feat: add smartcmd dedicated server

major bug: when connecting to the server a second time, it gets softlocked and keeps repeating ticking connection A\n in debug logs until it times out.
This commit is contained in:
2026-08-29 14:01:24 +03:00
parent a1541c590d
commit 4b962fcb21
146 changed files with 32837 additions and 272 deletions
@@ -171,6 +171,7 @@ bool CPlatformNetworkManagerStub::Initialise(CGameNetworkManager *pGameNetworkMa
m_bLeavingGame = false;
m_bLeaveGameOnTick = false;
m_bLeaveGameOnTick = false;
m_bHostChanged = false;
m_bSearchResultsReady = false;
@@ -233,53 +234,56 @@ void CPlatformNetworkManagerStub::DoWork()
BYTE disconnectedSmallId;
while (NetworkSocketLayer::PopDisconnectedSmallId(&disconnectedSmallId))
{
if (disconnectedSmallId == 0) continue;
if (NetworkSocketLayer::IsSmallIdConnected(disconnectedSmallId)) continue;
IQNetPlayer *qnetPlayer = m_pIQNet->GetPlayerBySmallId(disconnectedSmallId);
if (qnetPlayer != NULL && qnetPlayer->m_smallId == disconnectedSmallId)
IQNetPlayer* qnetPlayer = m_pIQNet->GetPlayerBySmallId(disconnectedSmallId);
if (qnetPlayer != nullptr && qnetPlayer->m_smallId == disconnectedSmallId)
{
NotifyPlayerLeaving(qnetPlayer);
qnetPlayer->m_smallId = 0;
qnetPlayer->m_isRemote = false;
qnetPlayer->m_isHostPlayer = false;
//qnetPlayer->m_resolvedXuid = INVALID_XUID; // TODO: implement
qnetPlayer->m_gamertag[0] = 0;
qnetPlayer->SetCustomDataValue(0);
NetworkSocketLayer::PushFreeSmallId(disconnectedSmallId);
if (IQNet::s_playerCount > 1)
// Recalculate s_playerCount as the highest active slot + 1.
// A blind decrement would hide players at higher-indexed slots when a
// lower-indexed player disconnects first: GetPlayerBySmallId scans
// [0, s_playerCount) so any slot at or above the decremented count
// becomes invisible, causing its disconnect to be missed (ghost player).
while (IQNet::s_playerCount > 1 &&
IQNet::m_player[IQNet::s_playerCount - 1].GetCustomDataValue() == 0)
IQNet::s_playerCount--;
}
}
BYTE joinedSmallId;
while (NetworkSocketLayer::PopPendingJoinSmallId(&joinedSmallId))
{
IQNetPlayer *qnetPlayer = m_pIQNet->GetPlayerBySmallId(joinedSmallId);
if (qnetPlayer != NULL && qnetPlayer->m_smallId == joinedSmallId)
{
NotifyPlayerJoined(qnetPlayer);
}
}
for (int i = 1; i < MINECRAFT_NET_MAX_PLAYERS; i++)
{
IQNetPlayer *qp = &IQNet::m_player[i];
if (qp->GetCustomDataValue() == 0)
continue;
INetworkPlayer *np = (INetworkPlayer *)qp->GetCustomDataValue();
Socket *sock = np->GetSocket();
if (sock != NULL && sock->isClosing())
{
NetworkSocketLayer::CloseConnectionBySmallId((BYTE)i);
}
// NOTE: Do NOT call PushFreeSmallId here. The old PlayerConnection's
// write thread may still be alive (it dies in PlayerList::tick when
// m_smallIdsToClose is processed). If we recycle the smallId now,
// AcceptThread can reuse it for a new connection, and the old write
// thread's getPlayer() lookup will resolve to the NEW player, sending
// stale game packets to the new client's TCP socket — corrupting its
// login handshake (bad packet id crash). PushFreeSmallId and
// ClearSocketForSmallId are called from PlayerList::tick after the
// old Connection threads are dead.
//
// Clear chunk visibility flags for this system so rejoin gets fresh chunk state.
SystemFlagRemoveBySmallId(disconnectedSmallId);
}
}
if (_iQNetStubState == QNET_STATE_GAME_PLAY && !m_pIQNet->IsHost())
// Client-side host disconnect detection:
// if TCP is gone, propagate through normal network-disconnect flow so UI returns to menus.
