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190 lines
7.2 KiB
Markdown
190 lines
7.2 KiB
Markdown
# Compile Instructions
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## Prerequisites
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- **Visual Studio 2022** with the **Desktop development with C++** workload (this includes the CMake tools, MSVC toolchain, and Windows 10 SDK).
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- **.NET 10 SDK**, required to build the FourKit plugin host (`Minecraft.Server.FourKit`).
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- Download: https://dotnet.microsoft.com/download/dotnet/10.0 (pick the **x64 SDK** installer)
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- The exact SDK version is pinned in `global.json` at the repo root.
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- 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.
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- 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.
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- 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.
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## Visual Studio 2022 quick start (recommended)
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VS 2022 has built-in CMake support, so there is no need to generate a `.sln` file by hand.
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1. Install the prerequisites above.
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2. Clone the repo with submodules. If you don't, you will get a build error!
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- `git clone --recurse-submodules https://github.com/itsRevela/LCE-Revelations.git`
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3. In Visual Studio: `File > Open > Folder...` and select the **repo root** (the folder that contains `CMakeLists.txt`).
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4. Wait for CMake to configure (~5 seconds on a warm cache, a few minutes on the first run while assets copy).
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5. Pick a build configuration in the dropdown, for example `windows64-release`.
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6. `Build > Build All` (or `F7`). Targets of interest:
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- `Minecraft.Client`: the game client.
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- `Minecraft.Server`: the **vanilla** dedicated server. Standalone C++ binary, no plugin host, no .NET dependency at runtime, smallest distribution.
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- `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.
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7. Use the debug target dropdown to pick `Minecraft.Client.exe` or whichever server flavour you want, then `F5` to launch.
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### Server flavours
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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:
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```
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build/<preset>/Minecraft.Server/Release/
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Minecraft.Server.exe (vanilla, no plugin support)
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Common/, Windows64/, ...
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build/<preset>/Minecraft.Server.FourKit/Release/
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Minecraft.Server.exe (FourKit-enabled, same exe name on purpose)
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runtime/ (self-contained .NET 10 + Minecraft.Server.FourKit.dll)
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plugins/ (empty drop point)
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Common/, Windows64/, ...
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```
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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.
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### Dedicated server debug arguments
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- Default debugger arguments for both `Minecraft.Server` and `Minecraft.Server.FourKit`:
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- `-port 25565 -bind 0.0.0.0 -name DedicatedServer`
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- You can override arguments in:
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- `Project Properties > Debugging > Command Arguments`
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- Both server targets post-build copy the dedicated-server asset set:
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- `Common/Media/MediaWindows64.arc`
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- `Common/res`
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- `Windows64/GameHDD`
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## CMake (Windows x64)
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Configure (use your VS Community instance explicitly):
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Open `Developer PowerShell for VS` and run:
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```powershell
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cmake --preset windows64
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```
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Build Debug:
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```powershell
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cmake --build --preset windows64-debug --target Minecraft.Client
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```
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Build Release:
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```powershell
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cmake --build --preset windows64-release --target Minecraft.Client
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```
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Build vanilla Dedicated Server (Debug):
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```powershell
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cmake --build --preset windows64-debug --target Minecraft.Server
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```
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Build vanilla Dedicated Server (Release):
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```powershell
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cmake --build --preset windows64-release --target Minecraft.Server
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```
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Build FourKit Dedicated Server (Debug):
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```powershell
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cmake --build --preset windows64-debug --target Minecraft.Server.FourKit
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```
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Build FourKit Dedicated Server (Release):
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```powershell
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cmake --build --preset windows64-release --target Minecraft.Server.FourKit
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```
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Build everything (client + both server flavours):
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```powershell
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cmake --build --preset windows64-release
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```
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Run executable:
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```powershell
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cd .\build\windows64\Minecraft.Client\Debug
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.\Minecraft.Client.exe
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```
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Run vanilla dedicated server:
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```powershell
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cd .\build\windows64\Minecraft.Server\Debug
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.\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer
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```
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Run FourKit dedicated server:
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```powershell
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cd .\build\windows64\Minecraft.Server.FourKit\Debug
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.\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer
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```
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Notes:
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- Post-build asset copy is automatic for `Minecraft.Client` in CMake (Debug and Release variants).
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- The game relies on relative paths (for example `Common\Media\...`), so launching from the output directory is required.
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## CMake (Linux x64 Cross-Compile with Clang)
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Cross-compile Windows x64 binaries on Linux using LLVM/Clang and the Windows SDK obtained via xwin.
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### Prerequisites
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Install the following packages (example for Ubuntu):
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```bash
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sudo apt install clang lld llvm cmake ninja-build rsync cargo
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```
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Install xwin for downloading the Windows SDK:
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```bash
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cargo install xwin
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```
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### Compile
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Run this (Release):
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```bash
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./build-linux.sh
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```
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Or, for debug:
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```bash
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./build-linux.sh . Debug
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```
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### NixOS / Nix
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For NixOS or systems with Nix installed, use the provided flake:
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```bash
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nix build .#client
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nix build .#server
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```
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Or enter the development shell with all dependencies:
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```bash
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nix develop
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```
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Notes:
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- Requires LLVM 15+ with clang-cl, lld-link, llvm-rc, and llvm-mt.
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- Wine is required to run the compiled Windows executables on Linux.
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### Troubleshooting
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- **`'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).
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- **`.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).
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- **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`.
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