Fix server DedicatedServer issues (#1266)

* 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

* make chunks delay less for dedi

* fix: prevent overwriting allow-flight value on server startup

* fix: mitigate entity id overflow and crash for max chunk updates

* remove autosave prompt for dedicated server

* fix: fix `Failed to create window instance.`

Wait for Xvfb to be fully ready before starting.

* Revert wrong readme order

---------

Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com>
Co-authored-by: Loki Rautio <lokirautio@gmail.com>
This commit is contained in:
kuwa
2026-03-16 05:50:12 +09:00
committed by GitHub
parent 7b643cdd75
commit e9f5b4b6f0
5 changed files with 382 additions and 266 deletions

View File

@@ -657,7 +657,7 @@ bool MinecraftServer::initServer(int64_t seed, NetworkGameInitData *initData, DW
setFlightAllowed(GetDedicatedServerBool(settings, L"allow-flight", true));
// 4J Stu - Enabling flight to stop it kicking us when we use it
#ifdef _DEBUG_MENUS_ENABLED
#if (defined _DEBUG_MENUS_ENABLED && defined _DEBUG)
setFlightAllowed(true);
#endif
@@ -1788,16 +1788,16 @@ void MinecraftServer::run(int64_t seed, void *lpParameter)
{
unprocessedTime -= MS_PER_TICK;
chunkPacketManagement_PreTick();
// int64_t before = System::currentTimeMillis();
// int64_t before = System::currentTimeMillis();
tick();
// int64_t after = System::currentTimeMillis();
// PIXReportCounter(L"Server time",(float)(after-before));
// int64_t after = System::currentTimeMillis();
// PIXReportCounter(L"Server time",(float)(after-before));
chunkPacketManagement_PostTick();
}
// int64_t afterall = System::currentTimeMillis();
// PIXReportCounter(L"Server time all",(float)(afterall-beforeall));
// PIXReportCounter(L"Server ticks",(float)tickcount);
// int64_t afterall = System::currentTimeMillis();
// PIXReportCounter(L"Server time all",(float)(afterall-beforeall));
// PIXReportCounter(L"Server ticks",(float)tickcount);
}
}
else
@@ -1848,18 +1848,20 @@ void MinecraftServer::run(int64_t seed, void *lpParameter)
switch(eAction)
{
case eXuiServerAction_AutoSaveGame:
#if defined(_XBOX_ONE) || defined(__ORBIS__)
#if defined(_XBOX_ONE) || defined(__ORBIS__) || defined(MINECRAFT_SERVER_BUILD)
{
PIXBeginNamedEvent(0,"Autosave");
#if defined(_XBOX_ONE) || defined(__ORBIS__)
PIXBeginNamedEvent(0, "Autosave");
// Get the frequency of the timer
LARGE_INTEGER qwTicksPerSec, qwTime, qwNewTime, qwDeltaTime;
float fElapsedTime = 0.0f;
QueryPerformanceFrequency( &qwTicksPerSec );
QueryPerformanceFrequency(&qwTicksPerSec);
float fSecsPerTick = 1.0f / (float)qwTicksPerSec.QuadPart;
// Save the start time
QueryPerformanceCounter( &qwTime );
QueryPerformanceCounter(&qwTime);
#endif
if (players != nullptr)
{
@@ -1873,26 +1875,39 @@ void MinecraftServer::run(int64_t seed, void *lpParameter)
// with the data from the nethers leveldata.
// Fix for #7418 - Functional: Gameplay: Saving after sleeping in a bed will place player at nighttime when restarting.
ServerLevel *level = levels[levels.length - 1 - j];
PIXBeginNamedEvent(0, "Saving level %d",levels.length - 1 - j);
#if defined(_XBOX_ONE) || defined(__ORBIS__)
PIXBeginNamedEvent(0, "Saving level %d", levels.length - 1 - j);
#endif
level->save(false, nullptr, true);
#if defined(_XBOX_ONE) || defined(__ORBIS__)
PIXEndNamedEvent();
#endif
}
if( !s_bServerHalted )
if (!s_bServerHalted)
{
PIXBeginNamedEvent(0,"Saving game rules");
#if defined(_XBOX_ONE) || defined(__ORBIS__)
PIXBeginNamedEvent(0, "Saving game rules");
#endif
saveGameRules();
#if defined(_XBOX_ONE) || defined(__ORBIS__)
PIXEndNamedEvent();
PIXBeginNamedEvent(0,"Save to disc");
PIXBeginNamedEvent(0, "Save to disc");
#endif
levels[0]->saveToDisc(Minecraft::GetInstance()->progressRenderer, true);
#if defined(_XBOX_ONE) || defined(__ORBIS__)
PIXEndNamedEvent();
#endif
}
#if defined(_XBOX_ONE) || defined(__ORBIS__)
PIXEndNamedEvent();
QueryPerformanceCounter( &qwNewTime );
QueryPerformanceCounter(&qwNewTime);
qwDeltaTime.QuadPart = qwNewTime.QuadPart - qwTime.QuadPart;
fElapsedTime = fSecsPerTick * ((FLOAT)(qwDeltaTime.QuadPart));
app.DebugPrintf("Autosave: Elapsed time %f\n", fElapsedTime);
#endif
}
break;
#endif
@@ -2375,6 +2390,9 @@ bool MinecraftServer::chunkPacketManagement_CanSendTo(INetworkPlayer *player)
{
if( player == nullptr ) return false;
#ifdef MINECRAFT_SERVER_BUILD
return true;
#else
int time = GetTickCount();
DWORD currentPlayerCount = g_NetworkManager.GetPlayerCount();
if( currentPlayerCount == 0 ) return false;
@@ -2386,6 +2404,7 @@ bool MinecraftServer::chunkPacketManagement_CanSendTo(INetworkPlayer *player)
}
return false;
#endif
}
void MinecraftServer::chunkPacketManagement_DidSendTo(INetworkPlayer *player)

