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"d36fd226b23f03e00eecc8808bc50d96aa873fc52e7d90398a729bf86353e3de", + "rust_output_sha256": "18f53e34878b4a4c7de3b25df0e1e8a7fd3bc272c2b283d256f5e2fd09137291", + "references": [ + { + "side": "client", + "jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d", + "output_sha256": "18f53e34878b4a4c7de3b25df0e1e8a7fd3bc272c2b283d256f5e2fd09137291", + "matched_output_lines": 149201 + } + ], + "scope": "Client sprint scene executes the real LocalPlayer.aiStep prefix through sprint decisions, stopping at the riding/parent movement boundary, followed by real LocalPlayer.modifyInput and the native server actor simulation. Sprint setters dispatch to that server actor, sharing its actual FoodData and collision conditions. Compares local sprint timer/input history and actual attribute changes, movement, distance exhaustion and hunger. Actual local crouch selection precedes new keyboard input; slowdown, sprint eligibility and pose-dependent dimensions share resident state. No effects, equipment, vehicles or fluid physics. Full client/server tick and networking remain unfinished. Stored PlayerMotion binds resident client chunks and registered attributes/coefficients to air travel, jumping, Entity.move, step resolution, ground/support updates, restitution and speed factors. Repeated native Player.travel/jump/move and actual Player.aiStep / direct LivingEntity.aiStep compare position, velocity, bounds, collision/ground flags, support, climb state, fall-reset field, both sync flags, speed, head yaw, jump trigger and jump delay by exact bits. Prepared-local-input Player.aiStep paths verify the stored speed refresh after movement, with empty inventory and no nearby entities. Travel uses the actual Player.getSpeed movement-attribute query, independently of that stored base-living speed field; both getter and setter execute native bodies. Dry aiStep includes small-velocity cleanup, input damping, held/released jump timing and server frost-modifier removal. Snapshots also compare all allocated attribute instances, base/cache/dirty state, modifier values/operations/permanence and pending update/sync membership (not JVM identity-dependent iteration order). Dry resident scene with standing, crouching and crawling bounds, cached eye height, native pose-fit selection and ledge backoff; zero frozen ticks, empty equipment, no interpolation, fluids, vehicles, effects or other entities. The oracle controls pose storage and invokes actual native refreshDimensions on changes; full synchronized pose schema and network notifications remain separate. Scale changes use explicit dimension-refresh operations, not the complete pending attribute-update lifecycle. Actual LivingEntity.checkFallDamage, registered Block.fallOn/bounceOn and Player/LivingEntity.causeFallDamage are composed, including float-narrowed fall-distance accumulation, reset, last-climb clearing, safe-fall and damage-multiplier attributes, impulse exemptions and ordered landing particle/sound/statistic/hit-ground/damage requests. Farmland pushes the stored player and replaces actual chunk state; repeated turtle-egg changes preserve hatch. Block state at the landing fixture is compared after every operation. World RNG is a seeded native legacy stream. Actual ServerPlayer/Player/LivingEntity hurt dispatch now updates native synchronized health and player absorption, modified armor/toughness reduction, exhaustion, damage cooldown/last-source state and velocity synchronization. Native health storage and dirty flags are compared after every operation. Damage sources use actual decoded/tagged pinned damage registries. ServerPlayer jump statistics and exhaustion are included; dead-or-dying state disables movement input and jumping. Empty equipment/hands/effects, configurable difficulty and natural regeneration, damage gamerules enabled, loaded client and no spawn-extra fall particles define this scene domain. Ordered health/statistic/combat-record/broadcast/sound/criterion/death requests are compared; criterion argument payloads retain the separate combat gate. Actual health changes are applied, but audiovisual playback, persistent statistics, combat tracker internals, full death/drop/respawn services, block neighbor/drop/block-entity callbacks, movement emission, block-inside and networking remain controlled consumers. Actual FoodData.tick and ServerPlayer.tickRegeneration now share the same stored health, attributes, exhaustion and registered starvation damage. Snapshots compare food level, saturation, exhaustion, timer and tick count. Cases cover all four difficulties, regeneration rule changes, absorption during starvation, Peaceful recovery, timer overflow and nonfinite food values. Simulation operations compose clock setup, actual player movement and actual food ticking in their native order, including fall damage followed by regeneration in the same tick. Explicit clock operations establish cooldown/hurt-time/game-time/tick-count state; full enclosing native tick/doTick methods are not invoked by those setup operations. Input preparation has its own client comparison. ServerPlayer.checkMovementStatistics executes on accepted resident deltas after movement and before food ticking. Additional direct method fixtures cover all 512 overlapping passenger/swim/eye-water/water/climb/ground/sprint/crouch/glide flag combinations, invulnerable abilities, centimeter rounding, overflow, signed zero and nonfinite deltas. Those query contexts apply only to the statistics method; fluid/vehicle/glide physics remain unbound. ServerGamePacketListener packet acceptance/rejection and scheduling are not executed. No full Player.tick, consumable item-use lifecycle, local input lifecycle, nonempty inventory/equipment ticks, full freezing, complete death lifecycle or full gameplay parity claim." +} diff --git a/benchmarks/rust-native-crouch-2026-10-07/interactive-smoke.json b/benchmarks/rust-native-crouch-2026-10-07/interactive-smoke.json new file mode 100644 index 0000000000..d0c131f968 --- /dev/null +++ b/benchmarks/rust-native-crouch-2026-10-07/interactive-smoke.json @@ -0,0 +1,834 @@ +{ + "adapter": { + "backend": "Vulkan", + "device": 0, + "device_type": "Cpu", + "name": "llvmpipe (LLVM 21.1.8, 256 bits)", + "vendor": 65541 + }, + "animated_sprites": 1, + "animation_uploads": 66, + "arch": "x86_64", + "camera_eye_height": 1.619999885559082, + "camera_pitch": -0.3839724354387525, + "camera_position": [ + 20.31676484243802, + 5.619999885559082, + 20.31676484243802 + ], + "camera_yaw": -2.356194490192345, + "collision_camera": false, + "crouch_distance_cm": 613, + "crouch_ticks": 100, + 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Differential checks cover dry pose selection and cached dimensions, input timing and movement. Camera eye smoothing follows the inspected native float arithmetic, without full camera or native pixel parity validation. No fluid movement, sleeping/flight/death poses, complete client/server lifecycle, platform release acceptance or hardware FPS claim." + } +} diff --git a/benchmarks/rust-native-crouch-2026-10-07/scene-motion.json b/benchmarks/rust-native-crouch-2026-10-07/scene-motion.json new file mode 100644 index 0000000000..3d2f0c2f32 --- /dev/null +++ b/benchmarks/rust-native-crouch-2026-10-07/scene-motion.json @@ -0,0 +1,356 @@ +{ + "schema": 1, + "minecraft": "26.3", + "manifest_sha1": "4fe1aa1ef8da1cb95c5bad1fb98890ca56dd8ca3", + "platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43", + "rustc": "rustc 1.99.0 (b940084d7 2026-09-28)", + "java": "openjdk 25.0.4.1 2026-08-18", + "fixtures": 5605, + "operations": 223645, + "sources_sha256": { + "tools/test_native_scene_motion.py": "2d14483b7c0ac6060b665dc1f1dabe87a6c19cb325c8fa50a250023c52c24d31", + "tools/test_native_client.py": "6c615fed67fd7bcf09b3184216e08a82012049880a0d4da7c89f86553090cbda", + "tools/test_rust_parity.py": 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"b85fad1fe5f4790c764590f141bedd31fd607e1e572acfef186a0f15242ad7c0", + "references": [ + { + "side": "client", + "jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d", + "output_sha256": "b85fad1fe5f4790c764590f141bedd31fd607e1e572acfef186a0f15242ad7c0", + "matched_output_lines": 1571120 + }, + { + "side": "server", + "jar_sha256": "a362163eec5d1612d520772bc16e5b39c09e3b234fdc045f56bf544284ee8ae6", + "output_sha256": "b85fad1fe5f4790c764590f141bedd31fd607e1e572acfef186a0f15242ad7c0", + "matched_output_lines": 1571120 + } + ], + "scope": "Stored PlayerMotion binds resident client chunks and registered attributes/coefficients to air travel, jumping, Entity.move, step resolution, ground/support updates, restitution and speed factors. Repeated native Player.travel/jump/move and actual Player.aiStep / direct LivingEntity.aiStep compare position, velocity, bounds, collision/ground flags, support, climb state, fall-reset field, both sync flags, speed, head yaw, jump trigger and jump delay by exact bits. Prepared-local-input Player.aiStep paths verify the stored speed refresh after movement, with empty inventory and no nearby entities. Travel uses the actual Player.getSpeed movement-attribute query, independently of that stored base-living speed field; both getter and setter execute native bodies. Dry aiStep includes small-velocity cleanup, input damping, held/released jump timing and server frost-modifier removal. Snapshots also compare all allocated attribute instances, base/cache/dirty state, modifier values/operations/permanence and pending update/sync membership (not JVM identity-dependent iteration order). Dry resident scene with standing, crouching and crawling bounds, cached eye height, native pose-fit selection and ledge backoff; zero frozen ticks, empty equipment, no interpolation, fluids, vehicles, effects or other entities. The oracle controls pose storage and invokes actual native refreshDimensions on changes; full synchronized pose schema and network notifications remain separate. Scale changes use explicit dimension-refresh operations, not the complete pending attribute-update lifecycle. Actual LivingEntity.checkFallDamage, registered Block.fallOn/bounceOn and Player/LivingEntity.causeFallDamage are composed, including float-narrowed fall-distance accumulation, reset, last-climb clearing, safe-fall and damage-multiplier attributes, impulse exemptions and ordered landing particle/sound/statistic/hit-ground/damage requests. Farmland pushes the stored player and replaces actual chunk state; repeated turtle-egg changes preserve hatch. Block state at the landing fixture is compared after every operation. World RNG is a seeded native legacy stream. Actual ServerPlayer/Player/LivingEntity hurt dispatch now updates native synchronized health and player absorption, modified armor/toughness reduction, exhaustion, damage cooldown/last-source state and velocity synchronization. Native health storage and dirty flags are compared after every operation. Damage sources use actual decoded/tagged pinned damage registries. ServerPlayer jump statistics and exhaustion are included; dead-or-dying state disables movement input and jumping. Empty equipment/hands/effects, configurable difficulty and natural regeneration, damage gamerules enabled, loaded client and no spawn-extra fall particles define this scene domain. Ordered health/statistic/combat-record/broadcast/sound/criterion/death requests are compared; criterion argument payloads retain the separate combat gate. Actual health changes are applied, but audiovisual playback, persistent statistics, combat tracker internals, full death/drop/respawn services, block neighbor/drop/block-entity callbacks, movement emission, block-inside and networking remain controlled consumers. Actual FoodData.tick and ServerPlayer.tickRegeneration now share the same stored health, attributes, exhaustion and registered starvation damage. Snapshots compare food level, saturation, exhaustion, timer and tick count. Cases cover all four difficulties, regeneration rule changes, absorption during starvation, Peaceful recovery, timer overflow and nonfinite food values. Simulation operations compose clock setup, actual player movement and actual food ticking in their native order, including fall damage followed by regeneration in the same tick. Explicit clock operations establish cooldown/hurt-time/game-time/tick-count state; full enclosing native tick/doTick methods are not invoked by those setup operations. Input preparation has its own client comparison. ServerPlayer.checkMovementStatistics executes on accepted resident deltas after movement and before food ticking. Additional direct method fixtures cover all 512 overlapping passenger/swim/eye-water/water/climb/ground/sprint/crouch/glide flag combinations, invulnerable abilities, centimeter rounding, overflow, signed zero and nonfinite deltas. Those query contexts apply only to the statistics method; fluid/vehicle/glide physics remain unbound. ServerGamePacketListener packet acceptance/rejection and scheduling are not executed. No full Player.tick, consumable item-use lifecycle, local input lifecycle, nonempty inventory/equipment ticks, full freezing, complete death lifecycle or full gameplay parity claim." +} diff --git a/benchmarks/rust-native-crouch-2026-10-07/sprint-input.json b/benchmarks/rust-native-crouch-2026-10-07/sprint-input.json new file mode 100644 index 0000000000..c0d44eda14 --- /dev/null +++ b/benchmarks/rust-native-crouch-2026-10-07/sprint-input.json @@ -0,0 +1,29 @@ +{ + "schema": 1, + "minecraft": "26.3", + "manifest_sha1": "4fe1aa1ef8da1cb95c5bad1fb98890ca56dd8ca3", + "platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43", + "rustc": "rustc 1.99.0 (b940084d7 2026-09-28)", + "java": "openjdk 25.0.4.1 2026-08-18", + "fixtures": 146648, + "operations": 502112, + "sources_sha256": { + "tools/test_sprint_input_parity.py": "4668708147083aebf665f0b4a511d44fb2f0473e5a6c098ad0697a3e356bf8a1", + "tools/test_rust_parity.py": "29d3db08005873528894b45ca10dcd6278753650473b3eb574e53e06ede40ec6", + "tools/test_model_baking_parity.py": "392ffec44918fb91740ca4a1316d684480d39f14bd34d46175f7f44946d15bd7", + "tools/lab.py": "d00bf107fa01b6c579734a082c3ca4ade3018f0d6851d46844acf17574f66e64", + "mods/horizon/src/test/java/dev/horizonlab/parity/VanillaSprintInputOracle.java": "f66f73f89c2c59d20d0dcca82e86b2115495921a5a7c49b080017abcea12fd7a", + "Cargo.toml": "3f93319c1eb70dbd7ba25cd74ef343fbf35c52c7c4752f955605c58699cbff9d", + "Cargo.lock": "6884c7209f007ab9ee742b9c3c73828cfa1c6753d35b5fe25a87cab5955b33f8", + "crates/horizon-client/Cargo.toml": "d56524457d761c2613c0699b20e21ad6977d93e009d59ef150bbd9fc20d7a025", + "crates/horizon-client/src/input.rs": "55b259ca6425c502270e7abc4d3ae1b3838633e2bd77d3817c6e00d9143a2beb", + "crates/horizon-client/src/sprint.rs": "6f5ba5ea8e9a19872b26c1d7b5073e29549f2d820a0fe46e5450c9e7446e98b2", + "crates/horizon-client/src/lib.rs": "85670a67bcd070d89409593b6ed475a0116414f1982099f4fd05af4ff9428107", + "crates/horizon-client/examples/sprint_probe.rs": "1c18066b6ae33ce77d8ee6f2bed0a1fdd2fcdc8bdce0d70e5cb0917d6b4d600a" + }, + "input_sha256": "764b7990c7b7cfcc478a2de72a04c8798c1552d5742655899ef650864ef10922", + "client_jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d", + "matched_output_lines": 648760, + "output_sha256": "06d9079101d5d77b0278f0141fa4edb0df66f4c39a92feba98aca49953b986db", + "scope": "Actual KeyboardInput.tick and LocalPlayer.aiStep prefix through sprint start/stop requests and sprintTriggerTime. A sentinel in jumpableVehicle stops before riding and parent/world movement. Native private canStartSprinting, isSprintingPossible and shouldStopRun/SwimSprinting execute, with controlled environmental/effect/vehicle/UI queries, actual FoodData/Abilities and actual ItemStack USE_EFFECTS. Compares evolving sprint state, timer, keyboard vector/shift and every ordered setSprinting request, including duplicate requests. All 17 query-flag combinations, all keyboard combinations with previous states, signed timer boundaries, food thresholds, configurable windows0..10, double taps and random sequences. Setter records requests; the separate scene gate covers actual attribute changes and movement. Parent movement, complete LocalPlayer ticks, GUI options persistence, networking and full gameplay parity remain unfinished." +} diff --git a/benchmarks/rust-native-crouch-2026-10-07/startup-smoke.json b/benchmarks/rust-native-crouch-2026-10-07/startup-smoke.json new file mode 100644 index 0000000000..e5c205a880 --- /dev/null +++ b/benchmarks/rust-native-crouch-2026-10-07/startup-smoke.json @@ -0,0 +1,815 @@ +{ + "adapter": { + "backend": "Vulkan", + "device": 0, + "device_type": "Cpu", + "name": "llvmpipe (LLVM 21.1.8, 256 bits)", + "vendor": 65541 + }, + "animated_sprites": 1, + "animation_uploads": 2, + "arch": "x86_64", + "camera_eye_height": 1.6200000047683716, + "camera_pitch": -0.3839724354387525, + "camera_position": [ + 25.0, + 18.0, + 25.0 + ], + "camera_yaw": -2.356194490192345, + "collision_camera": false, + "crouch_distance_cm": 0, + "crouch_ticks": 0, + "culled_model_faces": 59636, + "elapsed_seconds": 1.08931564, + "error": null, + "fall_damage_requests": 0, + 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"state_id": 12965 + }, + { + "block": "minecraft:torch", + "models": [ + { + "model": "minecraft:block/torch", + "rotations": [ + 0, + 0, + 0 + ], + "uv_lock": false + } + ], + "position": [ + 5, + 4, + 14 + ], + "properties": {}, + "state_id": 4926 + }, + { + "block": "minecraft:lantern", + "models": [ + { + "model": "minecraft:block/lantern", + "rotations": [ + 0, + 0, + 0 + ], + "uv_lock": false + } + ], + "position": [ + -7, + 4, + 18 + ], + "properties": { + "hanging": "false", + "waterlogged": "false" + }, + "state_id": 24197 + }, + { + "block": "minecraft:oak_fence", + "models": [ + { + "model": "minecraft:block/oak_fence_post", + "rotations": [ + 0, + 0, + 0 + ], + "uv_lock": false + }, + { + "model": "minecraft:block/oak_fence_side", + "rotations": [ + 0, + 0, + 0 + ], + "uv_lock": true + }, + { + "model": "minecraft:block/oak_fence_side", + "rotations": [ + 0, + 1, + 0 + ], + "uv_lock": true + } + ], + "position": [ + -3, + 4, + 18 + ], + "properties": { + "east": "true", + 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"position": [ + 5, + 4, + 22 + ], + "properties": { + "facing": "east", + "waterlogged": "false" + }, + "state_id": 26764 + }, + { + "block": "minecraft:stone", + "models": [ + { + "model": "minecraft:block/stone", + "rotations": [ + 0, + 2, + 0 + ], + "uv_lock": false + } + ], + "position": [ + -7, + 4, + 26 + ], + "properties": {}, + "state_id": 1 + }, + { + "block": "minecraft:stone", + "models": [ + { + "model": "minecraft:block/stone_mirrored", + "rotations": [ + 0, + 2, + 0 + ], + "uv_lock": false + } + ], + "position": [ + -3, + 4, + 26 + ], + "properties": {}, + "state_id": 1 + }, + { + "block": "minecraft:stone", + "models": [ + { + "model": "minecraft:block/stone", + "rotations": [ + 0, + 0, + 0 + ], + "uv_lock": false + } + ], + "position": [ + 1, + 4, + 26 + ], + "properties": {}, + "state_id": 1 + }, + { + "block": "minecraft:stone", + "models": [ + { + "model": "minecraft:block/stone", + "rotations": [ + 0, + 2, + 0 + ], + "uv_lock": false + } + ], + "position": [ + 5, + 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false, + "window_size": [ + 1280, + 720 + ], + "world_revision": 0, + "native_scene_culling": { + "blocks": 10919, + "culled_faces": 59636, + "visible_faces": 5991 + }, + "native_selection": { + "matched_placements": 16, + "selected_parts": 20, + "client_jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d", + "output_sha256": "a2ff1c890d6f3a5292c3a9402f02ca5404a993dc117853b25cbe64ac92b76d30", + "scope": "Actual native registry states, blockstate dispatch, tagged root baking and legacy collection using state.getSeed(position). All 16 featured placements match model names/transforms. An independently constructed native scene also matches total occupied blocks and visible/culled model faces using native parent resolution, rotated culling directions and Block.shouldRenderFace. No shader/pixel parity claim." + }, + "resource_files": { + "files": 5590, + "sha256": "62f859d4d21b82158ab73e26cfa4973d58ab5926ab63d71c70c7a4d173502b7b" + }, + "executable_sha256": "579666bb2fbc66f34cad15309f4cf0cba2885f1790ed506981b9c0a18eeed129", + "resource_manifest_sha256": "92a51de578be0e7c37d21e94caa3f22503f7d88b73827a5fce109b1b889e5d18", + "sources": { + "Cargo.toml": "3f93319c1eb70dbd7ba25cd74ef343fbf35c52c7c4752f955605c58699cbff9d", + "Cargo.lock": "6884c7209f007ab9ee742b9c3c73828cfa1c6753d35b5fe25a87cab5955b33f8", + "tools/test_native_client.py": "6c615fed67fd7bcf09b3184216e08a82012049880a0d4da7c89f86553090cbda", + "crates/horizon-client/Cargo.toml": "d56524457d761c2613c0699b20e21ad6977d93e009d59ef150bbd9fc20d7a025", + "crates/horizon-assets/Cargo.toml": "2f2cffacec0b4e22dd7cb032d594289bc51c94ae6cc4e985fee3e310f441d751", + "crates/horizon-client/src/assets.rs": "e595afa610e0425d0b3ad694218794bf9e680e46ae80f3925c278ef1a823c914", + "crates/horizon-client/src/camera.rs": 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"crates/horizon-world/src/worldgen/placement/chain.rs": "9218399b4d3757f7bbc550d7729a7201f32a1c83a7030865e0c12aab8a80d116", + "crates/horizon-world/src/worldgen/placement/context.rs": "a278304795136677ad4b4933ea50c972b9729a1c671c03fa309c193e224b1fd6", + "crates/horizon-world/src/worldgen/placement/layer.rs": "a0f5ca776f33f9d4f72b8fdcd163426152e5e43cb4a7572fc1d4fc57bf965de1", + "crates/horizon-world/src/worldgen/placement.rs": "b0397e5818fae84358546193a95f84bcb0b5bffafce909e6fcb3386179ee8023", + "crates/horizon-world/src/worldgen/replace_blobs.rs": "bf3377d86d2570cd15288ba69dde64a2cf67c5bcbb9a31d0c23421964af74afa", + "crates/horizon-world/src/worldgen/router.rs": "2cee7cf15a0d2ada12be6b39d83e78177fd3033922e4f4cce87a64073cec2847", + "crates/horizon-world/src/worldgen/rule_test.rs": "d1662ec492489ebaa4b87e20f9a8c809dcf3a223a151211bd65ec241a63692fc", + "crates/horizon-world/src/worldgen/settings.rs": "a8fe87752e1982ef11cb67f8d80d8e3428b2c27db178044cb425ba803e689e59", + "crates/horizon-world/src/worldgen/simple_block.rs": "9ba1a88d5db4925f8c37366557887f776c805f9a6444781615b5dbaff52e92a4", + "crates/horizon-world/src/worldgen/snow_freeze.rs": "9040be3d5c7f8f0fd812d2df45e154bf8a9eeef038530b83fa4159d246eac35f", + "crates/horizon-world/src/worldgen/speleothem.rs": "c71651c1c97818a8a85863e14414d6139ea3bdeb897fa422043bcc1499d99aae", + "crates/horizon-world/src/worldgen/spike.rs": "eacf0d9d3d2bc3d4bcf62bc87555f90031138236a5bfef0eb5270204f7c2a4fc", + "crates/horizon-world/src/worldgen/spring.rs": "830849e9b89fcdf09e9b06fbefdcdebe3c8c3f82804f60b8bd5de04ba303cb62", + "crates/horizon-world/src/worldgen/state_provider/catalog.rs": "c8687e15a4887a9200c8d365857d801efaa8f90e669eee3e600a1db4905119eb", + "crates/horizon-world/src/worldgen/state_provider/noise.rs": "7ee369c2a032e5620cb9bdf9ee7adad1f70870fb0a27efb7b7c514d92f83491f", + "crates/horizon-world/src/worldgen/state_provider/properties.rs": "9909139aaca1dc4f743957257fadaa9d423d21fa401fa9abc050505f79365139", + "crates/horizon-world/src/worldgen/state_provider.rs": "be29ada818826a90afe01ab60916360fdfc4cbde5af15c9359cd56b1f1f7b156", + "crates/horizon-world/src/worldgen/tags.rs": "74e4110fb19c4c4047192fd65c38015b8afc7f9fc50404d75380b5063808148c", + "crates/horizon-world/src/worldgen/terrain.rs": "fd1f2e0afc15daf66f484ea40a1f2b7013650bda0941b23c64c81ee9f79cb673", + "crates/horizon-world/src/worldgen/underwater_magma.rs": "7317e40af5ee5a9780f90ce358fa5d3e7f5b3d513b731df6ff97754d9c2a0154", + "crates/horizon-world/src/worldgen/value_provider.rs": "3358b563db8cb0bc8a9cfbbe2b8b3e70941cd2d37a0b519fbb6545f8d0dcbb69", + "crates/horizon-world/src/worldgen/vines.rs": "ee9b79b65012bd86a838241d2ef708680f7fe8eafc8aa656dae9cf2abf3c6418", + "crates/horizon-world/src/worldgen/weighted.rs": "839840aae25302933bbd97a81a2336330e2d03a0ad1684e1e16ac769ed408e6b", + "crates/horizon-world/src/worldgen/write_zone.rs": "8e17a179764d3f68c05882aef35f6810c28a0000f9a83e58bd6030660b76e64e", + "crates/horizon-world/src/worldgen.rs": "e8e9f099ee1fcec8eedce31805d676d3f89c18e84f494a147ffcbfee23d3d54f" + } +} diff --git a/crates/horizon-client/examples/scene_motion_probe.rs b/crates/horizon-client/examples/scene_motion_probe.rs index 0334f7b34e..348527dd1c 100644 --- a/crates/horizon-client/examples/scene_motion_probe.rs +++ b/crates/horizon-client/examples/scene_motion_probe.rs @@ -202,6 +202,15 @@ fn main() -> Result<()> { resources: &resources, }; match op["mode"].as_str().unwrap() { + "shift" => world.player.shift_key_down = op["value"].as_bool().unwrap(), + "pose_tick" => world.update_player_pose()?, + "refresh_dimensions" => world.player.refresh_dimensions()?, + "pose" => world.player.set_pose(match op["value"].as_str().unwrap() { + "STANDING" => horizon_client::pose::Pose::Standing, + "CROUCHING" => horizon_client::pose::Pose::Crouching, + "SWIMMING" => horizon_client::pose::Pose::Swimming, + _ => return Err("unknown fixture pose".into()), + })?, "controlled_tick" => { let mask = op["value"].as_u64().unwrap(); world.controlled_simulation_tick(horizon_client::sprint::Keys { @@ -483,6 +492,16 @@ fn main() -> Result<()> { player.sprint_input.previous_forward, player.sprint_input.previous_shift )?; + writeln!