Dedicated Server Software - Minecraft.Server.exe (#498)
* 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>
2026-03-15 16:32:50 +09:00
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#!/usr/bin/env bash
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set -euo pipefail
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SERVER_DIR="/srv/mc"
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SERVER_EXE="Minecraft.Server.exe"
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2026-04-01 19:10:47 -05:00
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SERVER_PORT="${SERVER_PORT:-25565}"
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SERVER_BIND_IP="${SERVER_BIND_IP:-0.0.0.0}"
|
Dedicated Server Software - Minecraft.Server.exe (#498)
* 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>
2026-03-15 16:32:50 +09:00
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PERSIST_DIR="/srv/persist"
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WINE_CMD=""
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ensure_persist_file() {
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local persist_path="$1"
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local runtime_path="$2"
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local default_text="$3"
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if [ ! -f "${persist_path}" ]; then
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if [ -f "${runtime_path}" ] && [ ! -L "${runtime_path}" ]; then
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cp -f "${runtime_path}" "${persist_path}"
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else
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printf '%b' "${default_text}" > "${persist_path}"
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fi
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fi
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if [ -e "${runtime_path}" ] && [ ! -L "${runtime_path}" ]; then
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rm -f "${runtime_path}"
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fi
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ln -sfn "${persist_path}" "${runtime_path}"
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}
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|
Fix server DedicatedServer issues (#1266)
* 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
* make chunks delay less for dedi
* fix: prevent overwriting allow-flight value on server startup
* fix: mitigate entity id overflow and crash for max chunk updates
* remove autosave prompt for dedicated server
* fix: fix `Failed to create window instance.`
Wait for Xvfb to be fully ready before starting.
* Revert wrong readme order
---------
Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com>
Co-authored-by: Loki Rautio <lokirautio@gmail.com>
2026-03-16 05:50:12 +09:00
|
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wait_for_xvfb_ready() {
|
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local display="$1"
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|
local xvfb_pid="$2"
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|
local wait_seconds="${XVFB_WAIT_SECONDS:-10}"
|
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|
|
local wait_ticks=$((wait_seconds * 10))
|
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|
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|
local display_number="${display#:}"
|
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|
|
|
|
display_number="${display_number%%.*}"
|
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|
|
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|
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|
|
|
|
if [ -z "${display_number}" ] || ! [[ "${display_number}" =~ ^[0-9]+$ ]]; then
|
|
|
|
|
|
echo "[error] Invalid DISPLAY format for Xvfb wait: ${display}" >&2
|
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|
|
return 1
|
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|
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|
|
fi
|
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|
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|
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|
|
local socket_path="/tmp/.X11-unix/X${display_number}"
