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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
176 lines
5.7 KiB
C#
176 lines
5.7 KiB
C#
namespace Minecraft.Server.FourKit.Entity;
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using System.Runtime.InteropServices;
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using Minecraft.Server.FourKit.Inventory;
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/// <summary>
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/// Represents a human entity in the world (e.g. a player).
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/// </summary>
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public abstract class HumanEntity : LivingEntity, InventoryHolder
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{
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private GameMode _gameMode = GameMode.SURVIVAL;
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private string _name = string.Empty;
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internal PlayerInventory _playerInventory = new();
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internal Inventory _enderChestInventory = new("Ender Chest", InventoryType.ENDER_CHEST, 27);
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private ItemStack? _cursorItem;
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private bool _sleeping;
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private int _sleepTicks;
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/// <summary>
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/// Gets this human's current <see cref="GameMode"/>.
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/// </summary>
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/// <returns>The current game mode.</returns>
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public GameMode getGameMode() => _gameMode;
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/// <summary>
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/// Returns the name of this player.
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/// </summary>
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/// <returns>The display name.</returns>
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public string getName() => _name;
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/// <summary>
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/// Sets this human's current <see cref="GameMode"/>.
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/// </summary>
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/// <param name="mode">The new game mode.</param>
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public void setGameMode(GameMode mode)
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{
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NativeBridge.SetPlayerGameMode?.Invoke(getEntityId(), (int)mode);
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}
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/// <summary>
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/// Get the player's inventory.
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/// </summary>
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/// <returns>The inventory of the player, this also contains the armor slots.</returns>
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Inventory InventoryHolder.getInventory() => getInventory();
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/// <summary>
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/// Get the player's inventory.
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/// This also contains the armor slots.
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/// </summary>
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/// <returns>The player's inventory.</returns>
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public PlayerInventory getInventory()
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{
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return _playerInventory;
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}
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/// <summary>
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/// Get the player's EnderChest inventory.
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/// </summary>
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/// <returns>The EnderChest of the player.</returns>
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public Inventory getEnderChest()
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{
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return _enderChestInventory;
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}
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/// <summary>
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/// Returns the ItemStack currently in your hand, can be empty.
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/// </summary>
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/// <returns>The ItemStack of the item you are currently holding.</returns>
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public ItemStack? getItemInHand()
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{
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return _playerInventory.getItemInHand();
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}
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/// <summary>
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/// Sets the item to the given ItemStack, this will replace whatever the
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/// user was holding.
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/// </summary>
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/// <param name="item">The ItemStack which will end up in the hand.</param>
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public void setItemInHand(ItemStack? item)
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{
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_playerInventory.setItemInHand(item);
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}
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/// <summary>
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/// Returns the ItemStack currently on your cursor, can be empty.
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/// Will always be empty if the player currently has no open window.
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/// </summary>
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/// <returns>The ItemStack of the item you are currently moving around.</returns>
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public ItemStack? getItemOnCursor() => _cursorItem;
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/// <summary>
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/// Sets the item to the given ItemStack, this will replace whatever the
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/// user was moving. Will always be empty if the player currently has no open window.
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/// </summary>
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/// <param name="item">The ItemStack which will end up in the hand.</param>
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public void setItemOnCursor(ItemStack? item) => _cursorItem = item;
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/// <summary>
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/// If the player currently has an inventory window open, this method will
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/// close it on both the server and client side.
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/// </summary>
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public void closeInventory()
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{
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NativeBridge.CloseContainer?.Invoke(getEntityId());
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}
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/// <summary>
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/// Opens an inventory window with the specified inventory on the top.
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/// </summary>
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/// <param name="inventory">The inventory to open.</param>
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/// <returns>The newly opened InventoryView, or null if it could not be opened.</returns>
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public InventoryView? openInventory(Inventory inventory)
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{
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if (NativeBridge.OpenVirtualContainer == null)
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return null;
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closeInventory();
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int nativeType = inventory.getType() switch
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{
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InventoryType.CHEST => 0,
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InventoryType.DISPENSER => 3,
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InventoryType.DROPPER => 10,
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InventoryType.HOPPER => 5,
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_ => 0,
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};
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int size = inventory.getSize();
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int[] buf = new int[size * 3];
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for (int i = 0; i < size; i++)
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{
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var item = inventory._items[i];
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buf[i * 3] = item?.getTypeId() ?? 0;
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buf[i * 3 + 1] = item?.getAmount() ?? 0;
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buf[i * 3 + 2] = item?.getDurability() ?? 0;
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}
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string title = inventory.getName();
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int titleByteLen = System.Text.Encoding.UTF8.GetByteCount(title);
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IntPtr titlePtr = Marshal.StringToCoTaskMemUTF8(title);
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var gh = GCHandle.Alloc(buf, GCHandleType.Pinned);
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try
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{
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NativeBridge.OpenVirtualContainer(getEntityId(), nativeType, titlePtr, titleByteLen, size, gh.AddrOfPinnedObject());
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}
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finally
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{
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gh.Free();
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Marshal.FreeCoTaskMem(titlePtr);
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}
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var view = new InventoryView(inventory, getInventory(), this, inventory.getType());
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return view;
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}
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internal void SetGameModeInternal(GameMode mode) => _gameMode = mode;
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internal void SetNameInternal(string name) => _name = name;
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internal void SetSleepingInternal(bool sleeping) => _sleeping = sleeping;
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internal void SetSleepTicksInternal(int ticks) => _sleepTicks = ticks;
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/// <summary>
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/// Returns whether this player is slumbering.
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/// </summary>
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/// <returns>slumber state</returns>
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public bool isSleeping() => _sleeping;
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/// <summary>
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/// Get the sleep ticks of the player. This value may be capped.
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/// </summary>
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/// <returns>slumber ticks</returns>
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public int getSleepTicks() => _sleepTicks;
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}
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