This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
284 lines
8.7 KiB
C++
284 lines
8.7 KiB
C++
#pragma once
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#include "ConsoleInputSource.h"
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#include "..\Minecraft.World\ArrayWithLength.h"
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#include "..\Minecraft.World\SharedConstants.h"
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#include "..\Minecraft.World\C4JThread.h"
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class ServerConnection;
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class Settings;
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class PlayerList;
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class EntityTracker;
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class ConsoleInput;
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class ConsoleCommands;
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class LevelStorageSource;
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class ChunkSource;
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class INetworkPlayer;
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class LevelRuleset;
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class LevelType;
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class ProgressRenderer;
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class CommandDispatcher;
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#if defined(_WINDOWS64)
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#define MINECRAFT_SERVER_SLOW_QUEUE_DELAY 0 // Removed slow queue because at large player counts, chunks stopped appearing
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#else
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#define MINECRAFT_SERVER_SLOW_QUEUE_DELAY 250
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#endif
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#if defined _XBOX_ONE || defined _XBOX || defined __ORBIS__ || defined __PS3__ || defined __PSVITA__
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#define _ACK_CHUNK_SEND_THROTTLING
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#endif
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typedef struct _LoadSaveDataThreadParam
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{
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LPVOID data;
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int64_t fileSize;
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const wstring saveName;
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_LoadSaveDataThreadParam(LPVOID data, int64_t filesize, const wstring &saveName) : data( data ), fileSize( filesize ), saveName( saveName ) {}
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} LoadSaveDataThreadParam;
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typedef struct _NetworkGameInitData
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{
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int64_t seed;
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LoadSaveDataThreadParam *saveData;
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DWORD settings;
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LevelGenerationOptions *levelGen;
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DWORD texturePackId;
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bool findSeed;
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unsigned int xzSize;
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unsigned char hellScale;
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ESavePlatform savePlatform;
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wstring levelName;
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_NetworkGameInitData()
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{
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seed = 0;
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saveData = NULL;
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settings = 0;
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levelGen = NULL;
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texturePackId = 0;
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findSeed = false;
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xzSize = LEVEL_LEGACY_WIDTH;
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hellScale = HELL_LEVEL_LEGACY_SCALE;
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savePlatform = SAVE_FILE_PLATFORM_LOCAL;
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}
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} NetworkGameInitData;
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using namespace std;
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// 4J Stu - 1.0.1 updates the server to implement the ServerInterface class, but I don't think we will use any of the functions that defines so not implementing here
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class MinecraftServer : public ConsoleInputSource
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{
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public:
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static const wstring VERSION;
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static const int TICK_STATS_SPAN = SharedConstants::TICKS_PER_SECOND * 5;
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// static Logger logger = Logger.getLogger("Minecraft");
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static unordered_map<wstring, int> ironTimers;
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private:
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static const int DEFAULT_MINECRAFT_PORT = 25565;
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static const int MS_PER_TICK = 1000 / SharedConstants::TICKS_PER_SECOND;
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// 4J Stu - Added 1.0.1, Not needed
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//wstring localIp;
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//int port;
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public:
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ServerConnection *connection;
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Settings *settings;
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ServerLevelArray levels;
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private:
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PlayerList *players;
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// 4J Stu - Added 1.0.1, Not needed
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//long[] tickTimes = new long[TICK_STATS_SPAN];
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//long[][] levelTickTimes;
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private:
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ConsoleCommands *commands;
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bool running;
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bool m_bLoaded;
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public:
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bool stopped;
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int tickCount;
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public:
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wstring progressStatus;
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int progress;
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private:
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// vector<Tickable *> tickables = new ArrayList<Tickable>(); // 4J - removed
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CommandDispatcher *commandDispatcher;
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vector<ConsoleInput *> consoleInput; // 4J - was synchronizedList - TODO - investigate
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CRITICAL_SECTION m_consoleInputCS;
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public:
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bool onlineMode;
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bool animals;
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bool npcs;
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bool pvp;
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bool allowFlight;
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wstring motd;
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int maxBuildHeight;
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int playerIdleTimeout;
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bool forceGameType;
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private:
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// 4J Added
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//int m_lastSentDifficulty;
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public:
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// 4J Stu - This value should be incremented every time the list of players with friends-only UGC settings changes
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// It is sent with PreLoginPacket and compared when it comes back in the LoginPacket
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DWORD m_ugcPlayersVersion;
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// This value is used to store the texture pack id for the currently loaded world
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DWORD m_texturePackId;
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public:
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MinecraftServer();
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~MinecraftServer();
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private:
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// 4J Added - LoadSaveDataThreadParam
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bool initServer(int64_t seed, NetworkGameInitData *initData, DWORD initSettings, bool findSeed);
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void postProcessTerminate(ProgressRenderer *mcprogress);
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bool loadLevel(LevelStorageSource *storageSource, const wstring& name, int64_t levelSeed, LevelType *pLevelType, NetworkGameInitData *initData);
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void setProgress(const wstring& status, int progress);
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void endProgress();
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void saveAllChunks();
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void saveGameRules();
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void stopServer(bool didInit);
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#ifdef _LARGE_WORLDS
