Adds the FourKit .NET 10 plugin host as a second dedicated server
build flavour alongside the existing vanilla server. Both flavours
build from the same source tree, with FourKit gated by the
MINECRAFT_SERVER_FOURKIT_BUILD preprocessor define.
Build layout:
Minecraft.Server vanilla, no plugin support, no .NET dep
Minecraft.Server.FourKit FourKit-enabled, ships with bundled
.NET 10 self-contained runtime in runtime/
and an empty plugins/ folder
Both produce a Minecraft.Server.exe in their own per-target output
dir. The variant identity lives in the directory name, not the
binary name, so either flavour can be shipped as a drop-in.
Native bridge (Minecraft.Server/FourKit*.{cpp,h}):
* FourKitRuntime: hosts CoreCLR via hostfxr's command-line init API
(the runtime-config API does not support self-contained components)
* FourKitBridge: ~50 Fire* event entry points, with inline no-op
stubs for the standalone build so gameplay code can call them
unconditionally
* FourKitNatives: ~80 native callbacks the managed side invokes
for player/world/inventory mutations
* FourKitMappers: type and enum mapping helpers
Managed plugin host (Minecraft.Server.FourKit/):
* Bukkit-style API: Player, World, Block, Inventory, Command,
Listener, EventHandler attribute, ~54 event classes
* PluginLoader with per-plugin AssemblyLoadContext
* FourKitHost as the [UnmanagedCallersOnly] entry point table
* Runtime resolves plugins relative to the host process so they
always live next to Minecraft.Server.exe regardless of where the
managed assembly itself is loaded from
Engine hooks (Minecraft.Client/, Minecraft.World/):
* Player lifecycle (PreLogin, Login, Join, Quit, Kick, Move,
Teleport, Portal, Death) wired into PendingConnection and
PlayerConnection without disturbing the cipher handshake or
identity-token security flow
* Inventory open/click/drop hooks across every container menu type
* Block place/break/grow/burn/spread/from-to hooks across the
full tile family
* Bed enter/leave, sign change, entity damage/death, ender pearl
teleport hooks
Regression fixes preserved while applying donor diffs:
* ServerPlayer::die() retains the LCE-Revelations hardcore branch
(setGameMode(ADVENTURE) + banPlayerForHardcoreDeath) in both the
FourKit and non-FourKit code paths
* ServerLevel::entityAdded() retains the sub-entity ID reassignment
loop required by the client's handleAddMob offset, fixing Ender
Dragon and Wither boss multi-part hit detection
* LivingEntity::travel() retains the raw Player* cast and the
cached frictionTile, both Revelations perf wins that the donor
silently reverted
* ServerLogger.cpp keeps the file-logging code donor stripped
* PlayerList.cpp end portal transition fix and UIScene_EndPoem
bounds-check are intact
Build system:
* Top-level CMakeLists.txt adds the Minecraft.Server.FourKit
subdirectory and pulls in the new shared cmake/ServerTarget.cmake
helper
* Minecraft.Server/cmake/sources/Common.cmake is now location
independent (uses CMAKE_CURRENT_LIST_DIR) so the source list
can be consumed from either server target's CMakeLists.txt
* The seven FourKit*.cpp/h files live in their own
_MINECRAFT_SERVER_COMMON_SERVER_FOURKIT variable so the
standalone target omits them
* configure-time .NET 10 SDK check fails fast with a clear
download link if the SDK is missing
* global.json pins the SDK to 10.0.100 with latestFeature
rollforward
Sample plugin (samples/HelloPlugin/) demonstrates the loader and
the PlayerJoinEvent listener pattern.
CI:
* nightly.yml builds both server flavours, ships
LCE-Revelations-Server-Win64.zip and
LCE-Revelations-Server-Win64-FourKit.zip, attests both, and
updates release notes for the dual-flavour layout
* pull-request.yml pulls in actions/setup-dotnet so the FourKit
publish step works in PR validation
* All zip artifacts and the client zip are renamed from
LCREWindows64 to LCE-Revelations-{Client,Server}-Win64
Documentation:
* COMPILE.md gets a VS 2022 quick start, .NET 10 prereq section,
server flavours explanation, and a troubleshooting section
* docs/FOURKIT_PORT_RECON.md captures the file-by-file recon that
drove the port
* docs/FOURKIT_PARITY.md is the canonical reference for which
events FourKit fires
Docker:
* docker-compose.dedicated-server.yml MC_RUNTIME_DIR default points
at the vanilla CMake output. The FourKit Docker image is
intentionally NOT shipped yet because hosting .NET 10 self
contained inside Wine has not been smoke-tested
6.4 KiB
Compile Instructions
Prerequisites
- Visual Studio 2022 with the Desktop development with C++ workload (this includes the CMake tools, MSVC toolchain, and Windows 10 SDK).
- .NET 10 SDK, required to build the FourKit plugin host (
Minecraft.Server.FourKit).- Download: https://dotnet.microsoft.com/download/dotnet/10.0 (pick the x64 SDK installer)
- The exact SDK version is pinned in
global.jsonat the repo root. - CMake will fail configure with a clear error message if .NET 10 is not installed, so you find out immediately rather than partway through a build.
