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+# Minecraft.Server Developer Guide (English)
+
+This document is for contributors who are new to `Minecraft.Server` and need a practical map for adding or modifying features safely.
+
+## 1. What This Server Does
+
+`Minecraft.Server` is the dedicated-server executable entry for this codebase.
+
+Core responsibilities:
+- Switch the process working directory to the executable folder before relative file I/O
+- Load, normalize, and repair `server.properties`
+- Initialize dedicated runtime systems, connection logging, and access control
+- Load or create the target world and keep `level-id` aligned with the actual save destination
+- Run the dedicated main loop (network tick, XUI actions, autosave, CLI input)
+- Maintain operator-facing access files such as `banned-players.json` and `banned-ips.json`
+- Perform an initial save for newly created worlds and then shut down safely
+
+## 2. Important Files
+
+### Startup and Runtime
+- `Windows64/ServerMain.cpp`
+ - `PrintUsage()` and `ParseCommandLine()`
+ - `SetExeWorkingDirectory()`
+ - Runtime setup and shutdown flow
+ - Initial save path for newly created worlds
+ - Main loop, autosave scheduler, and CLI polling
+
+### World Selection and Save Load
+- `WorldManager.h`
+- `WorldManager.cpp`
+ - Finds matching save by `level-id` first, then world-name fallback
+ - Applies storage title + save ID consistently
+ - Wait helpers for async storage/server action completion
+
+### Server Properties
+- `ServerProperties.h`
+- `ServerProperties.cpp`
+ - Default values and normalization ranges
+ - Parse/repair/write `server.properties`
+ - Exposes `ServerPropertiesConfig`
+ - `SaveServerPropertiesConfig()` rewrites `level-name`, `level-id`, and `white-list`
+
+### Access Control, Ban, and Whitelist Storage
+- `Access/Access.h`
+- `Access/Access.cpp`
+ - Process-wide access-control facade
+ - Published snapshot model used by console commands and login checks
+- `Access/BanManager.h`
+- `Access/BanManager.cpp`
+ - Reads/writes `banned-players.json` and `banned-ips.json`
+ - Normalizes identifiers and filters expired entries from snapshots
+- `Access/WhitelistManager.h`
+- `Access/WhitelistManager.cpp`
+ - Reads/writes `whitelist.json`
+ - Normalizes XUID-based whitelist entries used by login validation and CLI commands
+
+### Logging and Connection Audit
+- `ServerLogger.h`
+- `ServerLogger.cpp`
+ - Log level parsing
+ - Colored/timestamped console logs
+ - General categories such as `startup`, `world-io`, `console`, `access`, `network`, and `shutdown`
+- `ServerLogManager.h`
+- `ServerLogManager.cpp`
+ - Accepted/rejected TCP connection logs
+ - Login/disconnect audit logs
+ - Remote-IP cache used by `ban-ip <player>`
+
+### Console Command System
+- `Console/ServerCli.cpp` (facade)
+- `Console/ServerCliInput.cpp` (linenoise input thread + completion bridge)
+- `Console/ServerCliParser.cpp` (tokenization, quoted args, completion context)
+- `Console/ServerCliEngine.cpp` (dispatch, completion, helpers)
+- `Console/ServerCliRegistry.cpp` (command registration + lookup)
+- `Console/commands/*` (individual commands)
+
+## 3. End-to-End Startup Flow
+
+Main flow in `Windows64/ServerMain.cpp`:
+1. `SetExeWorkingDirectory()` switches the current directory to the executable folder.
+2. Load and normalize `server.properties` via `LoadServerPropertiesConfig()`.
+3. Copy config into `DedicatedServerConfig`, then apply CLI overrides (`-port`, `-ip`/`-bind`, `-name`, `-maxplayers`, `-seed`, `-loglevel`, `-help`/`--help`/`-h`).
+4. Initialize process state, `ServerLogManager`, and `Access::Initialize(".")`.
+5. Initialize window/device/profile/network/thread-local systems.
+6. Set host/game options from `ServerPropertiesConfig`.
+7. Bootstrap world with `BootstrapWorldForServer(...)`.
+8. If world bootstrap resolves a different normalized save ID, persist it with `SaveServerPropertiesConfig()`.
+9. Start hosted game thread (`RunNetworkGameThreadProc`).
