Commit Graph
100 Commits
Author SHA1 Message Date
itsRevela d694cd1c9d chore: sync upstream MinecraftConsoles through 2fba264c 2026-04-15 05:25:33 -05:00
itsRevela 5133925be0 chore: sync upstream MinecraftConsoles through f78dec6e 2026-04-13 03:16:34 -05:00
itsRevela 0544add4e2 chore: remove redundant/unused 4JLibs files 2026-04-13 03:15:58 -05:00
itsRevela 0d102b167f docs: add Latest entries for upstream sync through 78afb091 2026-04-13 01:00:03 -05:00
itsRevela 8c34855343 chore: sync upstream MinecraftConsoles through 78afb091 2026-04-13 00:54:24 -05:00
itsRevela 33bec8a93c docs: add Latest entries for recent client fixes
Covers the join-flow kick bug, the fullscreen and frame rate work, and the controller cursor speed fix.
2026-04-11 08:13:58 -05:00
itsRevela abb18e3e12 fix: new players kicked when joining right after being whitelisted
When a new player was whitelisted while they were sitting on the join screen, their next attempt would insta-kick before the world ever loaded, and the retry after that would let them in for roughly 20 seconds before booting them with "connection closed". Two separate bugs were colliding.

The first kick was a stale cancel flag on the client. When the server rejects a join, the "Connecting to host..." screen tears down, and its teardown path fires the cancel callback defensively. That flag would latch on without ever being consumed, so the very first tick of the next join attempt saw it and immediately closed the fresh connection. Clearing the flag when a new join starts prevents this.

The second kick was an orphan on the server. When the first failed join's TCP dropped, its slot got recycled for the next successful join, but the half-built login object from the broken attempt was still in the pending queue. 30 seconds later its "login took too long" timer fired, and the disconnect packet it tried to send was routed to whoever currently held that slot, which was now the new in-world player. It landed on their live socket and kicked them. Telling the game's Socket layer about the TCP drop lets the orphan clean itself up, and refusing to write on an already-closing socket stops any late packet from leaking into the recycled slot.
2026-04-11 08:13:46 -05:00
itsRevela f189234614 feat: uncap fps in fullscreen for lower input latency
Before this change, turning VSync off did not actually uncap your frame rate. The game ran in borderless fullscreen, where Windows' desktop compositor owns the display pipeline and applies its own VSync regardless of what the game asks for. So on a 240Hz monitor with a GPU that could draw 800fps, you still only saw 240 frames per second and the other 560 were thrown away. Worse, the frames you did see were up to a refresh cycle stale by the time they hit your eyes, which is input latency you can feel when moving the camera or aiming.

Fullscreen now uses true DXGI exclusive mode, where the compositor is out of the way and the swap chain writes directly to the display. Every frame the GPU produces lands on screen as soon as it is ready, so "VSync off" actually does something. Expect FPS to climb well past your monitor's refresh rate and the mouse to feel noticeably more responsive.

Exclusive fullscreen also displays at your monitor's native resolution with no driver-side scaling or filtering. The backbuffer is grown to match the monitor exactly before the transition, and the display mode is pinned to the backbuffer size so nothing in the output pipeline resamples your pixels on the way to the screen. The result is a crisp 1:1 image with none of the softening or greyish filter that stretched output can introduce.

Yes, this is the mode where screen tearing can happen. Tearing gets a bad reputation but it is a visual tradeoff, not a bug, and many players prefer it over the latency VSync causes. If you want to avoid tearing, just turn VSync on in the settings and the game will cap cleanly to your refresh rate. You now have a real choice between the two instead of "off" quietly being broken.

Under the hood, F11 and the saved fullscreen preference both route through a new ApplyExclusiveFullscreen path that does Microsoft's recommended transition: grow the window to cover the monitor, ResizeTarget with no scaling so the display mode is pinned to the backbuffer size, SetFullscreenState(TRUE), SetColorSpace1(sRGB), then a second ResizeTarget so picky drivers actually apply the mode. Exit forces a real decorated windowed state so F11 cycles cleanly between windowed and exclusive fullscreen. ResizeD3D skips its swap-chain-recreate path while in exclusive mode so it does not fight DXGI for ownership.

The swap chain's RefreshRate changes from a hardcoded 60Hz to 0/0 so DXGI matches the current display mode. Fixes an "input signal out of range" error that could happen on high-refresh monitors after entering fullscreen, where the monitor was being asked to renegotiate timing off of 240Hz down to 60Hz on every launch.
2026-04-11 06:19:22 -05:00
itsRevela 6c8f463707 fix: restore in-world rendering and aspect ratio via bitblt swap chain
The previous FLIP_DISCARD swap chain configuration was producing broken rendering and a stretched aspect ratio on startup and after window resize, because the closed-source 4J Renderer library holds hidden backbuffer references that prevent ResizeBuffers from succeeding in flip mode. Switches the swap chain to the legacy bitblt DISCARD model with BufferCount=1, which lets the "destroy old, create new" resize path in ResizeD3D work cleanly. In-world rendering and aspect ratio are now correct at launch and across window resizes.

