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authorkuwa <kuwa.com3@gmail.com>2026-03-15 16:32:50 +0900
committerGitHub <noreply@github.com>2026-03-15 02:32:50 -0500
commitf483074cd2ff2cc9e9c3ef1df4430d4a65d1fb2a (patch)
tree9cd094e38b2259ea913fecb7d6fde16046277182 /Minecraft.Client/Common/Network
parent4d200a589dd3d0a8424eaef6c0d6fd454d16e411 (diff)
Dedicated Server Software - Minecraft.Server.exe (#498)
* add: Dedicated Server implementation - Introduced `ServerMain.cpp` for the dedicated server logic, handling command-line arguments, server initialization, and network management. - Created `postbuild_server.ps1` script for post-build tasks, including copying necessary resources and DLLs for the dedicated server. - Added `CopyServerAssets.cmake` to manage the copying of server assets during the build process, ensuring required files are available for the dedicated server. - Defined project filters in `Minecraft.Server.vcxproj.filters` for better organization of server-related files. * add: refactor world loader & add server properties - Introduced ServerLogger for logging startup steps and world I/O operations. - Implemented ServerProperties for loading and saving server configuration from `server.properties`. - Added WorldManager to handle world loading and creation based on server properties. - Updated ServerMain to integrate server properties loading and world management. - Enhanced project files to include new source and header files for the server components. * update: implement enhanced logging functionality with configurable log levels * update: update keyboard and mouse input initialization 1dc8a005ed111463c22c17b487e5ec8a3e2d30f3 * fix: change virtual screen resolution to 1920x1080(HD) Since 31881af56936aeef38ff322b975fd0 , `skinHud.swf` for 720 is not included in `MediaWindows64.arc`, the app crashes unless the virtual screen is set to HD. * fix: dedicated server build settings for miniaudio migration and missing sources - remove stale Windows64 Miles (mss64) link/copy references from server build - add Common/Filesystem/Filesystem.cpp to Minecraft.Server.vcxproj - add Windows64/PostProcesser.cpp to Minecraft.Server.vcxproj - fix unresolved externals (PostProcesser::*, FileExists) in dedicated server build * update: changed the virtual screen to 720p Since the crash caused by the 720p `skinHud.swf` not being included in `MediaWindows64.arc` has been resolved, switching back to 720p to reduce resource usage. * add: add Docker support for Dedicated Server add with entrypoint and build scripts * fix: add initial save for newly created worlds in dedicated server on the server side, I fixed the behavior introduced after commit aadb511, where newly created worlds are intentionally not saved to disk immediately. * update: add basically all configuration options that are implemented in the classes to `server.properties` * update: add LAN advertising configuration for server.properties LAN-Discovery, which isn’t needed in server mode and could potentially be a security risk, has also been disabled(only server mode). * add: add implementing interactive command line using linenoise - Integrated linenoise library for line editing and completion in the server console. - Updated ServerLogger to handle external writes safely during logging. - Modified ServerMain to initialize and manage the ServerCli for command input. - The implementation is separate from everything else, so it doesn't affect anything else. - The command input section and execution section are separated into threads. * update: enhance command line completion with predictive hints Like most command line tools, it highlights predictions in gray. * add: implement `StringUtils` for string manipulation and refactor usages Unified the scattered utility functions. * fix: send DisconnectPacket on shutdown and fix Win64 recv-thread teardown race Before this change, server/host shutdown closed sockets directly in ServerConnection::stop(), which bypassed the normal disconnect flow. As a result, clients could be dropped without receiving a proper DisconnectPacket during stop/kill/world-close paths. Also, WinsockNetLayer::Shutdown() could destroy synchronization objects while host-side recv threads were still exiting, causing a crash in RecvThreadProc (access violation on world close in host mode). * fix: return client to menus when Win64 host connection drops - Add client-side host disconnect handling in CPlatformNetworkManagerStub::DoWork() for _WINDOWS64. - When in QNET_STATE_GAME_PLAY as a non-host and WinsockNetLayer::IsConnected() becomes false, trigger g_NetworkManager.HandleDisconnect(false) to enter the normal disconnect/UI flow. - Use m_bLeaveGameOnTick as a one-shot guard to prevent repeated disconnect handling while the link remains down. - Reset m_bLeaveGameOnTick on LeaveGame(), HostGame(), and JoinGame() to avoid stale state across sessions. * update: converted Japanese comments to English * add: create `Minecraft.Server` developer guide in English and Japanese * update: add note about issue * add: add `nlohmann/json` json lib * add: add FileUtils Moved file operations to `utils`. * add: Dedicated Server BAN access manager with persistent player and IP bans - add Access frontend that publishes thread-safe ban manager snapshots for dedicated server use - add BanManager storage for banned-players.json and banned-ips.json with load/save/update flows - add persistent player and IP ban checks during dedicated server connection handling - add UTF-8 BOM-safe JSON parsing and shared file helpers backed by nlohmann/json - add Unicode-safe ban file read/write and safer atomic replacement behavior on Windows - add active-ban snapshot APIs and expiry-aware filtering for expires metadata - add RAII-based dedicated access shutdown handling during server startup and teardown * update: changed file read/write operations to use `FileUtils`. - As a side effect, saving has become faster! * fix: Re-added the source that had somehow disappeared. * add: significantly improved the dedicated server logging system - add ServerLogManager to Minecraft.Server as the single entry point for dedicated-server log output - forward CMinecraftApp logger output to the server logger when running with g_Win64DedicatedServer - add named network logs for incoming, accepted, rejected, and disconnected connections - cache connection metadata by smallId so player name and remote IP remain available for disconnect logs - keep Minecraft.Client changes minimal by using lightweight hook points and handling log orchestration on the server side * fix: added the updated library source * add: add `ban` and `pardon` commands for Player and IP * fix: fix stop command shutdown process add dedicated server shutdown request handling * fix: fixed the save logic during server shutdown Removed redundant repeated saves and eliminated the risks of async writes. * update: added new sever files to Docker entrypoint * fix: replace shutdown flag with atomic variable for thread safety * update: update Dedicated Server developer guide English is machine translated. Please forgive me. * update: check for the existence of `GameHDD` and create * add: add Whitelist to Dedicated Server * refactor: clean up and refactor the code - unify duplicated implementations that were copied repeatedly - update outdated patterns to more modern ones * fix: include UI header (new update fix) * fix: fix the detection range for excessive logging `getHighestNonEmptyY()` returning `-1` occurs normally when the chunk is entirely air. The caller (`Minecraft.World/LevelChunk.cpp:2400`) normalizes `-1` to `0`. * update: add world size config to dedicated server properties * update: update README add explanation of `server.properties` & launch arguments * update: add nightly release workflow for dedicated server and client builds to Actions * fix: update name for workflow * add random seed generation * add: add Docker nightly workflow for Dedicated Server publish to GitHub Container Registry * fix: ghost player when clients disconnect out of order #4 * fix: fix 7zip option * fix: fix Docker workflow for Dedicated Server artifact handling * add: add no build Dedicated Server startup scripts and Docker Compose * update: add README for Docker Dedicated Server setup with no local build * refactor: refactor command path structure As the number of commands has increased and become harder to navigate, each command has been organized into separate folders. * update: support stream(file stdin) input mode for server CLI Support for the stream (file stdin) required when attaching a tty to a Docker container on Linux. * add: add new CLI Console Commands for Dedicated Server Most of these commands are executed using the command dispatcher implemented on the `Minecraft.World` side. When registering them with the dispatcher, the sender uses a permission-enabled configuration that treats the CLI as a player. - default game. - enchant - experience. - give - kill(currently, getting a permission error for some reason) - time - weather. - update tp & gamemode command * fix: change player map icon to random select * update: increase the player limit * add: restore the basic anti-cheat implementation and add spawn protection Added the following anti-cheat measures and add spawn protection to `server.properties`. - instant break - speed - reach * fix: fix Docker image tag --------- Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com>
