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/PendingConnection.cpp | 72 +++++++++++++++++++++++++++++++++- 1 file changed, 70 insertions(+), 2 deletions(-) (limited to 'Minecraft.Client/PendingConnection.cpp') diff --git a/Minecraft.Client/PendingConnection.cpp b/Minecraft.Client/PendingConnection.cpp index 6d5497f0..f24086c1 100644 --- a/Minecraft.Client/PendingConnection.cpp +++ b/Minecraft.Client/PendingConnection.cpp @@ -14,6 +14,11 @@ #include "..\Minecraft.World\net.minecraft.world.item.h" #include "..\Minecraft.World\SharedConstants.h" #include "Settings.h" +#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD) +#include "..\Minecraft.Server\ServerLogManager.h" +#include "..\Minecraft.Server\Access\Access.h" +#include "..\Minecraft.World\Socket.h" +#endif // #ifdef __PS3__ // #include "PS3\Network\NetworkPlayerSony.h" // #endif @@ -24,6 +29,24 @@ Random *PendingConnection::random = new Random(); bool g_bRejectDuplicateNames = true; #endif +#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD) +namespace +{ + static unsigned char GetPendingConnectionSmallId(Connection *connection) + { + if (connection != nullptr) + { + Socket *socket = connection->getSocket(); + if (socket != nullptr) + { + return socket->getSmallId(); + } + } + return 0; + } +} +#endif + PendingConnection::PendingConnection(MinecraftServer *server, Socket *socket, const wstring& id) { // 4J - added initialisers @@ -180,16 +203,55 @@ void PendingConnection::handleLogin(shared_ptr packet) duplicateXuid = true; } + bool bannedXuid = false; + if (loginXuid != INVALID_XUID) + { + bannedXuid = server->getPlayers()->isXuidBanned(loginXuid); + } + if (!bannedXuid && packet->m_onlineXuid != INVALID_XUID && packet->m_onlineXuid != loginXuid) + { + bannedXuid = server->getPlayers()->isXuidBanned(packet->m_onlineXuid); + } + + bool whitelistSatisfied = true; +#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD) + if (ServerRuntime::Access::IsWhitelistEnabled()) + { + whitelistSatisfied = false; + if (loginXuid != INVALID_XUID) + { + whitelistSatisfied = ServerRuntime::Access::IsPlayerWhitelisted(loginXuid); + } + if (!whitelistSatisfied && packet->m_onlineXuid != INVALID_XUID && packet->m_onlineXuid != loginXuid) + { + whitelistSatisfied = ServerRuntime::Access::IsPlayerWhitelisted(packet->m_onlineXuid); + } + } +#endif + if( sentDisconnect ) { // Do nothing } - else if( server->getPlayers()->isXuidBanned( packet->m_onlineXuid ) ) + else if (bannedXuid) + { +#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD) + ServerRuntime::ServerLogManager::OnRejectedPlayerLogin(GetPendingConnectionSmallId(connection), name, ServerRuntime::ServerLogManager::eLoginRejectReason_BannedXuid); +#endif + disconnect(DisconnectPacket::eDisconnect_Banned); + } + else if (!whitelistSatisfied) { +#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD) + ServerRuntime::ServerLogManager::OnRejectedPlayerLogin(GetPendingConnectionSmallId(connection), name, ServerRuntime::ServerLogManager::eLoginRejectReason_NotWhitelisted); +#endif disconnect(DisconnectPacket::eDisconnect_Banned); } else if (duplicateXuid) { +#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD) + ServerRuntime::ServerLogManager::OnRejectedPlayerLogin(GetPendingConnectionSmallId(connection), name, ServerRuntime::ServerLogManager::eLoginRejectReason_DuplicateXuid); +#endif // Reject the incoming connection — a player with this UID is already // on the server. Allowing duplicates causes invisible players and // other undefined behaviour. @@ -211,6 +273,9 @@ void PendingConnection::handleLogin(shared_ptr packet) } if (nameTaken) { +#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD) + ServerRuntime::ServerLogManager::OnRejectedPlayerLogin(GetPendingConnectionSmallId(connection), name, ServerRuntime::ServerLogManager::eLoginRejectReason_DuplicateName); +#endif app.DebugPrintf("Rejecting duplicate name: %ls\n", name.c_str()); disconnect(DisconnectPacket::eDisconnect_Banned); } @@ -268,6 +333,9 @@ void PendingConnection::handleAcceptedLogin(shared_ptr packet) shared_ptr playerEntity = server->getPlayers()->getPlayerForLogin(this, name, playerXuid,packet->m_onlineXuid); if (playerEntity != nullptr) { +#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD) + ServerRuntime::ServerLogManager::OnAcceptedPlayerLogin(GetPendingConnectionSmallId(connection), name); +#endif server->getPlayers()->placeNewPlayer(connection, playerEntity, packet); connection = nullptr; // We've moved responsibility for this over to the new PlayerConnection, nullptr so we don't delete our reference to it here in our dtor } @@ -325,4 +393,4 @@ bool PendingConnection::isServerPacketListener() bool PendingConnection::isDisconnected() { return done; -} \ No newline at end of file +} -- cgit v1.2.3