From f483074cd2ff2cc9e9c3ef1df4430d4a65d1fb2a Mon Sep 17 00:00:00 2001 From: kuwa Date: Sun, 15 Mar 2026 16:32:50 +0900 Subject: Dedicated Server Software - Minecraft.Server.exe (#498) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit * 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> --- Minecraft.Client/Common/Console_Utils.cpp | 36 ++++--- Minecraft.Client/Common/Consoles_App.cpp | 117 ++++++++++++--------- .../Common/Network/GameNetworkManager.cpp | 53 ++++++---- .../Common/Network/PlatformNetworkManagerStub.cpp | 50 ++++++++- 4 files changed, 172 insertions(+), 84 deletions(-) (limited to 'Minecraft.Client/Common') diff --git a/Minecraft.Client/Common/Console_Utils.cpp b/Minecraft.Client/Common/Console_Utils.cpp index cb0f1b58..9a64dbea 100644 --- a/Minecraft.Client/Common/Console_Utils.cpp +++ b/Minecraft.Client/Common/Console_Utils.cpp @@ -1,21 +1,32 @@ #include "stdafx.h" +#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD) +#include "..\..\Minecraft.Server\ServerLogManager.h" +#endif //-------------------------------------------------------------------------------------- // Name: DebugSpewV() // Desc: Internal helper function //-------------------------------------------------------------------------------------- #ifndef _CONTENT_PACKAGE -static VOID DebugSpewV( const CHAR* strFormat, const va_list pArgList ) +static VOID DebugSpewV( const CHAR* strFormat, va_list pArgList ) { #if defined __PS3__ || defined __ORBIS__ || defined __PSVITA__ - assert(0); + assert(0); #else - CHAR str[2048]; - // Use the secure CRT to avoid buffer overruns. Specify a count of - // _TRUNCATE so that too long strings will be silently truncated - // rather than triggering an error. - _vsnprintf_s( str, _TRUNCATE, strFormat, pArgList ); - OutputDebugStringA( str ); +#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD) + // Dedicated server routes legacy debug spew through ServerLogger to preserve CLI prompt handling. + if (ServerRuntime::ServerLogManager::ShouldForwardClientDebugLogs()) + { + ServerRuntime::ServerLogManager::ForwardClientDebugSpewLogV(strFormat, pArgList); + return; + } +#endif + CHAR str[2048]; + // Use the secure CRT to avoid buffer overruns. Specify a count of + // _TRUNCATE so that too long strings will be silently truncated + // rather than triggering an error. + _vsnprintf_s( str, _TRUNCATE, strFormat, pArgList ); + OutputDebugStringA( str ); #endif } #endif @@ -31,10 +42,9 @@ VOID CDECL DebugPrintf( const CHAR* strFormat, ... ) #endif { #ifndef _CONTENT_PACKAGE - va_list pArgList; - va_start( pArgList, strFormat ); - DebugSpewV( strFormat, pArgList ); - va_end( pArgList ); + va_list pArgList; + va_start( pArgList, strFormat ); + DebugSpewV( strFormat, pArgList ); + va_end( pArgList ); #endif } - diff --git a/Minecraft.Client/Common/Consoles_App.cpp b/Minecraft.Client/Common/Consoles_App.cpp index c3a623d5..0a2fd159 100644 --- a/Minecraft.Client/Common/Consoles_App.cpp +++ b/Minecraft.Client/Common/Consoles_App.cpp @@ -38,6 +38,9 @@ #include "GameRules\ConsoleSchematicFile.h" #include "..\User.h" #include "..\..\Minecraft.World\LevelData.h" +#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD) +#include "..\..\Minecraft.Server\ServerLogManager.h" +#endif #include "..\..\Minecraft.World\net.minecraft.world.entity.player.h" #include "..