+10. If a brand-new world was created, explicitly request one initial save.
+11. Enter the main loop:
+ - `TickCoreSystems()`
+ - `HandleXuiActions()`
+ - `serverCli.Poll()`
+ - autosave scheduling
+12. On shutdown:
+ - stop CLI input
+ - request save-on-exit / halt server
+ - wait for network shutdown completion
+ - terminate log, access, network, and device systems
+
+## 4. Current Operator Surface
+
+### 4.1 Launch Arguments
+- `-port <1-65535>`
+- `-ip <addr>` or `-bind <addr>`
+- `-name <name>` (runtime max 16 chars)
+- `-maxplayers <1-8>`
+- `-seed <int64>`
+- `-loglevel <debug|info|warn|error>`
+- `-help`, `--help`, `-h`
+
+Notes:
+- CLI overrides affect only the current process.
+- The only values currently written back by the server are `level-name` and `level-id`, and that happens when world bootstrap resolves identity changes.
+
+### 4.2 Built-in Console Commands
+- `help` / `?`
+- `stop`
+- `list`
+- `ban <player> [reason ...]`
+ - currently requires the target player to be online
+- `ban-ip <address|player> [reason ...]`
+ - accepts a literal IPv4/IPv6 address or an online player's current remote IP
+- `pardon <player>`
+- `pardon-ip <address>`
+ - only accepts a literal address
+- `banlist`
+- `tp <player> <target>` / `teleport`
+- `gamemode <survival|creative|0|1> [player]` / `gm`
+
+CLI behavior notes:
+- Command parsing accepts both `cmd` and `/cmd`.
+- Quoted arguments are supported by `ServerCliParser`.
+- Completion is implemented per command via `Complete(...)`.
+
+### 4.3 Files Written Next to the Executable
+- `server.properties`
+- `banned-players.json`
+- `banned-ips.json`
+
+This follows from `SetExeWorkingDirectory()`, so these files are resolved relative to `Minecraft.Server.exe`, not the shell directory you launched from.
+
+## 5. Common Development Tasks
+
+### 5.1 Add a New CLI Command
+
+Use this pattern when adding commands like `/kick`, `/time`, etc.
+
+1. Add files under `Console/commands/`
+ - `CliCommandYourCommand.h`
+ - `CliCommandYourCommand.cpp`
+2. Implement `IServerCliCommand`
+ - `Name()`, `Usage()`, `Description()`, `Execute(...)`
+ - optional: `Aliases()` and `Complete(...)`
+3. Register the command in `ServerCliEngine::RegisterDefaultCommands()`.
+4. Add source/header to build definitions:
+ - `CMakeLists.txt` (`MINECRAFT_SERVER_SOURCES`)
+ - `Minecraft.Server/Minecraft.Server.vcxproj` (`<ClCompile>` / `<ClInclude>`)
+5. Manual verify:
+ - command appears in `help`
+ - command executes correctly
+ - completion works for both `cmd` and `/cmd`
+ - quoted arguments behave as expected
+
+Implementation references:
+- `CliCommandHelp.cpp` for a simple no-arg command
+- `CliCommandTp.cpp` for multi-arg + completion + runtime checks
+- `CliCommandGamemode.cpp` for argument parsing and aliases
+- `CliCommandBanIp.cpp` for access-backed behavior with connection metadata
+
+### 5.2 Add or Change a `server.properties` Key
+
+1. Add/update the field in `ServerPropertiesConfig` (`ServerProperties.h`).
+2. Add a default entry to `kServerPropertyDefaults` (`ServerProperties.cpp`).
+3. Load and normalize the value in `LoadServerPropertiesConfig()`.
+ - Use existing helpers for bool/int/string/int64/log level/level type.
+4. If this value should be written back, update `SaveServerPropertiesConfig()`.
+ - Note: today that function intentionally only persists world identity.
+5. Apply it to runtime where needed:
+ - `ApplyServerPropertiesToDedicatedConfig(...)`
+ - host options in `ServerMain.cpp` (`app.SetGameHostOption(...)`)
+ - `PrintUsage()` / `ParseCommandLine()` if the key also gets a CLI override
+6. Manual verify:
+ - missing key regeneration
+ - invalid value normalization
+ - clamped ranges still make sense
+ - runtime behavior reflects the new value
+
+Normalization details worth remembering:
+- `level-id` is normalized to a safe save ID and length-limited.
