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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#include "stdafx.h"
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#include "ServerCliInput.h"
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#include "ServerCliEngine.h"
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2026-04-14 16:47:37 -05:00
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#include "../ServerLogger.h"
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#include "../vendor/linenoise/linenoise.h"
|
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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#include <ctype.h>
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#include <stdlib.h>
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namespace
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{
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bool UseStreamInputMode()
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{
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const char *mode = getenv("SERVER_CLI_INPUT_MODE");
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if (mode != NULL)
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{
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return _stricmp(mode, "stream") == 0
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|| _stricmp(mode, "stdin") == 0;
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}
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return false;
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}
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int WaitForStdinReadable(HANDLE stdinHandle, DWORD waitMs)
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{
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if (stdinHandle == NULL || stdinHandle == INVALID_HANDLE_VALUE)
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{
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return -1;
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}
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DWORD fileType = GetFileType(stdinHandle);
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if (fileType == FILE_TYPE_PIPE)
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{
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DWORD available = 0;
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if (!PeekNamedPipe(stdinHandle, NULL, 0, NULL, &available, NULL))
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{
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return -1;
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}
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return available > 0 ? 1 : 0;
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}
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if (fileType == FILE_TYPE_CHAR)
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{
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// console/pty char handles are often not waitable across Wine+Docker.
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return 1;
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}
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DWORD waitResult = WaitForSingleObject(stdinHandle, waitMs);
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if (waitResult == WAIT_OBJECT_0)
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{
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return 1;
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}
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if (waitResult == WAIT_TIMEOUT)
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{
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return 0;
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}
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return -1;
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}
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}
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namespace ServerRuntime
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{
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// C-style completion callback bridge requires a static instance pointer.
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ServerCliInput *ServerCliInput::s_instance = NULL;
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ServerCliInput::ServerCliInput()
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: m_running(false)
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, m_engine(NULL)
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{
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}
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ServerCliInput::~ServerCliInput()
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{
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Stop();
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}
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void ServerCliInput::Start(ServerCliEngine *engine)
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{
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if (engine == NULL || m_running.exchange(true))
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{
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return;
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}
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m_engine = engine;
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s_instance = this;
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linenoiseResetStop();
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linenoiseHistorySetMaxLen(128);
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linenoiseSetCompletionCallback(&ServerCliInput::CompletionThunk);
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m_inputThread = std::thread(&ServerCliInput::RunInputLoop, this);
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LogInfo("console", "CLI input thread started.");
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}
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void ServerCliInput::Stop()
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{
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if (!m_running.exchange(false))
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{
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return;
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}
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// Ask linenoise to break out first, then join thread safely.
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linenoiseRequestStop();
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if (m_inputThread.joinable())
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{
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CancelSynchronousIo((HANDLE)m_inputThread.native_handle());
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m_inputThread.join();
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}
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linenoiseSetCompletionCallback(NULL);
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if (s_instance == this)
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{
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s_instance = NULL;
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}
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m_engine = NULL;
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LogInfo("console", "CLI input thread stopped.");
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}
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bool ServerCliInput::IsRunning() const
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{
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return m_running.load();
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}
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void ServerCliInput::RunInputLoop()
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{
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if (UseStreamInputMode())
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{
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LogInfo("console", "CLI input mode: stream(file stdin)");
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RunStreamInputLoop();
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return;
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}
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RunLinenoiseLoop();
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}
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/**
|
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* use linenoise for interactive console input, with line editing and history support
|
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*/
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void ServerCliInput::RunLinenoiseLoop()
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|
{
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|
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|
while (m_running)
|
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|
|
|
{
|
|
|
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|
char *line = linenoise("server> ");
|
|
|
|
|
if (line == NULL)
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|
{
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|
|
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|
// NULL is expected on stop request (or Ctrl+C inside linenoise).
