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# include "stdafx.h"
# include "ServerPlayerGameMode.h"
# include "ServerLevel.h"
# include "ServerPlayer.h"
# include "PlayerConnection.h"
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# include "../Minecraft.World/net.minecraft.world.level.tile.h"
# include "../Minecraft.World/net.minecraft.world.entity.player.h"
# include "../Minecraft.World/net.minecraft.world.item.h"
# include "../Minecraft.World/net.minecraft.network.packet.h"
# include "../Minecraft.World/net.minecraft.world.level.h"
# include "../Minecraft.World/net.minecraft.world.level.chunk.h"
# include "../Minecraft.World/net.minecraft.world.level.dimension.h"
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# include "MultiPlayerLevel.h"
# include "LevelRenderer.h"
ServerPlayerGameMode : : ServerPlayerGameMode ( Level * level )
{
// 4J - added initialisers
isDestroyingBlock = false ;
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destroyProgressStart = 0 ;
xDestroyBlock = yDestroyBlock = zDestroyBlock = 0 ;
gameTicks = 0 ;
hasDelayedDestroy = false ;
delayedDestroyX = delayedDestroyY = delayedDestroyZ = 0 ;
delayedTickStart = 0 ;
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lastSentState = - 1 ;
gameModeForPlayer = GameType : : NOT_SET ;
this - > level = level ;
// 4J Added
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m_gameRules = nullptr ;
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}
ServerPlayerGameMode : : ~ ServerPlayerGameMode ( )
{
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if ( m_gameRules ! = nullptr ) delete m_gameRules ;
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}
void ServerPlayerGameMode : : setGameModeForPlayer ( GameType * gameModeForPlayer )
{
this - > gameModeForPlayer = gameModeForPlayer ;
gameModeForPlayer - > updatePlayerAbilities ( & ( player - > abilities ) ) ;
player - > onUpdateAbilities ( ) ;
}
GameType * ServerPlayerGameMode : : getGameModeForPlayer ( )
{
return gameModeForPlayer ;
}
bool ServerPlayerGameMode : : isSurvival ( )
{
return gameModeForPlayer - > isSurvival ( ) ;
}
bool ServerPlayerGameMode : : isCreative ( )
{
return gameModeForPlayer - > isCreative ( ) ;
}
void ServerPlayerGameMode : : updateGameMode ( GameType * gameType )
{
if ( gameModeForPlayer = = GameType : : NOT_SET )
{
gameModeForPlayer = gameType ;
}
setGameModeForPlayer ( gameModeForPlayer ) ;
}
void ServerPlayerGameMode : : tick ( )
{
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gameTicks + + ;
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if ( hasDelayedDestroy )
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{
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int ticksSpentDestroying = gameTicks - delayedTickStart ;
int t = level - > getTile ( delayedDestroyX , delayedDestroyY , delayedDestroyZ ) ;
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if ( t = = 0 )
{
hasDelayedDestroy = false ;
}
else
{
Tile * tile = Tile : : tiles [ t ] ;
float destroyProgress = tile - > getDestroyProgress ( player , player - > level , delayedDestroyX , delayedDestroyY , delayedDestroyZ ) * ( ticksSpentDestroying + 1 ) ;
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int state = static_cast < int > ( destroyProgress * 10 ) ;
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if ( state ! = lastSentState )
{
level - > destroyTileProgress ( player - > entityId , delayedDestroyX , delayedDestroyY , delayedDestroyZ , state ) ;
lastSentState = state ;
}
if ( destroyProgress > = 1 )
{
hasDelayedDestroy = false ;
destroyBlock ( delayedDestroyX , delayedDestroyY , delayedDestroyZ ) ;
}
}
}
else if ( isDestroyingBlock )
{
int t = level - > getTile ( xDestroyBlock , yDestroyBlock , zDestroyBlock ) ;
Tile * tile = Tile : : tiles [ t ] ;
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if ( tile = = nullptr )
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{
level - > destroyTileProgress ( player - > entityId , xDestroyBlock , yDestroyBlock , zDestroyBlock , - 1 ) ;
lastSentState = - 1 ;
isDestroyingBlock = false ;
}
else
{
int ticksSpentDestroying = gameTicks - destroyProgressStart ;
float destroyProgress = tile - > getDestroyProgress ( player , player - > level , xDestroyBlock , yDestroyBlock , zDestroyBlock ) * ( ticksSpentDestroying + 1 ) ;
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int state = static_cast < int > ( destroyProgress * 10 ) ;
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if ( state ! = lastSentState )
{
level - > destroyTileProgress ( player - > entityId , xDestroyBlock , yDestroyBlock , zDestroyBlock , state ) ;
lastSentState = state ;
}
}
}
}
void ServerPlayerGameMode : : startDestroyBlock ( int x , int y , int z , int face )
{
if ( ! player - > isAllowedToMine ( ) ) return ;
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if ( gameModeForPlayer - > isAdventureRestricted ( ) )
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{
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if ( ! player - > mayDestroyBlockAt ( x , y , z ) )
{
return ;
}
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}
if ( isCreative ( ) )
{
if ( ! level - > extinguishFire ( nullptr , x , y , z , face ) )
{
destroyBlock ( x , y , z ) ;
}
return ;
}
level - > extinguishFire ( player , x , y , z , face ) ;
