Files
LCE-Revelations/Minecraft.Server.FourKit/Inventory/InventoryView.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

226 lines
7.9 KiB
C#

namespace Minecraft.Server.FourKit.Inventory;
using Minecraft.Server.FourKit.Entity;
/// <summary>
/// Represents a view linking two inventories and a single player
/// (whose inventory may or may not be one of the two).
/// </summary>
public class InventoryView
{
/// <summary>
/// Represents the raw slot ID for clicks outside the inventory window.
/// </summary>
public static readonly int OUTSIDE = -999;
private readonly Inventory _topInventory;
private readonly Inventory _bottomInventory;
private readonly HumanEntity _player;
private readonly InventoryType _type;
/// <summary>
/// Creates a new InventoryView linking two inventories and a player.
/// </summary>
/// <param name="topInventory">The upper inventory.</param>
/// <param name="bottomInventory">The lower inventory.</param>
/// <param name="player">The player viewing.</param>
/// <param name="type">The inventory type.</param>
public InventoryView(Inventory topInventory, Inventory bottomInventory, HumanEntity player, InventoryType type)
{
_topInventory = topInventory;
_bottomInventory = bottomInventory;
_player = player;
_type = type;
}
/// <summary>
/// Get the upper inventory involved in this transaction.
/// </summary>
/// <returns>The inventory.</returns>
public virtual Inventory getTopInventory() => _topInventory;
/// <summary>
/// Get the lower inventory involved in this transaction.
/// </summary>
/// <returns>The inventory.</returns>
public virtual Inventory getBottomInventory() => _bottomInventory;
/// <summary>
/// Get the player viewing.
/// </summary>
/// <returns>The player.</returns>
public virtual HumanEntity getPlayer() => _player;
/// <summary>
/// Determine the type of inventory involved in the transaction. This indicates
/// the window style being shown. It will never return PLAYER, since that is
/// common to all windows.
/// </summary>
/// <returns>The inventory type.</returns>
public virtual InventoryType getType() => _type;
/// <summary>
/// Sets one item in this inventory view by its raw slot ID.
/// </summary>
/// <remarks>
/// If slot ID -999 is chosen, it may be expected that the item is dropped
/// on the ground. This is not required behaviour, however.
/// </remarks>
/// <param name="slot">The raw slot ID.</param>
/// <param name="item">The new item to put in the slot, or null to clear it.</param>
public void setItem(int slot, ItemStack? item)
{
if (slot == OUTSIDE) return;
int topSize = _topInventory.getSize();
if (slot < topSize)
_topInventory.setItem(slot, item);
else
_bottomInventory.setItem(slot - topSize, item);
}
/// <summary>
/// Gets one item in this inventory view by its raw slot ID.
/// </summary>
/// <param name="slot">The raw slot ID.</param>
/// <returns>The item currently in the slot.</returns>
public ItemStack? getItem(int slot)
{
if (slot == OUTSIDE) return null;
int topSize = _topInventory.getSize();
if (slot < topSize)
return _topInventory.getItem(slot);
return _bottomInventory.getItem(slot - topSize);
}
/// <summary>
/// Sets the item on the cursor of one of the viewing players.
/// </summary>
/// <param name="item">The item to put on the cursor, or null to remove it.</param>
public void setCursor(ItemStack? item)
{
_player.setItemOnCursor(item);
}
/// <summary>
/// Get the item on the cursor of one of the viewing players.
/// </summary>
/// <returns>The item on the player's cursor, or null if they aren't holding one.</returns>
public ItemStack? getCursor()
{
return _player.getItemOnCursor();
}
/// <summary>
/// Converts a raw slot ID into its local slot ID into whichever of the two
/// inventories the slot points to.
/// </summary>
/// <param name="rawSlot">The raw slot ID.</param>
/// <returns>The converted slot ID.</returns>
public int convertSlot(int rawSlot)
{
int topSize = _topInventory.getSize();
if (rawSlot < topSize)
return rawSlot;
return rawSlot - topSize;
}
/// <summary>
/// Closes the inventory view.
/// </summary>
public void close()
{
}
/// <summary>
/// Check the total number of slots in this view, combining the upper
/// and lower inventories.
/// </summary>
/// <returns>The total size.</returns>
public int countSlots()
{
return _topInventory.getSize() + _bottomInventory.getSize();
}
/// <summary>
/// Sets an extra property of this inventory if supported by that inventory,
/// for example the state of a progress bar.
/// </summary>
/// <param name="prop">The window property to update.</param>
/// <param name="value">The new value for the window property.</param>
/// <returns>true if the property was updated successfully.</returns>
public bool setProperty(Property prop, int value)
{
return false;
}
/// <summary>
/// Get the title of this inventory window.
/// </summary>
/// <returns>The title.</returns>
public string getTitle()
{
return _topInventory.getTitle();
}
/// <summary>
/// Represents various extra properties of certain inventory windows.
/// </summary>
public enum Property
{
/// <summary>The progress of the down-pointing arrow in a brewing inventory.</summary>
BREW_TIME,
/// <summary>The progress of the flame in a furnace inventory.</summary>
BURN_TIME,
/// <summary>The progress of the right-pointing arrow in a furnace inventory.</summary>
COOK_TIME,
/// <summary>In an enchanting inventory, the top button's experience level value.</summary>
ENCHANT_BUTTON1,
/// <summary>In an enchanting inventory, the middle button's experience level value.</summary>
ENCHANT_BUTTON2,
/// <summary>In an enchanting inventory, the bottom button's experience level value.</summary>
ENCHANT_BUTTON3,
/// <summary>How many total ticks the current fuel should last.</summary>
TICKS_FOR_CURRENT_FUEL
}
}
/// <summary>
/// Extension methods for <see cref="InventoryView.Property"/>.
/// </summary>
public static class InventoryViewPropertyExtensions
{
/// <summary>
/// Gets the <see cref="InventoryType"/> that this property belongs to.
/// </summary>
/// <param name="prop">The property.</param>
/// <returns>The inventory type.</returns>
public static InventoryType getType(this InventoryView.Property prop) => prop switch
{
InventoryView.Property.BREW_TIME => InventoryType.BREWING,
InventoryView.Property.BURN_TIME => InventoryType.FURNACE,
InventoryView.Property.COOK_TIME => InventoryType.FURNACE,
InventoryView.Property.ENCHANT_BUTTON1 => InventoryType.ENCHANTING,
InventoryView.Property.ENCHANT_BUTTON2 => InventoryType.ENCHANTING,
InventoryView.Property.ENCHANT_BUTTON3 => InventoryType.ENCHANTING,
InventoryView.Property.TICKS_FOR_CURRENT_FUEL => InventoryType.FURNACE,
_ => InventoryType.CHEST,
};
/// <summary>
/// Gets the window-property id for this <see cref="InventoryView.Property"/>.
/// </summary>
/// <param name="prop">The property.</param>
/// <returns>The id.</returns>
public static int getId(this InventoryView.Property prop) => prop switch
{
InventoryView.Property.BREW_TIME => 0,
InventoryView.Property.BURN_TIME => 0,
InventoryView.Property.COOK_TIME => 2,
InventoryView.Property.ENCHANT_BUTTON1 => 0,
InventoryView.Property.ENCHANT_BUTTON2 => 1,
InventoryView.Property.ENCHANT_BUTTON3 => 2,
InventoryView.Property.TICKS_FOR_CURRENT_FUEL => 1,
_ => -1,
};
}