Files
LCE-Revelations/Minecraft.World/LivingEntity.h
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

329 lines
8.1 KiB
C++

#pragma once
using namespace std;
#include "Entity.h"
#include "MobType.h"
#include "GoalSelector.h"
#include "SharedConstants.h"
class CombatTracker;
class AttributeInstance;
class AttributeModifier;
class MobEffectInstance;
class BaseAttributeMap;
class Team;
class Attribute;
class MobEffect;
class HitResult;
class Vec3;
class LivingEntity : public Entity
{
friend class MobSpawner;
protected:
// 4J - added for common ctor code
void _init();
public:
// 4J-PB - added to replace (e instanceof Type), avoiding dynamic casts
eINSTANCEOF GetType() { return eTYPE_LIVINGENTITY;}
static Entity *create(Level *level) { return nullptr; }
private:
static AttributeModifier *SPEED_MODIFIER_SPRINTING;
public:
static const int SLOT_WEAPON = 0;
static const int SLOT_BOOTS = 1;
static const int SLOT_LEGGINGS = 2;
static const int SLOT_CHEST = 3;
static const int SLOT_HELM = 4;
static const int SWING_DURATION = 6;
static const int PLAYER_HURT_EXPERIENCE_TIME = SharedConstants::TICKS_PER_SECOND * 5;
private:
static const double MIN_MOVEMENT_DISTANCE;
public:
static const int DATA_HEALTH_ID = 6;
static const int DATA_EFFECT_COLOR_ID = 7;
static const int DATA_EFFECT_AMBIENCE_ID = 8;
static const int DATA_ARROW_COUNT_ID = 9;
private:
BaseAttributeMap *attributes;
CombatTracker *combatTracker;
unordered_map<int, MobEffectInstance *> activeEffects;
ItemInstanceArray lastEquipment;
public:
bool swinging;
int swingTime;
int removeArrowTime;
float lastHealth;
int hurtTime;
int hurtDuration;
float hurtDir;
int deathTime;
int attackTime;
float oAttackAnim, attackAnim;
float walkAnimSpeedO;
float walkAnimSpeed;
float walkAnimPos;
int invulnerableDuration;
float oTilt, tilt;
float timeOffs;
float rotA;
float yBodyRot, yBodyRotO;
float yHeadRot, yHeadRotO;
float flyingSpeed;
protected:
shared_ptr<Player> lastHurtByPlayer;
int lastHurtByPlayerTime;
bool dead;
int noActionTime;
float oRun, run;
float animStep, animStepO;
float rotOffs;
int deathScore;
float lastHurt;
bool jumping;
// DO NOT ADD IFDEF HERE!!
// causes memroy layout disagreement. Not good
int fourKitDeathExp;
bool fourKitDeathExpSet;
public:
float xxa;
float yya;
protected:
float yRotA;
int lSteps;
double lx, ly, lz, lyr, lxr;
private:
bool effectsDirty;
shared_ptr<LivingEntity> lastHurtByMob;
int lastHurtByMobTimestamp;
shared_ptr<LivingEntity> lastHurtMob;
int lastHurtMobTimestamp;
float speed;
protected:
int noJumpDelay;
private:
float absorptionAmount;
public:
LivingEntity(Level* level);
virtual ~LivingEntity();
protected:
virtual void defineSynchedData();
virtual void registerAttributes();
virtual void checkFallDamage(double ya, bool onGround);
public:
virtual bool isWaterMob();
virtual void baseTick();
virtual bool isBaby();
protected:
virtual void tickDeath();
virtual int decreaseAirSupply(int currentSupply);
virtual int getExperienceReward(shared_ptr<Player> killedBy);
virtual bool isAlwaysExperienceDropper();
public:
virtual Random *getRandom();
virtual shared_ptr<LivingEntity> getLastHurtByMob();
virtual int getLastHurtByMobTimestamp();
virtual void setLastHurtByMob(shared_ptr<LivingEntity> hurtBy);
virtual shared_ptr<LivingEntity> getLastHurtMob();
virtual int getLastHurtMobTimestamp();
virtual void setLastHurtMob(shared_ptr<Entity> target);
virtual int getNoActionTime();
virtual void addAdditonalSaveData(CompoundTag *entityTag);
virtual void readAdditionalSaveData(CompoundTag *tag);
protected:
virtual void tickEffects();
public:
virtual void removeAllEffects();
virtual vector<MobEffectInstance *> *getActiveEffects();
virtual bool hasEffect(int id);
virtual bool hasEffect(MobEffect *effect);
virtual MobEffectInstance *getEffect(MobEffect *effect);
virtual void addEffect(MobEffectInstance *newEffect);
virtual void addEffectNoUpdate(MobEffectInstance *newEffect); // 4J added
virtual bool canBeAffected(MobEffectInstance *newEffect);
virtual bool isInvertedHealAndHarm();
virtual void removeEffectNoUpdate(int effectId);