Diffstat (limited to 'Minecraft.Client/Common/Network')
-rw-r--r--Minecraft.Client/Common/Network/GameNetworkManager.cpp53
-rw-r--r--Minecraft.Client/Common/Network/PlatformNetworkManagerStub.cpp50
2 files changed, 80 insertions, 23 deletions
diff --git a/Minecraft.Client/Common/Network/GameNetworkManager.cpp b/Minecraft.Client/Common/Network/GameNetworkManager.cpp
index a502dbfb..50aeae68 100644
--- a/Minecraft.Client/Common/Network/GameNetworkManager.cpp
+++ b/Minecraft.Client/Common/Network/GameNetworkManager.cpp
@@ -200,10 +200,12 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame
#endif
int64_t seed = 0;
+ bool dedicatedNoLocalHostPlayer = false;
if (lpParameter != nullptr)
{
NetworkGameInitData *param = static_cast<NetworkGameInitData *>(lpParameter);
seed = param->seed;
+ dedicatedNoLocalHostPlayer = param->dedicatedNoLocalHostPlayer;
app.setLevelGenerationOptions(param->levelGen);
if(param->levelGen != nullptr)
@@ -359,9 +361,19 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame
// PRIMARY PLAYER
vector<ClientConnection *> createdConnections;
- ClientConnection *connection;
+ ClientConnection *connection = nullptr;
- if( g_NetworkManager.IsHost() )
+ if( g_NetworkManager.IsHost() && dedicatedNoLocalHostPlayer )
+ {
+ app.DebugPrintf("Dedicated server mode: skipping local host client connection\n");
+
+ // Keep telemetry behavior consistent with the host path.
+ INT multiplayerInstanceId = TelemetryManager->GenerateMultiplayerInstanceId();
+ TelemetryManager->SetMultiplayerInstanceId(multiplayerInstanceId);
+
+ app.SetGameMode( eMode_Multiplayer );
+ }
+ else if( g_NetworkManager.IsHost() )
{
connection = new ClientConnection(minecraft, nullptr);
}
@@ -390,16 +402,18 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame
connection = new ClientConnection(minecraft, socket);
}
- if( !connection->createdOk )
+ if (connection != nullptr)
{
- assert(false);
- delete connection;
- connection = nullptr;
- MinecraftServer::HaltServer();
- return false;
- }
+ if( !connection->createdOk )
+ {
+ assert(false);
+ delete connection;
+ connection = nullptr;
+ MinecraftServer::HaltServer();
+ return false;
+ }
- connection->send(std::make_shared<PreLoginPacket>(minecraft->user->name));
+ connection->send(std::make_shared<PreLoginPacket>(minecraft->user->name));
// Tick connection until we're ready to go. The stages involved in this are:
// (1) Creating the ClientConnection sends a prelogin packet to the server
@@ -434,9 +448,9 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame
connection->close();
}
- if( connection->isStarted() && !connection->isClosed() )
- {
- createdConnections.push_back( connection );
+ if( connection->isStarted() && !connection->isClosed() )
+ {
+ createdConnections.push_back( connection );
int primaryPad = ProfileManager.GetPrimaryPad();
app.SetRichPresenceContext(primaryPad,CONTEXT_GAME_STATE_BLANK);
@@ -533,13 +547,14 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame
}
}
- app.SetGameMode( eMode_Multiplayer );
- }
- else if ( connection->isClosed() || !IsInSession())
- {
+ app.SetGameMode( eMode_Multiplayer );
+ }
+ else if ( connection->isClosed() || !IsInSession())
+ {
// assert(false);
- MinecraftServer::HaltServer();
- return false;
+ MinecraftServer::HaltServer();
+ return false;
+ }
}
diff --git a/Minecraft.Client/Common/Network/PlatformNetworkManagerStub.cpp b/Minecraft.Client/Common/Network/PlatformNetworkManagerStub.cpp
index 7340a7e0..1e625098 100644
--- a/Minecraft.Client/Common/Network/PlatformNetworkManagerStub.cpp
+++ b/Minecraft.Client/Common/Network/PlatformNetworkManagerStub.cpp
@@ -240,7 +240,13 @@ void CPlatformNetworkManagerStub::DoWork()
qnetPlayer->m_resolvedXuid = INVALID_XUID;
qnetPlayer->m_gamertag[0] = 0;
qnetPlayer->SetCustomDataValue(0);
- while (IQNet::s_playerCount > 1 && IQNet::m_player[IQNet::s_playerCount - 1].GetCustomDataValue() == 0)
+ // Recalculate s_playerCount as the highest active slot + 1.
