neoLegacy/COMPILE.md
2026-04-08 12:05:43 +03:00

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# 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.json` at 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 a `runtime/` subfolder next to `Minecraft.Server.exe`. An empty `plugins/` 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.
1. Install the prerequisites above.
2. Clone the repo.
3. In Visual Studio: `File > Open > Folder...` and select the **repo root** (the folder that contains `CMakeLists.txt`).
4. Wait for CMake to configure (~5 seconds on a warm cache, a few minutes on the first run while assets copy).
5. Pick a build configuration in the dropdown, for example `windows64-release`.
6. `Build > Build All` (or `F7`). 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 (in `runtime/`) and creates an empty `plugins/` folder for end users to drop plugin DLLs into. Building this target also triggers the `Minecraft.Server.FourKit.Managed` target which publishes the C# project.
7. Use the debug target dropdown to pick `Minecraft.Client.exe` or whichever server flavour you want, then `F5` to 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 `#ifdef`s.
### Dedicated server debug arguments
- Default debugger arguments for both `Minecraft.Server` and `Minecraft.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.arc`
- `Common/res`
- `Windows64/GameHDD`
## CMake (Windows x64)
Configure (use your VS Community instance explicitly):
Open `Developer PowerShell for VS` and run:
```powershell
cmake --preset windows64
```
Build Debug:
```powershell
cmake --build --preset windows64-debug --target Minecraft.Client
```
Build Release:
```powershell
cmake --build --preset windows64-release --target Minecraft.Client
```
Build vanilla Dedicated Server (Debug):
```powershell
cmake --build --preset windows64-debug --target Minecraft.Server
```
Build vanilla Dedicated Server (Release):
```powershell
cmake --build --preset windows64-release --target Minecraft.Server
```
Build FourKit Dedicated Server (Debug):
```powershell
cmake --build --preset windows64-debug --target Minecraft.Server.FourKit
```
Build FourKit Dedicated Server (Release):
```powershell
cmake --build --preset windows64-release --target Minecraft.Server.FourKit
```
Build everything (client + both server flavours):
```powershell
cmake --build --preset windows64-release
```
Run executable:
```powershell
cd .\build\windows64\Minecraft.Client\Debug
.\Minecraft.Client.exe
```
Run vanilla dedicated server:
```powershell
cd .\build\windows64\Minecraft.Server\Debug
.\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer
```
Run FourKit dedicated server:
```powershell
cd .\build\windows64\Minecraft.Server.FourKit\Debug
.\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer
```
Notes:
- Post-build asset copy is automatic for `Minecraft.Client` in CMake (Debug and Release variants).
- The game relies on relative paths (for example `Common\Media\...`), so launching from the output directory is required.
## CMake (Linux x64 Cross-Compile with Clang)
Cross-compile Windows x64 binaries on Linux using LLVM/Clang and the Windows SDK obtained via xwin.
