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CONTRIBUTING.md

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Contributing to mark2

First off, we'd like to thank you for helping improve mark2 and maintain it for the future of Minecraft server Admins everywhere

Table of Contents

Getting Started

To get started you're going to need to setup an development environment to develop for mark2. The easiest way to do this would be to work on linux (since mark2 requires a UNIX-like operating system to function), but if you aren't willing to run linux on your main computer, you can install a VM or use a spare computer to run the code. The setup process is identical to that of the install guide

Code Style

mark2 is not strict with code style. A small project like this that has a history of swapping maintainers can't be super picky about code style.

The only vital thing is that your code is neat, efficient, readable and doesn't use aspects of Python 3 not available in earlier versions, no f'strings' or walrus operators (:=)!

mark2 aims to be backwards compatible with early versions of Python 3, roughly shooting for compatibility with Python 3.5 or later

Mark2 Code Description

Mark2 uses Twisted's reactor system and custom events to run servers in the background and provides a detachable client.

The effect of using an event based programming system allows mark2 to reload large portions of its services and plugins without needing to restart the server process.

Mark2 commands

All of mark2's commands are processed inside the launcher. All entry points to the other parts of mark2 start there in the main() function located at the bottom of that file.

From there, various aspects of the code that makes up the twisted framework are setup and run.

The Manager, Services and Plugins

When the mark2 start command is received, it will use the manager to gather the necessary information to create and spawn a server process. The manager manages the services and plugins that dispatch and handle a lot of the twisted events and those events make up the IO between the Server and the Clients as well as IO between plugins and services.

The difference between a plugin and a service is that services are always run as they make up the core functionality of mark2, whereas plugins can be disabled if their function is not needed.

One of those super important services, is the process service. It actually creates and spawns the java process that runs the server by listening to the ServerStart event generated in the manager (see Process.server_start where it uses the twisted reactor to spawn the server process).

Certain services cannot be reloaded without consequences, for example, the Process service cannot be reloaded as it would kill your minecraft server. Another example is the User Server service cannot be reloaded as it would detach all clients and lose the cached data that clients need when they attach (More on that in the User Server section).

In the process service, it also handles all the events for the actual IO to the server process by using the ProcessProtocol for dispatching ServerOutput events for all the other aspects of mark2 and the main process services handles writing data to the server's STDIN (see Process.server_input)

Twisted Event Factories

Generally, mark2's detachable client is split into two sections, the user client and the user server.

Both contain twisted "Factories" that handle attaching and detaching from the server as well as sending user commands to the server process via the event system.

User Client

When the mark2 attach command is received, it creates an instance of UserClientFactory class and runs it's main() function. In there, it uses urwid to make a graphical user interface.

The UserClientFactory connects to the UserServerFactory socket (see UserClientFactory.connect_to_server()) and twisted builds a protocol using the UserClientFactory.buildProtocol method. This builds an instance of mark2's UserClientProtocol which actually handles the IO with the server factory socket.

The UserClientProtocol uses the lineReceived method to process received data and uses it's send_helper method to request data from the UserServerFactory such as the player counts, server stats and current users attached.

All the data it receives are displayed using the UI class.

User Server

The user server is an essential service to the function of mark2. It does some similar stuff to the UserClientFactory such as building a twisted protocol, but this time it creates the unix socket that clients can connect to.

The user server uses this socket to process requests from the UserClientFactory to respond with useful data it collects from various events broadcasted by the server process (console output, server stats, player counts, attached users).

It uses the UserServerProtocol to receive data from the client and uses it's event handlers to store data for query by the UserClientFactory. The UserServerFactory runs as long as the server is running and will cache parts of the server's state for the clients to query when they attach so they can build the UI.

Event Documentation

NOTE: If an event doesn't have values for it's contents listed under it, you should probably not be listening to it in scripts! Use common sense!

A good message from edk0 covered some of what will be outlined here, it's suggested you read it before continuing.

Events are how plugins communicate with each other and how almost everything that happens is orchestrated.

