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