c> if Player should keep all pre-death exp.</returns>
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public bool getKeepLevel() => _keepLevel;
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/// <summary>
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/// Sets if the Player should keep all EXP at respawn.
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/// This overrides all other EXP settings.
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/// </summary>
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/// <param name="keepLevel"><c>true</c> to keep all current value levels.</param>
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public void setKeepLevel(bool keepLevel) => _keepLevel = keepLevel;
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/// <summary>
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/// Gets if the Player keeps inventory on death.
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/// </summary>
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/// <returns><c>true</c> if the player keeps inventory on death.</returns>
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public bool getKeepInventory() => _keepInventory;
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/// <summary>
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/// Sets if the Player keeps inventory on death.
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/// </summary>
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/// <param name="keepInventory"><c>true</c> to keep the inventory.</param>
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public void setKeepInventory(bool keepInventory) => _keepInventory = keepInventory;
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}
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