Commit graph

491 commits

Author SHA1 Message Date
Loki Rautio 5d46b23005 Revert wrong readme order 2026-03-15 15:48:24 -05:00
kuwacom 2d3c5e0442 Merge branch 'main' into feature/dedicated-server
# Conflicts:
#	docker/dedicated-server/entrypoint.sh
2026-03-15 21:44:04 +09:00
kuwa 3a91e830f9
Merge pull request #8 from sylvessa/fix/random-fixes
Fix flight, entity ids, chunk loading speeds, and autosave ui for dedi removal
2026-03-15 21:37:39 +09:00
Loki Rautio f8963326fe Update README.md
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2026-03-15 03:10:20 -05:00
Loki Rautio ab9b034c51 Update README.md
fixed up some ordering and made it a little more organized, added new
banner image
2026-03-15 03:09:41 -05:00
Loki Rautio a80fe2e900 Remove .vscode settings by default
this makes it impossible to search for stuff in the assets with VS Code
which sucks. if you need this you can just copy the file locally
2026-03-15 02:44:59 -05:00
kuwacom ccbc666321 fix: fix Failed to create window instance.
Wait for Xvfb to be fully ready before starting.
2026-03-15 16:36:38 +09:00
kuwa f483074cd2
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 1dc8a005ed

* 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 02:32:50 -05:00
sylvessa ccc28a15e8 remove autosave prompt for dedicated server 2026-03-15 02:17:27 -05:00
sylvessa 8fb071fcdf fix: mitigate entity id overflow and crash for max chunk updates 2026-03-15 00:48:15 -05:00
sylvessa 5444ad63cf fix: prevent overwriting allow-flight value on server startup 2026-03-15 00:33:52 -05:00
sylvessa 189ff3e038 make chunks delay less for dedi 2026-03-15 00:25:50 -05:00
kuwacom 5f4b038d54 fix: fix Docker image tag 2026-03-15 03:32:27 +09:00
kuwacom 48f0023d67 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
2026-03-14 07:30:23 +09:00
troglodyte9 4d200a589d
Fixed dangling pointer issue (#1209)
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2026-03-13 20:32:02 +00:00
rtm516 4e4e4dff0a
Remove all old binka redist files (#1116)
* Remove all old binka redist files

* Delete x64/Debug/Effects.msscmp

* Delete x64/Release/Effects.msscmp
2026-03-13 19:43:37 +00:00
kuwacom 797f73ba91 Merge remote-tracking branch 'origin/main' into feature/dedicated-server
# Conflicts:
#	Minecraft.Client/Common/Network/PlatformNetworkManagerStub.cpp
2026-03-14 02:42:13 +09:00
kuwacom 67d236804a update: increase the player limit 2026-03-14 02:23:40 +09:00
kuwacom fa70698546 fix: change player map icon to random select 2026-03-14 01:30:54 +09:00
kuwacom 20c2e4653a 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
2026-03-14 00:55:30 +09:00
Prakhar Sharma 379434097a
Fix witches' bottle color (#1205)
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* fix: witches' bottle is now the right color

* fix: add condition if item has mutiple layers
2026-03-13 11:41:47 +00:00
Ayush Thoren d131a551bf
Fix mounted minecarts not persisting across world reloads (#979)
* Fix mounted minecarts not persisting across world reloads

Signed-off-by: Ayush Thoren <ayushthoren@gmail.com>

* Apply patch

---------

Signed-off-by: Ayush Thoren <ayushthoren@gmail.com>
2026-03-13 11:16:05 +00:00
MrTheShy ad74d44300
Fix joining servers in split screen, splitscreen fixes (#1031)
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* Fix split-screen join failing when connecting to a remote host via UI

When a non-host client connected to a remote server through the in-game
UI (as opposed to the -ip/-port command line flags), the global variables
g_Win64MultiplayerIP and g_Win64MultiplayerPort were never updated from
their defaults ("127.0.0.1" and the default port). JoinSplitScreen()
relies on these globals to open a second TCP connection for the local
split-screen pad, so it would always attempt to connect to localhost,
failing immediately on any remote session.

Fix: update g_Win64MultiplayerIP and g_Win64MultiplayerPort inside
JoinGame() once the primary connection is established. This ensures
subsequent JoinSplitScreen() calls always reach the correct host
regardless of how the session was joined.

Additionally, guard PushFreeSmallId() against recycling smallIds in the
range [0, XUSER_MAX_COUNT), which are permanently reserved for the
host's local controller slots. Previously, if a host-side local pad
disconnected its smallId could re-enter the free pool and be handed
to an incoming remote client, causing that client's IQNetPlayer slot
to collide with a local pad slot on the non-host machine.

