Connect native-validated player motion to fixed-rate walking controls

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Ludovic Marie committed 2026-10-07 15:45:47 +02:00
1 parent 40a9f04f42
commit 59676c6e84
18 files changed
+2479 -33

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"project": "Horizon",
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"scope": "Native resident-scene renderer with inspection camera and optional fixed-rate dry walking test; full gameplay remains unfinished",
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"walking": true,
"window_size": [
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"verification": {
"physical_controls": [
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"W held 1500 ms",
"Space held 700 ms",
"F5 inspection",
"F5 walking",
"Ctrl+Q exit"
],
"observations": [
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"Horizontal position changed in the viewed direction",
"Jump screenshot visually inspected with raised viewpoint",
"Walking/inspection toggles logged",
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],
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"limits": "Linux development-scene smoke check only. No full gameplay, native pixel parity, platform release acceptance or FPS comparison claim."
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"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 speed refresh after movement, with empty inventory and no nearby entities. 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. Landing/damage, audiovisual emission, block-inside and network consumers remain controlled boundaries. Input preparation is a controlled boundary here and has its own client comparison. No full Player.tick, local input lifecycle, nonempty inventory/equipment ticks, full freezing, health/damage or full gameplay parity claim."
}
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"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"
}
}
@@ -0,0 +1,43 @@
#![forbid(unsafe_code)]
use horizon_client::{Result, input};
use serde_json::Value;
use std::{
fs::File,
io::{BufRead, BufReader, BufWriter, Write},
};
fn number(v: &Value) -> f32 {
f32::from_bits(u32::from_str_radix(v.as_str().unwrap(), 16).unwrap())
}
fn bits(v: f32) -> u32 {
if v.is_nan() { 0x7fc00000 } else { v.to_bits() }
}
fn main() -> Result<()> {
let args: Vec<_> = std::env::args().skip(1).collect();
let mut out = BufWriter::new(File::create(&args[1])?);
for line in BufReader::new(File::open(&args[0])?).lines() {
let f: Value = serde_json::from_str(&line?)?;
let keys = f["keys"].as_u64().unwrap();
let direction =
input::keyboard_direction(keys & 1 != 0, keys & 2 != 0, keys & 4 != 0, keys & 8 != 0);
let vector = if f["vector"].is_null() {
direction
} else {
[number(&f["vector"][0]), number(&f["vector"][1])]
};
let result = input::modify_input(
vector,
(f["using"].as_bool().unwrap() && !f["riding"].as_bool().unwrap())
.then(|| number(&f["item"])),
f["slow"].as_bool().unwrap().then(|| number(&f["sneak"])),
);
writeln!(
out,
"{:08x} {:08x} {:08x} {:08x}",
bits(direction[0]),
bits(direction[1]),
bits(result[0]),
bits(result[1])
)?;
}
Ok(())
}
@@ -74,7 +74,7 @@ fn snapshot(out: &mut impl Write, player: &PlayerMotion) -> Result<()> {
}
writeln!(
out,
"{} {} {} {} {} {} {} {:016x} {} {} {} {:08x} {} | {}",
"{} {} {} {} {} {} {} {:016x} {} {} {} {:08x} {} {:08x} {} | {}",
player.collision.horizontal,
player.collision.vertical,
player.collision.below,
@@ -88,6 +88,8 @@ fn snapshot(out: &mut impl Write, player: &PlayerMotion) -> Result<()> {
player.sync_position,
player.speed.to_bits(),
player.no_jump_delay,
player.head_yaw.to_bits(),
player.jump_trigger_time,
attributes.join(";")
)?;
Ok(())
@@ -127,6 +129,14 @@ fn main() -> Result<()> {
let v = vector(&op["value"]);
world.movement_tick([v.x as f32, v.y as f32, v.z as f32])?;
}
"player_tick" => {
let v = vector(&op["value"]);
world.player_movement_tick(
[v.x as f32, v.z as f32],
op["jumping"].as_bool().unwrap(),
)?;
}
"trigger" => world.player.jump_trigger_time = op["value"].as_i64().unwrap() as i32,
"delay" => world.player.no_jump_delay = op["value"].as_i64().unwrap() as i32,
"move" => world.move_self(vector(&op["value"]))?,
"jump" => world.jump_from_ground()?,
+8 -4
View File
@@ -40,11 +40,8 @@ impl Camera {
self.pitch = (self.pitch - y * 0.002).clamp(-1.55, 1.55);
}
pub fn update(&mut self, keys: &HashSet<KeyCode>, seconds: f64) {
self.turn(keys, seconds);
let held = |key| f64::from(u8::from(keys.contains(&key)));
self.yaw += (held(KeyCode::ArrowLeft) - held(KeyCode::ArrowRight)) * seconds * 1.5;
self.pitch = (self.pitch
+ (held(KeyCode::ArrowUp) - held(KeyCode::ArrowDown)) * seconds * 1.5)
.clamp(-1.55, 1.55);
let forward = DVec3::new(self.yaw.sin(), 0.0, self.yaw.cos());
let right = DVec3::new(-self.yaw.cos(), 0.0, self.yaw.sin());
let movement = forward * (held(KeyCode::KeyW) - held(KeyCode::KeyS))
@@ -61,6 +58,13 @@ impl Camera {
};
}
}
pub fn turn(&mut self, keys: &HashSet<KeyCode>, seconds: f64) {
let held = |key| f64::from(u8::from(keys.contains(&key)));
self.yaw += (held(KeyCode::ArrowLeft) - held(KeyCode::ArrowRight)) * seconds * 1.5;
self.pitch = (self.pitch
+ (held(KeyCode::ArrowUp) - held(KeyCode::ArrowDown)) * seconds * 1.5)
.clamp(-1.55, 1.55);
}
pub fn matrix(&self, aspect: f32) -> Mat4 {
let forward = Vec3::new(
(self.yaw.sin() * self.pitch.cos()) as f32,
+63
View File
@@ -0,0 +1,63 @@
//! Fixed-rate development simulation driver. Rendering consumes elapsed time;
//! a per-frame work cap retains its backlog instead of dropping simulation time.
use std::time::Duration;
pub const TICK: Duration = Duration::from_millis(50);
#[derive(Default)]
pub struct FixedStep {
pending: Duration,
}
impl FixedStep {
pub fn advance(&mut self, elapsed: Duration) -> u32 {
self.pending += elapsed;
let steps = (self.pending.as_nanos() / TICK.as_nanos()).min(10) as u32;
self.pending -= TICK * steps;
steps
}
pub fn reset(&mut self) {
self.pending = Duration::ZERO;
}
pub fn fraction(&self) -> f64 {
(self.pending.as_secs_f64() / TICK.as_secs_f64()).min(1.0)
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn render_schedules_preserve_ticks_and_stall_backlog() {
for schedule in [&[7, 13, 18, 12][..], &[50][..], &[1, 999, 2700, 300][..]] {
let mut clock = FixedStep::default();
let mut elapsed = Duration::ZERO;
let mut ticks = 0;
for _ in 0..100 {
for &ms in schedule {
let frame = Duration::from_millis(ms);
elapsed += frame;
let count = clock.advance(frame);
assert!(count <= 10);
ticks += count;
}
}
loop {
let count = clock.advance(Duration::ZERO);
ticks += count;
if count == 0 {
break;
}
}
assert_eq!(u128::from(ticks), elapsed.as_nanos() / TICK.as_nanos());
}
}
#[test]
fn pause_discards_only_explicitly_reset_time() {
let mut clock = FixedStep::default();
assert_eq!(clock.advance(Duration::from_millis(49)), 0);
assert_eq!(clock.advance(Duration::from_millis(1)), 1);
assert_eq!(clock.advance(Duration::from_millis(24)), 0);
clock.reset();
assert_eq!(clock.advance(Duration::from_millis(26)), 0);
assert_eq!(clock.advance(Duration::from_millis(24)), 1);
}
}
+67
View File
@@ -0,0 +1,67 @@
//! KeyboardInput direction and LocalPlayer input-speed arithmetic for 26.3.
//! Item-use and sneak multipliers come from the player's current state; this
//! module does not implement sprint eligibility, poses or the input lifecycle.
fn length(v: [f32; 2]) -> f32 {
f64::from(v[0] * v[0] + v[1] * v[1]).sqrt() as f32
}
fn scale(v: [f32; 2], factor: f32) -> [f32; 2] {
[v[0] * factor, v[1] * factor]
}
pub fn keyboard_direction(forward: bool, backward: bool, left: bool, right: bool) -> [f32; 2] {
let impulse = |positive: bool, negative: bool| {
if positive == negative {
0.0
} else if positive {
1.0
} else {
-1.0
}
};
let v = [impulse(left, right), impulse(forward, backward)];
let magnitude = length(v);
if magnitude < 1.0e-4 {
[0.0, 0.0]
} else {
[v[0] / magnitude, v[1] / magnitude]
}
}
/// LocalPlayer.modifyInput with already selected multipliers. `item_use` is
/// Some only when using an item and not riding; `sneaking` only when moving
/// slowly. Zero input returns before either multiplier is applied.
pub fn modify_input(input: [f32; 2], item_use: Option<f32>, sneaking: Option<f32>) -> [f32; 2] {
if input[0] * input[0] + input[1] * input[1] == 0.0 {
return input;
}
let mut v = scale(input, 0.98);
if let Some(multiplier) = item_use {
v = scale(v, multiplier);
}
if let Some(multiplier) = sneaking {
v = scale(v, multiplier);
}
square_movement(v)
}
fn square_movement(v: [f32; 2]) -> [f32; 2] {
let magnitude = length(v);
if magnitude <= 0.0 {
return v;
}
let unit = scale(v, 1.0 / magnitude);
let x = unit[0].abs();
let y = unit[1].abs();
let ratio = if y > x { x / y } else { y / x };
let distance = f64::from(1.0 + ratio * ratio).sqrt() as f32;
let speed = magnitude * distance;
// Java Math.min propagates NaN, unlike Rust's f32::min.
scale(
unit,
if speed.is_nan() || speed < 1.0 {
speed
} else {
1.0
},
)
}
+2
View File
@@ -1,7 +1,9 @@
//! Shared resident-scene loading and queries for the native development client.
#![forbid(unsafe_code)]
pub mod assets;
pub mod clock;
pub mod collisions;
pub mod input;
pub mod models;
pub mod motion;
pub mod sprites;
+104 -6
View File
@@ -7,6 +7,12 @@ mod render;
use assets::Assets;
use camera::Camera;
use horizon_client::{assets, collisions, models, sprites, world};
use horizon_client::{
clock::FixedStep,
input,
motion::{MotionResources, MotionWorld, PlayerMotion},
};
use horizon_core::geometry::Vec3;
use mesh::Mesh;
use render::Renderer;
use std::{
@@ -59,7 +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.\n\nThis is a controlled block/model scene with a free inspection camera, not complete gameplay."
"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; gravity and collisions at 20 ticks/s.\n\nThis is a controlled development scene. Walking has no sprint/crouch, damage, interaction, saving or complete gameplay."
