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| Author | SHA1 | Date | |
|---|---|---|---|
|
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b01dd34ad5 |
No files matched your search
@@ -1,7 +0,0 @@
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# Docker builds (the relay) need the Rust sources only.
|
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target/
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.local/
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**/node_modules/
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benchmarks/
|
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packs/
|
||||
mods/
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@@ -1,6 +0,0 @@
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# Generated files that tests compare byte for byte with what they generate: LF on every OS, also
|
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# where Git for Windows' core.autocrlf would check them out with CRLF.
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docs/launcher-commands.md text eol=lf
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docs/horizon-ctl-commands.md text eol=lf
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crates/horizon-theme/tokens.css text eol=lf
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docs/api/*-reference.md text eol=lf
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@@ -1,2 +0,0 @@
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#!/bin/sh
|
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exec python3 tools/check_public_tree.py
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@@ -1,2 +0,0 @@
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#!/bin/sh
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exec python3 tools/check_public_tree.py --pre-push
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@@ -1,16 +0,0 @@
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# Changes to these files wait for Ludovic's review once branch protection requires code owners' reviews
|
||||
# (tools/ci/protect_pipeline.sh, docs/security.md). They are what builds, signs and ships releases, the code that
|
||||
# checks downloads before installing them (backend.rs downloads, installs and updates the launcher itself; links.json
|
||||
# says where from; the Cargo.toml files pick the crates that do it), and this file. Everything else merges as soon as
|
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# `verify` passes.
|
||||
/.github/ @ludovic111
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/tools/ci/ @ludovic111
|
||||
/tools/release_train.py @ludovic111
|
||||
/crates/horizon-release-sign/ @ludovic111
|
||||
/crates/horizon-server/src/update.rs @ludovic111
|
||||
/crates/horizon-server/Cargo.toml @ludovic111
|
||||
/launcher/src/signed.rs @ludovic111
|
||||
/launcher/src/backend.rs @ludovic111
|
||||
/launcher/links.json @ludovic111
|
||||
/launcher/Cargo.toml @ludovic111
|
||||
/packaging/ @ludovic111
|
||||
@@ -1,3 +0,0 @@
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self-hosted-runner:
|
||||
# The Mac mini's runner (ludovics-mac-mini), which holds the maintainer's own Minecraft files.
|
||||
labels: [horizon-game, ludovics-mac-mini]
|
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@@ -1,19 +0,0 @@
|
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## What and why
|
||||
|
||||
<!-- What this changes, and why. Link the issue it fixes ("Fixes #123"). -->
|
||||
|
||||
## Vanilla reference
|
||||
|
||||
<!-- The vanilla classes and methods this follows (tools/rea_vanilla.py), and the harness that checks it.
|
||||
"Horizon-only" for a feature vanilla doesn't have; "none" for tooling or docs. -->
|
||||
|
||||
## Self-check
|
||||
|
||||
<!-- Paste the block `python3 tools/pr_ready.py` prints (`--base upstream/main` from a fork). -->
|
||||
|
||||
## Screenshots
|
||||
|
||||
<!-- For anything players see: before and after. Delete this section otherwise. -->
|
||||
|
||||
<!-- Please tick "Allow edits by maintainers": we push small fixups ourselves instead of a round trip.