Known regression from this change: screen tearing no longer works when VSync is off. On Windows 10 and 11, bitblt swap chains always go through the DWM compositor, which locks presentation to the monitor refresh rate regardless of the SyncInterval parameter we pass to Present. Every frame the renderer produces above the refresh rate is silently dropped by DWM, which hurts input latency compared to a true uncapped-fps presentation path. The next iteration will reverse-engineer the 4J Renderer struct layout to find where those hidden backbuffer references are stored, release them before ResizeBuffers, and switch back to FLIP_DISCARD with ALLOW_TEARING so real tearing is possible again.

Also removes the dead SwapChainVSyncProxy COM wrapper. The proxy was originally intended to intercept Present calls from the Renderer library for VSync control, but the library hardcodes SyncInterval=1 and does not dispatch Present through the proxy vtable, so it was never actually doing anything useful.
2026-04-11 02:49:53 -05:00
Revela b67889485f Remove Discord link from README
Removed Discord badge from README.
2026-04-11 02:09:48 -05:00
itsRevela 17eae2b41e chore: sync upstream MinecraftConsoles through d25b762c
Reviewed 8 upstream commits from smartcmd/MCLCE/MinecraftConsoles and recorded the result as a merge so GitHub stops reporting "behind upstream". All accepted changes were cherry-picked earlier in this branch, and this commit only absorbs the upstream commit SHAs as reachable ancestors using the "ours" merge strategy, so no tree changes come in from this commit itself.

Applied:
- 98a86fc6 feat: set intro scene background to white (#1474)
- 413baace fix: reorder autosave tick to account for weak hardware (#1482)
- d25b762c Fix _jeb easter egg on sheep (#1488)

Partially applied:
- d0786f95 Update more references to old smartcmd repo (credits reorganization and Star History URL applied, Nightly download URLs dropped since our fork has its own release pipeline, itsRevela added to Project Maintainers on top of upstream's restructure)

Already present:
- b928351e Update Windows64_Minecraft.cpp (#1468). Unicode WinAPI conversion was already applied during our Linux cross-compile work, so this was a no-op cherry-pick.
2026-04-11 02:06:01 -05:00
itsRevela a07bc651b3 chore: sync credits screen and Star History with upstream org rename
The upstream project (formerly smartcmd/MinecraftConsoles, now MCLCE/MinecraftConsoles) reorganized their in-game credits screen. This pulls in that restructure so our credits accurately reflect who the current and former upstream maintainers are, and points the attribution URL at the right place. codeHusky and mattsumi stay as Project Maintainers, and itsRevela is added alongside them. smartcmd, Patoke, and rtm516 move to a new Former Maintainers section. The contributor count ticks up from 100+ to 120+, and the credit URL at the bottom now reads github.com/MCLCE/MinecraftConsoles with a "(formerly smartcmd/MinecraftConsoles)" line underneath it.

On the README side, only the Star History chart URL was updated from smartcmd to MCLCE. The Nightly client and dedicated server download links stay pointed at itsRevela/LCE-Revelations since our fork has its own release pipeline.

Upstream attribution: d0786f95 by Loki Rautio. Applied as a partial cherry-pick with the two Nightly download URL hunks dropped and itsRevela added to the maintainer list.
2026-04-11 02:01:26 -05:00
itsRevela 28d997a8d0 chore: rename project from MinecraftConsoles to LCE-Revelations
The personal repo was renamed from itsRevela/MinecraftConsoles to itsRevela/LCE-Revelations, so this sweeps the rest of the codebase to match. In-game, the credits screen now shows "LCE-Revelations" instead of "MinecraftConsoles" as the project heading. In the README, the Nightly client and dedicated server download links point at the new repo URL, and the Docker image reference is now ghcr.io/itsrevela/lce-revelations-dedicated-server. The dedicated server's generated server.properties file also picks up a new header comment reflecting the rename.

For folks building from source: the CMake project name was renamed, so when you configure the build the generated solution file is now LCE-Revelations.sln instead of MinecraftConsoles.sln. The Nix flake description and the Nightly release uploader script were updated to match, and a historical FourKit port reconnaissance document was removed since that port is already complete.

Also restored the Fluxer server link at the top of the README, which was lost when the repo was fast-forwarded from the upstream that got griefed.
2026-04-11 01:38:35 -05:00
itsRevela a191df1f2e fix: controller cursor speed no longer scales with framerate
When framerate was uncapped (vsync off, high-end hardware), the controller cursor in the inventory and creative menus moved way too fast. Basically unusable unless you switched to the dpad. The cursor update was tied to how often the screen redraws, so the faster the game ran, the faster the cursor flew.

Now the cursor moves a smaller distance per frame at higher framerates, so the actual on-screen speed stays the same whether you're at 60 FPS or 600 FPS.

While fixing this I also found an old workaround that was rounding the cursor position to whole pixels every frame and nudging it by 1 pixel to keep it from getting stuck. That nudge was pointing the wrong way on the vertical axis, which made up/down movement feel broken once the per-frame distance got small. Removed the rounding and the nudge. The cursor can now hold a fractional position between frames, and the part of the code that actually draws the cursor still snaps it to whole pixels on screen.

