mirror of
https://git.revela.dev/itsRevela/LCE-Revelations.git
synced 2026-05-21 19:24:55 +00:00
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
54 lines
1.8 KiB
C#
54 lines
1.8 KiB
C#
namespace Minecraft.Server.FourKit.Event.Player;
|
|
|
|
using Minecraft.Server.FourKit.Entity;
|
|
|
|
/// <summary>
|
|
/// Called early in the command handling process. This event is only for very
|
|
/// exceptional cases and you should not normally use it.
|
|
///
|
|
/// <para>If a PlayerCommandPreprocessEvent is cancelled, the command will not
|
|
/// be executed in the server, but will still pass to other plugins.</para>
|
|
/// </summary>
|
|
public class PlayerCommandPreprocessEvent : PlayerEvent, Cancellable
|
|
{
|
|
private string _message;
|
|
private bool _cancel;
|
|
|
|
internal PlayerCommandPreprocessEvent(Player player, string message) : base(player)
|
|
{
|
|
_message = message;
|
|
_cancel = false;
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
public bool isCancelled() => _cancel;
|
|
|
|
/// <inheritdoc/>
|
|
public void setCancelled(bool cancel)
|
|
{
|
|
_cancel = cancel;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the command that the player is attempting to send. All commands
|
|
/// begin with a special character; implementations do not consider the
|
|
/// first character when executing the content.
|
|
/// </summary>
|
|
/// <returns>Message the player is attempting to send.</returns>
|
|
public string getMessage() => _message;
|
|
|
|
/// <summary>
|
|
/// Sets the command that the player will send. All commands begin with a
|
|
/// special character; implementations do not consider the first character
|
|
/// when executing the content.
|
|
/// </summary>
|
|
/// <param name="command">New message that the player will send.</param>
|
|
/// <exception cref="ArgumentException">If command is null or empty.</exception>
|
|
public void setMessage(string command)
|
|
{
|
|
if (string.IsNullOrEmpty(command))
|
|
throw new ArgumentException("Command may not be null or empty", nameof(command));
|
|
_message = command;
|
|
}
|
|
}
|