|
||||
See CONTRIBUTING.md. -->
|
||||
@@ -1 +0,0 @@
|
||||
0.2
|
||||
@@ -1,27 +0,0 @@
|
||||
name: cancel-on-close
|
||||
# A closed or merged pull request's queued and running checks free the runners at once.
|
||||
# pull_request_target so the token can cancel runs of pull requests from forks too;
|
||||
# it checks out nothing and runs no code from the pull request.
|
||||
on:
|
||||
pull_request_target:
|
||||
types: [closed]
|
||||
permissions:
|
||||
actions: write
|
||||
jobs:
|
||||
cancel:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Cancel the pull request's unfinished runs
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
REPO: ${{ github.repository }}
|
||||
BRANCH: ${{ github.event.pull_request.head.ref }}
|
||||
SHA: ${{ github.event.pull_request.head.sha }}
|
||||
run: |
|
||||
for status in queued in_progress waiting pending requested; do
|
||||
gh run list -R "$REPO" --branch "$BRANCH" --status "$status" --limit 100 \
|
||||
--json databaseId,event,headSha \
|
||||
-q ".[] | select(.event == \"pull_request\" and .headSha == \"$SHA\") | .databaseId"
|
||||
done | sort -u | while read -r id; do
|
||||
gh run cancel -R "$REPO" "$id" || true
|
||||
done
|
||||
@@ -1,518 +0,0 @@
|
||||
name: checks
|
||||
# verify: every pull request and every push to main, on GitHub's runners (the repository is public). It is the
|
||||
# check main requires, so it never has a condition: a skipped job counts as passed, and every run of this workflow
|
||||
# must report a real verify (a pull request that changes no Rust finishes it in seconds instead).
|
||||
# parity: the vanilla harnesses a pull request's changes can affect, on the Mac mini's runner, which holds the
|
||||
# maintainer's own Minecraft files (Horizon never downloads the game); .github/workflows/parity.yml. Only for a pull
|
||||
# request that changes a harness, oracle, probe or the runner: the rest are checked on main by parity-main. A fork's pull
|
||||
# request runs it only when a maintainer adds the run-parity label (.github/workflows/run-parity.yml), so labels
|
||||
# never start this workflow. See docs/release-flow.md.
|
||||
on:
|
||||
push:
|
||||
branches: [main]
|
||||
pull_request:
|
||||
types: [opened, synchronize, reopened]
|
||||
workflow_dispatch:
|
||||
permissions:
|
||||
contents: read
|
||||
concurrency:
|
||||
# A new push to a pull request replaces its running checks; main's runs all finish (releases follow them).
|
||||
group: checks-${{ github.event.pull_request.number || github.sha }}
|
||||
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
|
||||
env:
|
||||
# Test runs never reach the telemetry server: no live-count ping, no uploads (docs/telemetry.md).
|
||||
HORIZON_TELEMETRY_URL: "off"
|
||||
|
||||
jobs:
|
||||
verify:
|
||||
runs-on: ubuntu-latest
|
||||
timeout-minutes: 30
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- uses: actions/setup-python@v5
|
||||
with:
|
||||
python-version: '3.12'
|
||||
- name: Does this pull request need Rust checks?
|
||||
if: github.event_name == 'pull_request'
|
||||
id: rust
|
||||
env:
|
||||
BASE_SHA: ${{ github.event.pull_request.base.sha }}
|
||||
HEAD_SHA: ${{ github.event.pull_request.head.sha }}
|
||||
run: python3 tools/ci/rust_changes.py "$BASE_SHA" "$HEAD_SHA" >> "$GITHUB_OUTPUT"
|
||||
- name: Keep game artifacts out of Git
|
||||
run: |
|
||||
python tools/check_public_tree.py
|
||||
python tools/check_public_tree.py --history
|
||||
- name: Test offline research tooling
|
||||
run: python -m unittest discover -s tests -v
|
||||
- name: Install Rust toolchain and the ALSA and udev headers the client links against
|
||||
if: steps.rust.outputs.required != 'false'
|
||||
run: |
|
||||
sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
|
||||
rustup toolchain install stable --profile minimal --component rustfmt --component clippy --target wasm32-unknown-unknown