|
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|
|
|
|
local elapsed=0
|
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|
|
|
|
|
|
|
|
|
while [ "${elapsed}" -lt "${wait_ticks}" ]; do
|
|
|
|
|
|
if ! kill -0 "${xvfb_pid}" 2>/dev/null; then
|
|
|
|
|
|
echo "[error] Xvfb exited before the display became ready." >&2
|
|
|
|
|
|
if [ -f /tmp/xvfb.log ]; then
|
|
|
|
|
|
echo "[error] ---- /tmp/xvfb.log ----" >&2
|
|
|
|
|
|
tail -n 200 /tmp/xvfb.log >&2 || true
|
|
|
|
|
|
echo "[error] ----------------------" >&2
|
|
|
|
|
|
fi
|
|
|
|
|
|
return 1
|
|
|
|
|
|
fi
|
|
|
|
|
|
|
|
|
|
|
|
if [ -S "${socket_path}" ]; then
|
|
|
|
|
|
# Keep a short extra delay so Wine does not race display handshake.
|
|
|
|
|
|
sleep 0.2
|
|
|
|
|
|
if kill -0 "${xvfb_pid}" 2>/dev/null && [ -S "${socket_path}" ]; then
|
|
|
|
|
|
return 0
|
|
|
|
|
|
fi
|
|
|
|
|
|
fi
|
|
|
|
|
|
|
|
|
|
|
|
# One more liveness check after the ready probe branch.
|
|
|
|
|
|
if ! kill -0 "${xvfb_pid}" 2>/dev/null; then
|
|
|
|
|
|
echo "[error] Xvfb exited during display readiness probe." >&2
|
|
|
|
|
|
if [ -f /tmp/xvfb.log ]; then
|
|
|
|
|
|
echo "[error] ---- /tmp/xvfb.log ----" >&2
|
|
|
|
|
|
tail -n 200 /tmp/xvfb.log >&2 || true
|
|
|
|
|
|
echo "[error] ----------------------" >&2
|
|
|
|
|
|
fi
|
|
|
|
|
|
return 1
|
|
|
|
|
|
fi
|
|
|
|
|
|
|
|
|
|
|
|
sleep 0.1
|
|
|
|
|
|
elapsed=$((elapsed + 1))
|
|
|
|
|
|
done
|
|
|
|
|
|
|
|
|
|
|
|
echo "[error] Timed out waiting for Xvfb display ${display}." >&2
|
|
|
|
|
|
if [ -f /tmp/xvfb.log ]; then
|
|
|
|
|
|
echo "[error] ---- /tmp/xvfb.log ----" >&2
|
|
|
|
|
|
tail -n 200 /tmp/xvfb.log >&2 || true
|
|
|
|
|
|
echo "[error] ----------------------" >&2
|
|
|
|
|
|
fi
|
|
|
|
|
|
return 1
|
|
|
|
|
|
}
|
|
|
|
|
|
|
Dedicated Server Software - Minecraft.Server.exe (#498)
* 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>
2026-03-15 16:32:50 +09:00
|
|
|
|
if [ ! -d "$SERVER_DIR" ]; then
|
|
|
|
|
|
echo "[error] Server directory not found: $SERVER_DIR" >&2
|
|
|
|
|
|
exit 1
|
|
|
|
|
|
fi
|
|
|
|
|
|
|
|
|
|
|
|
cd "$SERVER_DIR"
|
|
|
|
|
|
|
|
|
|
|
|
if [ ! -f "$SERVER_EXE" ]; then
|
|
|
|
|
|
echo "[error] ${SERVER_EXE} not found in ${SERVER_DIR}" >&2
|
|
|
|
|
|
echo "[hint] Rebuild image with a valid MC_RUNTIME_DIR build arg that contains dedicated server runtime files." >&2
|
|
|
|
|
|
exit 1
|
|
|
|
|
|
fi
|
|
|
|
|
|
|
|
|
|
|
|
mkdir -p "${PERSIST_DIR}"
|
|
|
|
|
|
|
|
|
|
|
|
# created because it is not implemented on the server side
|
|
|
|
|
|
mkdir -p "${PERSIST_DIR}/GameHDD"
|
|
|
|
|
|
|
|
|
|
|
|
ensure_persist_file "${PERSIST_DIR}/server.properties" "server.properties" ""
|
|
|
|
|
|
ensure_persist_file "${PERSIST_DIR}/banned-players.json" "banned-players.json" "[]\n"
|
|
|
|
|
|
ensure_persist_file "${PERSIST_DIR}/banned-ips.json" "banned-ips.json" "[]\n"
|
|
|
|
|
|
|
|
|
|
|
|
# differs from the structure, but it’s reorganized into a more manageable structure to the host side
|
|
|
|
|
|
if [ -e "Windows64/GameHDD" ] && [ ! -L "Windows64/GameHDD" ]; then
|
|
|
|
|
|
rm -rf "Windows64/GameHDD"
|
|
|
|
|
|
fi
|
|
|
|
|
|
ln -sfn "${PERSIST_DIR}/GameHDD" "Windows64/GameHDD"
|
|
|
|
|
|
|
|
|
|
|
|
# for compatibility with other images
|
|
|
|
|
|
if command -v wine64 >/dev/null 2>&1; then
|
|
|
|
|
|
WINE_CMD="wine64"
|
|
|
|
|
|
elif [ -x "/usr/lib/wine/wine64" ]; then
|
|
|
|
|
|
WINE_CMD="/usr/lib/wine/wine64"
|
|
|
|
|
|
elif command -v wine >/dev/null 2>&1; then
|
|
|
|
|
|
WINE_CMD="wine"
|
|
|
|
|
|
else
|
|
|
|
|
|
echo "[error] No Wine executable found (wine64/wine)." >&2
|
|
|
|
|
|
exit 1
|
|
|
|
|
|
fi
|
|
|
|
|
|
|
|
|
|
|
|
if [ ! -d "${WINEPREFIX}" ] || [ -z "$(ls -A "${WINEPREFIX}" 2>/dev/null)" ]; then
|
|
|
|
|
|
mkdir -p "${WINEPREFIX}"
|
|
|
|
|
|
fi
|
|
|
|
|
|
|
|
|
|
|
|
# in the current implementation, a virtual screen is required because the client-side logic is being called for compatibility
|
|
|
|
|
|
if [ -z "${DISPLAY:-}" ]; then
|
|
|
|
|
|
export DISPLAY="${XVFB_DISPLAY:-:99}"
|
|
|
|
|
|
XVFB_SCREEN="${XVFB_SCREEN:-64x64x16}"
|
Fix server DedicatedServer issues (#1266)
* 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
* make chunks delay less for dedi
* fix: prevent overwriting allow-flight value on server startup
* fix: mitigate entity id overflow and crash for max chunk updates
* remove autosave prompt for dedicated server
* fix: fix `Failed to create window instance.`
Wait for Xvfb to be fully ready before starting.