* Fix tutorial popup positioning in split-screen viewports

Replace the manual switch-case that computed viewport origin with the shared GetViewportRect/Fit16x9 helpers (from UISplitScreenHelpers.h). This ensures the tutorial popup is positioned and scaled consistently with the rest of the split-screen UI, fitting a 16:9 box inside each viewport and applying safezone offsets correctly.

Also adds missing default:break to safezone switch statements to silence compiler warnings.

Made-with: Cursor

* Prevent split-screen join when game window is not focused

Add g_KBMInput.IsWindowFocused() guard to the tryJoin condition so that gamepad input from background windows does not accidentally trigger a split-screen player join. This avoids phantom joins when the user is interacting with another application.

* Open debug overlay in fullscreen UI group during split-screen

Pass eUIGroup_Fullscreen to NavigateToScene when opening the debug overlay, so it spans the entire window instead of being confined to a single split-screen viewport. This makes the debug info readable regardless of the current split-screen layout.

* Fix non-host split-screen connections missing world updates

Previously, secondary (non-host) split-screen connections used isPrimaryConnection()
to gate nearly all world update packets, meaning the second local player would never
receive tile updates, entity movement, sounds, particles, explosions, etc.

The fix introduces per-connection tracking of which entities and chunks each
ClientConnection has loaded, and uses that information to decide whether a secondary
connection needs to process a given packet or if the primary connection already
handled it.

New members in ClientConnection:
- m_trackedEntityIds: set of entity IDs this connection has received AddEntity/AddMob/AddPlayer etc. for
- m_visibleChunks: set of chunk coordinates (packed into int64) this connection has marked visible
- Both sets are cleared on close(), respawn (dimension change), and destructor

New helpers:
- findPrimaryConnection(): walks the MultiPlayerLevel connection list to find the connection on the primary pad
- shouldProcessForEntity(id): secondary connection skips the packet only if the primary is already tracking that entity
- shouldProcessForPosition(x, z): secondary connection skips the packet only if the primary already has that chunk visible
- anyOtherConnectionHasChunk(x, z): used when a chunk becomes invisible to avoid hiding it from the level if another connection still needs it
- isTrackingEntity(id): public accessor used by shouldProcessForEntity on the primary connection

Packet handler changes:
- handleMoveEntity, handleMoveEntitySmall, handleSetEntityMotion, handleTakeItemEntity:
  replaced isPrimaryConnection() with shouldProcessForEntity() so secondary
  connections still process movement for entities they know about
- handleExplosion, handleLevelEvent:
  replaced isPrimaryConnection() with shouldProcessForPosition() so block
  destruction and level events fire for the correct connection based on chunks
- handleChunkTilesUpdate, handleBlockRegionUpdate, handleTileUpdate, handleSignUpdate,
  handleTileEntityData, handleTileEvent, handleTileDestruction, handleComplexItemData,
  handleSoundEvent, handleParticleEvent:
  removed the isPrimaryConnection() guard entirely -- these are world-state updates
  that all connections must process regardless of which pad is primary
- handleChunkVisibilityArea / handleChunkVisibility:
  now populate m_visibleChunks; on visibility=false, setChunkVisible(false) is
  only called on the level if no other connection still has that chunk loaded
- handleAddEntity, handleAddExperienceOrb, handleAddPainting, handleAddPlayer,
  handleAddMob: now insert into m_trackedEntityIds on arrival
- handleRemoveEntity: now erases from m_trackedEntityIds on removal
- handleLevelEvent: removed a duplicate levelEvent() call that was always firing
  regardless of the isPrimaryConnection() check above it (latent bug)

MultiPlayerLevel: added friend class ClientConnection to allow access to the
connections list without exposing it publicly.

* Fix fullscreen progress screen swallowing input before load completes

Two issues in UIScene_FullscreenProgress::handleInput:

1. The touchpad/button press that triggers movie skip or input forwarding
   had no guard on m_threadCompleted, so pressing a button during the loading
   phase would fire the skip/send logic before the background thread finished.
   Added the m_threadCompleted check so that path is only reachable once
   the load is actually done.

2. The `handled = true` assignment was missing from that branch, so input
   events were not being consumed and could fall through to other handlers.
   Added it unconditionally at the end of the block.

* Update player count decrement logic in PlatformNetworkManagerStub

Refactor the condition for decrementing the player count in CPlatformNetworkManagerStub::DoWork. The previous check was replaced with a while loop to ensure that the player count is only decremented when there are more than one player and the last player's custom data value is zero. This change improves the handling of player connections in the network manager.

* Refactor safe zone calculations in UI components for consistency

Updated the safe zone calculations across multiple UI components to ensure symmetry in split viewports. Removed unnecessary assignments and added comments for clarity. Modified the repositionHud function to include an additional parameter for better handling of HUD positioning in split-screen scenarios.