|
|
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|
if (!m_running)
|
|
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|
{
|
|
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|
break;
|
|
|
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|
}
|
|
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|
|
Sleep(10);
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
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|
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|
EnqueueLine(line);
|
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|
linenoiseFree(line);
|
|
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|
}
|
|
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|
}
|
|
|
|
|
|
|
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|
|
/**
|
|
|
|
|
* use file-based stdin reading instead of linenoise when requested or when stdin is not a console/pty (e.g. piped input or non-interactive docker)
|
|
|
|
|
*/
|
|
|
|
|
void ServerCliInput::RunStreamInputLoop()
|
|
|
|
|
{
|
|
|
|
|
HANDLE stdinHandle = GetStdHandle(STD_INPUT_HANDLE);
|
|
|
|
|
if (stdinHandle == NULL || stdinHandle == INVALID_HANDLE_VALUE)
|
|
|
|
|
{
|
|
|
|
|
LogWarn("console", "stream input mode requested but STDIN handle is unavailable; falling back to linenoise.");
|
|
|
|
|
RunLinenoiseLoop();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::string line;
|
|
|
|
|
bool skipNextLf = false;
|
|
|
|
|
|
|
|
|
|
printf("server> ");
|
|
|
|
|
fflush(stdout);
|
|
|
|
|
|
|
|
|
|
while (m_running)
|
|
|
|
|
{
|
|
|
|
|
int readable = WaitForStdinReadable(stdinHandle, 50);
|
|
|
|
|
if (readable <= 0)
|
|
|
|
|
{
|
|
|
|
|
Sleep(10);
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
char ch = 0;
|
|
|
|
|
DWORD bytesRead = 0;
|
|
|
|
|
if (!ReadFile(stdinHandle, &ch, 1, &bytesRead, NULL) || bytesRead == 0)
|
|
|
|
|
{
|
|
|
|
|
Sleep(10);
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (skipNextLf && ch == '\n')
|
|
|
|
|
{
|
|
|
|
|
skipNextLf = false;
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (ch == '\r' || ch == '\n')
|
|
|
|
|
{
|
|
|
|
|
if (ch == '\r')
|
|
|
|
|
{
|
|
|
|
|
skipNextLf = true;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
skipNextLf = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!line.empty())
|
|
|
|
|
{
|
|
|
|
|
EnqueueLine(line.c_str());
|
|
|
|
|
line.clear();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
printf("server> ");
|
|
|
|
|
fflush(stdout);
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
skipNextLf = false;
|
|
|
|
|
|
|
|
|
|
if ((unsigned char)ch == 3)
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((unsigned char)ch == 8 || (unsigned char)ch == 127)
|
|
|
|
|
{
|
|
|
|
|
if (!line.empty())
|
|
|
|
|
{
|
|
|
|
|
line.resize(line.size() - 1);
|
|
|
|
|
}
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (isprint((unsigned char)ch) && line.size() < 4096)
|
|
|
|
|
{
|
|
|
|
|
line.push_back(ch);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ServerCliInput::EnqueueLine(const char *line)
|
|
|
|
|
{
|
|
|
|
|
if (line == NULL || line[0] == 0 || m_engine == NULL)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Keep local history and forward command for main-thread execution.
|
|
|
|
|
linenoiseHistoryAdd(line);
|
|
|
|
|
m_engine->EnqueueCommandLine(line);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ServerCliInput::CompletionThunk(const char *line, linenoiseCompletions *completions)
|
|
|
|
|
{
|
|
|
|
|
// Static thunk forwards callback into instance state.
|
|
|
|
|
if (s_instance != NULL)
|
|
|
|
|
{
|
|
|
|
|
s_instance->BuildCompletions(line, completions);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ServerCliInput::BuildCompletions(const char *line, linenoiseCompletions *completions)
|
|
|
|
|
{
|
|
|
|
|
if (line == NULL || completions == NULL || m_engine == NULL)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::vector<std::string> suggestions;
|
|
|
|
|
m_engine->BuildCompletions(line, &suggestions);
|
|
|
|
|
for (size_t i = 0; i < suggestions.size(); ++i)
|
|
|
|
|
{
|
|
|
|
|
linenoiseAddCompletion(completions, suggestions[i].c_str());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|