Fixes #3
2026-04-10 21:38:43 -05:00
itsRevela 8f41d34325 fix: redirect AppContext.BaseDirectory to server root for FourKit plugins
AppContext.BaseDirectory pointed to the runtime/ subfolder where the
self-contained .NET payload lives, causing plugins that use it for file
paths to write to the wrong directory. Now set to the server exe
directory at startup via AppContext.SetData.

Also adds serverDirectory and dataDirectory properties to ServerPlugin
so plugin authors have convenient access to the server root and a
per-plugin data folder (plugins/<PluginName>/) without needing to
resolve paths manually.
2026-04-10 02:03:44 -05:00
itsRevela d14e46701c feat: add stress testing tool for dedicated server stability validation
Python-based bot tool that rapidly connects/disconnects to the server
using the full LCE protocol (PreLogin, Login, cipher handshake, identity
tokens, keepalive). Configurable concurrent bots, hold times, burst
joins, movement packets, and duration. Includes batch files for common
test scenarios (basic, aggressive, movement, burst, endurance).
2026-04-10 02:03:20 -05:00
itsRevela 20229fc07b fix: dedicated server thread safety, disconnect deadlock, and console freeze
- Protect PlayerList and ServerConnection players vectors with critical
  sections; all iterations use copy-on-read snapshots to prevent iterator
  invalidation during concurrent join/leave
- Add null check on player bounding box in movement validation to prevent
  crash when player is removed mid-tick
- Re-validate socket player pointer immediately before SendData to narrow
  the TOCTOU race window on disconnect
- Replace inline disconnect cleanup with a queued system drained on the
  main tick thread, eliminating the done_cs -> m_playersCS lock inversion
  that caused deadlocks under load
- Disable Windows QuickEdit mode at server startup to prevent console
  input selection from freezing the process
- Move chunk priority sort behind ServerConnection::sortPlayersByChunkPriority()
  to keep the players vector lock-protected
2026-04-10 01:12:59 -05:00
itsRevela 055bce517d docs: add Beacon Menu Fixes to Latest section in README 2026-04-09 21:58:29 -05:00
itsRevela 9c9df615a1 fix: beacon menu item consumption, data sync, and button state issues
- Prevent payment item from being consumed when submitting unchanged powers
- Reorder ServerPlayer::openBeacon to send ContainerOpenPacket before
  addSlotListener so beacon data packets arrive after the client menu is ready
- Add BeaconMenu::broadcastChanges() to continuously sync levels and powers
  to clients, matching the pattern FurnaceMenu already uses
- Initialize UIControl_BeaconEffectButton::m_lastState to prevent stale
  heap memory from suppressing Iggy ChangeState calls on menu re-entry
2026-04-09 21:34:48 -05:00
Revela 657fdd7108 Update Discord invite link in README 2026-04-08 14:00:53 -05:00
itsRevela d3b4713f00 docs: add feature summary blurb and Latest entries for Linux cross-compile and FourKit plugin support 2026-04-08 13:54:38 -05:00
Revela 1e1550a1b8 Update project description in README.md 2026-04-08 13:13:55 -05:00
Revela 1a98bc6a19 Update project title in README.md 2026-04-08 13:12:40 -05:00
itsRevela 71b1bf92b8 Revert "fix: tutorial world"
This reverts commit 222852c11b.
2026-04-08 13:00:44 -05:00
itsRevela 42a582fb9f 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
2026-04-08 03:02:48 -05:00
itsRevela 5d56f5080f chore: rename LCRE branding to LCE-Revelations
Renames release artifacts, Docker image, container/service names,
and shell wrappers from the legacy LCRE prefix to LCE-Revelations.

* Banner asset: LCRE-banner.png to LCE-Revelations-banner.png
* Docker compose service and container: minecraft-lce-dedicated-server
  to lce-revelations-dedicated-server
* ghcr image: ghcr.io/itsrevela/minecraft-lce-dedicated-server to
  ghcr.io/lce-hub/lce-revelations-dedicated-server
* Dockerfile MC_RUNTIME_DIR default points at the CMake build output
  path now that the legacy x64/ MSBuild path is no longer produced
* README and helper shell scripts updated to match