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void overwriteBordersForNewWorldSize(ServerLevel* level);
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void overwriteHellBordersForNewWorldSize(ServerLevel* level, int oldHellSize);
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#endif
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public:
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void setMaxBuildHeight(int maxBuildHeight);
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int getMaxBuildHeight();
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PlayerList *getPlayers();
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void setPlayers(PlayerList *players);
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ServerConnection *getConnection();
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bool isAnimals();
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void setAnimals(bool animals);
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bool isNpcsEnabled();
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void setNpcsEnabled(bool npcs);
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bool isPvpAllowed();
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void setPvpAllowed(bool pvp);
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bool isFlightAllowed();
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void setFlightAllowed(bool allowFlight);
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bool isCommandBlockEnabled();
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bool isNetherEnabled();
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bool isHardcore();
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int getOperatorUserPermissionLevel();
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CommandDispatcher *getCommandDispatcher();
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Pos *getCommandSenderWorldPosition();
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Level *getCommandSenderWorld();
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int getSpawnProtectionRadius();
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bool isUnderSpawnProtection(Level *level, int x, int y, int z, shared_ptr<Player> player);
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void setForceGameType(bool forceGameType);
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bool getForceGameType();
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static int64_t getCurrentTimeMillis();
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int getPlayerIdleTimeout();
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void setPlayerIdleTimeout(int playerIdleTimeout);
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public:
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void halt();
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void run(int64_t seed, void *lpParameter);
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void broadcastStartSavingPacket();
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void broadcastStopSavingPacket();
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private:
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void tick();
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public:
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void handleConsoleInput(const wstring& msg, ConsoleInputSource *source);
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void handleConsoleInputs();
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// void addTickable(Tickable tickable); // 4J removed
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static void main(int64_t seed, void *lpParameter);
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static void HaltServer(bool bPrimaryPlayerSignedOut=false);
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File *getFile(const wstring& name);
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void info(const wstring& string);
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void warn(const wstring& string);
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wstring getConsoleName();
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ServerLevel *getLevel(int dimension);
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void setLevel(int dimension, ServerLevel *level); // 4J added
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static MinecraftServer *getInstance() { return server; } // 4J added
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static bool serverHalted() { return s_bServerHalted; }
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static bool saveOnExitAnswered() { return s_bSaveOnExitAnswered; }
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static void resetFlags() { s_bServerHalted = false; s_bSaveOnExitAnswered = false; }
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bool flagEntitiesToBeRemoved(unsigned int *flags); // 4J added
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private:
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//4J Added
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static MinecraftServer *server;
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static bool setTimeOfDayAtEndOfTick;
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static int64_t setTimeOfDay;
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static bool setTimeAtEndOfTick;
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static int64_t setTime;
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static bool m_bPrimaryPlayerSignedOut; // 4J-PB added to tell the stopserver not to save the game - another player may have signed in in their place, so ProfileManager.IsSignedIn isn't enough
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static bool s_bServerHalted; // 4J Stu Added so that we can halt the server even before it's been created properly
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static bool s_bSaveOnExitAnswered; // 4J Stu Added so that we only ask this question once when we exit
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// 4J - added so that we can have a separate thread for post processing chunks on level creation
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static int runPostUpdate(void* lpParam);
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C4JThread* m_postUpdateThread;
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bool m_postUpdateTerminate;
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class postProcessRequest
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{
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public:
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int x, z;
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ChunkSource *chunkSource;
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postProcessRequest(int x, int z, ChunkSource *chunkSource) : x(x), z(z), chunkSource(chunkSource) {}
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};
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vector<postProcessRequest> m_postProcessRequests;
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CRITICAL_SECTION m_postProcessCS;
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public:
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void addPostProcessRequest(ChunkSource *chunkSource, int x, int z);
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public:
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static PlayerList *getPlayerList() { if( server != NULL ) return server->players; else return NULL; }
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static void SetTimeOfDay(int64_t time) { setTimeOfDayAtEndOfTick = true; setTimeOfDay = time; }
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static void SetTime(int64_t time) { setTimeAtEndOfTick = true; setTime = time; }
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C4JThread::Event* m_serverPausedEvent;
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private:
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// 4J Added
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bool m_isServerPaused;
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// 4J Added - A static that stores the QNet index of the player that is next allowed to send a packet in the slow queue
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#ifdef _ACK_CHUNK_SEND_THROTTLING
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static bool s_hasSentEnoughPackets;
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static int64_t s_tickStartTime;
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static vector<INetworkPlayer *> s_sentTo;
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static const int MAX_TICK_TIME_FOR_PACKET_SENDS = 35;
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#else
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static int s_slowQueuePlayerIndex;
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static int s_slowQueueLastTime;
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static bool s_slowQueuePacketSent;
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#endif
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bool IsServerPaused() { return m_isServerPaused; }
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private:
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// 4J Added
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bool m_saveOnExit;
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bool m_suspending;
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public:
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static bool chunkPacketManagement_CanSendTo(INetworkPlayer *player);
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static void chunkPacketManagement_DidSendTo(INetworkPlayer *player);
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#ifndef _ACK_CHUNK_SEND_THROTTLING
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static void cycleSlowQueueIndex();
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#endif
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void chunkPacketManagement_PreTick();
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void chunkPacketManagement_PostTick();
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void setSaveOnExit(bool save) { m_saveOnExit = save; s_bSaveOnExitAnswered = true; }
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void Suspend();
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bool IsSuspending();
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// 4J Stu - A load of functions were all added in 1.0.1 in the ServerInterface, but I don't think we need any of them
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};
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