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Boostcraft (a.k.a. Holework)

Boostcraft is a from-scratch implementation of a Minecraft server in C++, with an emphasis on performance, low memory usage, and extensibility.

It's not finished yet, but it's getting there!

Architecture

Internally, Boostcraft uses a heavily event-based architecture to facilitate communication between core modules. A boost::asio::io_service forms the back- bone of the system, providing for the asynchronous dispatch and handling of events, in addition to the asynchronous networking facilities which are used to communicate with clients.

Boostcraft is roughly divided into two main parts: the network layer and the application layer. The network layer waits for connections from clients, reads client messages from TCP sockets, parses them according to the Minecraft server protocol, and finally translates the client packets into events.

The application layer consists of a loosely-coupled set of modules that respond to events fired by the network layer. Modules can also raise events of their own, which can be handled by other modules. Events are the primary means of communication between components of the system. This allows for extremely loose coupling within Boostcraft's core.

Extensibility

A fully-featured set of Python bindings for easy plugin writing is planned. Python scripts will have the ability to extend the server's functionality by responding to game events, and will also be able to provide replacements for core modules, such as terrain generation and storage. Because of Boostcraft's loosely-coupled structure, it is easy to disconnect a built-in module's event handlers and connect Python callbacks in their place, effectively replacing the module with an external script.

Planned features

  • Drop-in compatibility with official Minecraft clients and world files
  • Greater single-machine scalability than the official server
  • Makes breakfast

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Boostcraft: a C++ Minecraft server implementation

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Boostcraft (a.k.a. Holework)

Boostcraft is a from-scratch implementation of a Minecraft server in C++, with an emphasis on performance, low memory usage, and extensibility.

It's not finished yet, but it's getting there!

Architecture

Internally, Boostcraft uses a heavily event-based architecture to facilitate communication between core modules. A boost::asio::io_service forms the back- bone of the system, providing for the asynchronous dispatch and handling of events, in addition to the asynchronous networking facilities which are used to communicate with clients.

Boostcraft is roughly divided into two main parts: the network layer and the application layer. The network layer waits for connections from clients, reads client messages from TCP sockets, parses them according to the Minecraft server protocol, and finally translates the client packets into events.

The application layer consists of a loosely-coupled set of modules that respond to events fired by the network layer. Modules can also raise events of their own, which can be handled by other modules. Events are the primary means of communication between components of the system. This allows for extremely loose coupling within Boostcraft's core.

Extensibility

A fully-featured set of Python bindings for easy plugin writing is planned. Python scripts will have the ability to extend the server's functionality by responding to game events, and will also be able to provide replacements for core modules, such as terrain generation and storage. Because of Boostcraft's loosely-coupled structure, it is easy to disconnect a built-in module's event handlers and connect Python callbacks in their place, effectively replacing the module with an external script.

Planned features

  • Drop-in compatibility with official Minecraft clients and world files
  • Greater single-machine scalability than the official server
  • Makes breakfast

About

Boostcraft: a C++ Minecraft server implementation

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1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Boostcraft (a.k.a. Holework)

Boostcraft is a from-scratch implementation of a Minecraft server in C++, with an emphasis on performance, low memory usage, and extensibility.

It's not finished yet, but it's getting there!

Architecture

Internally, Boostcraft uses a heavily event-based architecture to facilitate communication between core modules. A boost::asio::io_service forms the back- bone of the system, providing for the asynchronous dispatch and handling of events, in addition to the asynchronous networking facilities which are used to communicate with clients.

Boostcraft is roughly divided into two main parts: the network layer and the application layer. The network layer waits for connections from clients, reads client messages from TCP sockets, parses them according to the Minecraft server protocol, and finally translates the client packets into events.

The application layer consists of a loosely-coupled set of modules that respond to events fired by the network layer. Modules can also raise events of their own, which can be handled by other modules. Events are the primary means of communication between components of the system. This allows for extremely loose coupling within Boostcraft's core.