Workflow rename for nightly.yml release notes is folded into the
FourKit commit because the FourKit CI changes overwhelm the diff.
2026-04-08 02:30:58 -05:00
Revela 078e661b91 Update README to include Unity-LCE Discord server link
Removed Fluxer server link and added Discord badge.
2026-04-07 13:43:05 -05:00
Revela a07d791683 Update project name in README.md
temporary
2026-04-07 13:37:38 -05:00
itsRevela 77fbf36f54 chore: remove 'why this fork exists' section from release notes 2026-04-07 13:35:32 -05:00
itsRevela 37d1942033 chore: remove nightly server release workflow 2026-04-05 18:37:50 -05:00
itsRevela 6728ecb141 fix: increase max packet size to 4MB for cross-fork compatibility
Matches the packet size limit used by the plugin-api fork. Our 512KB
limit caused "Connection lost" when their server sent large packets
(e.g. chunk data) that exceeded our cap.
2026-04-05 18:35:28 -05:00
itsRevela ca5dbe1c9c revert: remove skipped upstream changes brought in by merge
Reverts workflow revert (#c4c4c08b), BACKPORTING.md (#5e584910),
and CONTRIBUTING.md backporting link (#7dfe46aa) that were
unintentionally included via the upstream merge commit.
2026-04-05 16:25:49 -05:00
itsRevela e52565f9a3 Merge remote-tracking branch 'upstream/main'
# Conflicts:
#	.github/workflows/nightly-server.yml
#	Minecraft.Server/Windows64/ServerMain.cpp
#	Minecraft.World/ConsoleSaveFileOriginal.cpp
2026-04-05 16:23:28 -05:00
itsRevela 38250cc51b docs: update README for upstream merges and chunk loading optimization 2026-04-05 16:20:30 -05:00
itsRevela 207d90de28 perf: process 16 chunks/player/tick on dedicated server, revert async save
Chunk loading now batches up to 16 nearest-first requests per player per
tick on dedicated server (client stays at 1), improving tick recovery
time after player join.

Reverts the async save system -- the background thread snapshot/compress
path added complexity without measurable benefit. Autosave on Windows64
server now uses the standard synchronous flush like client, in
preparation for a proper async implementation from upstream.
2026-04-05 15:56:39 -05:00
itsRevela be17d4028f feat: add performance monitor tool
DLL injector + Python GUI for real-time server metrics.
Hooks into tick loop, chunk generation, and player chunk map
to collect timing data over TCP, displayed in a tkinter dashboard.
Includes bot spawner for load testing.
2026-04-05 15:49:52 -05:00
itsRevela 463bf2b93f fix: player list no longer limited by render distance
The previous IQNet cleanup in handleRemoveEntity fired on every entity
despawn, which happens both when a player goes out of tracking range
and when they disconnect.  This caused players to vanish from the Tab
list whenever they moved beyond render distance.

Introduce two custom payload channels (MC|ForkHello, MC|ForkPLeave) so
the client can distinguish "out of range" from "actually left":

- Server sends MC|ForkHello during login to identify itself as a fork
- Server sends MC|ForkPLeave with the player's gamertag on disconnect
- Client skips IQNet cleanup in handleRemoveEntity on fork servers
- Client cleans up IQNet only when MC|ForkPLeave arrives

Fully backwards-compatible: no existing packet wire formats changed.
Upstream clients ignore the unknown channels, fork clients on upstream
servers fall back to the old entity-tracking-based cleanup.
2026-04-01 16:01:56 -05:00
itsRevela 8e2b475317 removed backup arc file 2026-04-01 03:50:21 -05:00
itsRevela a017579bc3 fix: graphics menu navigation, layout, render distance cap, skin anim speed
Rewire the SWF focus chain via Iggy so VSync, Fullscreen, and Render
Distance are reachable with keyboard/gamepad navigation.

Cap render distance slider at 16 chunks. Shift graphics menu layout
up 60px for better centering.

Fix skin preview walk/attack animations running too fast with VSync
off by scaling per-frame increments by delta time relative to 60fps.
2026-04-01 03:43:28 -05:00
itsRevela 2cc03476b3 fix: skin preview animations too fast with VSync off
The walking and attack animations in the Change Skin menu were
frame-rate-dependent, advancing per render call with no delta time
scaling. With uncapped FPS they ran proportionally too fast.

Add time-based scaling relative to a 60fps baseline. The scale is
computed once per frame (cached for 0.5ms) so multiple skin previews
rendered in the same frame all animate at the correct speed.
2026-04-01 02:24:45 -05:00
itsRevela 9372b2d2ea fix: move async save commit off game thread to prevent disk I/O stall
StorageManager.SaveSaveData() blocks until the disk write completes.
Calling it from the game thread caused 2.5s freezes. Now it only runs
from TickCoreSystems() on the ServerMain thread, which operates
independently of the game tick loop.
2026-04-01 01:49:58 -05:00
itsRevela 68521f8c92 fix: async autosave thread safety and commit path
Move StorageManager.AllocateSaveData() back under the save lock (called
on the game thread before releasing). Background thread now only does
pure zlib compression with no StorageManager calls.

Add CommitPendingAsyncSave() to both the game thread tick and
TickCoreSystems() to ensure saves commit during bootstrap, normal
gameplay, and shutdown.
2026-04-01 01:23:50 -05:00
itsRevela 073a511217 perf: async autosave for dedicated server
Autosave previously froze the main thread for 2-6 seconds while
compressing the entire save file with zlib. Now the save buffer is
snapshotted under the lock (~18ms), then compression runs on a
background thread. The compressed data is committed to StorageManager
on the next main-thread tick via CommitPendingAsyncSave().

Also skip redundant full chunk saves during autosave on the dedicated
server -- chunks are already persisted by the per-tick trickle save.
Only entity data is flushed, matching Xbox/Orbis behavior.

