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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
111 lines
3.5 KiB
C#
111 lines
3.5 KiB
C#
namespace Minecraft.Server.FourKit.Command;
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/// <summary>
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/// Represents a Command, which executes various tasks upon user input.
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/// </summary>
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public abstract class Command
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{
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private string _name;
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private string _description;
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private string _usage;
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private List<string> _aliases;
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/// <summary>
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/// Creates a new command with the given name and no aliases.
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/// </summary>
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/// <param name="name">Name of this command.</param>
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protected Command(string name)
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{
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_name = name;
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_description = string.Empty;
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_usage = "/" + name;
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_aliases = new List<string>();
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}
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/// <summary>
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/// Creates a new command with the given name, description, and aliases.
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/// </summary>
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/// <param name="name">Name of this command.</param>
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/// <param name="description">A brief description of this command.</param>
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/// <param name="aliases">A list of aliases for this command.</param>
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protected Command(string name, string description, List<string> aliases)
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{
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_name = name;
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_description = description ?? string.Empty;
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_usage = "/" + name;
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_aliases = aliases ?? new List<string>();
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}
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/// <summary>
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/// Executes the command, returning its success.
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/// </summary>
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/// <param name="sender">Source of the command.</param>
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/// <param name="commandLabel">Alias of the command which was used.</param>
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/// <param name="args">Passed command arguments.</param>
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/// <returns><c>true</c> if the command was successful, otherwise <c>false</c>.</returns>
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public abstract bool execute(CommandSender sender, string commandLabel, string[] args);
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/// <summary>
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/// Returns a list of active aliases of this command.
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/// </summary>
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/// <returns>List of aliases.</returns>
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public List<string> getAliases() => new(_aliases);
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/// <summary>
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/// Gets a brief description of this command.
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/// </summary>
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/// <returns>Description of this command.</returns>
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public string getDescription() => _description;
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/// <summary>
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/// Returns the current label for this command.
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/// </summary>
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/// <returns>Current label.</returns>
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public string getLabel() => _name;
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/// <summary>
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/// Returns the name of this command.
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/// </summary>
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/// <returns>Name of this command.</returns>
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public string getName() => _name;
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/// <summary>
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/// Gets an example usage of this command.
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/// </summary>
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/// <returns>Usage string.</returns>
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public string getUsage() => _usage;
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/// <summary>
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/// Sets the list of aliases to request on registration for this command.
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/// </summary>
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/// <param name="aliases">Aliases to register.</param>
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/// <returns>This command.</returns>
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public Command setAliases(List<string> aliases)
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{
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_aliases = aliases ?? new List<string>();
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return this;
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}
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/// <summary>
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/// Sets a brief description of this command.
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/// </summary>
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/// <param name="description">New command description.</param>
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/// <returns>This command.</returns>
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public Command setDescription(string description)
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{
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_description = description ?? string.Empty;
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return this;
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}
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/// <summary>
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/// Sets the example usage of this command.
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/// </summary>
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/// <param name="usage">New example usage.</param>
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/// <returns>This command.</returns>
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public Command setUsage(string usage)
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{
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_usage = usage ?? string.Empty;
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return this;
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}
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}
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