|
||||
# Dependencies and the workspace's own build, saved from main's runs (pull requests read main's cache).
|
||||
- uses: Swatinem/rust-cache@v2
|
||||
if: steps.rust.outputs.required != 'false'
|
||||
with:
|
||||
shared-key: verify
|
||||
save-if: ${{ github.ref == 'refs/heads/main' }}
|
||||
- name: Check formatting and lint
|
||||
if: steps.rust.outputs.required != 'false'
|
||||
run: |
|
||||
cargo +stable fmt --all -- --check
|
||||
# With the game's code mods (on in every release build, off by default).
|
||||
cargo +stable clippy --workspace --all-targets --features horizon-client/mods -- -D warnings
|
||||
# The server build (released as horizon-engine): the game without sound or controllers.
|
||||
cargo +stable clippy -p horizon-client --all-targets --no-default-features -- -D warnings
|
||||
# Libraries, binaries and integration tests, then doc tests: not the ~275 examples, which clippy above already
|
||||
# type-checks and the parity job builds and runs (they were most of this step's build and link time).
|
||||
- name: Test Rust core and voxel kernel correctness
|
||||
if: steps.rust.outputs.required != 'false'
|
||||
run: |
|
||||
cargo +stable test --workspace --lib --bins --tests --features horizon-client/mods,horizon-mods/pack
|
||||
# The full content-root tests (#[ignore]d: minutes each on a laptop). The same build as above; they need the
|
||||
# prepared vanilla data, so without it they pass at once.
|
||||
cargo +stable test --workspace --lib --features horizon-client/mods,horizon-mods/pack mod_content::tests:: -- --ignored
|
||||
cargo +stable test --workspace --doc --features horizon-client/mods,horizon-mods/pack
|
||||
# The launcher is its own workspace (launcher/Cargo.toml), so verify's cargo runs never build it. A pull request that
|
||||
# changes it or a crate it builds is checked here, and so is every push to main: two pull requests can each pass
|
||||
# alone and break it together (#2059 and the registry ratings did, 2026-10-26).
|
||||
launcher:
|
||||
runs-on: ubuntu-latest
|
||||
timeout-minutes: 30
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- name: Does this pull request change the launcher or a crate it builds?
|
||||
if: github.event_name == 'pull_request'
|
||||
id: launcher
|
||||
env:
|
||||
BASE_SHA: ${{ github.event.pull_request.base.sha }}
|
||||
HEAD_SHA: ${{ github.event.pull_request.head.sha }}
|
||||
run: python3 tools/ci/rust_changes.py --launcher "$BASE_SHA" "$HEAD_SHA" >> "$GITHUB_OUTPUT"
|
||||
- name: Install Rust and the headers GPUI links against
|
||||
if: steps.launcher.outputs.required != 'false'
|
||||
run: |
|
||||
sudo apt-get update && sudo apt-get install -y --no-install-recommends libxkbcommon-x11-dev libwayland-dev \
|
||||
libx11-xcb-dev libfontconfig-dev libvulkan-dev libasound2-dev libudev-dev
|
||||
rustup toolchain install stable --profile minimal --component rustfmt --component clippy
|
||||
- uses: Swatinem/rust-cache@v2
|
||||
if: steps.launcher.outputs.required != 'false'
|
||||
with:
|
||||
workspaces: launcher
|
||||
shared-key: launcher
|
||||
save-if: ${{ github.ref == 'refs/heads/main' }}
|
||||
- name: Check the launcher's formatting, lint and tests
|
||||
if: steps.launcher.outputs.required != 'false'