- The build invokes
dotnet publish ... --runtime win-x64 --self-contained true, so the published output bundles a complete .NET 10 runtime alongside the FourKit assembly. End users running the produced server do not need to install .NET themselves. - All FourKit runtime files (DLL + .NET runtime +
hostfxr.dll) land in aruntime/subfolder next toMinecraft.Server.exe. An emptyplugins/folder is also created. Both are produced automatically by the build.
Visual Studio 2022 quick start (recommended)
VS 2022 has built-in CMake support, so there is no need to generate a .sln file by hand.
- Install the prerequisites above.
- Clone the repo.
- In Visual Studio:
File > Open > Folder...and select the repo root (the folder that containsCMakeLists.txt). - Wait for CMake to configure (~5 seconds on a warm cache, a few minutes on the first run while assets copy).
- Pick a build configuration in the dropdown, for example
windows64-release. Build > Build All(orF7). Targets of interest:Minecraft.Client: the game client.Minecraft.Server: the vanilla dedicated server. Standalone C++ binary, no plugin host, no .NET dependency at runtime, smallest distribution.Minecraft.Server.FourKit: the FourKit-enabled dedicated server. Bundles the .NET 10 plugin host alongside the exe (inruntime/) and creates an emptyplugins/folder for end users to drop plugin DLLs into. Building this target also triggers theMinecraft.Server.FourKit.Managedtarget which publishes the C# project.
- Use the debug target dropdown to pick
Minecraft.Client.exeor whichever server flavour you want, thenF5to launch.
Server flavours
Both server targets compile from the same source tree and produce a binary literally named Minecraft.Server.exe. The variant identity lives in the build directory:
build/<preset>/Minecraft.Server/Release/
Minecraft.Server.exe (vanilla, no plugin support)
Common/, Windows64/, ...
build/<preset>/Minecraft.Server.FourKit/Release/
Minecraft.Server.exe (FourKit-enabled, same exe name on purpose)
runtime/ (self-contained .NET 10 + Minecraft.Server.FourKit.dll)
plugins/ (empty drop point)
Common/, Windows64/, ...
The FourKit target gets the MINECRAFT_SERVER_FOURKIT_BUILD preprocessor define. Inside FourKitBridge.h, the real plugin entry points are conditional on that define; the vanilla target sees inline no-op stubs instead, so gameplay code can call FourKitBridge::Fire* unconditionally and produce the right behaviour for each flavour without per-call-site #ifdefs.
Dedicated server debug arguments
- Default debugger arguments for both
Minecraft.ServerandMinecraft.Server.FourKit:-port 25565 -bind 0.0.0.0 -name DedicatedServer
- You can override arguments in:
Project Properties > Debugging > Command Arguments
- Both server targets post-build copy the dedicated-server asset set:
Common/Media/MediaWindows64.arcCommon/resWindows64/GameHDD
CMake (Windows x64)
Configure (use your VS Community instance explicitly):
Open Developer PowerShell for VS and run:
cmake --preset windows64
Build Debug:
cmake --build --preset windows64-debug --target Minecraft.Client
Build Release:
cmake --build --preset windows64-release --target Minecraft.Client
Build vanilla Dedicated Server (Debug):
cmake --build --preset windows64-debug --target Minecraft.Server
Build vanilla Dedicated Server (Release):
cmake --build --preset windows64-release --target Minecraft.Server
Build FourKit Dedicated Server (Debug):
cmake --build --preset windows64-debug --target Minecraft.Server.FourKit
Build FourKit Dedicated Server (Release):
cmake --build --preset windows64-release --target Minecraft.Server.FourKit
Build everything (client + both server flavours):
cmake --build --preset windows64-release
Run executable:
cd .\build\windows64\Minecraft.Client\Debug
.\Minecraft.Client.exe
Run vanilla dedicated server:
cd .\build\windows64\Minecraft.Server\Debug
.\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer
Run FourKit dedicated server:
cd .\build\windows64\Minecraft.Server.FourKit\Debug
.\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer
Notes:
- The CMake build is Windows-only and x64-only.
- Contributors on macOS or Linux need a Windows machine or VM to build the project. Running the game via Wine is separate from having a supported build environment.
- Post-build asset copy is automatic for
Minecraft.Clientin CMake (Debug and Release variants). - The game relies on relative paths (for example
Common\Media\...), so launching from the output directory is required.
Troubleshooting
'vswhere.exe' is not recognized: harmless warning. This appears if you ranvcvars64.batfrom a plain command prompt instead ofDeveloper PowerShell for VS. The Visual Studio Installer'svswhere.exelives atC:\Program Files (x86)\Microsoft Visual Studio\Installer\and is not on the defaultPATH. Use the Developer PowerShell shortcut, or open the repo folder directly in VS (which handles the dev env for you)..NET 10 SDK not foundat configure time: install the x64 SDK from https://dotnet.microsoft.com/download/dotnet/10.0 and re-run CMake configure (Project > Configure Cachein VS, orcmake --preset windows64from a shell).- Server starts but logs
hostfxr_initialize_for_dotnet_command_line failed: theruntime/folder next toMinecraft.Server.exeis missing or stale. Rebuild theMinecraft.Server.FourKittarget (which re-stagesruntime/), or do a clean rebuild ofMinecraft.Server.