( + out, + "pose {} {} {} {:08x} {:08x} {:08x}", + player.pose.name(), + player.shift_key_down, + player.local_crouching, + player.dimensions.width.to_bits(), + player.dimensions.height.to_bits(), + player.dimensions.eye_height.to_bits() + )?; } writeln!(out, "end")?; } diff --git a/crates/horizon-client/src/main.rs b/crates/horizon-client/src/main.rs index 7a3286cf48..e165c7d777 100644 --- a/crates/horizon-client/src/main.rs +++ b/crates/horizon-client/src/main.rs @@ -65,7 +65,7 @@ impl Options { } if argument == "--help" || argument == "-h" { println!( - "Horizon native development client\n\n --resources PATH Prepared pinned resources\n --radius CHUNKS Controlled scene radius, 1..16 (default 4)\n --frames COUNT Exit after this many presented frames\n --smoke-report PATH Write a runtime report on exit\n --timeout-seconds N Deadline for a frame-limited run (default 90)\n --trace-input Log received keyboard, mouse-button and focus events\n\nControls: click to capture mouse; WASD move; Space/Shift rise/descend;\nCtrl boosts speed; arrow keys rotate; Esc releases mouse; Ctrl+Q quits; F3 shows diagnostics; F4 toggles camera collisions; F5 toggles walking test.\nWalking test: WASD move; Space jumps; Left Ctrl or double-tap W starts sprinting; gravity and collisions at 20 ticks/s.\n\nThis is a controlled development scene. Walking includes landing damage, stored health, hunger and regeneration. Crouching, full death/respawn, interaction, saving and complete gameplay remain unfinished." + "Horizon native development client\n\n --resources PATH Prepared pinned resources\n --radius CHUNKS Controlled scene radius, 1..16 (default 4)\n --frames COUNT Exit after this many presented frames\n --smoke-report PATH Write a runtime report on exit\n --timeout-seconds N Deadline for a frame-limited run (default 90)\n --trace-input Log received keyboard, mouse-button and focus events\n\nControls: click to capture mouse; WASD move; Space/Shift rise/descend;\nCtrl boosts speed; arrow keys rotate; Esc releases mouse; Ctrl+Q quits; F3 shows diagnostics; F4 toggles camera collisions; F5 toggles walking test.\nWalking test: WASD move; Space jumps; Left Shift crouches; Left Ctrl or double-tap W starts sprinting; gravity and collisions at 20 ticks/s.\n\nThis is a controlled development scene. Walking includes landing damage, stored health, hunger and regeneration. Full death/respawn, interaction, saving and complete gameplay remain unfinished." ); return Ok(None); } @@ -110,6 +110,10 @@ struct App<'a> { player: Option, motion_clock: FixedStep, previous_player_position: Vec3, + eye_height: f32, + previous_eye_height: f32, + crouch_ticks: u64, + crouch_distance_cm: u64, movement_ticks: u64, sprint_ticks: u64, sprint_distance_cm: u64, @@ -154,6 +158,8 @@ impl App<'_> { let feet = Vec3::new(p.x, p.y - f64::from(1.62_f32), p.z); self.player = Some(PlayerMotion::new(self.motion_resources, feet)?); self.previous_player_position = feet; + self.eye_height = 1.62; + self.previous_eye_height = self.eye_height; self.collision_camera = false; } self.motion_clock.reset(); @@ -198,20 +204,27 @@ impl App<'_> { ) => match name { "sprint_one_cm" => self.sprint_distance_cm += amount as u64, "walk_one_cm" => self.walk_distance_cm += amount as u64, + "crouch_one_cm" => self.crouch_distance_cm += amount as u64, _ => {} }, _ => {} } } + // Camera.tick keeps float eye-height smoothing separate from physics. + self.previous_eye_height = self.eye_height; + self.eye_height += (player.dimensions.eye_height - self.eye_height) * 0.5; + self.crouch_ticks += u64::from(player.pose == horizon_client::pose::Pose::Crouching); self.movement_ticks += 1; self.sprint_ticks += u64::from(player.sprinting); } let from = self.previous_player_position; let to = player.position; let alpha = self.motion_clock.fraction(); + let eye = self.previous_eye_height + + (alpha as f32) * (self.eye_height - self.previous_eye_height); self.camera.position = glam::DVec3::new( from.x + (to.x - from.x) * alpha, - from.y + (to.y - from.y) * alpha + f64::from(1.62_f32), + from.y + (to.y - from.y) * alpha + f64::from(eye), from.z + (to.z - from.z) * alpha, ); if self.mesh_revision != self.world.revision { @@ -315,6 +328,18 @@ impl App<'_> { report["player_sprinting"] = serde_json::json!(self.player.as_ref().map(|p| p.sprinting)); report["player_sprint_trigger"] = serde_json::json!(self.player.as_ref().map(|p| p.sprint_input.trigger_time)); + report["player_pose"] = serde_json::json!(self.player.as_ref().map(|p| p.pose.name())); + report["player_local_crouching"] = + serde_json::json!(self.player.as_ref().map(|p| p.local_crouching)); + report["player_shift"] = serde_json::json!(self.player.as_ref().map(|p| p.shift_key_down)); + report["player_dimensions"] = serde_json::json!(self.player.as_ref().map(|p| [ + p.dimensions.width, + p.dimensions.height, + p.dimensions.eye_height + ])); + report["camera_eye_height"] = serde_json::json!(self.eye_height); + report["crouch_ticks"] = serde_json::json!(self.crouch_ticks); + report["crouch_distance_cm"] = serde_json::json!(self.crouch_distance_cm); report["sprint_ticks"] = serde_json::json!(self.sprint_ticks); report["sprint_distance_cm"] = serde_json::json!(self.sprint_distance_cm); report["walk_distance_cm"] = serde_json::json!(self.walk_distance_cm); @@ -498,10 +523,11 @@ impl ApplicationHandler for App<'_> { / self.title_at.elapsed().as_secs_f64(); let health = self.player.as_ref().map_or_else(String::new, |p| { format!( - " | Health {} | Food {} | Sprint {}{}", + " | Health {} | Food {} | Sprint {} | Pose {}{}", p.health.health(), p.health.food.food, p.sprinting, + p.pose.name(), if p.health.dead_or_dying() { " (dead)" } else { @@ -580,6 +606,10 @@ fn run() -> Result<()> { player: None, motion_clock: FixedStep::default(), previous_player_position: Vec3::ZERO, + eye_height: 1.62, + previous_eye_height: 1.62, + crouch_ticks: 0, + crouch_distance_cm: 0, movement_ticks: 0, sprint_ticks: 0, sprint_distance_cm: 0, diff --git a/crates/horizon-client/src/motion.rs b/crates/horizon-client/src/motion.rs index efbd61971b..813a6d8821 100644 --- a/crates/horizon-client/src/motion.rs +++ b/crates/horizon-client/src/motion.rs @@ -12,9 +12,9 @@ use horizon_world::{ block_collision::BlockCollisionRegistry, block_landing::BlockLandingRegistry, collision_context::{CollisionContext, CollisionEntity, CollisionItem}, + edge_backoff::{self, EdgeBackoffInput, EdgeBackoffWorld}, entity_move::{self, CollisionFlags, EntityMoveWorld, MovementHistory, MoverType}, entity_obstruction::EntityIdentity, - edge_backoff::{self, EdgeBackoffInput, EdgeBackoffWorld}, ground_support::{GroundState, find_supporting_block}, living_air::{self, LivingAirWorld}, living_fall::ImpulseContext, @@ -314,11 +314,17 @@ impl MotionWorld<'_, '_, '_> { binding: self.collision_binding, } } - pub(crate) fn no_player_collision(&mut self, bounds:Aabb)->Result { - let context=self.context(); - Ok(world_movement::no_world_collision(&mut self.collisions(),world_movement::CollisionCheckRequest { - entity:EntityIdentity(0),context,bounds,candidate_budget:1_000_000, - })?) + pub(crate) fn no_player_collision(&mut self, bounds: Aabb) -> Result { + let context = self.context(); + Ok(world_movement::no_world_collision( + &mut self.collisions(), + world_movement::CollisionCheckRequest { + entity: EntityIdentity(0), + context, + bounds, + candidate_budget: 1_000_000, + }, + )?) } fn block(&self, p: BlockPos) -> BlockStateId { self.scene.block(p.x, p.y, p.z) @@ -397,10 +403,17 @@ impl MotionWorld<'_, '_, '_> { pub fn controlled_simulation_tick(&mut self, keys: crate::sprint::Keys) -> Result<()> { self.update_local_crouching()?; self.player.sprint_input_tick(keys)?; - self.player.shift_key_down=keys.shift; - let sneak=if self.player.moving_slowly() {Some(self.player.attribute("minecraft:sneaking_speed")? as f32)}else{None}; + self.player.shift_key_down = keys.shift; + let direction = keys.direction(); + let sneak = if direction[0] * direction[0] + direction[1] * direction[1] != 0.0 + && self.player.moving_slowly() + { + Some(self.player.attribute("minecraft:sneaking_speed")? as f32) + } else { + None + }; self.simulation_tick( - crate::input::modify_input(keys.direction(), None, sneak), + crate::input::modify_input(direction, None, sneak), keys.jump, ) } @@ -492,7 +505,7 @@ impl MovementStatisticsWorld for MotionWorld<'_, '_, '_> { Ok(self.player.sprinting) } fn crouching(&mut self) -> Result { - Ok(self.player.pose==crate::pose::Pose::Crouching) + Ok(self.player.pose == crate::pose::Pose::Crouching) } fn fall_flying(&mut self) -> Result { Ok(false) @@ -518,11 +531,19 @@ impl MovementBlockProvider for MotionWorld<'_, '_, '_> { } } impl EdgeBackoffWorld for MotionWorld<'_, '_, '_> { - type Error=Box; - fn max_up_step(&mut self)->Result {Ok(self.player.attribute("minecraft:step_height")? as f32)} - fn staying_on_ground_surface(&mut self)->Result {Ok(self.player.shift_key_down)} - fn on_ground(&mut self)->Result {Ok(self.player.ground.on_ground)} - fn no_collision(&mut self,bounds:Aabb)->Result {self.no_player_collision(bounds)} + type Error = Box; + fn max_up_step(&mut self) -> Result { + Ok(self.player.attribute("minecraft:step_height")? as f32) + } + fn staying_on_ground_surface(&mut self) -> Result { + Ok(self.player.shift_key_down) + } + fn on_ground(&mut self) -> Result { + Ok(self.player.ground.on_ground) + } + fn no_collision(&mut self, bounds: Aabb) -> Result { + self.no_player_collision(bounds) + } } impl EntityMoveWorld for MotionWorld<'_, '_, '_> { type Error = Box; @@ -565,12 +586,16 @@ impl EntityMoveWorld for MotionWorld<'_, '_, '_> { Ok(()) } fn back_off_edge(&mut self, movement: Vec3, mover: MoverType) -> Result { - let input=EdgeBackoffInput { - movement,bounds:self.player.bounds(),flying:false, - self_or_player:matches!(mover,MoverType::SelfMovement|MoverType::Player), - fall_distance:self.player.fall_distance,query_budget:1_000_000, + let input = EdgeBackoffInput { + movement, + bounds: self.player.bounds(), + flying: false, + self_or_player: matches!(mover, MoverType::SelfMovement | MoverType::Player), + fall_distance: self.player.fall_distance, + query_budget: 1_000_000, }; - edge_backoff::back_off_from_edge(self,input).map_err(|e|io::Error::other(e.to_string()).into()) + edge_backoff::back_off_from_edge(self, input) + .map_err(|e| io::Error::other(e.to_string()).into()) } fn collide(&mut self, movement: Vec3) -> Result { let max_step = self.player.attribute("minecraft:step_height")? as f32; diff --git a/crates/horizon-client/src/pose.rs b/crates/horizon-client/src/pose.rs index e88673d4e1..2eb1975dfb 100644 --- a/crates/horizon-client/src/pose.rs +++ b/crates/horizon-client/src/pose.rs @@ -1,7 +1,10 @@ //! Resident player pose, native dimension arithmetic and dry pose-fit selection. //! Full synchronized entity schemas, sleeping and fluid/flight lifecycles remain //! separate from these stored movement fields. -use crate::{Result, motion::{MotionWorld, PlayerMotion}}; +use crate::{ + Result, + motion::{MotionWorld, PlayerMotion}, +}; use horizon_core::geometry::{Aabb, Vec3}; #[derive(Clone, Copy, Debug, Default, PartialEq, Eq)] @@ -13,65 +16,96 @@ pub enum Pose { } impl Pose { pub fn name(self) -> &'static str { - match self { Self::Standing=>"STANDING",Self::Crouching=>"CROUCHING",Self::Swimming=>"SWIMMING" } + match self { + Self::Standing => "STANDING", + Self::Crouching => "CROUCHING", + Self::Swimming => "SWIMMING", + } } pub fn dimensions(self, scale: f32) -> Dimensions { - let (height,eye_height)=match self {Self::Standing=>(1.8,1.62),Self::Crouching=>(1.5,1.27),Self::Swimming=>(0.6,0.4)}; - Dimensions { width:0.6*scale,height:height*scale,eye_height:eye_height*scale } + let (height, eye_height) = match self { + Self::Standing => (1.8, 1.62), + Self::Crouching => (1.5, 1.27), + Self::Swimming => (0.6, 0.4), + }; + Dimensions { + width: 0.6 * scale, + height: height * scale, + eye_height: eye_height * scale, + } } } #[derive(Clone, Copy, Debug)] pub struct Dimensions { - pub width:f32, - pub height:f32, - pub eye_height:f32, + pub width: f32, + pub height: f32, + pub eye_height: f32, } impl Dimensions { - pub fn bounds(self, position:Vec3)->Aabb { - let half=f64::from(self.width/2.0); - Aabb::new(Vec3::new(position.x-half,position.y,position.z-half), - Vec3::new(position.x+half,position.y+f64::from(self.height),position.z+half)) + pub fn bounds(self, position: Vec3) -> Aabb { + let half = f64::from(self.width / 2.0); + Aabb::new( + Vec3::new(position.x - half, position.y, position.z - half), + Vec3::new( + position.x + half, + position.y + f64::from(self.height), + position.z + half, + ), + ) } } impl PlayerMotion { - pub fn dimensions_for_pose(&mut self, pose:Pose)->Result { + pub fn dimensions_for_pose(&mut self, pose: Pose) -> Result { Ok(pose.dimensions(self.attribute("minecraft:scale")? as f32)) } - pub fn refresh_dimensions(&mut self)->Result<()> { - self.dimensions=self.dimensions_for_pose(self.pose)?; + pub fn refresh_dimensions(&mut self) -> Result<()> { + self.dimensions = self.dimensions_for_pose(self.pose)?; Ok(()) } - pub fn set_pose(&mut self, pose:Pose)->Result<()> { - if self.pose!=pose { - self.pose=pose; + pub fn set_pose(&mut self, pose: Pose) -> Result<()> { + if self.pose != pose { + self.pose = pose; self.refresh_dimensions()?; } Ok(()) } - pub fn moving_slowly(&self)->bool { - self.local_crouching || self.pose==Pose::Swimming // dry scene: not in water + pub fn moving_slowly(&self) -> bool { + self.local_crouching || self.pose == Pose::Swimming // dry scene: not in water } } impl MotionWorld<'_, '_, '_> { - pub fn can_fit_pose(&mut self, pose:Pose)->Result { - let bounds=self.player.dimensions_for_pose(pose)?.bounds(self.player.position); - self.no_player_collision(bounds.deflate(Vec3::new(1.0e-7,1.0e-7,1.0e-7))) + pub fn can_fit_pose(&mut self, pose: Pose) -> Result { + let bounds = self + .player + .dimensions_for_pose(pose)? + .bounds(self.player.position); + self.no_player_collision(bounds.deflate(Vec3::new(1.0e-7, 1.0e-7, 1.0e-7))) } /// LocalPlayer.aiStep computes crouching BEFORE KeyboardInput.tick, using /// the old shift input. This is distinct from Entity's current pose. - pub fn update_local_crouching(&mut self)->Result<()> { - self.player.local_crouching=self.can_fit_pose(Pose::Crouching)? + pub fn update_local_crouching(&mut self) -> Result<()> { + self.player.local_crouching = self.can_fit_pose(Pose::Crouching)? && (self.player.shift_key_down || !self.can_fit_pose(Pose::Standing)?); Ok(()) } /// Dry Player.updatePlayerPose after movement: crawl when neither standing /// nor crouching fits; leave the current pose if even crawling cannot fit. - pub fn update_player_pose(&mut self)->Result<()> { - if !self.can_fit_pose(Pose::Swimming)? {return Ok(());} - let desired=if self.player.shift_key_down {Pose::Crouching}else{Pose::Standing}; - let pose=if self.can_fit_pose(desired)? {desired} - else if self.can_fit_pose(Pose::Crouching)? {Pose::Crouching} - else {Pose::Swimming}; + pub fn update_player_pose(&mut self) -> Result<()> { + if !self.can_fit_pose(Pose::Swimming)? { + return Ok(()); + } + let desired = if self.player.shift_key_down { + Pose::Crouching + } else { + Pose::Standing + }; + let pose = if self.can_fit_pose(desired)? { + desired + } else if self.can_fit_pose(Pose::Crouching)? { + Pose::Crouching + } else { + Pose::Swimming + }; self.player.set_pose(pose) } } diff --git a/docs/native-client.md b/docs/native-client.md index 082b5be138..8952952479 100644 --- a/docs/native-client.md +++ b/docs/native-client.md @@ -13,7 +13,8 @@ F5 switches to a dry walking test with gravity, ground support, stepping and held-jump timing over the same resident chunks. Its movement runs at 20 ticks/s; the camera interpolates between tick positions. Landing damage now updates stored health, absorption and hurt cooldown state. Hunger and regeneration tick after -movement. F3 diagnostics include health and food level. +movement. Left Shift crouches, with pose-dependent collision bounds and eye height. +F3 diagnostics include health, food, sprinting and pose. Eligible opaque unit-cube faces use greedy rectangles only when texture layer, UV rotation/mirroring and shading match. Each rectangle retains its