// The processing from the Xbox version will be reused.
if (_iQNetStubState == QNET_STATE_GAME_PLAY && !m_pIQNet->IsHost() && !m_bLeavingGame)
{
if (!NetworkSocketLayer::IsConnected() && !g_NetworkManager.IsLeavingGame())
if (!NetworkSocketLayer::IsConnected())
{
if (app.GetDisconnectReason() == DisconnectPacket::eDisconnect_None)
app.SetDisconnectReason(DisconnectPacket::eDisconnect_Quitting);
app.SetAction(ProfileManager.GetPrimaryPad(), eAppAction_ExitWorld, (void *)TRUE);
if (!m_bLeaveGameOnTick)
{
m_bLeaveGameOnTick = true;
g_NetworkManager.HandleDisconnect(false);
}
}
else
{
m_bLeaveGameOnTick = false;
}
}
}
@@ -354,6 +358,7 @@ bool CPlatformNetworkManagerStub::LeaveGame(bool bMigrateHost)
if( m_bLeavingGame ) return true;
m_bLeavingGame = true;
m_bLeaveGameOnTick = false;
NetworkSocketLayer::StopAdvertising();
// If we are the host wait for the game server to end
@@ -397,6 +402,7 @@ void CPlatformNetworkManagerStub::HostGame(int localUsersMask, bool bOnlineGame,
localUsersMask |= GetLocalPlayerMask( g_NetworkManager.GetPrimaryPad() );
m_bLeavingGame = false;
m_bLeaveGameOnTick = false;
m_pIQNet->HostGame();
@@ -418,9 +424,25 @@ void CPlatformNetworkManagerStub::HostGame(int localUsersMask, bool bOnlineGame,
if (!NetworkSocketLayer::IsActive())
NetworkSocketLayer::HostGame(port);
const wchar_t *hostName = IQNet::m_player[0].m_gamertag;
unsigned int settings = app.GetGameHostOption(eGameHostOption_All);
NetworkSocketLayer::StartAdvertising(port, hostName, settings, 0, 0, MINECRAFT_NET_VERSION);
if (NetworkSocketLayer::IsActive())
{
// For Dedicated Server, refer to `lan-advertise` in `server.properties`
bool enableLanAdvertising = true;
#ifdef MINECRAFT_SERVER_BUILD
enableLanAdvertising = g_DedicatedServerLanAdvertise;
#endif
if (enableLanAdvertising)
{
const wchar_t* hostName = IQNet::m_player[0].m_gamertag;
unsigned int settings = app.GetGameHostOption(eGameHostOption_All);
NetworkSocketLayer::StartAdvertising(port, hostName, settings, 0, 0, MINECRAFT_NET_VERSION);
}
else
{
NetworkSocketLayer::StopAdvertising();
}
}
//#endif
}
@@ -626,6 +648,7 @@ CPlatformNetworkManagerStub::PlayerFlags::PlayerFlags(INetworkPlayer *pNetworkPl
this->flags = new unsigned char [ count / 8 ];
memset( this->flags, 0, count / 8 );
this->count = count;
this->m_smallId = (pNetworkPlayer && pNetworkPlayer->IsLocal()) ? 256 : (pNetworkPlayer ? (int)pNetworkPlayer->GetSmallId() : -1);
}
CPlatformNetworkManagerStub::PlayerFlags::~PlayerFlags()
{
@@ -663,6 +686,23 @@ void CPlatformNetworkManagerStub::SystemFlagRemovePlayer(INetworkPlayer *pNetwor
}
}
// Clear chunk flags for a system when they disconnect (by smallId). Call even when we don't find the player,
// so we always clear and the smallId can be reused without stale "chunk seen" state.
void CPlatformNetworkManagerStub::SystemFlagRemoveBySmallId(int smallId)
{
if (smallId < 0) return;
for (unsigned int i = 0; i < m_playerFlags.size(); i++)
{
if (m_playerFlags[i]->m_smallId == smallId)
{
delete m_playerFlags[i];
m_playerFlags[i] = m_playerFlags.back();
m_playerFlags.pop_back();
return;
}
}
}
void CPlatformNetworkManagerStub::SystemFlagReset()
{
for( unsigned int i = 0; i < m_playerFlags.size(); i++ )