View File

@@ -146,7 +146,8 @@ void ServerPlayer::flagEntitiesToBeRemoved(unsigned int *flags, bool *removedFou
if( ( *removedFound ) == false )
{
*removedFound = true;
memset(flags, 0, 2048/32);
// before this left 192 bytes uninitialized!!!!!
memset(flags, 0, (2048 / 32) * sizeof(unsigned int));
}
for(int index : entitiesToRemove)
@@ -376,6 +377,9 @@ void ServerPlayer::doChunkSendingTick(bool dontDelayChunks)
// connection->done);
// }
#ifdef MINECRAFT_SERVER_BUILD
if (dontDelayChunks || (canSendToPlayer && !connection->done))
#else
if( dontDelayChunks ||
(canSendToPlayer &&
#ifdef _XBOX_ONE
@@ -390,16 +394,17 @@ void ServerPlayer::doChunkSendingTick(bool dontDelayChunks)
#endif
//(tickCount - lastBrupSendTickCount) > (connection->getNetworkPlayer()->GetCurrentRtt()>>4) &&
!connection->done) )
#endif
{
lastBrupSendTickCount = tickCount;
okToSend = true;
MinecraftServer::chunkPacketManagement_DidSendTo(connection->getNetworkPlayer());
// static unordered_map<wstring,int64_t> mapLastTime;
// int64_t thisTime = System::currentTimeMillis();
// int64_t lastTime = mapLastTime[connection->getNetworkPlayer()->GetUID().toString()];
// app.DebugPrintf(" - OK to send (%d ms since last)\n", thisTime - lastTime);
// mapLastTime[connection->getNetworkPlayer()->GetUID().toString()] = thisTime;
// static unordered_map<wstring,int64_t> mapLastTime;
// int64_t thisTime = System::currentTimeMillis();
// int64_t lastTime = mapLastTime[connection->getNetworkPlayer()->GetUID().toString()];
// app.DebugPrintf(" - OK to send (%d ms since last)\n", thisTime - lastTime);
// mapLastTime[connection->getNetworkPlayer()->GetUID().toString()] = thisTime;
}
else
{

View File

@@ -96,9 +96,20 @@ int Entity::getSmallId()
puiUsedFlags++;
}
#ifdef MINECRAFT_SERVER_BUILD
// in mc server dedi, a server with 8+ playerrs can cause this to go wack
int fallbackId = Entity::entityCounter++;
if (entityCounter == 0x7ffffff)
{
entityCounter = 2048;
}
return fallbackId;
#else
app.DebugPrintf("Out of small entity Ids... possible leak?\n");
__debugbreak();
return -1;
#endif
}
void Entity::countFlagsForPIX()

