2026-03-01 12:16:08 +08:00
# pragma once
# include "ConsoleInputSource.h"
# include "..\Minecraft.World\ArrayWithLength.h"
# include "..\Minecraft.World\SharedConstants.h"
# include "..\Minecraft.World\C4JThread.h"
class ServerConnection ;
class Settings ;
class PlayerList ;
class EntityTracker ;
class ConsoleInput ;
class ConsoleCommands ;
class LevelStorageSource ;
class ChunkSource ;
class INetworkPlayer ;
class LevelRuleset ;
class LevelType ;
class ProgressRenderer ;
class CommandDispatcher ;
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# if defined(_WINDOWS64)
# define MINECRAFT_SERVER_SLOW_QUEUE_DELAY 0 // Removed slow queue because at large player counts, chunks stopped appearing
# else
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# define MINECRAFT_SERVER_SLOW_QUEUE_DELAY 250
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# endif
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# if defined _XBOX_ONE || defined _XBOX || defined __ORBIS__ || defined __PS3__ || defined __PSVITA__
# define _ACK_CHUNK_SEND_THROTTLING
# endif
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typedef struct _LoadSaveDataThreadParam
{
LPVOID data ;
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int64_t fileSize ;
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const wstring saveName ;
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_LoadSaveDataThreadParam ( LPVOID data , int64_t filesize , const wstring & saveName ) : data ( data ) , fileSize ( filesize ) , saveName ( saveName ) { }
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} LoadSaveDataThreadParam ;
typedef struct _NetworkGameInitData
{
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int64_t seed ;
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LoadSaveDataThreadParam * saveData ;
DWORD settings ;
LevelGenerationOptions * levelGen ;
DWORD texturePackId ;
bool findSeed ;
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
bool dedicatedNoLocalHostPlayer ;
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unsigned int xzSize ;
unsigned char hellScale ;
ESavePlatform savePlatform ;
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wstring levelName ;
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_NetworkGameInitData ( )
{
seed = 0 ;
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saveData = nullptr ;
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settings = 0 ;
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levelGen = nullptr ;
2026-03-01 12:16:08 +08:00
texturePackId = 0 ;
findSeed = false ;
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
dedicatedNoLocalHostPlayer = false ;
2026-03-01 12:16:08 +08:00
xzSize = LEVEL_LEGACY_WIDTH ;
hellScale = HELL_LEVEL_LEGACY_SCALE ;
savePlatform = SAVE_FILE_PLATFORM_LOCAL ;
}
} NetworkGameInitData ;
using namespace std ;
// 4J Stu - 1.0.1 updates the server to implement the ServerInterface class, but I don't think we will use any of the functions that defines so not implementing here
class MinecraftServer : public ConsoleInputSource
{
public :
static const wstring VERSION ;
static const int TICK_STATS_SPAN = SharedConstants : : TICKS_PER_SECOND * 5 ;
// static Logger logger = Logger.getLogger("Minecraft");
static unordered_map < wstring , int > ironTimers ;
private :
static const int DEFAULT_MINECRAFT_PORT = 25565 ;
static const int MS_PER_TICK = 1000 / SharedConstants : : TICKS_PER_SECOND ;
// 4J Stu - Added 1.0.1, Not needed
//wstring localIp;
//int port;
public :
ServerConnection * connection ;
Settings * settings ;
ServerLevelArray levels ;
private :
PlayerList * players ;
// 4J Stu - Added 1.0.1, Not needed
//long[] tickTimes = new long[TICK_STATS_SPAN];
//long[][] levelTickTimes;
private :
ConsoleCommands * commands ;
bool running ;
bool m_bLoaded ;
public :
bool stopped ;
int tickCount ;
public :
wstring progressStatus ;
int progress ;
private :
// vector<Tickable *> tickables = new ArrayList<Tickable>(); // 4J - removed
CommandDispatcher * commandDispatcher ;
vector < ConsoleInput * > consoleInput ; // 4J - was synchronizedList - TODO - investigate
2026-03-04 16:18:47 +08:00
CRITICAL_SECTION m_consoleInputCS ;
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public :