* Revert wrong readme order
---------
Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com>
Co-authored-by: Loki Rautio <lokirautio@gmail.com>
2026-03-16 05:50:12 +09:00
|
|
|
|
DISPLAY_NUMBER="${DISPLAY#:}"
|
|
|
|
|
|
DISPLAY_NUMBER="${DISPLAY_NUMBER%%.*}"
|
|
|
|
|
|
if [ -z "${DISPLAY_NUMBER}" ] || ! [[ "${DISPLAY_NUMBER}" =~ ^[0-9]+$ ]]; then
|
|
|
|
|
|
echo "[error] Invalid XVFB_DISPLAY format: ${DISPLAY}" >&2
|
|
|
|
|
|
exit 1
|
|
|
|
|
|
fi
|
|
|
|
|
|
XVFB_SOCKET="/tmp/.X11-unix/X${DISPLAY_NUMBER}"
|
|
|
|
|
|
XVFB_LOCK="/tmp/.X${DISPLAY_NUMBER}-lock"
|
|
|
|
|
|
# The check is performed assuming the same container will be restarted.
|
|
|
|
|
|
if [ -S "${XVFB_SOCKET}" ] || [ -e "${XVFB_LOCK}" ]; then
|
|
|
|
|
|
echo "[warn] Removing stale Xvfb state for ${DISPLAY} before startup." >&2
|
|
|
|
|
|
rm -f "${XVFB_SOCKET}" "${XVFB_LOCK}"
|
|
|
|
|
|
fi
|
Dedicated Server Software - Minecraft.Server.exe (#498)
* 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>
2026-03-15 16:32:50 +09:00
|
|
|
|
Xvfb "${DISPLAY}" -nolisten tcp -screen 0 "${XVFB_SCREEN}" >/tmp/xvfb.log 2>&1 &
|
Fix server DedicatedServer issues (#1266)
* 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
* make chunks delay less for dedi
* fix: prevent overwriting allow-flight value on server startup
* fix: mitigate entity id overflow and crash for max chunk updates
* remove autosave prompt for dedicated server
* fix: fix `Failed to create window instance.`
Wait for Xvfb to be fully ready before starting.
* Revert wrong readme order
---------
Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com>
Co-authored-by: Loki Rautio <lokirautio@gmail.com>
2026-03-16 05:50:12 +09:00
|
|
|
|
XVFB_PID=$!
|
|
|
|
|
|
wait_for_xvfb_ready "${DISPLAY}" "${XVFB_PID}"
|
|
|
|
|
|
echo "[info] Xvfb ready on ${DISPLAY} (pid=${XVFB_PID}, screen=${XVFB_SCREEN})"
|
|
|
|
|
|
else
|
|
|
|
|
|
echo "[info] Using existing DISPLAY=${DISPLAY}; skipping Xvfb startup"
|
Dedicated Server Software - Minecraft.Server.exe (#498)
* 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>
2026-03-15 16:32:50 +09:00
|
|
|
|
fi
|
|
|
|
|
|
|
|
|
|
|
|
args=(
|
|
|
|
|
|
-port "${SERVER_PORT}"
|
|
|
|
|
|
-bind "${SERVER_BIND_IP}"
|
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
|
|
echo "[info] Starting ${SERVER_EXE} on ${SERVER_BIND_IP}:${SERVER_PORT}"
|
|
|
|
|
|
exec "${WINE_CMD}" "${SERVER_EXE}" "${args[@]}"
|