### Prerequisites
Install the following packages (example for Ubuntu):
```bash
sudo apt install clang lld llvm cmake ninja-build rsync cargo
```
Install xwin for downloading the Windows SDK:
```bash
cargo install xwin
```
### Download Windows SDK
Download and extract the Windows SDK and CRT:
```bash
xwin --accept-license splat --output ~/.cache/xwin/splat
```
Create symlinks to account for Linux filesystems being case sensitive:
```bash
WINSDK=~/.cache/xwin/splat
ln -sf $WINSDK/sdk/include/shared/sdkddkver.h $WINSDK/sdk/include/shared/SDKDDKVer.h
ln -sf $WINSDK/sdk/lib/um/x86_64/xinput9_1_0.lib $WINSDK/sdk/lib/um/x86_64/XInput9_1_0.lib
ln -sf $WINSDK/sdk/lib/um/x86_64/ws2_32.lib $WINSDK/sdk/lib/um/x86_64/Ws2_32.lib
```
### Configure
Set environment variables and configure CMake:
```bash
export WINSDK=~/.cache/xwin/splat
export INCLUDE="$WINSDK/crt/include;$WINSDK/sdk/include/um;$WINSDK/sdk/include/ucrt;$WINSDK/sdk/include/shared"
export LIB="$WINSDK/crt/lib/x86_64;$WINSDK/sdk/lib/um/x86_64;$WINSDK/sdk/lib/ucrt/x86_64"
cmake -S . -B build/windows64-clang \
-G Ninja \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_C_COMPILER=clang-cl \
-DCMAKE_CXX_COMPILER=clang-cl \
-DCMAKE_LINKER=lld-link \
-DCMAKE_RC_COMPILER=llvm-rc \
-DCMAKE_MT=llvm-mt \
-DPLATFORM_DEFINES="_WINDOWS64" \
-DPLATFORM_NAME="Windows64" \
-DIGGY_LIBS="iggy_w64.lib;iggyperfmon_w64.lib;iggyexpruntime_w64.lib" \
-DCMAKE_SYSTEM_NAME=Windows \
-DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded \
-DCMAKE_C_FLAGS="/MT -fms-compatibility -fms-extensions --target=x86_64-pc-windows-msvc -imsvc $WINSDK/crt/include -imsvc $WINSDK/sdk/include/ucrt -imsvc $WINSDK/sdk/include/um -imsvc $WINSDK/sdk/include/shared" \
-DCMAKE_CXX_FLAGS="/MT -fms-compatibility -fms-extensions --target=x86_64-pc-windows-msvc -imsvc $WINSDK/crt/include -imsvc $WINSDK/sdk/include/ucrt -imsvc $WINSDK/sdk/include/um -imsvc $WINSDK/sdk/include/shared" \
-DCMAKE_ASM_MASM_FLAGS="-m64" \
-DCMAKE_EXE_LINKER_FLAGS="-libpath:$WINSDK/crt/lib/x86_64 -libpath:$WINSDK/sdk/lib/um/x86_64 -libpath:$WINSDK/sdk/lib/ucrt/x86_64"
```
### Build
Build Release:
```bash
cmake --build build/windows64-clang --config Release
```
Build specific target:
```bash
cmake --build build/windows64-clang --config Release --target Minecraft.Client
cmake --build build/windows64-clang --config Release --target Minecraft.Server
```
### Run with Wine
Run executable:
```bash
cd build/windows64-clang/Minecraft.Client
wine ./Minecraft.Client.exe
```
Run dedicated server:
```bash
cd build/windows64-clang/Minecraft.Server
wine ./Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer
```
### NixOS / Nix
For NixOS or systems with Nix installed, use the provided flake:
```bash
nix build .#client
nix build .#server
```
Or enter the development shell with all dependencies:
```bash
nix develop
```
Notes:
- Requires LLVM 15+ with clang-cl, lld-link, llvm-rc, and llvm-mt.
- The xwin tool downloads ~1GB of SDK files on first run.
- Wine is required to run the compiled Windows executables on Linux.
### Troubleshooting
- **`'vswhere.exe' is not recognized`**: harmless warning. This appears if you ran `vcvars64.bat` from a plain command prompt instead of `Developer PowerShell for VS`. The Visual Studio Installer's `vswhere.exe` lives at `C:\Program Files (x86)\Microsoft Visual Studio\Installer\` and is not on the default `PATH`. Use the Developer PowerShell shortcut, or open the repo folder directly in VS (which handles the dev env for you).
- **`.NET 10 SDK not found` at configure time**: install the x64 SDK from https://dotnet.microsoft.com/download/dotnet/10.0 and re-run CMake configure (`Project > Configure Cache` in VS, or `cmake --preset windows64` from a shell).
- **Server starts but logs `hostfxr_initialize_for_dotnet_command_line failed`**: the `runtime/` folder next to `Minecraft.Server.exe` is missing or stale. Rebuild the `Minecraft.Server.FourKit` target (which re-stages `runtime/`), or do a clean rebuild of `Minecraft.Server`.