bool onlineMode ;
bool animals ;
bool npcs ;
bool pvp ;
bool allowFlight ;
wstring motd ;
int maxBuildHeight ;
2026-03-03 03:04:10 +08:00
int playerIdleTimeout ;
bool forceGameType ;
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>
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int m_spawnProtectionRadius ;
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private :
// 4J Added
//int m_lastSentDifficulty;
public :
// 4J Stu - This value should be incremented every time the list of players with friends-only UGC settings changes
// It is sent with PreLoginPacket and compared when it comes back in the LoginPacket
DWORD m_ugcPlayersVersion ;
// This value is used to store the texture pack id for the currently loaded world
DWORD m_texturePackId ;
public :
MinecraftServer ( ) ;
~ MinecraftServer ( ) ;
private :
// 4J Added - LoadSaveDataThreadParam
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bool initServer ( int64_t seed , NetworkGameInitData * initData , DWORD initSettings , bool findSeed ) ;
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void postProcessTerminate ( ProgressRenderer * mcprogress ) ;
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bool loadLevel ( LevelStorageSource * storageSource , const wstring & name , int64_t levelSeed , LevelType * pLevelType , NetworkGameInitData * initData ) ;
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void setProgress ( const wstring & status , int progress ) ;
void endProgress ( ) ;
void saveAllChunks ( ) ;
void saveGameRules ( ) ;
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void stopServer ( bool didInit ) ;
# ifdef _LARGE_WORLDS
void overwriteBordersForNewWorldSize ( ServerLevel * level ) ;
void overwriteHellBordersForNewWorldSize ( ServerLevel * level , int oldHellSize ) ;
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# endif
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public :
void setMaxBuildHeight ( int maxBuildHeight ) ;
int getMaxBuildHeight ( ) ;
PlayerList * getPlayers ( ) ;
void setPlayers ( PlayerList * players ) ;
ServerConnection * getConnection ( ) ;
bool isAnimals ( ) ;
void setAnimals ( bool animals ) ;
bool isNpcsEnabled ( ) ;
void setNpcsEnabled ( bool npcs ) ;
bool isPvpAllowed ( ) ;
void setPvpAllowed ( bool pvp ) ;
bool isFlightAllowed ( ) ;
void setFlightAllowed ( bool allowFlight ) ;
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bool isCommandBlockEnabled ( ) ;
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bool isNetherEnabled ( ) ;
bool isHardcore ( ) ;
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int getOperatorUserPermissionLevel ( ) ;
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CommandDispatcher * getCommandDispatcher ( ) ;
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Pos * getCommandSenderWorldPosition ( ) ;
Level * getCommandSenderWorld ( ) ;
int getSpawnProtectionRadius ( ) ;
bool isUnderSpawnProtection ( Level * level , int x , int y , int z , shared_ptr < Player > player ) ;
void setForceGameType ( bool forceGameType ) ;
bool getForceGameType ( ) ;
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static int64_t getCurrentTimeMillis ( ) ;
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int getPlayerIdleTimeout ( ) ;
void setPlayerIdleTimeout ( int playerIdleTimeout ) ;
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public :
void halt ( ) ;
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void run ( int64_t seed , void * lpParameter ) ;
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void broadcastStartSavingPacket ( ) ;
void broadcastStopSavingPacket ( ) ;
private :
void tick ( ) ;
public :
void handleConsoleInput ( const wstring & msg , ConsoleInputSource * source ) ;
void handleConsoleInputs ( ) ;
// void addTickable(Tickable tickable); // 4J removed
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static void main ( int64_t seed , void * lpParameter ) ;
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static void HaltServer ( bool bPrimaryPlayerSignedOut = false ) ;
File * getFile ( const wstring & name ) ;
void info ( const wstring & string ) ;
void warn ( const wstring & string ) ;
wstring getConsoleName ( ) ;
