SE Dev Server Code Skill
Allows reading the decompiled C# code of the Space Engineers Dedicated Server. The "game logic" of the server is largely the same as the game (client) is running. The entry point (main executable), some aspects of logging and configuration differ. Also, some of the libraries are not used by the server, but they may still present to provide the necessary data structures and some backend functionality.
⚠️ CRITICAL: Commands run in a UNIX shell. Use bash syntax. On Windows this is BusyBox; on Linux use the native shell.
Examples:
- ✅
test -f file.txt && echo exists
- ✅
- ❌
if exist file.txt (echo exists)
- This will NOT work
Actions:
- prepare: Run the one-time preparation ( on Windows, on Linux)
- bash: Run UNIX shell commands via busybox
- search: Run code searches using
- test: Test this skill by running
test_search_server_code.bat
Routing Decision
Check these patterns in order - first match wins:
| Priority | Pattern | Example | Route |
|---|
| 1 | Empty or bare invocation | | Show this help |
| 2 | Prepare keywords | se-dev-server-code prepare
, , | prepare |
| 3 | Bash/shell keywords | , , | bash |
| 4 | Search keywords | se-dev-server-code search
, se-dev-server-code find class
, se-dev-server-code lookup
| search |
| 5 | Test keywords | , se-dev-server-code verify
, | test |
Requirements
The host system must have the following on
:
- Python 3.11 or newer
- git command line client (used to version each decompiled server build)
- dotnet SDK (for installing )
Getting Started
⚠️ CRITICAL: Before running ANY commands, read CommandExecution.md to avoid common mistakes that cause command failures.
If the
file is missing in this folder, you MUST run the one-time preparation steps first. See the
prepare action.
If server auto-detection fails, set
before running the preparation script. It may point to either the dedicated server root or directly to the
directory.
Folder Layout
After preparation the skill folder contains a
junction/symlink. The actual data lives outside the skill folder so that it is preserved across
/
/
cycles.
skills/se-dev-server-code/
├── Data/ (junction/symlink → per-user persistent server-code data)
│ ├── .git/ local Git repository tracking decompiled sources
│ ├── .gitignore ignores CodeIndex/, Content/, __pycache__, *.py[cod], *.bak, *.log
│ ├── game_version.txt recorded SE_VERSION / CLIENT_BUILD_NUMBER / SERVER_BUILD_NUMBER
│ ├── Decompiled/ decompiled C# sources, organised per assembly (committed)
│ ├── Content/ textual server content (NOT committed - regenerated)
│ └── CodeIndex/ CSV indexes (NOT committed - regenerated)
├── Bin64/ (junction/symlink → server's DedicatedServer64, removed after preparation)
└── ... skill scripts and documentation
The
folder is a junction/symlink to the per-user persistent server-code data directory (
%USERPROFILE%\.se-dev\server-code
on Windows,
on Linux). Treat
,
and
exactly as before.
Local Versioning of Decompiled Sources
The
folder is a local Git repository. Every successful preparation creates a commit of the decompiled C# sources whose message is the server's version label, e.g.
.
This means:
- All previously decompiled server versions are preserved in the local Git history. You can any past commit inside to inspect or diff against an older build.
- Server updates are detected automatically by comparing the binaries' embedded version constants with . If they differ (or the file is missing), , and are wiped and a fresh decompilation runs.
- This makes it easy to update plugins, mods and scripts for compatibility with new server releases: diff the relevant source between two commits inside to see exactly what changed.
The repository uses an internal author/email (
) so commits work even on machines without a configured global Git identity.
Essential Documentation
- CommandExecution.md - ⚠️ READ THIS FIRST - Windows command execution details; on Linux keep bash syntax and use
Code Search Documentation
- QuickStart.md - More examples and quick reference
- CodeSearch.md - Complete guide to searching classes, methods, fields, etc.
- HierarchySearch.md - Finding class/interface inheritance and implementations
- Advanced.md - Power user techniques for complex searches
- Troubleshooting.md - What to do when searches return NO-MATCHES or too many results
- Implementation.md - Technical details for skill contributors (optional)
Quick Search Examples
bash
# Find class declarations
uv run search_server_code.py class declaration MyCubeBlock
# Find method signatures
uv run search_server_code.py method signature UpdateBeforeSimulation
# Find class hierarchy
uv run search_server_code.py class children MyTerminalBlock
# Count results before viewing (useful for large result sets)
uv run search_server_code.py class usage MyEntity --count
# Limit number of results
uv run search_server_code.py class usage MyEntity --limit 10
# Paginate through results
uv run search_server_code.py class usage MyEntity --limit 10 --offset 0
uv run search_server_code.py class usage MyEntity --limit 10 --offset 20
Always check the server code when:
- You're unsure about the server's internal APIs and how to interface with them.
- The inner workings of the Space Engineers Dedicated Server is unclear.
Custom Scripting
For building your own utility scripts to work with the indexes and decompiled code:
- ScriptingGuide.md - How to write Python scripts, use BusyBox, handle Windows paths
Server Content Data
The textual part of the server's
is copied into the
folder for free text search:
- Language translations, including the string IDs
- Block and other entity definitions
- Default blueprints and scenarios
- See ContentTypes.md for the full list of content types
Content Index
Data/CodeIndex/content_index.csv
maps every textual content file to the decompiled C#
source files that reference it. Columns:
(path relative to
)
and
(path of a C# source file in
that references it). Each
content file appears once per usage, so you can filter and page by
to see
all C# code that loads or references a given content file. Files with no known usages
have a single row with an empty
column.
Running the Dedicated Server
The server executable is
SpaceEngineersDedicated.exe
in the
folder.
Headless Mode (No UI)
SpaceEngineersDedicated.exe -console
This bypasses the Telerik WinForms configuration UI and runs the server directly.
Configuration
The server is configured via XML files. The primary configuration file is
SpaceEngineers-Dedicated.cfg
located in the server's AppData directory (typically
%APPDATA%\SpaceEngineersDedicated\
).
Key configuration areas:
- Server settings (name, world, mods, max players)
- World settings (game mode, inventory size, welding speed)
- Network settings (port, public/private)
Configuration should be done by editing the XML files directly or with utility Python scripts. See below for planned utilities.
Planned Utility Scripts (Not Yet Implemented)
- config_editor.py — Read and modify
SpaceEngineers-Dedicated.cfg
values from the command line (e.g. set server name, max players, world name)
- world_manager.py — List, backup, and manage saved worlds in the server data directory
- mod_manager.py — List and validate mods referenced in the configuration
Server-Only Assemblies
| Assembly | Description |
|---|
| Server entry point (replaces ) |
| Dedicated server framework, lifecycle, and configuration |
| Remote client support (RCON-like functionality) |
General Rules
- In the folder search only inside the C# source files (.cs) in general. If you work on transpiler or preloader patches, then also search in the IL code (.il) files.
- In the folder search the files appropriate for the task. See ContentTypes.md for the list of types.
- Do not search for decompiled server code outside the folder. The decompiled server source tree must be there if the preparation succeeded.
- Do not search for server content data outside the folder. The copied server content must be there if the preparation succeeded.
Action References
Follow the detailed instructions in:
- prepare action - One-time preparation
- bash action - Running UNIX shell commands via busybox
- search action - Running code searches
- test action - Testing this skill
Remarks