Extensibility

A fully-featured set of Python bindings for easy plugin writing is planned. Python scripts will have the ability to extend the server's functionality by responding to game events, and will also be able to provide replacements for core modules, such as terrain generation and storage. Because of Boostcraft's loosely-coupled structure, it is easy to disconnect a built-in module's event handlers and connect Python callbacks in their place, effectively replacing the module with an external script.

Planned features

  • Drop-in compatibility with official Minecraft clients and world files
  • Greater single-machine scalability than the official server
  • Makes breakfast

About

Boostcraft: a C++ Minecraft server implementation

Resources

Stars

3 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Boostcraft (a.k.a. Holework)

Boostcraft is a from-scratch implementation of a Minecraft server in C++, with an emphasis on performance, low memory usage, and extensibility.

It's not finished yet, but it's getting there!

Architecture

Internally, Boostcraft uses a heavily event-based architecture to facilitate communication between core modules. A boost::asio::io_service forms the back- bone of the system, providing for the asynchronous dispatch and handling of events, in addition to the asynchronous networking facilities which are used to communicate with clients.

Boostcraft is roughly divided into two main parts: the network layer and the application layer. The network layer waits for connections from clients, reads client messages from TCP sockets, parses them according to the Minecraft server protocol, and finally translates the client packets into events.

The application layer consists of a loosely-coupled set of modules that respond to events fired by the network layer. Modules can also raise events of their own, which can be handled by other modules. Events are the primary means of communication between components of the system. This allows for extremely loose coupling within Boostcraft's core.

Extensibility

A fully-featured set of Python bindings for easy plugin writing is planned. Python scripts will have the ability to extend the server's functionality by responding to game events, and will also be able to provide replacements for core modules, such as terrain generation and storage. Because of Boostcraft's loosely-coupled structure, it is easy to disconnect a built-in module's event handlers and connect Python callbacks in their place, effectively replacing the module with an external script.

Planned features

  • Drop-in compatibility with official Minecraft clients and world files
  • Greater single-machine scalability than the official server
  • Makes breakfast

About

Boostcraft: a C++ Minecraft server implementation

Resources

Stars

3 stars

Watchers

1 watching

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Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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Boostcraft (a.k.a. Holework)

Boostcraft is a from-scratch implementation of a Minecraft server in C++, with an emphasis on performance, low memory usage, and extensibility.

It's not finished yet, but it's getting there!

Architecture

Internally, Boostcraft uses a heavily event-based architecture to facilitate communication between core modules. A boost::asio::io_service forms the back- bone of the system, providing for the asynchronous dispatch and handling of events, in addition to the asynchronous networking facilities which are used to communicate with clients.

Boostcraft is roughly divided into two main parts: the network layer and the application layer. The network layer waits for connections from clients, reads client messages from TCP sockets, parses them according to the Minecraft server protocol, and finally translates the client packets into events.

The application layer consists of a loosely-coupled set of modules that respond to events fired by the network layer. Modules can also raise events of their own, which can be handled by other modules. Events are the primary means of communication between components of the system. This allows for extremely loose coupling within Boostcraft's core.

Extensibility

A fully-featured set of Python bindings for easy plugin writing is planned. Python scripts will have the ability to extend the server's functionality by responding to game events, and will also be able to provide replacements for core modules, such as terrain generation and storage. Because of Boostcraft's loosely-coupled structure, it is easy to disconnect a built-in module's event handlers and connect Python callbacks in their place, effectively replacing the module with an external script.

Planned features

  • Drop-in compatibility with official Minecraft clients and world files
  • Greater single-machine scalability than the official server
  • Makes breakfast

About

Boostcraft: a C++ Minecraft server implementation

Resources

Stars

3 stars

Watchers

1 watching

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Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Boostcraft (a.k.a. Holework)

Boostcraft is a from-scratch implementation of a Minecraft server in C++, with an emphasis on performance, low memory usage, and extensibility.

It's not finished yet, but it's getting there!

Architecture

Internally, Boostcraft uses a heavily event-based architecture to facilitate communication between core modules. A boost::asio::io_service forms the back- bone of the system, providing for the asynchronous dispatch and handling of events, in addition to the asynchronous networking facilities which are used to communicate with clients.