);
return Ok(None);
}
@@ -100,6 +106,11 @@ struct App<'a> {
world: TestWorld<'a>,
collision_binding: &'a horizon_world::block_collision::BlockCollisionRegistry<'a>,
collision_camera: bool,
motion_resources: &'a MotionResources,
player: Option<PlayerMotion>,
motion_clock: FixedStep,
previous_player_position: Vec3,
movement_ticks: u64,
mesh: Mesh,
options: Options,
window: Option<Arc<Window>>,
@@ -118,6 +129,68 @@ struct App<'a> {
error: Option<String>,
}
impl App<'_> {
fn toggle_walking(&mut self) -> Result<()> {
if self.player.is_some() {
self.player = None;
} else {
let mut collision = collisions::SceneCollisions {
world: &self.world,
binding: self.collision_binding,
};
if !collision.unobstructed(self.camera.collision_bounds())? {
eprintln!(
"Horizon: move the inspection camera to an unobstructed position before walking."
);
return Ok(());
}
let p = self.camera.position;
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.collision_camera = false;
}
self.motion_clock.reset();
self.previous = Instant::now();
eprintln!("Horizon walking test: {}", self.player.is_some());
Ok(())
}
fn move_player(&mut self, elapsed: Duration) -> Result<()> {
let player = self.player.as_mut().ok_or("missing movement actor")?;
let direction = input::modify_input(
input::keyboard_direction(
self.keys.contains(&KeyCode::KeyW),
self.keys.contains(&KeyCode::KeyS),
self.keys.contains(&KeyCode::KeyA),
self.keys.contains(&KeyCode::KeyD),
),
None,
None,
);
for _ in 0..self.motion_clock.advance(elapsed) {
self.previous_player_position = player.position;
player.yaw = (-self.camera.yaw.to_degrees()) as f32;
MotionWorld {
player,
scene: &self.world,
assets: self.assets,
collision_binding: self.collision_binding,
resources: self.motion_resources,
}
.player_movement_tick(direction, self.keys.contains(&KeyCode::Space))?;
// Consumers for these phase records are not yet integrated.
player.events.clear();
self.movement_ticks += 1;
}
let from = self.previous_player_position;
let to = player.position;
let alpha = self.motion_clock.fraction();
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.z + (to.z - from.z) * alpha,
);
Ok(())
}
fn fail(&mut self, event_loop: &ActiveEventLoop, error: impl ToString) {
self.error = Some(error.to_string());
event_loop.exit();
@@ -158,7 +231,7 @@ impl App<'_> {
let report = serde_json::json!({
"schema": 1,
"project": "Horizon",
"scope": "Native cube and cuboid-model renderer with binary cutouts, stepped sprite animation and optional camera collisions; no gameplay simulation",
"scope": "Native resident-scene renderer with inspection camera and optional fixed-rate dry walking test; full gameplay remains unfinished",
"os": std::env::consts::OS,
"arch": std::env::consts::ARCH,
"adapter": adapter,
@@ -179,6 +252,11 @@ impl App<'_> {
"camera_yaw": self.camera.yaw,
"camera_pitch": self.camera.pitch,
"collision_camera": self.collision_camera,
"walking": self.player.is_some(),
"movement_ticks": self.movement_ticks,
"player_position": self.player.as_ref().map(|p| [p.position.x,p.position.y,p.position.z]),
"player_velocity": self.player.as_ref().map(|p| [p.velocity.x,p.velocity.y,p.velocity.z]),
"player_on_ground": self.player.as_ref().map(|p| p.ground.on_ground),
"error": self.error,
});
if let Some(parent) = path.parent().filter(|p| !p.as_os_str().is_empty()) {
@@ -251,6 +329,7 @@ impl ApplicationHandler for App<'_> {
self.capture(false);
}
self.previous = Instant::now();
self.motion_clock.reset();
}
WindowEvent::MouseInput {
state: ElementState::Pressed,
@@ -264,7 +343,13 @@ impl ApplicationHandler for App<'_> {
if key == KeyCode::Escape {
self.capture(false);
}
if key == KeyCode::F4 && !event.repeat {
if key == KeyCode::F5
&& !event.repeat
&& let Err(error) = self.toggle_walking()
{
self.fail(event_loop, error);
}
if key == KeyCode::F4 && !event.repeat && self.player.is_none() {
if self.collision_camera {
self.collision_camera = false;
} else {
@@ -304,9 +389,16 @@ impl ApplicationHandler for App<'_> {
}
WindowEvent::RedrawRequested => {
let now = Instant::now();
let seconds = now.duration_since(self.previous).as_secs_f64().min(0.1);
let elapsed = now.duration_since(self.previous);
let seconds = elapsed.as_secs_f64().min(0.1);
self.previous = now;
if self.focused {
if self.focused && self.player.is_some() {
self.camera.turn(&self.keys, seconds);
if let Err(error) = self.move_player(elapsed) {
self.fail(event_loop, error);
return;
}
} else if self.focused {
let from = self.camera.position;
let bounds = self.camera.collision_bounds();
self.camera.update(&self.keys, seconds);
@@ -400,10 +492,11 @@ fn run() -> Result<()> {
})?;
let world = TestWorld::new(&assets, options.radius)?;
let collision_binding = collisions::load(&options.resources, &assets.registry)?;
let motion_resources = MotionResources::load(&options.resources, &assets)?;
let mut visibility = models::load_visibility(&options.resources, &assets.registry)?;
let mesh = mesh::build(&world, &assets, &mut visibility)?;
eprintln!(
"Horizon development scene: {} resident chunks, {} merged cube faces, {} baked model faces.\nClick to capture mouse; WASD/Space/Shift move; arrows rotate; F4 toggles camera collisions; Esc releases; Ctrl+Q quits.",
"Horizon development scene: {} resident chunks, {} merged cube faces, {} baked model faces.\nClick to capture mouse; WASD/Space/Shift move; arrows rotate; F4 toggles camera collisions; F5 toggles walking test; Esc releases; Ctrl+Q quits.",
world.chunks.len(),
mesh.cubes.len(),
mesh.models.len()