Added per-step timing to the autosave handler for diagnostics.
2026-03-31 23:33:21 -05:00
itsRevela 450891d8c4 docs: add entity tracker optimization to README 2026-03-31 22:12:18 -05:00
itsRevela ea15409bb9 perf: skip split-screen system-mate checks on dedicated server
The EntityTracker and TrackedEntity classes have O(players^2 * entities)
loops that check IsSameSystem() for split-screen couch co-op visibility
expansion. On the dedicated server, all players are remote so
IsSameSystem() always returns false, making these loops pure overhead.

Skip them entirely when g_Win64DedicatedServer is true. The original
split-screen logic is preserved for game client LAN hosting.
2026-03-31 22:07:41 -05:00
itsRevela aecef7f10d fix: move security gate close after login sequence to prevent high-latency crashes
The security gate was closed before LoginPacket was sent in placeNewPlayer,
causing all login setup packets to be buffered behind the cipher handshake.
Under high-latency connections, the flushed data arrived before the player
object was initialized, causing a null pointer crash. The gate now closes
after the login sequence and MC|CKey are sent.
2026-03-31 17:28:03 -05:00
Revela d5fafb74e8 Fix typo in graphics settings section of README
Corrected a typo in the README regarding spacing error.
2026-03-30 17:01:30 -05:00
itsRevela 383c710833 feat: uncapped FPS when VSync off, fix graphics settings bitmask collision
Bypass the 4J RenderManager's hardcoded SyncInterval=1 by calling
the DXGI swap chain directly with Present(0, ALLOW_TEARING) when
VSync is disabled. Falls back to the library's Present on failure.

Relocate VSync/Fullscreen setting flags from bits 18-19 to bits 24-25
to eliminate overlap with the render distance byte (bits 16-23).

Sync the Fullscreen game setting when F11 is pressed so the graphics
menu checkbox stays accurate.

Remove tracked DumpSwf.class (already covered by tools/*.class gitignore).
2026-03-30 15:36:08 -05:00
itsRevela 9f08612f25 fix: graphics settings layout broken by removeControl on Windows64
BedrockFog removal via removeControl with centreScene=true triggered
Flash-side repositioning that didn't account for the tool-added VSync
and Fullscreen checkboxes, creating a gap after CustomSkinAnim and
causing RenderDistance to render behind Gamma.

On Windows64 (single player per client), the console splitscreen
host-check that removed BedrockFog/CustomSkinAnim is unnecessary.
Gate it behind #ifndef _WINDOWS64 so all controls stay visible.
2026-03-30 14:10:50 -05:00
itsRevela 4e323c8365 merge: upstream fix for world seeds not saving correctly (#1119) 2026-03-30 13:53:17 -05:00
itsRevela 3aa2d23fa9 feat: implement hardcore hearts with game mode lock
Display hardcore heart textures when a world is in hardcore mode,
matching Java Edition behavior. Hearts switch between normal/hardcore
across all states (poison, wither, flash) and all HUD resolutions.

C++ changes:
- IUIScene_HUD: check isHardcore() and call SetHardcoreMode() each tick
- UIScene_HUD: send hardcore boolean to Flash via Iggy, invalidate
  SetHealth dirty check on state change to force heart redraw
- CreateWorldMenu/LoadMenu: lock game mode to Survival when hardcore
- MinecraftServer: gate server.properties hardcore override behind
  MINECRAFT_SERVER_BUILD so offline worlds preserve their saved flag

SWF changes (via new Java tools):
- AddHardcoreBitmaps: adds 10 hardcore heart bitmaps to graphics SWFs
- AddHardcoreHearts: adds 10 new frames (15-24) to health sprite
- PatchHudABC: patches HUD ActionScript bytecode with SetHardcore
  method and frame offset logic (+14 normal/poison, +6 wither)

Also updates README changelog styling with consistent ### headings.
2026-03-30 13:50:29 -05:00
itsRevela a4f55dde16 chore: add LCRE banner, SWF/ARC tools, ignore build artifacts
Replace README banner with LCRE-banner.png. Add SWF inspection
and ARC archive tools. Ignore compiled .class, .swf intermediates,
and staging directory in tools/.
2026-03-29 21:14:34 -05:00
itsRevela 967adf1e54 feat: make F2 screenshot work in any context
Move screenshot capture from Minecraft::tick() (which requires an
active player) to the Windows64 main loop alongside other global
key handlers (F1/F3/F11). F2 now works from the main menu, pause
menu, settings, inventory, crafting, and all other screens. Chat
message still shown when in-game.
2026-03-29 19:30:00 -05:00
itsRevela f2434a8ea8 feat: use full-size LCRE logo shifted up 10px
Replace the 80% scaled approach with full-size logo bitmaps and
shift the ComponentLogo SWF placements up by 10px (proportionally
scaled for lower resolutions) to avoid occlusion by the load/join
menu. Add ShiftLogo.java tool for adjusting SWF placement offsets.
2026-03-29 19:10:14 -05:00
itsRevela 4a8291f6cc feat: replace Minecraft logo with LCRE logo at 80% scale
Replace MenuTitle and MenuTitleSmall bitmaps in skinHDWin.swf and
skinWin.swf with the custom LCRE (Legacy Console Edition Revelations)
logo, scaled to 80% within the original bitmap canvas to avoid
occlusion by the load/join menu.