* Gui.cpp: fix F3 debug overlay in splitscreen + minor perf cleanup

The F3 debug screen was badly broken in splitscreen: it used the GUI
coordinate space which gets distorted by the splitscreen scaling, so
text appeared stretched, misaligned or completely off-screen depending
on the viewport layout.

Fixed by setting up a dedicated projection matrix using physical pixel
coordinates (g_rScreenWidth / g_rScreenHeight) each time the overlay is
drawn, completely decoupled from whatever transform the HUD is using.
The viewport dimensions are now computed per screen section so the ortho
projection matches the actual pixel area of each player's quadrant.
Version and branch strings are only shown for player 0 (iPad == 0) to
avoid repeating them across every splitscreen pane.

Also removed a few redundant calculations that were being done twice in
the same frame (atan for xRot, health halves, air supply scaled value).
These are minor and have negligible real-world impact; more substantial
per-frame caching work (safe zone calculations etc.) will follow in a
separate commit.
2026-03-13 01:32:18 -05:00
kuwacom 465b2b8f14 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.
2026-03-13 13:03:03 +09:00
aria 714462b130
Fix background stretching in settings>graphics menu (#1092)
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2026-03-12 16:01:15 +00:00
kuwacom 26dc63af6b 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.
2026-03-13 00:14:20 +09:00
kuwacom f53c049253 update: add README for Docker Dedicated Server setup with no local build 2026-03-12 23:48:14 +09:00
kuwacom e4dfb0ad9f add: add no build Dedicated Server startup scripts and Docker Compose 2026-03-12 23:39:02 +09:00
kuwacom 6f0e5317b4 fix: fix Docker workflow for Dedicated Server artifact handling 2026-03-12 23:18:20 +09:00
kuwacom e21bd1614c fix: fix 7zip option 2026-03-12 23:09:53 +09:00
RatCatcherVr 1cee2136d3
Added LittleBigPlanet Skin Pack (#793)
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Co-authored-by: RatCatcherVr <littlerat111811@gmail.com>
2026-03-12 12:55:50 +00:00
Alezito2008 e140978daf
fix: logo rendering order after closing host options (#907) 2026-03-12 12:52:09 +00:00
Twig6943 1c32d7bc5d
Remove some leftover files (#881) 2026-03-12 12:48:06 +00:00
Matt.T e689562027
Fix SubEntity hitbox hit detection (#1175) 2026-03-12 12:32:27 +00:00
Ayush Thoren bb8ffee0d3
Fix mouse being pulled to the bottom right (#1156)
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Signed-off-by: Ayush Thoren <ayushthoren@gmail.com>
2026-03-12 01:44:32 -05:00
ModMaker101 44fc8a4db2
Fix quiet in-game audio after engine update #897 (#1171) 2026-03-12 01:43:12 -05:00
kuwa 2d71095fe2
Merge pull request #6 from sylvessa/fix/dedi-random-seed
Add random seed picker for newly created worlds
2026-03-12 11:04:40 +09:00
kuwacom 21bdfc40b5 fix: ghost player when clients disconnect out of order
#4
2026-03-12 03:14:14 +09:00
kuwacom d497fd291b add: add Docker nightly workflow for Dedicated Server publish to GitHub Container Registry 2026-03-12 02:59:38 +09:00
sylvessa 64daf89695 add random seed generation 2026-03-11 11:08:20 -05:00
kuwacom 8d6d6b1d4f fix: update name for workflow 2026-03-12 00:40:17 +09:00
kuwacom 80d563d181 update: add nightly release workflow for dedicated server and client builds to Actions 2026-03-11 22:10:47 +09:00
kuwacom 96d15b3181 update: update README add explanation of server.properties & launch arguments 2026-03-11 20:39:55 +09:00
kuwacom 48557c6af9 update: add world size config to dedicated server properties 2026-03-11 20:38:25 +09:00
kuwacom c81991641a 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`.
2026-03-11 19:39:23 +09:00
kuwacom 72a324c147 fix: include UI header (new update fix) 2026-03-11 19:32:24 +09:00
kuwacom d9fa2411de Merge remote-tracking branch 'upstream/main' into merge/multiplayer 2026-03-11 18:57:20 +09:00
kuwacom 7315fcbc92 refactor: clean up and refactor the code
- unify duplicated implementations that were copied repeatedly
- update outdated patterns to more modern ones
2026-03-11 17:48:05 +09:00
kuwacom cfa0a7de7f add: add Whitelist to Dedicated Server 2026-03-11 17:16:36 +09:00
Marvelco 1036b7368e
Fixed DLC map loading / saving, missing chunks (#1114)
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* fixed all DLC maps

* fixed old saves have overlapping chunks with the new system
2026-03-10 22:04:19 -05:00