@@ -414,6 +507,11 @@ fn run() -> Result<()> {
world,
collision_binding: &collision_binding,
collision_camera: false,
motion_resources: &motion_resources,
player: None,
motion_clock: FixedStep::default(),
previous_player_position: Vec3::ZERO,
movement_ticks: 0,
mesh,
options,
window: None,
+35 -5
View File
@@ -120,8 +120,10 @@ pub struct PlayerMotion {
pub fall_distance: f64,
pub stuck_multiplier: Vec3,
pub yaw: f32,
pub head_yaw: f32,
pub jumping: bool,
pub no_jump_delay: i32,
pub jump_trigger_time: i32,
pub sprinting: bool,
pub speed: f32,
pub last_climbable: Option<BlockPos>,
@@ -164,8 +166,10 @@ impl PlayerMotion {
fall_distance: 0.0,
stuck_multiplier: Vec3::ZERO,
yaw: 0.0,
head_yaw: 0.0,
jumping: false,
no_jump_delay: 0,
jump_trigger_time: 0,
sprinting: false,
speed: 0.0,
last_climbable: None,
@@ -256,6 +260,10 @@ pub struct MotionWorld<'p, 'w, 'r> {
pub collision_binding: &'w BlockCollisionRegistry<'r>,
pub resources: &'w MotionResources,
}
enum TickInput {
Living([f32; 3]),
PreparedLocal { direction: [f32; 2], jumping: bool },
}
impl MotionWorld<'_, '_, '_> {
fn context(&self) -> CollisionContext<'static> {
CollisionContext::for_entity(
@@ -319,6 +327,22 @@ impl MotionWorld<'_, '_, '_> {
/// effects and world/entity effects remain unbound. Inputs are the native
/// float xxa/yya/zza fields, before LivingEntity.applyInput damping.
pub fn movement_tick(&mut self, input: [f32; 3]) -> Result<()> {
self.dry_tick(TickInput::Living(input))
}
/// Dry Player.aiStep movement with a prepared local input vector. The
/// caller applies LocalPlayer input preparation once. Empty inventory,
/// equipment and nearby-entity sets are the current scene domain.
pub fn player_movement_tick(&mut self, direction: [f32; 2], jumping: bool) -> Result<()> {
if self.player.jump_trigger_time > 0 {
self.player.jump_trigger_time -= 1;
}
self.dry_tick(TickInput::PreparedLocal { direction, jumping })?;
self.player.head_yaw = self.player.yaw;
// Player.aiStep refreshes speed after movement, not before travel.
self.player.speed = self.player.attribute("minecraft:movement_speed")? as f32;
Ok(())
}
fn dry_tick(&mut self, input: TickInput) -> Result<()> {
if self.player.no_jump_delay > 0 {
self.player.no_jump_delay -= 1;
}
@@ -331,11 +355,17 @@ impl MotionWorld<'_, '_, '_> {
velocity.y = 0.0;
}
self.player.velocity = velocity;
let input = Vec3::new(
f64::from(input[0] * 0.98),
f64::from(input[1]),
f64::from(input[2] * 0.98),
);
let input = match input {
TickInput::Living(v) => Vec3::new(
f64::from(v[0] * 0.98),
f64::from(v[1]),
f64::from(v[2] * 0.98),
),
TickInput::PreparedLocal { direction, jumping } => {
self.player.jumping = jumping;
Vec3::new(f64::from(direction[0]), 0.0, f64::from(direction[1]))
}
};
if self.player.jumping {
if self.player.ground.on_ground && self.player.no_jump_delay == 0 {
self.jump_from_ground()?;
+43 -10
View File
@@ -6,9 +6,12 @@ registry state, including the terrain and sixteen featured placements. It loads
block definitions, cuboid models, sprites and occlusion grids from pinned Java
Edition 26.3 resources. Model selection uses the default block position seed;
neighbor visibility uses the validated Rust face rules across chunk boundaries.
The camera remains an inspection tool. F4 enables a standing-sized collision
The default camera is an inspection tool. F4 enables a standing-sized collision
volume that queries the rendered resident chunks through the shared world
collision implementation. The camera can still fly; it does not simulate a player.
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.
Eligible opaque unit-cube faces use greedy rectangles only when texture layer,
UV rotation/mirroring and shading match. Each rectangle retains its signed UV
@@ -16,8 +19,9 @@ basis, so weighted texture variation survives merging. Other baked geometry and
binary-alpha cutouts use the separate model-face instance pipeline. Geometry
with nonintegral UV-lock rounding also stays on that path.
This checkpoint has no player simulation, vanilla world generation, block
interaction, inventory, sound, networking or world save/load. It does not meet
This checkpoint has partial player movement. Vanilla world generation, block
interaction, inventory, sound, networking and world save/load remain unbound in
the native client. It does not meet
the [playable-build acceptance criteria](rust-parity.md#completion-criteria-and-playable-builds).
The controlled chunk scene now uses blockstate dispatch, weighted variants,
multipart conditions and transformed baking. Full block-catalog material support,
@@ -62,17 +66,21 @@ not a render-distance or world-streaming implementation.
| Control | Action |
| --- | --- |
| WASD | Move horizontally |
| Space / either Shift | Rise / descend |
| Space / either Shift | Rise / descend in inspection mode; Space jumps in walking mode |
| Either Ctrl | Boost inspection speed |
| Arrow keys | Rotate camera |
| Left click | Capture mouse for camera rotation |
| Escape | Release mouse |
| F3 | Toggle FPS/chunk/mesh 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 |
Controls bind physical keyboard positions. Losing focus clears held keys and
releases the mouse. `--trace-input` logs keyboard, mouse-button and focus events
releases the mouse. Walking pauses while unfocused and resets partial tick time
on focus changes. Walking currently has no sprint, crouch, 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
physical key positions; typing the character W can report physical Escape.
@@ -84,8 +92,9 @@ render resources. `SceneCollisions` feeds its actual `TerrainChunk` instances
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. Gravity,
grounding, jumping, sneaking and the authoritative player tick remain unfinished.
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.
```sh
python3 tools/prepare_native_client.py
@@ -101,7 +110,7 @@ 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 next movement binding stores a player's position, velocity, standing bounds,
The movement binding stores a player's position, velocity, standing 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.
@@ -124,15 +133,39 @@ The test caught an omission where matching positions concealed a retained
powder-snow modifier and missing attribute notifications; dry ticks now remove
that modifier after travel, as vanilla does.
The [walking movement comparison](../benchmarks/rust-native-walking-2026-10-07/scene-motion.json)
extends this to 65,893 operations in 947 scenarios, invoking actual
`Player.aiStep` with empty inventory/equipment and no nearby entities. It checks
head yaw, jump-trigger countdown and speed refresh after movement. Prepared
input is supplied at the native virtual input boundary. Separately, the
[local input comparison](../benchmarks/rust-native-walking-2026-10-07/local-input.json)
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.
The fixed-rate driver limits work per rendered frame while retaining overdue
ticks. Clock tests cover varied frame schedules and long stalls. The development
focus pause is explicit; no vanilla pause-menu or multiplayer timing is claimed.
The [Linux walking smoke check](../benchmarks/rust-native-walking-2026-10-07/interactive-smoke.json)
enabled F5, landed at ground height 4, walked, jumped, switched modes and exited
with Ctrl+Q. Ground, moved and airborne screenshots were visually inspected;
the run recorded 207 movement ticks and finished grounded without an error.
The [renderer startup check](../benchmarks/rust-native-walking-2026-10-07/startup-smoke.json)
also passes after the movement integration.
```sh
python3 tools/prepare_native_client.py
python3 tools/test_native_scene_motion.py
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 equipment, no interpolation, crouching, vehicles or status effects.
The outer `Player.aiStep` and local input controller remain unbound.
empty inventory/equipment, no entity interpolation, crouching, vehicles or status
effects. Selected `Player.aiStep` phases are bound; the full tick and local input
lifecycle remain unfinished.
Landing/damage, movement emission and external networking
remain recorded phase boundaries; damage is not applied and ordinary falling
does not yet accumulate fall distance. Block-inside effects such as cobweb
+3 -1
View File
@@ -4,7 +4,9 @@ The behavior target is the repository's pinned **Minecraft Java Edition 26.3**.
One-to-one vanilla gameplay parity is the acceptance criterion. It has **not**
been reached. Horizon now has a [native development client](native-client.md)
that renders a controlled resident-chunk scene with blockstate-selected models
and an inspection camera with optional resident-block collisions. It does not run a
and an inspection camera with optional resident-block collisions. F5 now enables
a dry walking test with fixed-rate gravity, jumping, stepping and native-checked
keyboard input preparation over that scene. It does not run a
complete game server or gameplay simulation.
The Rust workspace implements core arithmetic/random streams, world data and
resident sections, scheduled tick ordering, geometry, contained fluid states,
@@ -0,0 +1,54 @@
package dev.horizonlab.parity;
import com.google.gson.*;
import java.io.*;
import java.lang.reflect.*;
import java.nio.file.*;
import net.minecraft.client.*;
import net.minecraft.client.player.*;
import net.minecraft.core.Holder;
import net.minecraft.core.component.DataComponents;
import net.minecraft.core.component.DataComponentMap;
import net.minecraft.core.component.PatchedDataComponentMap;
import net.minecraft.world.entity.ai.attributes.*;
import net.minecraft.world.entity.player.Input;
import net.minecraft.world.item.*;
import net.minecraft.world.item.component.UseEffects;
import net.minecraft.world.phys.Vec2;
/** Calls real KeyboardInput.tick and private LocalPlayer.modifyInput. */
public final class VanillaLocalInputOracle {
static Object unsafe;static Method allocate;static Constructor<ItemStack> stackConstructor;
static <T>T make(Class<T> type)throws Exception{return type.cast(allocate.invoke(unsafe,type));}
static Field field(Class<?> type,String name)throws Exception{var f=type.getDeclaredField(name);f.setAccessible(true);return f;}
static float number(JsonElement v){return Float.intBitsToFloat(Integer.parseUnsignedInt(v.getAsString(),16));}
static final class Actor extends LocalPlayer {
boolean using,riding,slow;float sneak;
Actor(){super(null,null,null,null,null,Input.EMPTY,false,null,null);}
@Override public boolean isUsingItem(){return using;}
@Override public boolean isPassenger(){return riding;}
@Override public boolean isMovingSlowly(){return slow;}
@Override public double getAttributeValue(Holder<Attribute> attribute){if(attribute!=Attributes.SNEAKING_SPEED)throw new AssertionError(attribute);return sneak;}