Boostcraft is roughly divided into two main parts: the network layer and the application layer. The network layer waits for connections from clients, reads client messages from TCP sockets, parses them according to the Minecraft server protocol, and finally translates the client packets into events.

The application layer consists of a loosely-coupled set of modules that respond to events fired by the network layer. Modules can also raise events of their own, which can be handled by other modules. Events are the primary means of communication between components of the system. This allows for extremely loose coupling within Boostcraft's core.

Extensibility

A fully-featured set of Python bindings for easy plugin writing is planned. Python scripts will have the ability to extend the server's functionality by responding to game events, and will also be able to provide replacements for core modules, such as terrain generation and storage. Because of Boostcraft's loosely-coupled structure, it is easy to disconnect a built-in module's event handlers and connect Python callbacks in their place, effectively replacing the module with an external script.

Planned features

  • Drop-in compatibility with official Minecraft clients and world files
  • Greater single-machine scalability than the official server
  • Makes breakfast

About

Boostcraft: a C++ Minecraft server implementation

Resources

Stars

3 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Boostcraft (a.k.a. Holework)

Boostcraft is a from-scratch implementation of a Minecraft server in C++, with an emphasis on performance, low memory usage, and extensibility.

It's not finished yet, but it's getting there!

Architecture

Internally, Boostcraft uses a heavily event-based architecture to facilitate communication between core modules. A boost::asio::io_service forms the back- bone of the system, providing for the asynchronous dispatch and handling of events, in addition to the asynchronous networking facilities which are used to communicate with clients.

Boostcraft is roughly divided into two main parts: the network layer and the application layer. The network layer waits for connections from clients, reads client messages from TCP sockets, parses them according to the Minecraft server protocol, and finally translates the client packets into events.

The application layer consists of a loosely-coupled set of modules that respond to events fired by the network layer. Modules can also raise events of their own, which can be handled by other modules. Events are the primary means of communication between components of the system. This allows for extremely loose coupling within Boostcraft's core.

Extensibility

A fully-featured set of Python bindings for easy plugin writing is planned. Python scripts will have the ability to extend the server's functionality by responding to game events, and will also be able to provide replacements for core modules, such as terrain generation and storage. Because of Boostcraft's loosely-coupled structure, it is easy to disconnect a built-in module's event handlers and connect Python callbacks in their place, effectively replacing the module with an external script.

Planned features

  • Drop-in compatibility with official Minecraft clients and world files
  • Greater single-machine scalability than the official server
  • Makes breakfast

About

Boostcraft: a C++ Minecraft server implementation

Resources

Stars

3 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Boostcraft (a.k.a. Holework)

Boostcraft is a from-scratch implementation of a Minecraft server in C++, with an emphasis on performance, low memory usage, and extensibility.

It's not finished yet, but it's getting there!

Architecture

Internally, Boostcraft uses a heavily event-based architecture to facilitate communication between core modules. A boost::asio::io_service forms the back- bone of the system, providing for the asynchronous dispatch and handling of events, in addition to the asynchronous networking facilities which are used to communicate with clients.

Boostcraft is roughly divided into two main parts: the network layer and the application layer. The network layer waits for connections from clients, reads client messages from TCP sockets, parses them according to the Minecraft server protocol, and finally translates the client packets into events.

The application layer consists of a loosely-coupled set of modules that respond to events fired by the network layer. Modules can also raise events of their own, which can be handled by other modules. Events are the primary means of communication between components of the system. This allows for extremely loose coupling within Boostcraft's core.

Extensibility

A fully-featured set of Python bindings for easy plugin writing is planned. Python scripts will have the ability to extend the server's functionality by responding to game events, and will also be able to provide replacements for core modules, such as terrain generation and storage. Because of Boostcraft's loosely-coupled structure, it is easy to disconnect a built-in module's event handlers and connect Python callbacks in their place, effectively replacing the module with an external script.

Planned features

  • Drop-in compatibility with official Minecraft clients and world files
  • Greater single-machine scalability than the official server
  • Makes breakfast

About

Boostcraft: a C++ Minecraft server implementation

Resources

Stars

3 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages