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