View File

@@ -16,7 +16,12 @@ using namespace std;
// 4J Stu - This value should be big enough that we don't get any crashes causes by memory overwrites,
// however it does seem way too large for what is actually needed. Needs further investigation
#ifdef MINECRAFT_SERVER_BUILD
// fixes a crash when 8+ players are present
#define LEVEL_CHUNKS_TO_UPDATE_MAX (32*32*8)
#else
#define LEVEL_CHUNKS_TO_UPDATE_MAX (19*19*8)
#endif
class Vec3;
class ChunkSource;

View File

@@ -30,6 +30,65 @@ ensure_persist_file() {
ln -sfn "${persist_path}" "${runtime_path}"
}
wait_for_xvfb_ready() {
local display="$1"
local xvfb_pid="$2"
local wait_seconds="${XVFB_WAIT_SECONDS:-10}"
local wait_ticks=$((wait_seconds * 10))
local display_number="${display#:}"
display_number="${display_number%%.*}"
if [ -z "${display_number}" ] || ! [[ "${display_number}" =~ ^[0-9]+$ ]]; then
echo "[error] Invalid DISPLAY format for Xvfb wait: ${display}" >&2
return 1
fi
local socket_path="/tmp/.X11-unix/X${display_number}"
local elapsed=0
while [ "${elapsed}" -lt "${wait_ticks}" ]; do
if ! kill -0 "${xvfb_pid}" 2>/dev/null; then
echo "[error] Xvfb exited before the display became ready." >&2
if [ -f /tmp/xvfb.log ]; then
echo "[error] ---- /tmp/xvfb.log ----" >&2
tail -n 200 /tmp/xvfb.log >&2 || true
echo "[error] ----------------------" >&2
fi
return 1
fi
if [ -S "${socket_path}" ]; then
# Keep a short extra delay so Wine does not race display handshake.
sleep 0.2
if kill -0 "${xvfb_pid}" 2>/dev/null && [ -S "${socket_path}" ]; then
return 0
fi
fi
# One more liveness check after the ready probe branch.
if ! kill -0 "${xvfb_pid}" 2>/dev/null; then
echo "[error] Xvfb exited during display readiness probe." >&2
if [ -f /tmp/xvfb.log ]; then
echo "[error] ---- /tmp/xvfb.log ----" >&2
tail -n 200 /tmp/xvfb.log >&2 || true
echo "[error] ----------------------" >&2
fi
return 1
fi
sleep 0.1
elapsed=$((elapsed + 1))
done
echo "[error] Timed out waiting for Xvfb display ${display}." >&2
if [ -f /tmp/xvfb.log ]; then
echo "[error] ---- /tmp/xvfb.log ----" >&2
tail -n 200 /tmp/xvfb.log >&2 || true
echo "[error] ----------------------" >&2
fi
return 1
}
if [ ! -d "$SERVER_DIR" ]; then
echo "[error] Server directory not found: $SERVER_DIR" >&2
exit 1
@@ -78,8 +137,25 @@ fi
if [ -z "${DISPLAY:-}" ]; then
export DISPLAY="${XVFB_DISPLAY:-:99}"
XVFB_SCREEN="${XVFB_SCREEN:-64x64x16}"
DISPLAY_NUMBER="${DISPLAY#:}"
DISPLAY_NUMBER="${DISPLAY_NUMBER%%.*}"
if [ -z "${DISPLAY_NUMBER}" ] || ! [[ "${DISPLAY_NUMBER}" =~ ^[0-9]+$ ]]; then
echo "[error] Invalid XVFB_DISPLAY format: ${DISPLAY}" >&2
exit 1
fi
XVFB_SOCKET="/tmp/.X11-unix/X${DISPLAY_NUMBER}"
XVFB_LOCK="/tmp/.X${DISPLAY_NUMBER}-lock"
# The check is performed assuming the same container will be restarted.
if [ -S "${XVFB_SOCKET}" ] || [ -e "${XVFB_LOCK}" ]; then
echo "[warn] Removing stale Xvfb state for ${DISPLAY} before startup." >&2
rm -f "${XVFB_SOCKET}" "${XVFB_LOCK}"
fi
Xvfb "${DISPLAY}" -nolisten tcp -screen 0 "${XVFB_SCREEN}" >/tmp/xvfb.log 2>&1 &
sleep 0.2
XVFB_PID=$!
wait_for_xvfb_ready "${DISPLAY}" "${XVFB_PID}"
echo "[info] Xvfb ready on ${DISPLAY} (pid=${XVFB_PID}, screen=${XVFB_SCREEN})"
else
echo "[info] Using existing DISPLAY=${DISPLAY}; skipping Xvfb startup"
fi
args=(