Implement persistent hardcore death bans (XUID + IP) for dedicated server

On the dedicated server, hardcore death now persists XUID and IP bans to
banned-players.json and banned-ips.json via the Access system, and
disconnects the player. Bans survive server restarts. Client-hosted games
retain the existing in-memory XUID ban with force-save behavior.

- Add hardcore property to server.properties (forces Hard difficulty)
- Add LevelData::setHardcore() so loaded worlds respect the server config
- Add PlayerList::banPlayerForHardcoreDeath() with persistent XUID + IP bans
- Reject respawn requests server-side in hardcore mode
- Ensure server-side player ticks run without move packets (fixes
  environmental damage not applying for some clients)
- Restore 0x8 hardcore bit on LoginPacket/RespawnPacket wire format so
  the client-side death screen detects hardcore mode correctly
This commit is contained in:
Revela
2026-03-16 02:52:16 -05:00
parent c92a5ab31a
commit 8a6934c83c
14 changed files with 115 additions and 22 deletions
+1 -1
View File
@@ -70,7 +70,7 @@ void RespawnPacket::read(DataInputStream *dis) //throws IOException
void RespawnPacket::write(DataOutputStream *dos) //throws IOException
{
dos->writeByte(dimension);
dos->writeByte(playerGameType->getId() | (m_isHardcore ? 0x8 : 0));
dos->writeByte(m_isHardcore ? (playerGameType->getId() | 0x8) : playerGameType->getId());
dos->writeShort(mapHeight);
if (m_pLevelType == nullptr)
{