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Minecraft.Server Developer Guide (English)

Minecraft.Server/docs/DEVELOPMENT.en.md

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Minecraft.Server Developer Guide (English)

This document is for contributors who are new to Minecraft.Server and need a practical map for adding or modifying features safely.

1. What This Server Does

Minecraft.Server is the dedicated-server executable entry for this codebase.

Core responsibilities:

  • Switch the process working directory to the executable folder before relative file I/O
  • Load, normalize, and repair server.properties
  • Initialize dedicated runtime systems, connection logging, and access control
  • Load or create the target world and keep level-id aligned with the actual save destination
  • Run the dedicated main loop (network tick, XUI actions, autosave, CLI input)
  • Maintain operator-facing access files such as banned-players.json and banned-ips.json
  • Perform an initial save for newly created worlds and then shut down safely

2. Important Files

Startup and Runtime

  • Windows64/ServerMain.cpp
    • PrintUsage() and ParseCommandLine()
    • SetExeWorkingDirectory()
    • Runtime setup and shutdown flow
    • Initial save path for newly created worlds
    • Main loop, autosave scheduler, and CLI polling

World Selection and Save Load

  • WorldManager.h
  • WorldManager.cpp
    • Finds matching save by level-id first, then world-name fallback
    • Applies storage title + save ID consistently
    • Wait helpers for async storage/server action completion

Server Properties

  • ServerProperties.h
  • ServerProperties.cpp
    • Default values and normalization ranges
    • Parse/repair/write server.properties
    • Exposes ServerPropertiesConfig
    • SaveServerPropertiesConfig() rewrites level-name, level-id, and white-list

Access Control, Ban, and Whitelist Storage

  • Access/Access.h
  • Access/Access.cpp
    • Process-wide access-control facade
    • Published snapshot model used by console commands and login checks
  • Access/BanManager.h
  • Access/BanManager.cpp
    • Reads/writes banned-players.json and banned-ips.json
    • Normalizes identifiers and filters expired entries from snapshots
  • Access/WhitelistManager.h
  • Access/WhitelistManager.cpp
    • Reads/writes whitelist.json
    • Normalizes XUID-based whitelist entries used by login validation and CLI commands

Logging and Connection Audit

  • ServerLogger.h
  • ServerLogger.cpp
    • Log level parsing
    • Colored/timestamped console logs
    • General categories such as startup, world-io, console, access, network, and shutdown
  • ServerLogManager.h
  • ServerLogManager.cpp
    • Accepted/rejected TCP connection logs
    • Login/disconnect audit logs
    • Remote-IP cache used by ban-ip <player>

Console Command System

  • Console/ServerCli.cpp (facade)
  • Console/ServerCliInput.cpp (linenoise input thread + completion bridge)
  • Console/ServerCliParser.cpp (tokenization, quoted args, completion context)
  • Console/ServerCliEngine.cpp (dispatch, completion, helpers)
  • Console/ServerCliRegistry.cpp (command registration + lookup)
  • Console/commands/* (individual commands)

3. End-to-End Startup Flow

Main flow in Windows64/ServerMain.cpp:

  1. SetExeWorkingDirectory() switches the current directory to the executable folder.
  2. Load and normalize server.properties via LoadServerPropertiesConfig().
  3. Copy config into DedicatedServerConfig, then apply CLI overrides (-port, -ip/-bind, -name, -maxplayers, -seed, -loglevel, -help/--help/-h).
  4. Initialize process state, ServerLogManager, and Access::Initialize(".").
  5. Initialize window/device/profile/network/thread-local systems.
  6. Set host/game options from ServerPropertiesConfig.
  7. Bootstrap world with BootstrapWorldForServer(...).
  8. If world bootstrap resolves a different normalized save ID, persist it with SaveServerPropertiesConfig().
  9. Start hosted game thread (RunNetworkGameThreadProc).
  10. If a brand-new world was created, explicitly request one initial save.
  11. Enter the main loop:
  • TickCoreSystems()
  • HandleXuiActions()
  • serverCli.Poll()
  • autosave scheduling
  1. On shutdown:
  • stop CLI input
  • request save-on-exit / halt server
  • wait for network shutdown completion
  • terminate log, access, network, and device systems

4. Current Operator Surface

4.1 Launch Arguments

  • -port <1-65535>
  • -ip <addr> or -bind <addr>
  • -name <name> (runtime max 16 chars)
  • -maxplayers <1-8>
  • -seed <int64>
  • -loglevel <debug|info|warn|error>
  • -help, --help, -h

Notes:

  • CLI overrides affect only the current process.
  • The only values currently written back by the server are level-name and level-id, and that happens when world bootstrap resolves identity changes.

4.2 Built-in Console Commands

  • help / ?
  • stop
  • list
  • ban <player> [reason ...]
    • currently requires the target player to be online
  • ban-ip <address|player> [reason ...]
    • accepts a literal IPv4/IPv6 address or an online player's current remote IP
  • pardon <player>
  • pardon-ip <address>
    • only accepts a literal address
  • banlist
  • tp <player> <target> / teleport
  • gamemode <survival|creative|0|1> [player] / gm

CLI behavior notes:

  • Command parsing accepts both cmd and /cmd.
  • Quoted arguments are supported by ServerCliParser.
  • Completion is implemented per command via Complete(...).

4.3 Files Written Next to the Executable

  • server.properties
  • banned-players.json
  • banned-ips.json

This follows from SetExeWorkingDirectory(), so these files are resolved relative to Minecraft.Server.exe, not the shell directory you launched from.

5. Common Development Tasks

5.1 Add a New CLI Command

Use this pattern when adding commands like /kick, /time, etc.