signed UV @@ -70,11 +71,12 @@ not a render-distance or world-streaming implementation. | WASD | Move horizontally | | Space / either Shift | Rise / descend in inspection mode; Space jumps in walking mode | | Either Ctrl | Boost inspection speed | +| Left Shift | Crouch in walking mode | | Left Ctrl while moving forward, or double-tap W | Start sprinting in walking mode when eligible | | Arrow keys | Rotate camera | | Left click | Capture mouse for camera rotation | | Escape | Release mouse | -| F3 | Toggle FPS/chunk/mesh/health/food/sprint diagnostics in the window title | +| F3 | Toggle FPS/chunk/mesh/health/food/sprint/pose diagnostics in the window title | | F4 | Toggle inspection camera collisions; enabling requires an unobstructed position | | F5 | Toggle walking test at the current camera position; enabling requires an unobstructed position | | Ctrl+Q or window close | Exit | @@ -82,9 +84,7 @@ not a render-distance or world-streaming implementation. Controls bind physical keyboard positions. Losing focus clears held keys and releases the mouse. Walking pauses while unfocused and resets partial tick time on focus changes. Sprinting continues after releasing Left Ctrl while forward -input remains held; hunger and collisions can stop it. Walking currently has no -crouch, flight, item use or -block interaction. F5 returns to inspection mode; the finite scene has no +input remains held; hunger and collisions can stop it. Walking currently has no flight, item use or block interaction. F5 returns to inspection mode; the finite scene has no streaming or boundary wall. `--trace-input` logs keyboard, mouse-button and focus events for diagnosis. On headless Linux use `vscreen run ./target/debug/horizon-client`, then `vscreen shot`. The `wtype` tool's default generated keymap does not preserve @@ -98,8 +98,9 @@ into registered shape selection, block scanning, world movement resolution and occupancy checks. The scene has no other entities, block entities or border; entity-dependent queries report an error until an entity runtime is supplied. Camera collision uses a position context and disables stepping. The walking -binding uses a standing entity context and its registered step-height attribute. -Sneaking and the complete authoritative player tick remain unfinished. +binding uses the current pose bounds, descending input and registered step-height +attribute. Sneaking invokes ledge backoff before collision resolution. The +complete authoritative player tick remains unfinished. ```sh python3 tools/prepare_native_client.py @@ -115,7 +116,7 @@ ledges, ceilings, initial overlaps, negative and missing chunk boundaries, tiny and zero movement, and varied step heights. This verifies the scene adapter; it does not establish player locomotion or complete gameplay parity. -The movement binding stores a player's position, velocity, standing bounds, +The movement binding stores a player's position, velocity, pose bounds, ground/support state, collision flags, movement history and live registered attributes. `MotionWorld` composes the existing air-travel, jumping, collision, ground-support, restitution and block-coefficient code over the same scene. @@ -147,8 +148,8 @@ input is supplied at the native virtual input boundary. Separately, the checks 13,988 cases against actual `KeyboardInput.tick` and `LocalPlayer.modifyInput`, covering every key combination, diagonal adjustment, item/riding/sneaking speed gates, signed zero and nonfinite values. This verifies -input arithmetic; full `LocalPlayer` lifecycle, sprint eligibility and poses -remain unfinished. +input arithmetic; the sprint and crouch integration checks below extend it. +The full `LocalPlayer` lifecycle remains unfinished. The fixed-rate driver limits work per rendered frame while retaining overdue ticks. Clock tests cover varied frame schedules and long stalls. The development @@ -167,9 +168,9 @@ python3 tools/test_local_input_parity.py ``` This binding is not yet a complete player tick or input controller. Its current -domain is the dry resident scene, standing dimensions, zero frozen ticks, -empty inventory/equipment, no entity interpolation, crouching, vehicles or status -effects. Selected `Player.aiStep` phases are bound; the full tick and local input +domain is the dry resident scene with standing/crouching/crawling dimensions, +zero frozen ticks, empty inventory/equipment, and no entity interpolation, +vehicles or status effects. Selected `Player.aiStep` phases are bound; the full tick and local input lifecycle remain unfinished. Landing now accumulates and resets the stored fall distance, clears climbing state on ground, and invokes registered block fall/bounce reactions. The @@ -497,7 +498,7 @@ also covers swimming, underwater walking, water-surface walking, crouching and gliding. Direct method fixtures check all 512 overlapping query-flag combinations, invulnerable abilities, float-versus-double centimeter rounding, integer overflow, zero and nonfinite deltas. Those query overrides are restricted to statistics -fixtures; the resident physics remain dry and standing. Combined scenes exercise +fixtures; that checkpoint used dry, standing resident physics. Combined scenes exercise repeated movement, sprint-state changes, jumps, hunger consumption and healing. That checkpoint preceded the local sprint controls described below. @@ -536,10 +537,10 @@ the default seven-tick double-tap window. The live food and collision fields control eligibility; sprint changes update the existing movement-speed attribute. The F3 title shows sprint state, and exit reports include sprint ticks and movement-distance counters. These counters are diagnostics, not saved -statistics. Crouching, fluid movement, vehicles, effects, item use, input -remapping and the complete client/server tick remain unfinished. The input -comparison tests those eligibility queries in isolation; the current resident -binding is dry, standing and uses empty equipment. +statistics. Fluid movement, vehicles, effects, item use, input remapping and the +complete client/server tick remain unfinished. The input comparison tests those +eligibility queries in isolation; the sprint checkpoint used dry, standing +actors with empty equipment. The crouch integration below extends that domain. ```sh python3 tools/test_sprint_input_parity.py @@ -553,3 +554,42 @@ run visibly showed `Sprint true` during the second press and `Sprint false` after releasing W. Both runs ended grounded and alive without an error, and their views were visually inspected. These are development client checks; macOS/Windows runtime acceptance and complete gameplay remain pending. + +## Crouching and dry pose transitions + +Left Shift now binds crouching to the resident player. Local crouch selection +uses the previous keyboard state before the new input is sampled; that local +state controls slowdown and sprint eligibility. The current Shift input controls +ledge backoff, descending collision context, bounce suppression and ladder +sliding. After movement, pose-fit checks choose standing, crouching or crawling +and refresh the cached bounds and eye height. Releasing Shift under a ceiling +does not force the actor into a standing volume that cannot fit. + +The [combined input scene](../benchmarks/rust-native-crouch-2026-10-07/input-scene.json) +checks 21,241 operations in 514 scenarios against the pinned client, including +the actual `LocalPlayer.aiStep` input prefix and `modifyInput`. The +[shared scene comparison](../benchmarks/rust-native-crouch-2026-10-07/scene-motion.json) +checks 223,645 operations in 5,605 scenarios against both pinned JARs. It invokes +actual native pose selection, dimension refresh and edge backoff. The new cases +include low ceilings, blocked pose changes, scale and sneaking-speed attributes, +diagonal ledges, step-height thresholds, jumping, release transitions and landing +on different materials. Seven output lines per operation compare motion, +attributes, events, health, hunger, input history and pose/dimension bits. +The existing [isolated sprint comparison](../benchmarks/rust-native-crouch-2026-10-07/sprint-input.json) +also passes after updating its scene controller. + +The native fixture controls pose storage and invokes the actual dimension-refresh +body when the pose changes. Full