feat: add FourKit plugin host with dual server build

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
This commit is contained in:
itsRevela
2026-04-08 03:02:48 -05:00
parent 5d56f5080f
commit 42a582fb9f
197 changed files with 20946 additions and 788 deletions
+25 -7
View File
@@ -2,6 +2,10 @@
#include "net.minecraft.world.level.h"
#include "LiquidTileDynamic.h"
#include "net.minecraft.world.level.dimension.h"
#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD)
#include "..\Minecraft.Server\FourKitBridge.h"
#include "Dimension.h"
#endif
LiquidTileDynamic::LiquidTileDynamic(int id, Material *material) : LiquidTile(id, material)
{
@@ -156,8 +160,8 @@ void LiquidTileDynamic::mainTick(Level *level, int x, int y, int z, Random *rand
}
}
if (depth >= 8) trySpreadTo(level, x, y - 1, z, depth);
else trySpreadTo(level, x, y - 1, z, depth + 8);
if (depth >= 8) trySpreadTo(level, x, y - 1, z, x, y, z, depth);
else trySpreadTo(level, x, y - 1, z, x, y, z, depth + 8);
}
else if (depth >= 0 && (depth == 0 || isWaterBlocking(level, x, y - 1, z)))
{
@@ -168,17 +172,31 @@ void LiquidTileDynamic::mainTick(Level *level, int x, int y, int z, Random *rand
neighbor = 1;
}
if (neighbor >= 8) return;
if (spreads[0]) trySpreadTo(level, x - 1, y, z, neighbor);
if (spreads[1]) trySpreadTo(level, x + 1, y, z, neighbor);
if (spreads[2]) trySpreadTo(level, x, y, z - 1, neighbor);
if (spreads[3]) trySpreadTo(level, x, y, z + 1, neighbor);
if (spreads[0]) trySpreadTo(level, x - 1, y, z, x, y, z, neighbor);
if (spreads[1]) trySpreadTo(level, x + 1, y, z, x, y, z, neighbor);
if (spreads[2]) trySpreadTo(level, x, y, z - 1, x, y, z, neighbor);
if (spreads[3]) trySpreadTo(level, x, y, z + 1, x, y, z, neighbor);
}
}
void LiquidTileDynamic::trySpreadTo(Level *level, int x, int y, int z, int neighbor)
void LiquidTileDynamic::trySpreadTo(Level *level, int x, int y, int z, int fromX, int fromY, int fromZ, int neighbor)
{
if (canSpreadTo(level, x, y, z))
{
#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD)
{
int face = 6; // SELF
int dx = x - fromX, dy = y - fromY, dz = z - fromZ;
if (dy < 0) face = 0; // DOWN
else if (dy > 0) face = 1; // UP
else if (dz < 0) face = 2; // NORTH
else if (dz > 0) face = 3; // SOUTH
else if (dx < 0) face = 4; // WEST
else if (dx > 0) face = 5; // EAST
if (FourKitBridge::FireBlockFromTo(level->dimension->id, fromX, fromY, fromZ, x, y, z, face))
return;
}
#endif
{
int old = level->getTile(x, y, z);
if (old > 0)