  1. Add files under Console/commands/
    • CliCommandYourCommand.h
    • CliCommandYourCommand.cpp
  2. Implement IServerCliCommand
    • Name(), Usage(), Description(), Execute(...)
    • optional: Aliases() and Complete(...)
  3. Register the command in ServerCliEngine::RegisterDefaultCommands().
  4. Add source/header to build definitions:
    • CMakeLists.txt (MINECRAFT_SERVER_SOURCES)
    • Minecraft.Server/Minecraft.Server.vcxproj (<ClCompile> / <ClInclude>)
  5. Manual verify:
    • command appears in help
    • command executes correctly
    • completion works for both cmd and /cmd
    • quoted arguments behave as expected

Implementation references:

  • CliCommandHelp.cpp for a simple no-arg command
  • CliCommandTp.cpp for multi-arg + completion + runtime checks
  • CliCommandGamemode.cpp for argument parsing and aliases
  • CliCommandBanIp.cpp for access-backed behavior with connection metadata

5.2 Add or Change a server.properties Key

  1. Add/update the field in ServerPropertiesConfig (ServerProperties.h).
  2. Add a default entry to kServerPropertyDefaults (ServerProperties.cpp).
  3. Load and normalize the value in LoadServerPropertiesConfig().
    • Use existing helpers for bool/int/string/int64/log level/level type.
  4. If this value should be written back, update SaveServerPropertiesConfig().
    • Note: today that function intentionally only persists world identity.
  5. Apply it to runtime where needed:
    • ApplyServerPropertiesToDedicatedConfig(...)
    • host options in ServerMain.cpp (app.SetGameHostOption(...))
    • PrintUsage() / ParseCommandLine() if the key also gets a CLI override
  6. Manual verify:
    • missing key regeneration
    • invalid value normalization
    • clamped ranges still make sense
    • runtime behavior reflects the new value

Normalization details worth remembering:

  • level-id is normalized to a safe save ID and length-limited.
  • server-name is capped to 16 runtime chars.
  • max-players is clamped to 1..8.
  • autosave-interval is clamped to 5..3600.
  • level-type normalizes to default or flat.

5.3 Change Ban / Access Behavior

Primary code lives in Access/Access.cpp, Access/BanManager.cpp, and ServerLogManager.cpp.

When changing this area:

  • Keep BanManager responsible for storage/caching, not live-network policy.
  • Keep the clone-and-publish snapshot pattern in Access.cpp so readers never block on disk I/O.
  • Remember that ban-ip <player> depends on ServerLogManager::TryGetConnectionRemoteIp(...).
  • Keep expired entries out of SnapshotBannedPlayers() / SnapshotBannedIps() output.
  • Verify:
    • clean boot creates empty ban files when missing
    • ban, ban-ip, pardon, pardon-ip, and banlist still work
    • online bans disconnect live targets immediately
    • manual edits still reload safely if you later add or extend reload paths

5.4 Change World Load/Create Behavior

Primary code is in WorldManager.cpp.

Current matching policy:

  1. Match by level-id (UTF8SaveFilename) first.
  2. Fall back to world-name match on title/file name.

When changing this logic:

  • Keep ApplyWorldStorageTarget(...) usage consistent (title + save ID together).
  • Preserve periodic ticking in wait loops (tickProc) to avoid async deadlocks.
  • Keep timeout/error logs specific enough for diagnosis.
  • Verify:
    • existing world is reused correctly
    • no accidental new save directory creation
    • shutdown save still succeeds
    • newly created worlds still get the explicit initial save from ServerMain.cpp

5.5 Add Logging for New Feature Work

Use ServerLogger helpers:

  • LogDebug, LogInfo, LogWarn, LogError
  • formatted variants LogDebugf, LogInfof, etc.

Use ServerLogManager when the event is specifically part of the transport/login/disconnect lifecycle.

Recommended categories:

  • startup for init/shutdown lifecycle
  • world-io for save/world operations
  • console for CLI command handling
  • access for ban/access control state
  • network for connection/login audit

6. Build and Run

From repository root:

powershell
cmake -S . -B build -G "Visual Studio 17 2022" -A x64
cmake --build build --config Debug --target MinecraftServer
cd .\build\Debug
.\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -maxplayers 8 -name DedicatedServer

Notes:

  • The process switches its working directory to the executable directory at startup.
  • server.properties, banned-players.json, and banned-ips.json are therefore read/written next to the executable.
  • For Visual Studio workflow, see root COMPILE.md.

7. Safety Checklist Before Commit

  • the server starts without crash when server.properties is missing or sparse
  • missing access files are recreated on a clean boot
  • existing world loads by expected level-id
  • new world creation still performs the explicit initial save
  • CLI input and completion remain responsive
  • banlist output stays sane after adding/removing bans
  • no busy-wait path removed from async wait loops
  • both CMake and .vcxproj include newly added source files

8. Quick Troubleshooting

  • Unknown command:
    • check RegisterDefaultCommands() and build-file entries
  • server.properties or ban files seem to load from the wrong folder:
    • remember SetExeWorkingDirectory() moves the working directory to the executable folder
  • Autosave or shutdown save timing out:
    • confirm wait loops still call TickCoreSystems() and HandleXuiActions() where required
  • World not reused on restart:
    • inspect level-id normalization and matching logic in WorldManager.cpp
  • ban-ip <player> cannot resolve an address:
    • confirm the player is currently online and ServerLogManager has a cached remote IP for that connection
  • Settings not applied:
    • confirm the value is loaded into ServerPropertiesConfig, optionally copied into DedicatedServerConfig, and then applied in ServerMain.cpp