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destroyProgressStart = gameTicks ;
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float progress = 1.0f ;
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int t = level - > getTile ( x , y , z ) ;
if ( t > 0 )
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{
Tile : : tiles [ t ] - > attack ( level , x , y , z , player ) ;
progress = Tile : : tiles [ t ] - > getDestroyProgress ( player , player - > level , x , y , z ) ;
}
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if ( t > 0 & & ( progress > = 1 ) ) //|| (app.DebugSettingsOn() && (player->GetDebugOptions()&(1L<<eDebugSetting_InstantDestroy) ) )))
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{
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destroyBlock ( x , y , z ) ;
}
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else
{
isDestroyingBlock = true ;
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xDestroyBlock = x ;
yDestroyBlock = y ;
zDestroyBlock = z ;
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int state = static_cast < int > ( progress * 10 ) ;
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level - > destroyTileProgress ( player - > entityId , x , y , z , state ) ;
lastSentState = state ;
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}
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}
void ServerPlayerGameMode : : stopDestroyBlock ( int x , int y , int z )
{
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if ( x = = xDestroyBlock & & y = = yDestroyBlock & & z = = zDestroyBlock )
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{
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int t = level - > getTile ( x , y , z ) ;
if ( t ! = 0 )
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{
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Tile * tile = Tile : : tiles [ t ] ;
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
// Anti-cheat: re-check destroy progress on the server for STOP_DESTROY.
int ticksSpentDestroying = gameTicks - destroyProgressStart ;
float destroyProgress = tile - > getDestroyProgress ( player , player - > level , x , y , z ) * ( ticksSpentDestroying + 1 ) ;
if ( destroyProgress > = 1.0f )
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{
isDestroyingBlock = false ;
level - > destroyTileProgress ( player - > entityId , x , y , z , - 1 ) ;
2026-03-03 03:04:10 +08:00
destroyBlock ( x , y , z ) ;
}
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
else if ( ! hasDelayedDestroy )
{
// Keep server-authoritative mining while allowing legit latency to finish via delayed tick progression.
isDestroyingBlock = false ;
hasDelayedDestroy = true ;
delayedDestroyX = x ;
delayedDestroyY = y ;
delayedDestroyZ = z ;
delayedTickStart = destroyProgressStart ;
}
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}
}
2026-03-01 12:16:08 +08:00
}
void ServerPlayerGameMode : : abortDestroyBlock ( int x , int y , int z )
{
isDestroyingBlock = false ;
level - > destroyTileProgress ( player - > entityId , xDestroyBlock , yDestroyBlock , zDestroyBlock , - 1 ) ;
}
bool ServerPlayerGameMode : : superDestroyBlock ( int x , int y , int z )
{
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Tile * oldTile = Tile : : tiles [ level - > getTile ( x , y , z ) ] ;
int data = level - > getData ( x , y , z ) ;
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if ( oldTile ! = nullptr )
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{
oldTile - > playerWillDestroy ( level , x , y , z , data , player ) ;
}
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bool changed = level - > removeTile ( x , y , z ) ;
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if ( oldTile ! = nullptr & & changed )
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{
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oldTile - > destroy ( level , x , y , z , data ) ;
}
return changed ;
2026-03-01 12:16:08 +08:00
}
bool ServerPlayerGameMode : : destroyBlock ( int x , int y , int z )
{
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if ( gameModeForPlayer - > isAdventureRestricted ( ) )
{
if ( ! player - > mayDestroyBlockAt ( x , y , z ) )
{
return false ;
}
}
if ( gameModeForPlayer - > isCreative ( ) )
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{
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if ( player - > getCarriedItem ( ) ! = nullptr & & dynamic_cast < WeaponItem * > ( player - > getCarriedItem ( ) - > getItem ( ) ) ! = nullptr )
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{
return false ;
}
2026-03-01 12:16:08 +08:00
}
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int t = level - > getTile ( x , y , z ) ;
int data = level - > getData ( x , y , z ) ;
level - > levelEvent ( player , LevelEvent : : PARTICLES_DESTROY_BLOCK , x , y , z , t + ( level - > getData ( x , y , z ) < < Tile : : TILE_NUM_SHIFT ) ) ;
2026-03-01 12:16:08 +08:00
// 4J - In creative mode, the point where we need to tell the renderer that we are about to destroy a tile via destroyingTileAt is quite complicated.
// If the player being told is remote, then we always want the client to do it as it does the final update. If the player being told is local,
// then we need to update the renderer Here if we are sharing data between host & client as this is the final point where the original data is still intact.
