Files
itsRevela-LCE_Revelations/Minecraft.Server.FourKit/CMakeLists.txt
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

118 lines
5.0 KiB
CMake

set(FOURKIT_PROJECT_DIR "${CMAKE_CURRENT_SOURCE_DIR}")
set(FOURKIT_OUTPUT_DIR "${CMAKE_CURRENT_BINARY_DIR}/bin/$<CONFIG>")
set(FOURKIT_CSPROJ "${FOURKIT_PROJECT_DIR}/Minecraft.Server.FourKit.csproj")
# ---
# .NET 10 SDK check
# ---
# Fail configure with a clear message if .NET 10 SDK isn't installed. Otherwise
# the failure happens deep inside the dotnet publish step with a much less
# obvious error. The version pin in /global.json governs which 10.x SDK is
# selected at build time; this check just confirms one is installed at all.
find_program(DOTNET_EXECUTABLE NAMES dotnet
HINTS "$ENV{ProgramFiles}/dotnet" "$ENV{ProgramW6432}/dotnet"
DOC ".NET CLI executable")
if(NOT DOTNET_EXECUTABLE)
message(FATAL_ERROR
"FourKit requires the .NET 10 SDK but the 'dotnet' command was not found on PATH.\n"
"Install it from https://dotnet.microsoft.com/download/dotnet/10.0 (x64 SDK)\n"
"and reconfigure CMake.")
endif()
execute_process(
COMMAND "${DOTNET_EXECUTABLE}" --list-sdks
OUTPUT_VARIABLE FOURKIT_DOTNET_SDKS
ERROR_QUIET
OUTPUT_STRIP_TRAILING_WHITESPACE
)
if(NOT FOURKIT_DOTNET_SDKS MATCHES "(^|\n)10\\.[0-9]+\\.[0-9]+")
if(FOURKIT_DOTNET_SDKS STREQUAL "")
set(_sdk_list " (none installed)")
else()
set(_sdk_list "${FOURKIT_DOTNET_SDKS}")
endif()
message(FATAL_ERROR
"FourKit requires a .NET 10 SDK but none was detected.\n"
"Install it from https://dotnet.microsoft.com/download/dotnet/10.0 (x64 SDK)\n"
"and reconfigure CMake.\n"
"\n"
"Currently installed .NET SDKs:\n"
"${_sdk_list}")
endif()
message(STATUS "FourKit: .NET CLI at ${DOTNET_EXECUTABLE}")
file(GLOB_RECURSE FOURKIT_SOURCES RELATIVE "${FOURKIT_PROJECT_DIR}" "${FOURKIT_PROJECT_DIR}/*.cs")
list(FILTER FOURKIT_SOURCES EXCLUDE REGEX "([/\\](obj|bin)[/\\])|^(obj|bin)[/\\]")
set(DOTNET_CONFIG "$<IF:$<CONFIG:Debug>,Debug,Release>")
foreach(src_file IN LISTS FOURKIT_SOURCES)
get_filename_component(src_path "${src_file}" PATH)
if(src_path)
string(REPLACE "/" "\\" group_path "${src_path}")
source_group("${group_path}" FILES "${FOURKIT_PROJECT_DIR}/${src_file}")
endif()
endforeach()
list(TRANSFORM FOURKIT_SOURCES PREPEND "${FOURKIT_PROJECT_DIR}/")
# Self-contained publish: bundles .NET 10 runtime so end users need nothing pre-installed.
# The publish AND the staging copy both live on this target so they re-run together
# whenever any FourKit C# source changes, even on incremental builds where the
# Minecraft.Server.FourKit C++ exe does not re-link.
#
# Target name note: the CMake target is "Minecraft.Server.FourKit.Managed" so it
# does not collide with the C++ executable target named "Minecraft.Server.FourKit".
# The .csproj file name, the assembly name, and the C# namespace all stay
# Minecraft.Server.FourKit because those are the donor's identifiers.
add_custom_target(Minecraft.Server.FourKit.Managed ALL
COMMAND dotnet publish "${FOURKIT_CSPROJ}"
--configuration "${DOTNET_CONFIG}"
--runtime win-x64
--self-contained true
--output "${FOURKIT_OUTPUT_DIR}"
COMMAND ${CMAKE_COMMAND} -E copy_directory
"${FOURKIT_OUTPUT_DIR}"
"$<TARGET_FILE_DIR:Minecraft.Server.FourKit>/runtime"
COMMAND ${CMAKE_COMMAND} -E make_directory
"$<TARGET_FILE_DIR:Minecraft.Server.FourKit>/plugins"
WORKING_DIRECTORY "${FOURKIT_PROJECT_DIR}"
SOURCES ${FOURKIT_SOURCES}
COMMENT "dotnet publish Minecraft.Server.FourKit + stage runtime/plugins next to server"
VERBATIM
)
set_target_properties(Minecraft.Server.FourKit.Managed PROPERTIES
OUTPUT_NAME "Minecraft.Server.FourKit.Managed"
)
# ---------------------------------------------------------------------------
# FourKit-enabled C++ server executable.
#
# Built from the same shared source list as the vanilla Minecraft.Server,
# plus the seven FourKit native bridge files. The MINECRAFT_SERVER_FOURKIT_BUILD
# preprocessor define switches FourKitBridge.h from inline no-op stubs to its
# real declarations, and the FourKitRuntime.cpp / FourKitBridge.cpp /
# FourKitNatives.cpp / FourKitMappers.cpp impls link in.
#
# This target is defined in the Minecraft.Server.FourKit/ source dir (not
# Minecraft.Server/) so the Visual Studio generator emits its .vcxproj files
# into build/<dir>/Minecraft.Server.FourKit/, keeping the variant identity
# consistent across source dir, project file, runtime output dir, and Docker
# image base.
# ---------------------------------------------------------------------------
include("${CMAKE_SOURCE_DIR}/Minecraft.Server/cmake/sources/Common.cmake")
include("${CMAKE_SOURCE_DIR}/cmake/CommonSources.cmake")
include("${CMAKE_SOURCE_DIR}/cmake/ServerTarget.cmake")
set(MINECRAFT_SERVER_FOURKIT_SOURCES
${MINECRAFT_SERVER_COMMON}
${SOURCES_COMMON}
${_MINECRAFT_SERVER_COMMON_SERVER_FOURKIT}
)
add_executable(Minecraft.Server.FourKit ${MINECRAFT_SERVER_FOURKIT_SOURCES})
configure_lce_server_target(Minecraft.Server.FourKit)
target_compile_definitions(Minecraft.Server.FourKit PRIVATE MINECRAFT_SERVER_FOURKIT_BUILD)
add_dependencies(Minecraft.Server.FourKit Minecraft.Server.FourKit.Managed)