+- `server-name` is capped to 16 runtime chars.
+- `max-players` is clamped to `1..8`.
+- `autosave-interval` is clamped to `5..3600`.
+- `level-type` normalizes to `default` or `flat`.
+
+### 5.3 Change Ban / Access Behavior
+
+Primary code lives in `Access/Access.cpp`, `Access/BanManager.cpp`, and `ServerLogManager.cpp`.
+
+When changing this area:
+- Keep `BanManager` responsible for storage/caching, not live-network policy.
+- Keep the clone-and-publish snapshot pattern in `Access.cpp` so readers never block on disk I/O.
+- Remember that `ban-ip <player>` depends on `ServerLogManager::TryGetConnectionRemoteIp(...)`.
+- Keep expired entries out of `SnapshotBannedPlayers()` / `SnapshotBannedIps()` output.
+- Verify:
+ - clean boot creates empty ban files when missing
+ - `ban`, `ban-ip`, `pardon`, `pardon-ip`, and `banlist` still work
+ - online bans disconnect live targets immediately
+ - manual edits still reload safely if you later add or extend reload paths
+
+### 5.4 Change World Load/Create Behavior
+
+Primary code is in `WorldManager.cpp`.
+
+Current matching policy:
+1. Match by `level-id` (`UTF8SaveFilename`) first.
+2. Fall back to world-name match on title/file name.
+
+When changing this logic:
+- Keep `ApplyWorldStorageTarget(...)` usage consistent (title + save ID together).
+- Preserve periodic ticking in wait loops (`tickProc`) to avoid async deadlocks.
+- Keep timeout/error logs specific enough for diagnosis.
+- Verify:
+ - existing world is reused correctly
+ - no accidental new save directory creation
+ - shutdown save still succeeds
+ - newly created worlds still get the explicit initial save from `ServerMain.cpp`
+
+### 5.5 Add Logging for New Feature Work
+
+Use `ServerLogger` helpers:
+- `LogDebug`, `LogInfo`, `LogWarn`, `LogError`
+- formatted variants `LogDebugf`, `LogInfof`, etc.
+
+Use `ServerLogManager` when the event is specifically part of the transport/login/disconnect lifecycle.
+
+Recommended categories:
+- `startup` for init/shutdown lifecycle
+- `world-io` for save/world operations
+- `console` for CLI command handling
+- `access` for ban/access control state
+- `network` for connection/login audit
+
+## 6. Build and Run
+
+From repository root:
+
+```powershell
+cmake -S . -B build -G "Visual Studio 17 2022" -A x64
+cmake --build build --config Debug --target MinecraftServer
+cd .\build\Debug
+.\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -maxplayers 8 -name DedicatedServer
+```
+
+Notes:
+- The process switches its working directory to the executable directory at startup.
+- `server.properties`, `banned-players.json`, and `banned-ips.json` are therefore read/written next to the executable.
+- For Visual Studio workflow, see root `COMPILE.md`.
+
+## 7. Safety Checklist Before Commit
+
+- the server starts without crash when `server.properties` is missing or sparse
+- missing access files are recreated on a clean boot
+- existing world loads by expected `level-id`
+- new world creation still performs the explicit initial save
+- CLI input and completion remain responsive
+- `banlist` output stays sane after adding/removing bans
+- no busy-wait path removed from async wait loops
+- both CMake and `.vcxproj` include newly added source files
+
+## 8. Quick Troubleshooting
+
+- Unknown command:
+ - check `RegisterDefaultCommands()` and build-file entries
+- `server.properties` or ban files seem to load from the wrong folder:
+ - remember `SetExeWorkingDirectory()` moves the working directory to the executable folder
+- Autosave or shutdown save timing out:
+ - confirm wait loops still call `TickCoreSystems()` and `HandleXuiActions()` where required
+- World not reused on restart:
+ - inspect `level-id` normalization and matching logic in `WorldManager.cpp`
+- `ban-ip <player>` cannot resolve an address:
+ - confirm the player is currently online and `ServerLogManager` has a cached remote IP for that connection
+- Settings not applied:
+ - confirm the value is loaded into `ServerPropertiesConfig`, optionally copied into `DedicatedServerConfig`, and then applied in `ServerMain.cpp`