\EntityRenderDispatcher.h" #include "..\..\Minecraft.World\compression.h" @@ -240,12 +243,21 @@ void CMinecraftApp::DebugPrintf(const char *szFormat, ...) { #ifndef _FINAL_BUILD - char buf[1024]; - va_list ap; - va_start(ap, szFormat); - vsnprintf(buf, sizeof(buf), szFormat, ap); - va_end(ap); - OutputDebugStringA(buf); + va_list ap; + va_start(ap, szFormat); +#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD) + // Dedicated server routes client debug spew through ServerLogger so CLI output stays prompt-safe. + if (ServerRuntime::ServerLogManager::ShouldForwardClientDebugLogs()) + { + ServerRuntime::ServerLogManager::ForwardClientAppDebugLogV(szFormat, ap); + va_end(ap); + return; + } +#endif + char buf[1024]; + vsnprintf(buf, sizeof(buf), szFormat, ap); + va_end(ap); + OutputDebugStringA(buf); #endif } @@ -253,53 +265,62 @@ void CMinecraftApp::DebugPrintf(const char *szFormat, ...) void CMinecraftApp::DebugPrintf(int user, const char *szFormat, ...) { #ifndef _FINAL_BUILD - if(user == USER_NONE) - return; - char buf[1024]; - va_list ap; - va_start(ap, szFormat); - vsnprintf(buf, sizeof(buf), szFormat, ap); - va_end(ap); + if(user == USER_NONE) + return; + va_list ap; + va_start(ap, szFormat); +#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD) + // Dedicated server routes client debug spew through ServerLogger so CLI output stays prompt-safe. + if (ServerRuntime::ServerLogManager::ShouldForwardClientDebugLogs()) + { + ServerRuntime::ServerLogManager::ForwardClientUserDebugLogV(user, szFormat, ap); + va_end(ap); + return; + } +#endif + char buf[1024]; + vsnprintf(buf, sizeof(buf), szFormat, ap); + va_end(ap); #ifdef __PS3__ - unsigned int writelen; - sys_tty_write(SYS_TTYP_USER1 + ( user - 1 ), buf, strlen(buf), &writelen ); + unsigned int writelen; + sys_tty_write(SYS_TTYP_USER1 + ( user - 1 ), buf, strlen(buf), &writelen ); #elif defined __PSVITA__ - switch(user) - { - case 0: - { - SceUID tty2 = sceIoOpen("tty2:", SCE_O_WRONLY, 0); - if(tty2>=0) - { - std::string string1(buf); - sceIoWrite(tty2, string1.c_str(), string1.length()); - sceIoClose(tty2); - } - } - break; - case 1: - { - SceUID tty3 = sceIoOpen("tty3:", SCE_O_WRONLY, 0); - if(tty3>=0) - { - std::string string1(buf); - sceIoWrite(tty3, string1.c_str(), string1.length()); - sceIoClose(tty3); - } - } - break; - default: - OutputDebugStringA(buf); - break; - } + switch(user) + { + case 0: + { + SceUID tty2 = sceIoOpen("tty2:", SCE_O_WRONLY, 0); + if(tty2>=0) + { + std::string string1(buf); + sceIoWrite(tty2, string1.c_str(), string1.length()); + sceIoClose(tty2); + } + } + break; + case 1: + { + SceUID tty3 = sceIoOpen("tty3:", SCE_O_WRONLY, 0); + if(tty3>=0) + { + std::string string1(buf); + sceIoWrite(tty3, string1.c_str(), string1.length()); + sceIoClose(tty3); + } + } + break; + default: + OutputDebugStringA(buf); + break; + } #else - OutputDebugStringA(buf); + OutputDebugStringA(buf); #endif #ifndef _XBOX - if(user == USER_UI) - { - ui.logDebugString(buf); - } + if(user == USER_UI) + { + ui.logDebugString(buf); + } #endif #endif } 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(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 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(minecraft->user->name)); + connection->send(std::make_shared(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(); -- cgit v1.2.3