+ // A blind decrement would hide players at higher-indexed slots when a
+ // lower-indexed player disconnects first: GetPlayerBySmallId scans
+ // [0, s_playerCount) so any slot at or above the decremented count
+ // becomes invisible, causing its disconnect to be missed (ghost player).
+ while (IQNet::s_playerCount > 1 &&
+ IQNet::m_player[IQNet::s_playerCount - 1].GetCustomDataValue() == 0)
IQNet::s_playerCount--;
}
// NOTE: Do NOT call PushFreeSmallId here. The old PlayerConnection's
@@ -257,6 +263,25 @@ void CPlatformNetworkManagerStub::DoWork()
SystemFlagRemoveBySmallId(disconnectedSmallId);
}
}
+
+ // Client-side host disconnect detection:
+ // if TCP is gone, propagate through normal network-disconnect flow so UI returns to menus.
+ // The processing from the Xbox version will be reused.
+ if (_iQNetStubState == QNET_STATE_GAME_PLAY && !m_pIQNet->IsHost() && !m_bLeavingGame)
+ {
+ if (!WinsockNetLayer::IsConnected())
+ {
+ if (!m_bLeaveGameOnTick)
+ {
+ m_bLeaveGameOnTick = true;
+ g_NetworkManager.HandleDisconnect(false);
+ }
+ }
+ else
+ {
+ m_bLeaveGameOnTick = false;
+ }
+ }
#endif
}
@@ -356,6 +381,7 @@ bool CPlatformNetworkManagerStub::LeaveGame(bool bMigrateHost)
if( m_bLeavingGame ) return true;
m_bLeavingGame = true;
+ m_bLeaveGameOnTick = false;
#ifdef _WINDOWS64
WinsockNetLayer::StopAdvertising();
@@ -404,6 +430,7 @@ void CPlatformNetworkManagerStub::HostGame(int localUsersMask, bool bOnlineGame,
localUsersMask |= GetLocalPlayerMask( g_NetworkManager.GetPrimaryPad() );
m_bLeavingGame = false;
+ m_bLeaveGameOnTick = false;
m_pIQNet->HostGame();
@@ -433,9 +460,23 @@ void CPlatformNetworkManagerStub::HostGame(int localUsersMask, bool bOnlineGame,
if (WinsockNetLayer::IsActive())
{
- const wchar_t* hostName = IQNet::m_player[0].m_gamertag;
- unsigned int settings = app.GetGameHostOption(eGameHostOption_All);
- WinsockNetLayer::StartAdvertising(port, hostName, settings, 0, 0, MINECRAFT_NET_VERSION);
+ // For Dedicated Server, refer to `lan-advertise` in `server.properties`
+ bool enableLanAdvertising = true;
+ if (g_Win64DedicatedServer)
+ {
+ enableLanAdvertising = g_Win64DedicatedServerLanAdvertise;
+ }
+
+ if (enableLanAdvertising)
+ {
+ const wchar_t* hostName = IQNet::m_player[0].m_gamertag;
+ unsigned int settings = app.GetGameHostOption(eGameHostOption_All);
+ WinsockNetLayer::StartAdvertising(port, hostName, settings, 0, 0, MINECRAFT_NET_VERSION);
+ }
+ else
+ {
+ WinsockNetLayer::StopAdvertising();
+ }
}
#endif
//#endif
@@ -463,6 +504,7 @@ int CPlatformNetworkManagerStub::JoinGame(FriendSessionInfo* searchResult, int l
return CGameNetworkManager::JOINGAME_FAIL_GENERAL;
m_bLeavingGame = false;
+ m_bLeaveGameOnTick = false;
IQNet::s_isHosting = false;
m_pIQNet->ClientJoinGame();