// If the player being told is local, and we aren't sharing data between host & client, then we can just treat it as if it is a remote player and
// it can update the renderer.
bool clientToUpdateRenderer = false ;
if ( isCreative ( ) )
{
clientToUpdateRenderer = true ;
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if ( dynamic_pointer_cast < ServerPlayer > ( player ) - > connection - > isLocal ( ) )
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{
// Establish whether we are sharing this chunk between client & server
MultiPlayerLevel * clientLevel = Minecraft : : GetInstance ( ) - > getLevel ( level - > dimension - > id ) ;
if ( clientLevel )
{
LevelChunk * lc = clientLevel - > getChunkAt ( x , z ) ;
# ifdef SHARING_ENABLED
if ( lc - > sharingTilesAndData )
{
// We are sharing - this is the last point we can tell the renderer
Minecraft : : GetInstance ( ) - > levelRenderer - > destroyedTileManager - > destroyingTileAt ( clientLevel , x , y , z ) ;
// Don't need to ask the client to do this too
clientToUpdateRenderer = false ;
}
# endif
}
}
}
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bool changed = superDestroyBlock ( x , y , z ) ;
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if ( isCreative ( ) )
{
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shared_ptr < TileUpdatePacket > tup = std : : make_shared < TileUpdatePacket > ( x , y , z , level ) ;
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// 4J - a bit of a hack here, but if we want to tell the client that it needs to inform the renderer of a block being destroyed, then send a block 255 instead of a 0. This is handled in ClientConnection::handleTileUpdate
if ( tup - > block = = 0 )
{
if ( clientToUpdateRenderer ) tup - > block = 255 ;
}
player - > connection - > send ( tup ) ;
}
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else
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{
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shared_ptr < ItemInstance > item = player - > getSelectedItem ( ) ;
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bool canDestroy = player - > canDestroy ( Tile : : tiles [ t ] ) ;
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if ( item ! = nullptr )
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{
item - > mineBlock ( level , t , x , y , z , player ) ;
if ( item - > count = = 0 )
{
player - > removeSelectedItem ( ) ;
}
}
if ( changed & & canDestroy )
{
Tile : : tiles [ t ] - > playerDestroy ( level , player , x , y , z , data ) ;
}
}
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return changed ;
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}
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bool ServerPlayerGameMode : : useItem ( shared_ptr < Player > player , Level * level , shared_ptr < ItemInstance > item , bool bTestUseOnly )
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{
if ( ! player - > isAllowedToUse ( item ) ) return false ;
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int oldCount = item - > count ;
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int oldAux = item - > getAuxValue ( ) ;
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shared_ptr < ItemInstance > itemInstance = item - > use ( level , player ) ;
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if ( itemInstance ! = item | | ( itemInstance ! = nullptr & & ( itemInstance - > count ! = oldCount | | itemInstance - > getUseDuration ( ) > 0 | | itemInstance - > getAuxValue ( ) ! = oldAux ) ) )
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{
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player - > inventory - > items [ player - > inventory - > selected ] = itemInstance ;
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if ( isCreative ( ) )
{
itemInstance - > count = oldCount ;
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if ( itemInstance - > isDamageableItem ( ) ) itemInstance - > setAuxValue ( oldAux ) ;
}
if ( itemInstance - > count = = 0 )
{
player - > inventory - > items [ player - > inventory - > selected ] = nullptr ;
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}
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if ( ! player - > isUsingItem ( ) )
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{
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dynamic_pointer_cast < ServerPlayer > ( player ) - > refreshContainer ( player - > inventoryMenu ) ;
}
return true ;
}
return false ;
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}
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bool ServerPlayerGameMode : : useItemOn ( shared_ptr < Player > player , Level * level , shared_ptr < ItemInstance > item , int x , int y , int z , int face , float clickX , float clickY , float clickZ , bool bTestUseOnOnly , bool * pbUsedItem )
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{
// 4J-PB - Adding a test only version to allow tooltips to be displayed
int t = level - > getTile ( x , y , z ) ;
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if ( ! player - > isSneaking ( ) | | player - > getCarriedItem ( ) = = nullptr )
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{
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if ( t > 0 & & player - > isAllowedToUse ( Tile : : tiles [ t ] ) )
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{
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if ( bTestUseOnOnly )
{
if ( Tile : : tiles [ t ] - > TestUse ( ) ) return true ;
}
else
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{
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if ( Tile : : tiles [ t ] - > use ( level , x , y , z , player , face , clickX , clickY , clickZ ) )
{
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if ( m_gameRules ! = nullptr ) m_gameRules - > onUseTile ( t , x , y , z ) ;
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return true ;
}
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}
}
}
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if ( item = = nullptr | | ! player - > isAllowedToUse ( item ) ) return false ;
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if ( isCreative ( ) )
{
int aux = item - > getAuxValue ( ) ;
int count = item - > count ;
bool success = item - > useOn ( player , level , x , y , z , face , clickX , clickY , clickZ ) ;
item - > setAuxValue ( aux ) ;
item - > count = count ;
return success ;
}
else
{
return item - > useOn ( player , level , x , y , z , face , clickX , clickY , clickZ , bTestUseOnOnly ) ;
}
}
void ServerPlayerGameMode : : setLevel ( ServerLevel * newLevel )
{
level = newLevel ;
}
// 4J Added
void ServerPlayerGameMode : : setGameRules ( GameRulesInstance * rules )
{
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if ( m_gameRules ! = nullptr ) delete m_gameRules ;
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m_gameRules = rules ;
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
}