void item(float speed)throws Exception{useItem=stackConstructor.newInstance(Holder.direct(Items.STONE),1,new PatchedDataComponentMap(DataComponentMap.EMPTY));useItem.set(DataComponents.USE_EFFECTS,new UseEffects(false,false,speed));}
}
public static void main(String[] args)throws Exception{
net.minecraft.SharedConstants.tryDetectVersion();net.minecraft.server.Bootstrap.bootStrap();
var u=Class.forName("sun.misc.Unsafe");unsafe=field(u,"theUnsafe").get(null);allocate=u.getMethod("allocateInstance",Class.class);
stackConstructor=ItemStack.class.getDeclaredConstructor(Holder.class,int.class,PatchedDataComponentMap.class);stackConstructor.setAccessible(true);
var options=make(Options.class);String[] names={"keyUp","keyDown","keyLeft","keyRight","keyJump","keyShift","keySprint"};
var keys=new KeyMapping[names.length];var down=field(KeyMapping.class,"isDown");
for(int i=0;i<names.length;i++){keys[i]=make(KeyMapping.class);field(Options.class,names[i]).set(options,keys[i]);}
var keyboard=new KeyboardInput(options);var actor=make(Actor.class);
var modify=LocalPlayer.class.getDeclaredMethod("modifyInput",Vec2.class);modify.setAccessible(true);
try(var out=new PrintWriter(Files.newBufferedWriter(Path.of(args[1])));var lines=Files.lines(Path.of(args[0]))){
for(var line:(Iterable<String>)lines::iterator){var f=JsonParser.parseString(line).getAsJsonObject();int mask=f.get("keys").getAsInt();
for(int i=0;i<keys.length;i++)down.setBoolean(keys[i],(mask&(1<<i))!=0);
keyboard.tick();var direction=keyboard.getMoveVector();
Vec2 vector=direction;if(f.has("vector")){var v=f.getAsJsonArray("vector");vector=new Vec2(number(v.get(0)),number(v.get(1)));}
actor.using=f.get("using").getAsBoolean();actor.riding=f.get("riding").getAsBoolean();actor.slow=f.get("slow").getAsBoolean();actor.sneak=number(f.get("sneak"));actor.item(number(f.get("item")));
var result=(Vec2)modify.invoke(actor,vector);
out.printf("%08x %08x %08x %08x%n",Float.floatToIntBits(direction.x),Float.floatToIntBits(direction.y),Float.floatToIntBits(result.x),Float.floatToIntBits(result.y));
}
}
}
}
@@ -27,7 +27,7 @@ import static dev.horizonlab.parity.VanillaRegistryCollisionScanOracle.*;
* actual block scanning, support updates and restitution. Landing and external
* sound/event/network consumers are controlled phase boundaries. */
public final class VanillaSceneMotionOracle {
static Field position,history,support,noBlocks,last,stuck,delay,attributeStorage,attributeDirty,attributeCached;
static Field position,history,support,noBlocks,last,stuck,delay,trigger,attributeStorage,attributeDirty,attributeCached;
static MethodHandle aiStep;
static float single(JsonElement v){return Float.intBitsToFloat(Integer.parseUnsignedInt(v.getAsString(),16));}
static void write(Field f,Object o,Object value){try{f.set(o,value);}catch(Exception e){throw new AssertionError(e);}}
@@ -44,11 +44,12 @@ public final class VanillaSceneMotionOracle {
@Override public FluidState getFluidState(BlockPos p){return getBlockState(p).getFluidState();}
@Override public List<VoxelShape> getEntityCollisions(Entity e,AABB b){return List.of();}
@Override public List<Entity> getPushableEntities(Entity e,AABB b){return List.of();}
@Override public List<Entity> getEntities(Entity e,AABB b){return List.of();}
@Override public WorldBorder getWorldBorder(){return border;}
@Override public void gameEvent(Holder<GameEvent> event,Vec3 pos,GameEvent.Context context){}
}
static final class Actor extends Player {
AttributeMap attrs;byte flags;float speed;
AttributeMap attrs;byte flags;float speed;boolean preparedInput;
Actor(){super(null,null);}
void configure(Level l){setLevel(l);}
@Override public GameType gameMode(){return GameType.SURVIVAL;}
@@ -74,6 +75,7 @@ public final class VanillaSceneMotionOracle {
@Override public boolean hasEffect(Holder<MobEffect> effect){return false;}
@Override public MobEffectInstance getEffect(Holder<MobEffect> effect){return null;}
@Override public float getSpeed(){return speed;}
@Override public float getHealth(){return 20;}
@Override public void setSpeed(float value){speed=value;}
@Override public MoveSimulationType getMoveSimulationType(){return MoveSimulationType.SERVER_AND_CLIENT;}
@Override public boolean isClientAuthoritative(){return false;}
@@ -89,6 +91,11 @@ public final class VanillaSceneMotionOracle {
@Override public int getTicksFrozen(){return 0;}
@Override public void setTicksFrozen(int value){if(value!=0)throw new AssertionError(value);}
@Override protected void applyEffectsFromBlocks(){}
@Override protected void applyInput(){if(!preparedInput)super.applyInput();}
void playerMovementTick(Vec3 input,boolean jumping){
preparedInput=true;xxa=(float)input.x;yya=0;zza=(float)input.z;setJumping(jumping);
try{aiStep();}finally{preparedInput=false;}
}
void movementTick(Vec3 input)throws Exception {
xxa=(float)input.x;yya=(float)input.y;zza=(float)input.z;
try{aiStep.invoke((LivingEntity)this);}catch(Throwable t){if(t instanceof Exception e)throw e;throw new AssertionError(t);}
@@ -109,8 +116,8 @@ public final class VanillaSceneMotionOracle {
AABB b=p.getBoundingBox();
for(var v:List.of(p.position(),p.getDeltaMovement(),new Vec3(b.minX,b.minY,b.minZ),new Vec3(b.maxX,b.maxY,b.maxZ)))
