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177 lines
6.2 KiB
Markdown
177 lines
6.2 KiB
Markdown
# Minecraft.Server Developer Guide (English)
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This document is for contributors who are new to `Minecraft.Server` and need a practical map for adding or modifying features safely.
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## 1. What This Server Does
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`Minecraft.Server` is the dedicated-server executable entry for this codebase.
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Core responsibilities:
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- Read and normalize `server.properties`
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- Initialize Windows/network/runtime systems
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- Load or create the target world
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- Run the dedicated main loop (network tick, XUI actions, autosave, CLI command processing)
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- Perform safe save and shutdown
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## 2. Important Files
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### Startup and Runtime
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- `Windows64/ServerMain.cpp`
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- Process entry (`main`)
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- CLI argument parsing
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- Runtime setup and shutdown flow
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- Main loop + autosave scheduler
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### World Selection and Save Load
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- `WorldManager.h`
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- `WorldManager.cpp`
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- Finds matching save by `level-id` first, then world-name fallback
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- Applies storage title + save ID consistently
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- Wait helpers for async storage/server action completion
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### Server Properties
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- `ServerProperties.h`
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- `ServerProperties.cpp`
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- Default values
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- Parse/normalize/write `server.properties`
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- Exposes `ServerPropertiesConfig`
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### Logging
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- `ServerLogger.h`
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- `ServerLogger.cpp`
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- Log level parsing
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- Colored/timestamped console logs
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- Standard categories (`startup`, `world-io`, `console`, etc.)
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### Console Command System
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- `Console/ServerCli.cpp` (facade)
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- `Console/ServerCliInput.cpp` (linenoise input thread + completion bridge)
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- `Console/ServerCliParser.cpp` (tokenization/quoted args/completion context)
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- `Console/ServerCliEngine.cpp` (dispatch, completion, helpers)
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- `Console/ServerCliRegistry.cpp` (command registration + lookup)
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- `Console/commands/*` (individual commands)
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## 3. End-to-End Startup Flow
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Main flow in `Windows64/ServerMain.cpp`:
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1. Load `server.properties` via `LoadServerPropertiesConfig()`
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2. Apply CLI argument overrides (`-port`, `-bind`, `-name`, `-seed`, `-loglevel`)
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3. Initialize runtime systems (window/device/profile/network/thread storage)
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4. Set host/game options from `ServerPropertiesConfig`
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5. Bootstrap world with `BootstrapWorldForServer(...)`
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6. Start hosted game thread (`RunNetworkGameThreadProc`)
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7. Enter main loop:
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- `TickCoreSystems()`
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- `HandleXuiActions()`
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- `serverCli.Poll()`
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- autosave scheduling
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8. On shutdown:
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- wait for action idle
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- request final save
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- halt server and terminate network/device subsystems
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## 4. Common Development Tasks
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### 4.1 Add a New CLI Command
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Use this pattern when adding commands like `/kick`, `/time`, etc.
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1. Add files under `Console/commands/`
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- `CliCommandYourCommand.h`
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- `CliCommandYourCommand.cpp`
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2. Implement `IServerCliCommand`
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- `Name()`, `Usage()`, `Description()`, `Execute(...)`
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- Optional: `Aliases()` and `Complete(...)`
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3. Register command in `ServerCliEngine::RegisterDefaultCommands()`
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4. Add source/header to build definitions:
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- `CMakeLists.txt` (`MINECRAFT_SERVER_SOURCES`)
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- `Minecraft.Server/Minecraft.Server.vcxproj` (`<ClCompile>` / `<ClInclude>`)
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5. Manual verify:
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- command appears in `help`
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- command executes correctly
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- completion behavior is correct for both `cmd` and `/cmd`
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Implementation references:
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- `CliCommandHelp.cpp` for simple no-arg command
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- `CliCommandTp.cpp` for multi-arg + completion + runtime checks
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- `CliCommandGamemode.cpp` for argument parsing and mode validation
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### 4.2 Add or Change a `server.properties` Key
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1. Add/update field in `ServerPropertiesConfig` (`ServerProperties.h`)
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2. Add default value to `kServerPropertyDefaults` (`ServerProperties.cpp`)
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3. Load and normalize value in `LoadServerPropertiesConfig()`
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- Use existing read helpers for bool/int/string/int64/log level
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4. If this value should be persisted on save, update `SaveServerPropertiesConfig()`
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5. Apply to runtime where needed:
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- `ApplyServerPropertiesToDedicatedConfig(...)`
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- host options in `ServerMain.cpp` (`app.SetGameHostOption(...)`)
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6. Manual verify:
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- file regeneration when key is missing
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- invalid values are normalized
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- runtime behavior reflects the new value
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### 4.3 Change World Load/Create Behavior
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Primary code is in `WorldManager.cpp`.
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Current matching policy:
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1. Match by `level-id` (`UTF8SaveFilename`) first
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2. Fallback to world-name match on title/file name
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When changing this logic:
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- Keep `ApplyWorldStorageTarget(...)` usage consistent (title + save ID together)
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- Preserve periodic ticking in wait loops (`tickProc`) to avoid async deadlocks
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- Keep timeout/error logs specific enough for diagnosis
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- Verify:
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- existing world is reused correctly
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- no accidental new save directory creation
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- shutdown save still succeeds
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### 4.4 Add Logging for New Feature Work
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Use `ServerLogger` helpers:
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- `LogDebug`, `LogInfo`, `LogWarn`, `LogError`
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- or formatted variants `LogInfof`, etc.
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Recommended categories:
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- `startup` for init/shutdown lifecycle
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- `world-io` for save/world operations
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- `console` for CLI command handling
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## 5. Build and Run
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From repository root:
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```powershell
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cmake -S . -B build -G "Visual Studio 17 2022" -A x64
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cmake --build build --config Debug --target MinecraftServer
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cd .\build\Debug
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.\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer
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```
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Notes:
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- Launch from output directory so relative assets/files resolve correctly
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- `server.properties` is loaded from current working directory
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- For Visual Studio workflow, see root `COMPILE.md`
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## 6. Safety Checklist Before Commit
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- The server starts without crash on a clean `server.properties`
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- Existing world loads by expected `level-id`
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- New world creation path still performs initial save
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- CLI still accepts input and completion is responsive
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- No busy wait path removed from async wait loops
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- Both CMake and `.vcxproj` include newly added source files
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## 7. Quick Troubleshooting
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- Unknown command not found:
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- check `RegisterDefaultCommands()` and build-file entries
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- Autosave or shutdown save timing out:
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- confirm wait loops still call `TickCoreSystems()` and `HandleXuiActions()` where required
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- World not reused on restart:
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- inspect `level-id` normalization and matching logic in `WorldManager.cpp`
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- Settings not applied:
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- confirm value is loaded into `ServerPropertiesConfig` and then applied in `ServerMain.cpp`
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