ServerLevel * getLevel ( int dimension ) ;
void setLevel ( int dimension , ServerLevel * level ) ; // 4J added
static MinecraftServer * getInstance ( ) { return server ; } // 4J added
static bool serverHalted ( ) { return s_bServerHalted ; }
static bool saveOnExitAnswered ( ) { return s_bSaveOnExitAnswered ; }
static void resetFlags ( ) { s_bServerHalted = false ; s_bSaveOnExitAnswered = false ; }
bool flagEntitiesToBeRemoved ( unsigned int * flags ) ; // 4J added
private :
//4J Added
static MinecraftServer * server ;
static bool setTimeOfDayAtEndOfTick ;
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static int64_t setTimeOfDay ;
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static bool setTimeAtEndOfTick ;
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static int64_t setTime ;
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static bool m_bPrimaryPlayerSignedOut ; // 4J-PB added to tell the stopserver not to save the game - another player may have signed in in their place, so ProfileManager.IsSignedIn isn't enough
static bool s_bServerHalted ; // 4J Stu Added so that we can halt the server even before it's been created properly
static bool s_bSaveOnExitAnswered ; // 4J Stu Added so that we only ask this question once when we exit
// 4J - added so that we can have a separate thread for post processing chunks on level creation
static int runPostUpdate ( void * lpParam ) ;
C4JThread * m_postUpdateThread ;
bool m_postUpdateTerminate ;
class postProcessRequest
{
public :
int x , z ;
ChunkSource * chunkSource ;
postProcessRequest ( int x , int z , ChunkSource * chunkSource ) : x ( x ) , z ( z ) , chunkSource ( chunkSource ) { }
} ;
vector < postProcessRequest > m_postProcessRequests ;
CRITICAL_SECTION m_postProcessCS ;
public :
void addPostProcessRequest ( ChunkSource * chunkSource , int x , int z ) ;
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static PlayerList * getPlayerList ( ) { if ( server ! = nullptr ) return server - > players ; else return nullptr ; }
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static void SetTimeOfDay ( int64_t time ) { setTimeOfDayAtEndOfTick = true ; setTimeOfDay = time ; }
static void SetTime ( int64_t time ) { setTimeAtEndOfTick = true ; setTime = time ; }
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C4JThread : : Event * m_serverPausedEvent ;
private :
// 4J Added
bool m_isServerPaused ;
// 4J Added - A static that stores the QNet index of the player that is next allowed to send a packet in the slow queue
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# ifdef _ACK_CHUNK_SEND_THROTTLING
static bool s_hasSentEnoughPackets ;
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static int64_t s_tickStartTime ;
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static vector < INetworkPlayer * > s_sentTo ;
static const int MAX_TICK_TIME_FOR_PACKET_SENDS = 35 ;
# else
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static int s_slowQueuePlayerIndex ;
static int s_slowQueueLastTime ;
static bool s_slowQueuePacketSent ;
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# endif
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bool IsServerPaused ( ) { return m_isServerPaused ; }
private :
// 4J Added
bool m_saveOnExit ;
bool m_suspending ;
public :
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static bool chunkPacketManagement_CanSendTo ( INetworkPlayer * player ) ;
static void chunkPacketManagement_DidSendTo ( INetworkPlayer * player ) ;
# ifndef _ACK_CHUNK_SEND_THROTTLING
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static void cycleSlowQueueIndex ( ) ;
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# endif
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void chunkPacketManagement_PreTick ( ) ;
void chunkPacketManagement_PostTick ( ) ;
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void setSaveOnExit ( bool save ) { m_saveOnExit = save ; s_bSaveOnExitAnswered = true ; }
void Suspend ( ) ;
bool IsSuspending ( ) ;
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// 4J Stu - A load of functions were all added in 1.0.1 in the ServerInterface, but I don't think we need any of them
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} ;