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.Server/ServerProperties.h | 105 ++++++++++++++++++++++++++++++++++++ 1 file changed, 105 insertions(+) create mode 100644 Minecraft.Server/ServerProperties.h (limited to 'Minecraft.Server/ServerProperties.h') diff --git a/Minecraft.Server/ServerProperties.h b/Minecraft.Server/ServerProperties.h new file mode 100644 index 00000000..3bb5aca8 --- /dev/null +++ b/Minecraft.Server/ServerProperties.h @@ -0,0 +1,105 @@ +#pragma once + +#include +#include "ServerLogger.h" + +namespace ServerRuntime +{ + /** + * `server.properties` + */ + struct ServerPropertiesConfig + { + /** world name `level-name` */ + std::wstring worldName; + /** world save id `level-id` */ + std::string worldSaveId; + + /** `server-port` */ + int serverPort; + /** `server-ip` */ + std::string serverIp; + /** `lan-advertise` */ + bool lanAdvertise; + /** `white-list` */ + bool whiteListEnabled; + /** `server-name` (max 16 chars at runtime) */ + std::string serverName; + /** `max-players` */ + int maxPlayers; + /** `level-seed` is explicitly set */ + bool hasSeed; + /** `level-seed` */ + __int64 seed; + /** `log-level` */ + EServerLogLevel logLevel; + /** `autosave-interval` (seconds) */ + int autosaveIntervalSeconds; + + /** host options / game settings */ + int difficulty; + int gameMode; + /** `world-size` preset (`classic` / `small` / `medium` / `large`) */ + int worldSize; + /** Overworld chunk width derived from `world-size` */ + int worldSizeChunks; + /** Nether scale derived from `world-size` */ + int worldHellScale; + bool levelTypeFlat; + /** `spawn-protection` radius in blocks (0 disables protection) */ + int spawnProtectionRadius; + bool generateStructures; + bool bonusChest; + bool pvp; + bool trustPlayers; + bool fireSpreads; + bool tnt; + bool spawnAnimals; + bool spawnNpcs; + bool spawnMonsters; + bool allowFlight; + bool allowNether; + bool friendsOfFriends; + bool gamertags; + bool bedrockFog; + bool hostCanFly; + bool hostCanChangeHunger; + bool hostCanBeInvisible; + bool disableSaving; + bool mobGriefing; + bool keepInventory; + bool doMobSpawning; + bool doMobLoot; + bool doTileDrops; + bool naturalRegeneration; + bool doDaylightCycle; + + /** other MinecraftServer runtime settings */ + int maxBuildHeight; + std::string levelType; + std::string motd; + }; + + /** + * server.properties loader + * + * - ファイル欠損時はデフォルト値で新規作成 + * - 必須キー不足時は補完して再保存 + * - `level-id` は保存先として安全な形式へ正規化 + * + * @return `WorldManager` が利用するワールド設定 + */ + ServerPropertiesConfig LoadServerPropertiesConfig(); + + /** + * server.properties saver + * + * - `level-name` と `level-id` を更新 + * - `white-list` を更新 + * - それ以外の既存キーは極力保持 + * + * @param config 保存するワールド識別情報と永続化対象設定 + * @return 書き込み成功時 `true` + */ + bool SaveServerPropertiesConfig(const ServerPropertiesConfig &config); +} -- cgit v1.2.3