out.printf("%016x %016x %016x ",Double.doubleToLongBits(v.x),Double.doubleToLongBits(v.y),Double.doubleToLongBits(v.z));
out.printf("%s %s %s %s %s %s %s %016x %s %s %s %08x %d | %s%n",p.horizontalCollision,p.verticalCollision,p.verticalCollisionBelow,p.minorHorizontalCollision,
p.onGround(),noBlocks.getBoolean(p),pos(support.get(p)),Double.doubleToLongBits(p.fallDistance),pos(last.get(p)),p.needsSync,p.syncPosition,Float.floatToIntBits(p.speed),delay.getInt(p),String.join(";",attributes));
out.printf("%s %s %s %s %s %s %s %016x %s %s %s %08x %d %08x %d | %s%n",p.horizontalCollision,p.verticalCollision,p.verticalCollisionBelow,p.minorHorizontalCollision,
p.onGround(),noBlocks.getBoolean(p),pos(support.get(p)),Double.doubleToLongBits(p.fallDistance),pos(last.get(p)),p.needsSync,p.syncPosition,Float.floatToIntBits(p.speed),delay.getInt(p),Float.floatToIntBits(p.yHeadRot),trigger.getInt(p),String.join(";",attributes));
}
public static void main(String[] args)throws Exception{
net.minecraft.SharedConstants.tryDetectVersion();net.minecraft.server.Bootstrap.bootStrap();Path dir=Path.of(args[1]);
@@ -119,6 +126,7 @@ public final class VanillaSceneMotionOracle {
position=field(Entity.class,"position");history=field(Entity.class,"movementThisTick");support=field(Entity.class,"mainSupportingBlockPos");noBlocks=field(Entity.class,"onGroundNoBlocks");last=field(LivingEntity.class,"lastClimbablePos");stuck=field(Entity.class,"stuckSpeedMultiplier");
var abilities=field(Player.class,"abilities");
delay=field(LivingEntity.class,"noJumpDelay");
trigger=field(Player.class,"jumpTriggerTime");
attributeStorage=field(AttributeMap.class,"attributes");attributeDirty=field(AttributeInstance.class,"dirty");attributeCached=field(AttributeInstance.class,"cachedValue");
aiStep=MethodHandles.privateLookupIn(LivingEntity.class,MethodHandles.lookup()).findSpecial(LivingEntity.class,"aiStep",MethodType.methodType(void.class),LivingEntity.class);
var description=JsonParser.parseString(Files.readString(dir.resolve("scene.json"))).getAsJsonObject();
@@ -129,7 +137,8 @@ public final class VanillaSceneMotionOracle {
var row=JsonParser.parseString(line).getAsJsonObject();var p=(Actor)allocate.invoke(unsafe,Actor.class);p.configure(level);
write(field(Entity.class,"type"),p,EntityTypes.PLAYER);
write(field(Entity.class,"interpolationHandler"),p,InterpolationHandler.NO_OP);
write(field(LivingEntity.class,"equipment"),p,new EntityEquipment());
var equipment=new EntityEquipment();write(field(LivingEntity.class,"equipment"),p,equipment);
write(field(Player.class,"inventory"),p,new Inventory(p,equipment));
p.attrs=new AttributeMap(VanillaEntityAttributeOracle.supplier(EntityTypes.PLAYER));
write(history,p,new ArrayDeque<>());write(support,p,Optional.empty());write(last,p,Optional.empty());write(stuck,p,Vec3.ZERO);write(abilities,p,new Abilities());
p.setDeltaMovement(Vec3.ZERO);p.setPos(VanillaSceneCollisionOracle.vector(row.get("position")));
@@ -137,6 +146,8 @@ public final class VanillaSceneMotionOracle {
var op=value.getAsJsonObject();switch(op.get("mode").getAsString()){
case "travel"->p.travel(VanillaSceneCollisionOracle.vector(op.get("value")));
case "tick"->p.movementTick(VanillaSceneCollisionOracle.vector(op.get("value")));
case "player_tick"->p.playerMovementTick(VanillaSceneCollisionOracle.vector(op.get("value")),op.get("jumping").getAsBoolean());
case "trigger"->trigger.setInt(p,op.get("value").getAsInt());
case "delay"->delay.setInt(p,op.get("value").getAsInt());
case "ack_attributes"->{p.attrs.getAttributesToUpdate().clear();p.attrs.getAttributesToSync().clear();}
case "modifier"->{
+59
View File
@@ -0,0 +1,59 @@
#!/usr/bin/env python3
"""Compare native keyboard direction and LocalPlayer input-speed preparation."""
import itertools
import json
import os
from pathlib import Path
import platform
import random
import struct
import subprocess
try:
from . import lab, test_rust_parity as base, test_model_baking_parity as baking
except ImportError:
import lab, test_rust_parity as base, test_model_baking_parity as baking
def bits(value):return struct.pack('>f',value).hex()
def corpus():
def row(keys,using,riding,slow,item,sneak,vector=None):
result=dict(keys=keys,using=using,riding=riding,slow=slow,item=bits(item),sneak=bits(sneak))
if vector is not None:result['vector']=list(map(bits,vector))
return result
for keys,using,riding,slow in itertools.product(range(128),[False,True],[False,True],[False,True]):
for item,sneak in [(1,1),(.2,.3),(0,.3),(.2,0),(.5,.5),(.8,.9),(2,2),(-.2,.3),(.2,-.3)]:
yield row(keys,using,riding,slow,item,sneak)
special=[0,-0.0,1,-1,1e-23,1e-20,1e-4,.98,1e10,1e20,float('inf'),float('-inf'),float('nan')]
for x,z in itertools.product(special,special):
for item,sneak in [(1,1),(0,.3),(.2,.3),(float('nan'),1)]:
yield row(0,True,False,True,item,sneak,(x,z))
rng=random.Random(0x494e505554)
for _ in range(4096):
yield row(rng.randrange(128),bool(rng.randrange(2)),bool(rng.randrange(2)),bool(rng.randrange(2)),rng.uniform(0,2),rng.uniform(0,1),(rng.uniform(-2,2),rng.uniform(-2,2)))
def main():
lock,jars,_=base.verify_artifacts();libraries=baking.client_libraries()
build=lab.LOCAL/'rust-local-input';build.mkdir(exist_ok=True)