synchronized pose data and network notifications +remain unfinished. Scale changes use explicit refresh operations; the complete +pending attribute-update lifecycle is separate. Crawling here means dry collision +pose selection; swimming physics, sleeping, flight and death poses are unbound. + +The client camera follows the cached eye height with the inspected native float +smoothing arithmetic. Full camera behavior and pixel parity are not established. +The [Linux window check](../benchmarks/rust-native-crouch-2026-10-07/interactive-smoke.json) +visibly switched from crouching to standing after releasing Shift. It recorded +100 crouching ticks and 613 crouching centimeters, ending alive and grounded +without an error. Both views were inspected. The +[renderer startup check](../benchmarks/rust-native-crouch-2026-10-07/startup-smoke.json), +seven client tests and all-target client Clippy also passed. These checks do not +establish full vanilla gameplay or final macOS/Linux/Windows release acceptance. diff --git a/mods/horizon/src/test/java/dev/horizonlab/parity/VanillaSceneMotionOracle.java b/mods/horizon/src/test/java/dev/horizonlab/parity/VanillaSceneMotionOracle.java index 1baf6e63e9..7c2bec7f94 100644 --- a/mods/horizon/src/test/java/dev/horizonlab/parity/VanillaSceneMotionOracle.java +++ b/mods/horizon/src/test/java/dev/horizonlab/parity/VanillaSceneMotionOracle.java @@ -160,6 +160,7 @@ public final class VanillaSceneMotionOracle { @Override public boolean isInLava(){return false;} @Override public boolean isInLiquid(){return false;} @Override public boolean isFallFlying(){return statisticsFlags!=null&&statFlag(8);} + @Override public boolean isAutoSpinAttack(){return false;} @Override public boolean isSpectator(){return false;} @Override public boolean isNoGravity(){return false;} @Override public boolean hasEffect(Holder effect){return false;} diff --git a/tools/test_native_scene_motion.py b/tools/test_native_scene_motion.py index ea7c8acfc9..83a729de3f 100644 --- a/tools/test_native_scene_motion.py +++ b/tools/test_native_scene_motion.py @@ -20,7 +20,43 @@ def single(value): return struct.pack('>f', value).hex() def vec(values): return list(map(bits, values)) def op(mode, value=None, **extra): return dict(mode=mode, value=value, **extra) +def pose_corpus(controlled): + def ticks(keys, count): + if controlled: + return [op('controlled_tick', keys) for _ in range(count)] + return [op('shift', bool(keys & 32))] + [op('simulation_tick',vec((.98 if keys & 4 else 0,0,.98 if keys & 1 else 0)),jumping=bool(keys & 16)) for _ in range(count)] + # The actor starts on ordinary resident ground. Change the ceiling in place + # to exercise all fit fallbacks, including a space too small to change pose. + for scale in [.5,1,1.25,2]: + for sneak in [0,.3,.5,1]: + ops=[op('attribute',bits(scale),name='minecraft:scale'),op('refresh_dimensions'), + op('attribute',bits(sneak),name='minecraft:sneaking_speed')] + for ceiling,props,y in [('air',{},5),('stone_slab',{'type':'top'},5),('stone',{},5),('stone',{},4)]: + ops += [op('block',name='minecraft:'+ceiling,position=[25,y,25],properties=props),op('pose_tick')] + ops += ticks(32,3)+ticks(0,3) + ops += [op('block',name='minecraft:air',position=[25,y,25]),op('pose_tick')] + for pose in ['CROUCHING','SWIMMING','STANDING']: + ops += [op('pose',pose)]+ticks(0,2) + yield dict(position=vec((25.5,4,25.5)),ops=ops) + # Finite-scene edges are open air: axis/diagonal backoff, step-height + # thresholds, falling grace, key release, sprint and jump combinations. + for start in [(30.9,4,30.9),(30.9,4.3,30.9),(30.9,4.6,30.9),(-15.9,4,-15.9)]: + for step in [0,.5,.6,1.5]: + for yaw in [0,45,180,225]: + ops=[op('attribute',bits(step),name='minecraft:step_height'),op('yaw',single(yaw))] + ops += ticks(33,35)+ticks(37,15)+ticks(97,10)+ticks(49,10)+ticks(1,15)+ticks(0,5) + yield dict(position=vec(start),ops=ops) + for material in ['stone','slime_block','honey_block','hay_block','farmland','turtle_egg']: + for shift in [0,32]: + ops=[op('block',name='minecraft:'+material,position=[25,3,25])]+ticks(shift,80) + ops += [op('block',name='minecraft:stone',position=[25,3,25])] + yield dict(position=vec((25.5,10,25.5)),ops=ops) + for start in [(1.5,4,22.5),(-7.5,4,22.5),(25.5,4,25.5)]: + ops=ticks(33,10)+ticks(32,10)+ticks(0,10)+ticks(49,10)+ticks(0,10) + yield dict(position=vec(start),ops=ops) + def corpus(): + yield from pose_corpus(False) def food(level=20,saturation=5,exhaustion=0,timer=0): return op('food',food=level,saturation=single(saturation),exhaustion=single(exhaustion),timer=timer) # Actual ServerPlayer.checkMovementStatistics with all query contexts. These @@ -224,6 +260,7 @@ def corpus(): yield dict(position=vec((25,4,25)),ops=[op('speed',single(.1))]+[op('travel',vec((0,0,0))) for _ in range(400)]) def sprint_corpus(): + yield from pose_corpus(True) for level in [0,6,7,8,20]: for health in [10,20]: for start in [(12,4,0),(25,18,25)]: @@ -280,7 +317,7 @@ def main(): dependencies=os.pathsep.join(map(str,libraries)) run(['javac','--release',lock['minecraft']['java_major'],'-proc:none','-cp',str(jars.get('server',jars['client']))+os.pathsep+dependencies, '-d',classes,oracle,*helpers],'compile-java') - fixtures=list(sprint_corpus() if args.sprint_input else corpus());operations=sum(len(f['ops']) for f in fixtures);expected_lines=6*operations+len(fixtures) + fixtures=list(sprint_corpus() if args.sprint_input else corpus());operations=sum(len(f['ops']) for f in fixtures);expected_lines=7*operations+len(fixtures) (build/'inputs.txt').write_text(''.join(json.dumps(f,separators=(',',':'))+'\n' for f in fixtures)) input_hash=lab.digest(build/'inputs.txt','sha256') damage_dir=build/'damage';damage_dir.mkdir(exist_ok=True) @@ -306,7 +343,7 @@ def main(): 'java':subprocess.check_output(['java','--version'],text=True).splitlines()[0],'fixtures':len(fixtures), 'operations':operations,'sources_sha256':tested,'resources':resource_hash,'input_sha256':input_hash, 'rust_output_sha256':lab.digest(build/'rust.txt','sha256'),'references':references, - 'scope':('Client sprint scene executes the real LocalPlayer.aiStep prefix through sprint decisions, stopping at the riding/parent movement boundary, followed by real LocalPlayer.modifyInput and the native server actor simulation. Sprint setters dispatch to that server actor, sharing its actual FoodData and collision conditions. Compares local sprint timer/input history and actual attribute changes, movement, distance exhaustion and hunger. No effects, equipment, vehicles, fluids or pose transitions; raw shift input is recorded but crouching is unbound. Full client/server tick and networking remain unfinished. ' if args.sprint_input else '')+'Stored PlayerMotion binds resident client chunks and registered attributes/coefficients to air travel, jumping, Entity.move, step resolution, ground/support updates, restitution and speed factors. Repeated native Player.travel/jump/move and actual Player.aiStep / direct LivingEntity.aiStep compare position, velocity, bounds, collision/ground flags, support, climb state, fall-reset field, both sync flags, speed, head yaw, jump trigger and jump delay by exact bits. Prepared-local-input Player.aiStep paths verify the stored speed refresh after movement, with empty inventory and no nearby entities. Travel uses the actual Player.getSpeed movement-attribute query, independently of that stored base-living speed field; both getter and setter execute native bodies. Dry aiStep includes small-velocity cleanup, input damping, held/released jump timing and server frost-modifier removal. Snapshots also compare all allocated attribute instances, base/cache/dirty state, modifier values/operations/permanence and pending update/sync membership (not JVM identity-dependent iteration order). Dry resident scene, fixed standing dimensions, zero frozen ticks, empty equipment, no interpolation, fluids, vehicles, effects, crouching or other entities. Actual LivingEntity.checkFallDamage, registered Block.fallOn/bounceOn and Player/LivingEntity.causeFallDamage are composed, including float-narrowed fall-distance accumulation, reset, last-climb clearing, safe-fall and damage-multiplier attributes, impulse exemptions and ordered landing particle/sound/statistic/hit-ground/damage requests. Farmland pushes the stored