Files
itsRevela-LCE_Revelations/Minecraft.Server.FourKit/Entity/HumanEntity.cs
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

176 lines
5.7 KiB
C#

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