report=build/'report.json';report.unlink(missing_ok=True)
oracle=lab.ROOT/'mods/horizon/src/test/java/dev/horizonlab/parity/VanillaLocalInputOracle.java'
sources=[Path(__file__),lab.ROOT/'tools/test_rust_parity.py',lab.ROOT/'tools/test_model_baking_parity.py',lab.ROOT/'tools/lab.py',oracle,lab.ROOT/'Cargo.toml',lab.ROOT/'Cargo.lock',lab.ROOT/'crates/horizon-client/Cargo.toml',lab.ROOT/'crates/horizon-client/src/input.rs',lab.ROOT/'crates/horizon-client/src/lib.rs',lab.ROOT/'crates/horizon-client/examples/input_probe.rs']
tested=base.source_hashes(sources)
def run(command,name):
with (build/(name+'.log')).open('w') as log:subprocess.run(list(map(str,command)),cwd=lab.ROOT,check=True,timeout=600,stdout=log,stderr=subprocess.STDOUT)
fixtures=list(corpus());inputs=build/'inputs.jsonl'
inputs.write_text(''.join(json.dumps(f,separators=(',',':'))+'\n' for f in fixtures));input_hash=lab.digest(inputs,'sha256')
classes=build/'classes';classes.mkdir(exist_ok=True)
dependencies=os.pathsep.join(map(str,[jars['client'],*libraries]))
run(['javac','--release',lock['minecraft']['java_major'],'-proc:none','-cp',dependencies,'-d',classes,oracle],'compile-java')
run(['cargo','build','--locked','-p','horizon-client','--example','input_probe'],'compile-rust')
metadata=json.loads(subprocess.check_output(['cargo','metadata','--locked','--no-deps','--format-version','1'],cwd=lab.ROOT))
binary=Path(metadata['target_directory'])/'debug/examples'/('input_probe.exe' if os.name=='nt' else 'input_probe')
run([binary,inputs,build/'rust.txt'],'rust')
run(['java','-Xmx768M','-cp',str(classes)+os.pathsep+dependencies,'dev.horizonlab.parity.VanillaLocalInputOracle',inputs,build/'client.txt'],'client')
matched=base.compare(build/'client.txt',build/'rust.txt')
if matched!=len(fixtures):raise AssertionError('Incomplete input output')
base.ensure_sources_unchanged(sources,tested)
if input_hash!=lab.digest(inputs,'sha256'):raise AssertionError('Input fixtures changed')
lab.write_json(report,dict(schema=1,minecraft=lock['minecraft']['version'],manifest_sha1=lock['minecraft']['manifest_sha1'],platform=platform.platform(),rustc=subprocess.check_output(['rustc','--version'],text=True).strip(),java=subprocess.check_output(['java','--version'],text=True).splitlines()[0],fixtures=len(fixtures),sources_sha256=tested,input_sha256=input_hash,client_jar_sha256=lab.digest(jars['client'],'sha256'),matched_output_lines=matched,output_sha256=lab.digest(build/'rust.txt','sha256'),scope='Actual KeyboardInput.tick direction and private LocalPlayer.modifyInput compared by float bits. All 128 key combinations, input-use/riding/slow gates, supplied use-effects and sneaking multipliers, analogue vectors, signed zeros and nonfinite arithmetic. Native item speed reads a real ItemStack USE_EFFECTS component. Does not establish the full LocalPlayer tick, input remapping, sprint eligibility, poses, camera bob or network lifecycle.'))
print(f'{matched:,} local input cases match the pinned client: {report}',flush=True)
if __name__=='__main__':main()
+10 -1
View File
@@ -20,6 +20,15 @@ def vec(values): return list(map(bits, values))
def op(mode, value=None, **extra): return dict(mode=mode, value=value, **extra)
def corpus():
for start in [(25,4,25),(25,18,25),(-11,4,0),(-7,5,14),(0,18,0)]:
for yaw in [0,45,90,-135,180]:
for trigger in [-1,0,1,7]:
ops=[op('yaw',single(yaw)),op('trigger',trigger)]
for i in range(180):
if i in [20,80]:ops.append(op('sprint',i==20))
if i==120:ops.append(op('attribute',bits(.2),name='minecraft:movement_speed'))
ops.append(op('player_tick',vec((.7071067690849304 if i<45 else 0,0,.7071067690849304 if i<45 else .98 if i<90 else 0)),jumping=(10<=i<60 or 120<=i<150)))
yield dict(position=vec(start),ops=ops)
for permanent in [False,True]:
for operation in range(3):
for value in [-.05,0,.2]:
@@ -132,7 +141,7 @@ def main():
'java':subprocess.check_output(['java','--version'],text=True).splitlines()[0],'fixtures':len(fixtures),
'operations':expected_lines-len(fixtures),'sources_sha256':tested,'resources':resource_hash,'input_sha256':input_hash,
'rust_output_sha256':lab.digest(build/'rust.txt','sha256'),'references':references,
'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 direct LivingEntity.aiStep compare position, velocity, bounds, collision/ground flags, support, climb state, fall-reset field, both sync flags, speed and jump delay by exact bits. 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. Landing/damage, audiovisual emission, block-inside and network consumers remain controlled boundaries. No outer Player.aiStep/tick, local input controller, full freezing, health/damage or full gameplay parity claim.'})
'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 speed refresh after movement, with empty inventory and no nearby entities. 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. Landing/damage, audiovisual emission, block-inside and network consumers remain controlled boundaries. Input preparation is a controlled boundary here and has its own client comparison. No full Player.tick, local input lifecycle, nonempty inventory/equipment ticks, full freezing, health/damage or full gameplay parity claim.'})
print(f'Scoped scene motion parity passed: {report}',flush=True)
if __name__=='__main__':main()