virtual void removeEffect(int effectId);
protected:
virtual void onEffectAdded(MobEffectInstance *effect);
virtual void onEffectUpdated(MobEffectInstance *effect, bool doRefreshAttributes);
virtual void onEffectRemoved(MobEffectInstance *effect);
public:
virtual void heal(float heal);
virtual float getHealth();
virtual void setHealth(float health);
virtual bool hurt(DamageSource *source, float dmg);
virtual void breakItem(shared_ptr<ItemInstance> itemInstance);
virtual void die(DamageSource *source);
protected:
virtual void dropEquipment(bool byPlayer, int playerBonusLevel);
public:
virtual void knockback(shared_ptr<Entity> source, float dmg, double xd, double zd);
protected:
virtual int getHurtSound();
virtual int getDeathSound();
protected:
virtual void dropRareDeathLoot(int rareLootLevel);
virtual void dropDeathLoot(bool wasKilledByPlayer, int playerBonusLevel);
public:
virtual bool onLadder();
virtual bool isShootable();
virtual bool isAlive();
virtual void causeFallDamage(float distance);
virtual void animateHurt();
virtual int getArmorValue();
protected:
virtual void hurtArmor(float damage);
virtual float getDamageAfterArmorAbsorb(DamageSource *damageSource, float damage);
virtual float getDamageAfterMagicAbsorb(DamageSource *damageSource, float damage);
virtual void actuallyHurt(DamageSource *source, float dmg);
public:
virtual CombatTracker *getCombatTracker();
virtual shared_ptr<LivingEntity> getKillCredit();
virtual float getMaxHealth();
virtual int getArrowCount();
virtual void setArrowCount(int count);
private:
int getCurrentSwingDuration();
public:
virtual void swing();
virtual void handleEntityEvent(byte id);
protected:
virtual void outOfWorld();
virtual void updateSwingTime();
public:
virtual AttributeInstance *getAttribute(Attribute *attribute);
virtual BaseAttributeMap *getAttributes();
virtual MobType getMobType();
virtual shared_ptr<ItemInstance> getCarriedItem() = 0;
virtual shared_ptr<ItemInstance> getCarried(int slot) = 0;
virtual shared_ptr<ItemInstance> getArmor(int pos) = 0;
virtual void setEquippedSlot(int slot, shared_ptr<ItemInstance> item) = 0;
virtual void setSprinting(bool value);
virtual ItemInstanceArray getEquipmentSlots() = 0;
virtual Icon *getItemInHandIcon(shared_ptr<ItemInstance> item, int layer);
protected:
virtual float getSoundVolume();
virtual float getVoicePitch();
virtual bool isImmobile();
public:
virtual void teleportTo(double x, double y, double z);
protected:
virtual void findStandUpPosition(shared_ptr<Entity> vehicle);
public:
virtual bool shouldShowName();
protected:
virtual void jumpFromGround();
public:
virtual void travel(float xa, float ya);
virtual int getLightColor(float a); // 4J - added
protected:
virtual bool useNewAi();
public:
virtual float getSpeed();
virtual void setSpeed(float speed);
virtual bool doHurtTarget(shared_ptr<Entity> target);
virtual bool isSleeping();
virtual void tick();
protected:
virtual float tickHeadTurn(float yBodyRotT, float walkSpeed);
public:
virtual void aiStep();
protected:
virtual void newServerAiStep();
virtual void pushEntities();
virtual void doPush(shared_ptr<Entity> e);
public:
virtual void rideTick();
virtual void lerpTo(double x, double y, double z, float yRot, float xRot, int steps);
protected:
virtual void serverAiMobStep();
virtual void serverAiStep();
public:
virtual void setJumping(bool jump);
virtual void take(shared_ptr<Entity> e, int orgCount);
virtual bool canSee(shared_ptr<Entity> target);
public:
virtual Vec3 *getLookAngle();
virtual Vec3 *getViewVector(float a);
virtual float getAttackAnim(float a);
virtual Vec3 *getPos(float a);
virtual HitResult *pick(double range, float a);
virtual bool isEffectiveAi();
virtual bool isPickable();
virtual bool isPushable();
virtual float getHeadHeight();
protected:
virtual void markHurt();
public:
virtual float getYHeadRot();
virtual void setYHeadRot(float yHeadRot);
virtual float getAbsorptionAmount();
virtual void setAbsorptionAmount(float absorptionAmount);
virtual Team *getTeam();
virtual bool isAlliedTo(shared_ptr<LivingEntity> other);
virtual bool isAlliedTo(Team *other);
};