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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
181 lines
5.3 KiB
C++
181 lines
5.3 KiB
C++
#include "stdafx.h"
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#include "EggTile.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.tile.h"
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#include "net.minecraft.world.entity.item.h"
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#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD)
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#include "..\Minecraft.Server\FourKitBridge.h"
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#include "Dimension.h"
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#endif
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EggTile::EggTile(int id) : Tile(id, Material::egg, isSolidRender())
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{
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}
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void EggTile::onPlace(Level *level, int x, int y, int z)
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{
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level->addToTickNextTick(x, y, z, id, getTickDelay(level));
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}
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void EggTile::neighborChanged(Level *level, int x, int y, int z, int type)
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{
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level->addToTickNextTick(x, y, z, id, getTickDelay(level));
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}
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void EggTile::tick(Level *level, int x, int y, int z, Random *random)
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{
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checkSlide(level, x, y, z);
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}
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void EggTile::checkSlide(Level *level, int x, int y, int z)
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{
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if (HeavyTile::isFree(level, x, y - 1, z) && y >= 0)
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{
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int r = 32;
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if (HeavyTile::instaFall || !level->hasChunksAt(x - r, y - r, z - r, x + r, y + r, z + r))
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{
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level->removeTile(x, y, z);
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while (HeavyTile::isFree(level, x, y - 1, z) && y > 0)
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y--;
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if (y > 0)
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{
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level->setTileAndData(x, y, z, id, 0, Tile::UPDATE_CLIENTS);
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}
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}
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else
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{
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shared_ptr<FallingTile> e = std::make_shared<FallingTile>(level, x + 0.5f, y + 0.5f, z + 0.5f, id);
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level->addEntity(e);
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}
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}
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}
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bool EggTile::use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly/*=false*/) // 4J added soundOnly param
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{
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if(soundOnly) return false;
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teleport(level, x, y, z);
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return true;
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}
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void EggTile::attack(Level *level, int x, int y, int z, shared_ptr<Player> player)
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{
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teleport(level, x, y, z);
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}
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void EggTile::teleport(Level *level, int x, int y, int z)
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{
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if (level->getTile(x, y, z) != id) return;
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for (int i = 0; i < 1000; i++)
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{
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int xt = x + level->random->nextInt(16) - level->random->nextInt(16);
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int yt = y + level->random->nextInt(8) - level->random->nextInt(8);
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int zt = z + level->random->nextInt(16) - level->random->nextInt(16);
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if (level->getTile(xt, yt, zt) == 0)
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{
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// Fix for TU9: Content: Art: Dragon egg teleport particle effect isn't present.
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// Don't set tiles on client, and don't create particles on the server (matches later change in Java)
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if(!level->isClientSide)
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{
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#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD)
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if (FourKitBridge::FireBlockFromTo(level->dimension->id, x, y, z, xt, yt, zt, 6 /*SELF*/))
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continue;
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#endif
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level->setTileAndData(xt, yt, zt, id, level->getData(x, y, z), Tile::UPDATE_CLIENTS);
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level->removeTile(x, y, z);
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// 4J Stu - The PC version is wrong as the particles calculated on the client side will point towards a different
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// location to the one where the egg has actually moved. As the deltas are all small we can pack them into an int
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// See generateTeleportParticles for unpacking
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char deltaX = x-xt;
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char deltaY = y-yt;
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char deltaZ = z-zt;
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int deltas = 0|(deltaX&0xFF)|((deltaY&0xFF)<<8)|((deltaZ&0xFF)<<16);
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level->levelEvent(LevelEvent::END_EGG_TELEPORT,xt,yt,zt,deltas);
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}
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// 4J Stu - This code will not work correctly on the client as it will show the particles going in the wrong direction
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// and only for the player who attacks the egg
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// else
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// {
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// int count = 128;
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// for (int j = 0; j < count; j++)
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// {
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// double d = level->random->nextDouble(); // j < count / 2 ? 0 :
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//// 1;
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// float xa = (level->random->nextFloat() - 0.5f) * 0.2f;
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// float ya = (level->random->nextFloat() - 0.5f) * 0.2f;
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// float za = (level->random->nextFloat() - 0.5f) * 0.2f;
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// double _x = xt + (x - xt) * d + (level->random->nextDouble() - 0.5) * 1 + 0.5f;
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// double _y = yt + (y - yt) * d + level->random->nextDouble() * 1 - 0.5f;
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// double _z = zt + (z - zt) * d + (level->random->nextDouble() - 0.5) * 1 + 0.5f;
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// level->addParticle(eParticleType_ender, _x, _y, _z, xa, ya, za);
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// }
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// }
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return;
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}
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}
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}
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int EggTile::getTickDelay(Level *level)
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{
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return 5;
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}
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bool EggTile::blocksLight()
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{
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return false;
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}
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bool EggTile::isSolidRender(bool isServerLevel)
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{
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return false;
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}
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bool EggTile::isCubeShaped()
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{
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return false;
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}
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bool EggTile::shouldRenderFace(LevelSource *level, int x, int y, int z, int face)
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{
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return true;
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}
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int EggTile::getRenderShape()
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{
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return Tile::SHAPE_EGG;
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}
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int EggTile::cloneTileId(Level *level, int x, int y, int z)
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{
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return 0;
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}
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// 4J Added for Fix for #77475 - TU9: Content: Art: Dragon egg teleport particle effect isn't present.
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void EggTile::generateTeleportParticles(Level *level,int xt,int yt, int zt,int deltas)
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{
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int count = 128;
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// See above for packing
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char deltaX = deltas&0xFF;
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char deltaY = (deltas>>8)&0xFF;
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char deltaZ = (deltas>>16)&0xFF;
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for (int j = 0; j < count; j++)
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{
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double d = level->random->nextDouble(); // j < count / 2 ? 0 :
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// 1;
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float xa = (level->random->nextFloat() - 0.5f) * 0.2f;
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float ya = (level->random->nextFloat() - 0.5f) * 0.2f;
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float za = (level->random->nextFloat() - 0.5f) * 0.2f;
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double _x = xt + deltaX * d + (level->random->nextDouble() - 0.5) * 1 + 0.5f;
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double _y = yt + deltaY * d + level->random->nextDouble() * 1 - 0.5f;
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double _z = zt + deltaZ * d + (level->random->nextDouble() - 0.5) * 1 + 0.5f;
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level->addParticle(eParticleType_ender, _x, _y, _z, xa, ya, za);
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}
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} |