Some of these events can be used in conjunction with the scripts plugin to execute commands (shell and minecraft!) as well as mark2 commands when a certain event is fired. Only some of these events make sense to be used with the scripts plugin, if they have their contents listed or a note about a common use case, you can use them, otherwise you probably should not. The reason events can be used in scripts is because it was a convenient. As such, scripts can technically listen to any mark2 event when they definitely should not use most of them.

To get a list of all events mark2 has, open up a server console and type ~events in it.

Here is a brief overview of the events mark2 has to offer

General Events

Console

Issued by the manager when the server gives output
Used by plugins (like the user server) to handle console output from the server

Error

Unused event for a generic error

Event

Base event class used for all other events

FatalError

Issued when a fatal error causes the server process to close. Issued from the Process service
Tells the manager to exit with an error message

  • exception [Optional]
    • The exception that caused the error
  • reason [Optional]
    • The reason for the FatalError event

Hook

Issued as a general purpose event to have dynamically addable events Only used at the moment for mark2 prompt commands

Player Events

Issued from the ConsoleTracking service

PlayerEvent

Base player event class used for all other player events

PlayerChat

Issued when a player sends a chat message. Triggered by chat messages in the console

  • username
    • The player's username
  • message
    • The chat message they sent

PlayerDeath

Issued when a player dies. Generally doesn't work in recent minecraft versions due to changes with the death messages

  • text [Optional]
    • The full death message
    • While technically optional, is always present in my testing. It's generally the best thing to use if you just want the message.
  • username
    • The player's username
  • cause
    • What killed the player
  • killer [Optional]
    • Who killed the player
  • weapon [Optional]
    • What was used to kill the player

PlayerJoin

Issued when a player connects to the server. Triggered by the <username> logged in... message

  • username
    • The player's username
  • message
    • The chat message sent when they joined

PlayerQuit

Issued when a player disconnects from the server. Triggered by the <username> lost connection... message

  • username
    • The player's username
  • message
    • The chat message sent when they quit

Server Events

ServerEvent

Issued to inform plugins something is happening with the server Mainly used in the push plugin to send a push notifications

  • cause
    • The cause of the server event (Generally it looks like server/error/<theerror> or server/warning/<thewarning>)
  • data
    • The reason why the server event was fired (Example: server crashed for unknown reason)

ServerInput

Issued to send data to the server's stdin

ServerOutput

Issued when the server gives a line on stdout. Allows the use of a pattern to only receive lines matching the pattern

ServerStart

Issued to start the server

ServerStarted

Issued when the server has finished starting. Triggered by the Done (123.456s)! message and fired from the Process service Typical usage of this event in the scripts is for scheduling a server restart with the ~restart command

ServerStarting

Issued to inform plugins the server is starting

ServerStop

Issued to stop the server

ServerStopping

Issued to inform plugins the server is stopping

  • reason
    • The reason the server stopped
  • respawn
    • Whether the server will restart afterwards or not
    • Respawn Types
      • TERMINATE = 0
      • RESTART = 1
      • HOLD = 2
  • kill
    • Is it a force kill

ServerStopped

Issued when the server stops fully

Stat Events

StatEvent

Base stat event class used for all other stat events

StatPlayerCount

Issued by the Ping service to send the number of players and max number of players on a server to plugins

  • players_current
    • Number of players on the server
  • players_max
    • Max number of players allowed on the server

StatPlayers

Issued by the manager to send a list of players to plugins Player information is gathered by the player events

  • players
    • A list of players on the server

StatProcess

Issued by the Process service to inform plugins of the CPU and memory usage of the server process

  • cpu
    • CPU usage in percentage
  • memory
    • Memory usage in percentage

User Events

Issued from the UserServer service after receiving data from the UserClient

UserAttach

Issued to alert plugins that a user attached to the console

UserDetach

Issued to alert plugins that a user detached from the console

UserInput

Issued when a user sends a line in the prompt. Handled by the manager to either forward the input to plugins as a Hook event or to dispatch a ServerInput event