4jcraft/Minecraft.Client/MinecraftServer.h
2026-03-21 23:21:19 -05:00

321 lines
9.7 KiB
C++

#pragma once
#include <cstdint>
#include "Input/ConsoleInputSource.h"
#include "../Minecraft.World/Util/ArrayWithLength.h"
#include "../Minecraft.World/Util/SharedConstants.h"
#include "../Minecraft.World/Util/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;
#define MINECRAFT_SERVER_SLOW_QUEUE_DELAY 250
#if defined _XBOX_ONE || defined _XBOX || defined __ORBIS__ || \
defined __PS3__ || defined __PSVITA__
#define _ACK_CHUNK_SEND_THROTTLING
#endif
typedef struct _LoadSaveDataThreadParam {
void* data;
__int64 fileSize;
const std::wstring saveName;
_LoadSaveDataThreadParam(void* data, __int64 filesize,
const std::wstring& saveName)
: data(data), fileSize(filesize), saveName(saveName) {}
} LoadSaveDataThreadParam;
typedef struct _NetworkGameInitData {
int64_t seed;
LoadSaveDataThreadParam* saveData;
std::uint32_t settings;
LevelGenerationOptions* levelGen;
std::uint32_t texturePackId;
bool findSeed;
unsigned int xzSize;
unsigned char hellScale;
ESavePlatform savePlatform;
_NetworkGameInitData() {
seed = 0;
saveData = NULL;
settings = 0;
levelGen = NULL;
texturePackId = 0;
findSeed = false;
xzSize = LEVEL_LEGACY_WIDTH;
hellScale = HELL_LEVEL_LEGACY_SCALE;
savePlatform = SAVE_FILE_PLATFORM_LOCAL;
}
} NetworkGameInitData;
// 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 std::wstring VERSION;
static const int TICK_STATS_SPAN = SharedConstants::TICKS_PER_SECOND * 5;
// static Logger logger = Logger.getLogger("Minecraft");
static std::unordered_map<std::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
// std::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:
std::wstring progressStatus;
int progress;
private:
// std::vector<Tickable *> tickables = new ArrayList<Tickable>(); // 4J -
// removed
CommandDispatcher* commandDispatcher;
std::vector<ConsoleInput*>
consoleInput; // 4J - was synchronizedList - TODO - investigate
public:
bool onlineMode;
bool animals;
bool npcs;
bool pvp;
bool allowFlight;
std::wstring motd;
int maxBuildHeight;
int playerIdleTimeout;
bool forceGameType;
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
std::uint32_t m_ugcPlayersVersion;
// This value is used to store the texture pack id for the currently loaded
// world
std::uint32_t m_texturePackId;
public:
MinecraftServer();
~MinecraftServer();
private:
// 4J Added - LoadSaveDataThreadParam
bool initServer(__int64 seed, NetworkGameInitData* initData,
std::uint32_t initSettings, bool findSeed);
void postProcessTerminate(ProgressRenderer* mcprogress);
bool loadLevel(LevelStorageSource* storageSource, const std::wstring& name,
__int64 levelSeed, LevelType* pLevelType,
NetworkGameInitData* initData);
void setProgress(const std::wstring& status, int progress);
void endProgress();
void saveAllChunks();
void saveGameRules();
void stopServer(bool didInit);
#ifdef _LARGE_WORLDS
void overwriteBordersForNewWorldSize(ServerLevel* level);
void overwriteHellBordersForNewWorldSize(ServerLevel* level,
int oldHellSize);
#endif
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);
bool isCommandBlockEnabled();
bool isNetherEnabled();
bool isHardcore();
int getOperatorUserPermissionLevel();
CommandDispatcher* getCommandDispatcher();
Pos* getCommandSenderWorldPosition();
Level* getCommandSenderWorld();
int getSpawnProtectionRadius();
bool isUnderSpawnProtection(Level* level, int x, int y, int z,
std::shared_ptr<Player> player);
void setForceGameType(bool forceGameType);
bool getForceGameType();
static int64_t getCurrentTimeMillis();
int getPlayerIdleTimeout();
void setPlayerIdleTimeout(int playerIdleTimeout);
public:
void halt();
void run(__int64 seed, void* lpParameter);
void broadcastStartSavingPacket();
void broadcastStopSavingPacket();
private:
void tick();
public:
void handleConsoleInput(const std::wstring& msg,
ConsoleInputSource* source);
void handleConsoleInputs();
// void addTickable(Tickable tickable); // 4J removed
static void main(int64_t seed, void* lpParameter);
static void HaltServer(bool bPrimaryPlayerSignedOut = false);
File* getFile(const std::wstring& name);
void info(const std::wstring& string);
void warn(const std::wstring& string);
std::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;
static int64_t setTimeOfDay;
static bool setTimeAtEndOfTick;
static int64_t setTime;
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) {}
};
std::vector<postProcessRequest> m_postProcessRequests;
CRITICAL_SECTION m_postProcessCS;
public:
void addPostProcessRequest(ChunkSource* chunkSource, int x, int z);
public:
static PlayerList* getPlayerList() {
if (server != NULL)
return server->players;
else
return NULL;
}
static void SetTimeOfDay(int64_t time) {
setTimeOfDayAtEndOfTick = true;
setTimeOfDay = time;
}
static void SetTime(int64_t time) {
setTimeAtEndOfTick = true;
setTime = time;
}
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
#ifdef _ACK_CHUNK_SEND_THROTTLING
static bool s_hasSentEnoughPackets;
static int64_t s_tickStartTime;
static std::vector<INetworkPlayer*> s_sentTo;
static const int MAX_TICK_TIME_FOR_PACKET_SENDS = 35;
#else
static int s_slowQueuePlayerIndex;
static int s_slowQueueLastTime;
static bool s_slowQueuePacketSent;
#endif
bool IsServerPaused() { return m_isServerPaused; }
private:
// 4J Added
bool m_saveOnExit;
bool m_suspending;
public:
static bool chunkPacketManagement_CanSendTo(INetworkPlayer* player);
static void chunkPacketManagement_DidSendTo(INetworkPlayer* player);
#ifndef _ACK_CHUNK_SEND_THROTTLING
static void cycleSlowQueueIndex();
#endif
void chunkPacketManagement_PreTick();
void chunkPacketManagement_PostTick();
void setSaveOnExit(bool save) {
m_saveOnExit = save;
s_bSaveOnExitAnswered = true;
}
void Suspend();
bool IsSuspending();
// 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
};