Add ReplaceLogo.java and ExtractFromArc.java tools for SWF bitmap
replacement and arc file extraction. Keep original arc as .bak.
2026-03-29 19:00:50 -05:00
itsRevela b8cfd62cdf fix: sign correct tag for dedicated server release 2026-03-29 17:14:43 -05:00
itsRevela 97a1459929 feat: GPG-sign release tags for verified badge
Use crazy-max/ghaction-import-gpg to sign Nightly and
Nightly-Dedicated-Server tags with a GPG key so releases
show the green Verified badge on GitHub.
2026-03-29 14:47:53 -05:00
itsRevela 45987849b8 fix: add checkout to release jobs for gh cli 2026-03-29 14:29:06 -05:00
itsRevela 91e8b9cef4 fix: heredoc indentation and cleanup-tag without checkout
Remove --cleanup-tag (requires local git repo). Delete tags via API
instead. Fix heredoc terminators for release notes.
2026-03-29 14:21:05 -05:00
itsRevela cf7cd32116 feat: use GitHub API for signed release tags
Replace andelf/nightly-release with gh CLI commands that create tags
via the GitHub API, which auto-signs them with the github-actions bot
key for the green Verified badge.
2026-03-29 14:13:19 -05:00
itsRevela b3db1da8cb fix: set prerelease to false for nightly releases 2026-03-29 13:57:36 -05:00
itsRevela c405ee9036 fix: use correct release tags and client description
Use capitalized tags (Nightly, Nightly-Dedicated-Server) to match
existing releases. Restore full client release body with instructions,
multiplayer setup, and fork explanation.
2026-03-29 13:56:29 -05:00
itsRevela 0fd15d360f feat: consolidate nightly workflows with signed builds
Merge client and server nightly releases into a single workflow.
Add artifact attestation for signed builds. Use CMake instead of
MSBuild. Preserve LCRE naming, top-level zip folders, and commit
hash release titles.
2026-03-29 13:46:18 -05:00
itsRevela 59fd7266b6 Merge upstream/main (skip CI workflow changes) 2026-03-29 01:03:35 -05:00
itsRevela 245da783b3 feat: upgrade stream cipher from XOR to AES-128-CTR
Replace the XOR obfuscation cipher with AES-128-CTR using the Windows
BCrypt API. Key material grows from 16 to 32 bytes (16 AES key + 16 IV).
All callers auto-adjust via StreamCipher::KEY_SIZE. No handshake or
protocol changes needed beyond the larger MC|CKey payload.
2026-03-28 21:03:45 -05:00
Revela 1036c360dc Merge branch 'smartcmd:main' into main 2026-03-28 19:19:42 -05:00
itsRevela ba3ebe666c feat: dedicated server security hardening
Comprehensive security system to protect against packet-sniffing attacks,
XUID harvesting, privilege escalation, bot flooding, and XUID impersonation.

- Stream cipher: per-session XOR cipher with 4-message handshake via
  CustomPayloadPacket (MC|CKey, MC|CAck, MC|COn). Negotiated per-connection,
  backwards compatible (old clients/servers fall back to plaintext).
- Security gate: buffers all game data until cipher handshake completes,
  preventing unsecured clients from receiving any XUIDs or game state.
- Cipher handshake enforcer: kicks clients that don't complete the handshake
  within 5 seconds (configurable via require-secure-client).
- Identity tokens: persistent per-XUID tokens in identity-tokens.json,
  issued over the encrypted channel, verified on reconnect. Prevents XUID
  replay attacks. Client stores server-specific tokens.
- PROXY protocol v1: parses real client IPs from playit.gg tunnel headers
  so rate limiting, IP bans, and XUID spoof detection work per-player.
- Rate limiting: per-IP sliding window (default 5 connections/30s) with
  pending connection cap (default 10).
- Privilege hardening: OP requires ops.json, live checks on every command
  and privilege packet. Host-only server settings changes.
- XUID stripping: PreLoginPacket response sends INVALID_XUID placeholders.
- Packet validation: readUtf global string cap, reduced max packet size,
  stream desync protection on oversized strings.
- OpManager: persistent ops.json with XUID-based OP list.
- Whitelist improvements: whitelist add accepts player names with ambiguity
  detection, XUID cache from login attempts.
- revoketoken command: revoke identity tokens for players who lost theirs.
- server.log: persistent log file written alongside console output with
  flush-per-write to survive crashes.
- CLI security logging: consolidated per-join security summary with cipher
  status, token status, XUID, and real IP. Security warnings for kicks,
  spoofing, and unauthorized commands.
2026-03-28 19:18:06 -05:00
Revela ed3fffcc6a Merge branch 'smartcmd:main' into main 2026-03-27 16:42:40 -05:00
Revela 4e678fbf6b Merge branch 'smartcmd:main' into main 2026-03-27 00:55:24 -05:00
itsRevela f1ec7a0d20 Send AddPlayerPacket for all players on join and RemoveEntitiesPacket on disconnect
Players now appear in each other's Tab list immediately on join,
regardless of render distance. Previously, players only appeared when
they entered entity tracking range because AddPlayerPacket was only
sent through the TrackedEntity system.

On disconnect, a RemoveEntitiesPacket is broadcast to all clients so
players added via the join broadcast are properly cleaned up, not just
those within tracking range.
2026-03-26 23:55:02 -05:00
itsRevela 1b423e48d3 Fix player list map icon colors to match map markers
The tab player list and teleport menu now show the correct map marker
color for each player. The icon is computed using the same hash as the
map renderer (getRandomPlayerMapIcon) and stored by player name,
bypassing the unreliable small-ID lookup that produced wrong colors
on dedicated servers.
2026-03-26 22:22:13 -05:00
itsRevela 35fbc7af17 Fix Ender Dragon damage, End portal transition, and End Poem crash
Dragon melee damage: reassign sub-entity IDs to be sequential from
the parent entity ID in ServerLevel::entityAdded(), so the client's
offset-based ID calculation matches the server. Previously the server's
smallId pool allocated non-sequential IDs, causing melee attacks to
target entity IDs the server didn't recognize.

End portal transition: ensure the player entity is always added to the
new level when transitioning from The End, not just for non-End
dimensions. The addEntity call was previously gated behind a
lastDimension != 1 check that also excluded it from End exits.

End Poem crash: bounds-check the WIN_GAME event's player index before
accessing localplayers[], with a fallback to prevent null dereference
when the server sends an out-of-range index.
2026-03-26 19:46:58 -05:00
itsRevela 2e75441355 Merge upstream: fix redstone tick persistence on chunk unload 2026-03-26 18:22:04 -05:00
itsRevela 6a21637e75 Fix player list not showing all players on dedicated servers
Register remote players in the client's IQNet array when their
AddPlayerPacket arrives, so they appear in the Tab player list.
Previously only the host and local player were registered.

Also filter the dedicated server's phantom host entry (slot 0, empty
gamertag) from the UI, fix tick() to update entries by smallId instead
of sequential index, and fix player removal to use gamertag matching
since XUIDs are 0 on dedicated servers.
2026-03-26 18:20:01 -05:00
itsRevela d292190aae Skip upstream piston fix #1420 (already applied in this fork) 2026-03-26 15:49:50 -05:00
itsRevela fbe14e7755 Add SRV record support for server connections
Resolve _minecraft._tcp.<hostname> SRV records before connecting,
matching Java Edition behavior. Players can connect using just a domain
name and the client will look up the actual server address and port
from DNS. Falls back to the original hostname/port if no SRV record
exists or the address is a numeric IP.
2026-03-26 15:45:24 -05:00
Revela 4f370c45e3 Fix pistons permanently breaking server-wide on dedicated servers (#1420)
triggerEvent() set ignoreUpdate to true at the start but three early
return paths skipped the reset at the end. Once any of these paths was
hit, the TLS flag stayed true permanently, blocking all piston neighbor
updates for the rest of the server session.
2026-03-26 15:16:15 -05:00
itsRevela f1310abe08 Refactor async server joining with eJoinState enum and dedicated progress UI
Replace the boolean-flag-based async join system with a clean state machine
(eJoinState enum) and move connection progress handling from UIScene_JoinMenu
into UIScene_ConnectingProgress as a dedicated UI class.

Combines the best of two approaches: non-blocking sockets with select()
timeout and SO_RCVTIMEO clearing (prevents random disconnects) with the
upstream's state enum, FinalizeJoin separation, and ConnectingProgress UI.

JoinGame() now returns JOINGAME_PENDING on Win64, and
PlatformNetworkManagerStub::DoWork() polls the join state to finalize
the connection when the background thread succeeds.
2026-03-26 11:51:17 -05:00
itsRevela 39b0ad1cb4 Merge upstream: skip async joining #1408 (already implemented), splitscreen XUID fix cherry-picked 2026-03-26 11:07:35 -05:00
itsRevela f2fb995c84 Fix pistons permanently breaking server-wide on dedicated servers
triggerEvent() set ignoreUpdate to true at the start but three early
return paths (lines 221, 225, 250) skipped the reset at the end. Once
any of these paths was hit (common with fast redstone clocks where the
signal state changes between event queuing and processing), the TLS
flag stayed true permanently, blocking all piston neighbor updates for
the rest of the server session.
2026-03-26 10:40:43 -05:00
Revela deb10de463 Update README for fork title change
MinecraftConsoles (Legacy Console Revelations Edition)
LCRE
2026-03-26 02:46:08 -05:00
itsRevela c0085a8336 Skip upstream revert of chunk unload commit (already fixed properly in this fork) 2026-03-26 02:33:32 -05:00
itsRevela 13372692d5 change foldernames & filenames (LCRE) in release update script 2026-03-25 23:56:48 -05:00
itsRevela 6d28177e4c Fix client disconnect from leftover socket recv timeout
Clear the 5-second SO_RCVTIMEO that was set during the connection
handshake but never removed. The timeout persisted into the game
session, causing the client to disconnect whenever the server paused
for longer than 5 seconds (e.g. autosave, chunk I/O).