player and replaces actual chunk state; repeated turtle-egg changes preserve hatch. Block state at the landing fixture is compared after every operation. World RNG is a seeded native legacy stream. Actual ServerPlayer/Player/LivingEntity hurt dispatch now updates native synchronized health and player absorption, modified armor/toughness reduction, exhaustion, damage cooldown/last-source state and velocity synchronization. Native health storage and dirty flags are compared after every operation. Damage sources use actual decoded/tagged pinned damage registries. ServerPlayer jump statistics and exhaustion are included; dead-or-dying state disables movement input and jumping. Empty equipment/hands/effects, configurable difficulty and natural regeneration, damage gamerules enabled, loaded client and no spawn-extra fall particles define this scene domain. Ordered health/statistic/combat-record/broadcast/sound/criterion/death requests are compared; criterion argument payloads retain the separate combat gate. Actual health changes are applied, but audiovisual playback, persistent statistics, combat tracker internals, full death/drop/respawn services, block neighbor/drop/block-entity callbacks, movement emission, block-inside and networking remain controlled consumers. Actual FoodData.tick and ServerPlayer.tickRegeneration now share the same stored health, attributes, exhaustion and registered starvation damage. Snapshots compare food level, saturation, exhaustion, timer and tick count. Cases cover all four difficulties, regeneration rule changes, absorption during starvation, Peaceful recovery, timer overflow and nonfinite food values. Simulation operations compose clock setup, actual player movement and actual food ticking in their native order, including fall damage followed by regeneration in the same tick. Explicit clock operations establish cooldown/hurt-time/game-time/tick-count state; full enclosing native tick/doTick methods are not invoked by those setup operations. Input preparation has its own client comparison. ServerPlayer.checkMovementStatistics executes on accepted resident deltas after movement and before food ticking. Additional direct method fixtures cover all 512 overlapping passenger/swim/eye-water/water/climb/ground/sprint/crouch/glide flag combinations, invulnerable abilities, centimeter rounding, overflow, signed zero and nonfinite deltas. Those query contexts apply only to the statistics method; fluid/vehicle/crouch/glide physics remain unbound. ServerGamePacketListener packet acceptance/rejection and scheduling are not executed. No full Player.tick, consumable item-use lifecycle, local input lifecycle, nonempty inventory/equipment ticks, full freezing, complete death lifecycle or full gameplay parity claim.'}) + 'scope':('Client sprint scene executes the real LocalPlayer.aiStep prefix through sprint decisions, stopping at the riding/parent movement boundary, followed by real LocalPlayer.modifyInput and the native server actor simulation. Sprint setters dispatch to that server actor, sharing its actual FoodData and collision conditions. Compares local sprint timer/input history and actual attribute changes, movement, distance exhaustion and hunger. Actual local crouch selection precedes new keyboard input; slowdown, sprint eligibility and pose-dependent dimensions share resident state. No effects, equipment, vehicles or fluid physics. Full client/server tick and networking remain unfinished. ' if args.sprint_input else '')+'Stored PlayerMotion binds resident client chunks and registered attributes/coefficients to air travel, jumping, Entity.move, step resolution, ground/support updates, restitution and speed factors. Repeated native Player.travel/jump/move and actual Player.aiStep / direct LivingEntity.aiStep compare position, velocity, bounds, collision/ground flags, support, climb state, fall-reset field, both sync flags, speed, head yaw, jump trigger and jump delay by exact bits. Prepared-local-input Player.aiStep paths verify the stored speed refresh after movement, with empty inventory and no nearby entities. Travel uses the actual Player.getSpeed movement-attribute query, independently of that stored base-living speed field; both getter and setter execute native bodies. Dry aiStep includes small-velocity cleanup, input damping, held/released jump timing and server frost-modifier removal. Snapshots also compare all allocated attribute instances, base/cache/dirty state, modifier values/operations/permanence and pending update/sync membership (not JVM identity-dependent iteration order). Dry resident scene with standing, crouching and crawling bounds, cached eye height, native pose-fit selection and ledge backoff; zero frozen ticks, empty equipment, no interpolation, fluids, vehicles, effects or other entities. The oracle controls pose storage and invokes actual native refreshDimensions on changes; full synchronized pose schema and network notifications remain separate. Scale changes use explicit dimension-refresh operations, not the complete pending attribute-update lifecycle. Actual LivingEntity.checkFallDamage, registered Block.fallOn/bounceOn and Player/LivingEntity.causeFallDamage are composed, including float-narrowed fall-distance accumulation, reset, last-climb clearing, safe-fall and damage-multiplier attributes, impulse exemptions and ordered landing particle/sound/statistic/hit-ground/damage requests. Farmland pushes the stored player and replaces actual chunk state; repeated turtle-egg changes preserve hatch. Block state at the landing fixture is compared after every operation. World RNG is a seeded native legacy stream. Actual ServerPlayer/Player/LivingEntity hurt dispatch now updates native synchronized health and player absorption, modified armor/toughness reduction, exhaustion, damage cooldown/last-source state and velocity synchronization. Native health storage and dirty flags are compared after every operation. Damage sources use actual decoded/tagged pinned damage registries. ServerPlayer jump statistics and exhaustion are included; dead-or-dying state disables movement input and jumping. Empty equipment/hands/effects, configurable difficulty and natural regeneration, damage gamerules enabled, loaded client and no spawn-extra fall particles define this scene domain. Ordered health/statistic/combat-record/broadcast/sound/criterion/death requests are compared; criterion argument payloads retain the separate combat gate. Actual health changes are applied, but audiovisual playback, persistent statistics, combat tracker internals, full death/drop/respawn services, block neighbor/drop/block-entity callbacks, movement emission, block-inside and networking remain controlled consumers. Actual FoodData.tick and ServerPlayer.tickRegeneration now share the same stored health, attributes, exhaustion and registered starvation damage. Snapshots compare food level, saturation, exhaustion, timer and tick count. Cases cover all four difficulties, regeneration rule changes, absorption during starvation, Peaceful recovery, timer overflow and nonfinite food values. Simulation operations compose clock setup, actual player movement and actual food ticking in their native order, including fall damage followed by regeneration in the same tick. Explicit clock operations establish cooldown/hurt-time/game-time/tick-count state; full enclosing native tick/doTick methods are not invoked by those setup operations. Input preparation has its own client comparison. ServerPlayer.checkMovementStatistics executes on accepted resident deltas after movement and before food ticking. Additional direct method fixtures cover all 512 overlapping passenger/swim/eye-water/water/climb/ground/sprint/crouch/glide flag combinations, invulnerable abilities, centimeter rounding, overflow, signed zero and nonfinite deltas. Those query contexts apply only to the statistics method; fluid/vehicle/glide physics remain unbound. ServerGamePacketListener packet acceptance/rejection and scheduling are not executed. No full Player.tick, consumable item-use lifecycle, local input lifecycle, nonempty inventory/equipment ticks, full freezing, complete death lifecycle or full gameplay parity claim.'}) print(f'Scoped scene motion parity passed: {report}',flush=True) if __name__=='__main__':main()