Also update README with chunk unloading and connection stability fixes.
2026-03-25 23:54:52 -05:00
itsRevela c264262b66 Fix chunk unloading regression from upstream merge
Commit a24318ee changed drop() to immediately remove chunks from cache,
bypassing the deferred m_toDrop save/unload pipeline. This caused missing
chunks on dedicated servers, iterator invalidation in dropAll() and
ServerLevel::save(), and entity duplication (item frames) from chunks
being reloaded without their entities first being removed from the level.

- ServerChunkCache::drop(): restore m_toDrop queue instead of immediate
  cache removal, so tick() can save/unload/move to unloadedCache safely
- MultiPlayerChunkCache::drop(): restore soft-unload (keep chunk in cache
  with loaded=true) instead of nulling cache and hasData
- PlayerChunkMap::setRadius(): remove dropAll() call when reducing radius,
  the per-chunk removal loop already handles out-of-range chunks
2026-03-25 19:57:35 -05:00
Revela 3a8106593f Merge branch 'smartcmd:main' into main 2026-03-25 10:58:16 -05:00
Revela 4c7f1a6385 Merge branch 'smartcmd:main' into main 2026-03-24 13:59:56 -05:00
itsRevela 2637577a62 Remove emdashes from README 2026-03-24 13:08:11 -05:00
itsRevela 08f14e32ae Add seed validation for server world creation and override-seed property
The dedicated server previously picked a completely random seed with no
biome diversity checks (the client validates but the server skipped it).
On top of that, the client's findSeed() was hardcoded to only check a
54-chunk (Classic) area, so Large worlds had no diversity guarantee
beyond the center.

New server worlds now use findSeed() scaled to the full target world
size. Added override-seed in server.properties to fix existing worlds
without deleting them.
2026-03-24 13:07:04 -05:00
itsRevela 5dad6c24f7 Fix server list refresh and add cancellable non-blocking connection
Server list: edits and deletions now update the UI immediately by
calling SearchForGames() in ForceFriendsSessionRefresh() and
UpdateGamesList() on nav-back to LoadOrJoinMenu.

Connection: moved WinsockNetLayer::JoinGame() to a background thread
with non-blocking sockets (5s timeout, 3 retries). Users can cancel
with B/Escape during the attempt. Failed connections always show an
error dialog.
2026-03-24 11:30:14 -05:00
itsRevela d4d5ffe403 Fix archive path for new Windows username 2026-03-23 12:34:32 -05:00
itsRevela dd4b76d02a Disable automatic release on push for nightly-server workflow 2026-03-23 12:33:48 -05:00
itsRevela e1446953c4 Merge remote-tracking branch 'upstream/main'
# Conflicts:
#	CMakeLists.txt
#	Minecraft.Client/CMakeLists.txt
#	Minecraft.Client/ClientConnection.cpp
#	Minecraft.Client/Common/Media/MediaWindows64.arc
#	Minecraft.Client/Common/UI/UIControl_TextInput.cpp
#	Minecraft.Client/Common/UI/UIScene_LoadOrJoinMenu.cpp
#	Minecraft.Client/Gui.cpp
#	Minecraft.Client/PlayerList.cpp
#	Minecraft.Client/ServerPlayerGameMode.cpp
#	Minecraft.Client/Windows64/KeyboardMouseInput.h
#	Minecraft.Client/Windows64Media/strings.h
#	Minecraft.Client/cmake/sources/Windows.cmake
#	Minecraft.Server/CMakeLists.txt
#	Minecraft.Server/ServerProperties.cpp
#	Minecraft.Server/ServerProperties.h
#	Minecraft.Server/Windows64/ServerMain.cpp
#	Minecraft.Server/cmake/sources/Common.cmake
#	Minecraft.World/cmake/sources/Common.cmake
#	README.md
2026-03-23 12:29:00 -05:00
itsRevela cbc0617dcd Update README with upstream merge features 2026-03-23 12:22:03 -05:00
itsRevela 58c73d1052 Merge remote-tracking branch 'upstream/main'
# Conflicts:
#	Minecraft.Client/Common/Media/MediaWindows64.arc
#	Minecraft.Client/Common/UI/UIControl_TextInput.cpp
2026-03-23 12:12:37 -05:00
itsRevela 712ae60a6f Fix unicode glyph color in per-vertex font rendering path
The upstream font color fix (commit be7e2ca9) switched from glColor4f to
per-vertex t->color() but renderUnicodeCharacter() still relied on glColor4f.
Set glColor4f to currentColor before rendering unicode glyphs and restore
white after, and re-apply t->color() when resuming the batched draw.
2026-03-23 12:09:57 -05:00
itsRevela 3ea2eda597 Fix: CMP0057 policy was not set (#1367) 2026-03-23 11:58:13 -05:00
itsRevela 93532ef533 Stained Glass Survival Integration & Crafting UI Fix (#1195) 2026-03-23 11:58:13 -05:00
itsRevela d446985f12 Add clipboard paste support to UIControl_TextInput and UIScene_Keyboard (#1298)
Resolved conflicts with existing fork paste implementation - adopted upstream's
batch sanitize-then-insert approach over char-by-char insertion.
2026-03-23 11:57:59 -05:00
itsRevela 33a3d69fc8 Clicking outside container now drops items (#1306) 2026-03-23 11:57:16 -05:00