|
||||
working-directory: launcher
|
||||
run: |
|
||||
cargo +stable fmt --check
|
||||
cargo +stable clippy --all-targets --locked -- -D warnings
|
||||
cargo +stable test --locked --lib
|
||||
# Most pull requests leave the harnesses to parity-main, which runs them on main a batch of merges at a time
|
||||
# (.github/workflows/parity-main.yml; releases wait for it). A pull request still runs them itself when it changes
|
||||
# a harness, an oracle, a probe or the runner, or carries the run-parity label (run-parity.yml, when it is added).
|
||||
parity-scope:
|
||||
if: github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository
|
||||
runs-on: ubuntu-latest
|
||||
outputs:
|
||||
run: ${{ steps.scope.outputs.run }}
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
ref: ${{ github.event.pull_request.head.sha }}
|
||||
fetch-depth: 0
|
||||
persist-credentials: false
|
||||
- id: scope
|
||||
env:
|
||||
BASE_SHA: ${{ github.event.pull_request.base.sha }}
|
||||
LABELS: ${{ join(github.event.pull_request.labels.*.name, ' ') }}
|
||||
run: |
|
||||
changed=$(git diff --name-only "$(git merge-base "$BASE_SHA" HEAD)" HEAD)
|
||||
harness=$(grep -E '^(tools/test_[a-z0-9_]+_parity\.py|tools/(parity[a-z_]*|lab)\.py|tools/parity_hosts\.json|mods/horizon/src/test/|crates/[^/]+/examples/|crates/horizon-client/src/game/[a-z_]*(fixture|harness)\.rs|\.github/workflows/parity[a-z-]*\.yml)' <<< "$changed" || true)
|
||||
if [ -n "$harness" ] || [[ " $LABELS " == *" run-parity "* ]]; then
|
||||
echo "run=true" >> "$GITHUB_OUTPUT"
|
||||
echo "The pull request runs its harnesses: ${harness:-label run-parity}"
|
||||
else
|
||||
echo "run=false" >> "$GITHUB_OUTPUT"
|
||||
echo "No harness, oracle, probe or runner change: parity-main checks this on main"
|
||||
fi
|
||||
parity:
|
||||
needs: parity-scope
|
||||
if: needs.parity-scope.outputs.run == 'true'
|
||||
uses: ./.github/workflows/parity.yml
|
||||
with:
|
||||
base: ${{ github.event.pull_request.base.sha }}
|
||||
head: ${{ github.event.pull_request.head.sha }}
|
||||
full: ${{ contains(github.event.pull_request.labels.*.name, 'full-parity') }}
|
||||
# Horizon never downloads the game. These jobs need a self-hosted Linux runner
|
||||
# (label horizon-game) holding the maintainer's own copy: the official launcher's
|
||||
# game directory in HORIZON_MINECRAFT_DIR and the pinned server jar in
|
||||
# HORIZON_SERVER_JAR. Start them by hand: gh workflow run checks --ref <branch>.
|
||||
vanilla-parity:
|
||||
if: github.event_name == 'workflow_dispatch'
|
||||
runs-on: [self-hosted, linux, horizon-game]
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/setup-python@v5
|
||||
with:
|
||||
python-version: '3.12'
|
||||
- name: Install Rust toolchain
|
||||
run: rustup toolchain install stable --profile minimal
|
||||
- uses: actions/setup-java@v4
|
||||
with:
|
||||
distribution: temurin
|
||||
java-version: '25'
|
||||
- name: Compare Rust foundations with pinned vanilla client and server bytecode
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_rust_parity.py --prepare
|
||||
- name: Check Rust world-data interoperability with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_world_parity.py
|
||||
- name: Compare scheduled ticks and saved tick data with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_tick_parity.py
|
||||
- name: Compare simulation geometry and cached block collision shapes
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: |
|
||||
python tools/test_geometry_parity.py
|
||||
python tools/test_collision_parity.py
|
||||
- name: Compare noise samplers and density kernels with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_noise_parity.py
|
||||
- name: Compare compiled density samplers with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_density_parity.py
|
||||
- name: Compare world-generation JSON codecs with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_worldgen_parity.py
|
||||
- name: Compare heightmap predicates and chunk mutations with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_heightmap_parity.py
|
||||
- name: Compare pre-light chunk status transitions and block writes
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_chunk_stage_parity.py
|
||||
- name: Compare feature placement into resident neighboring chunks
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_feature_region_parity.py
|
||||
- name: Compare nested feature selectors and sequences
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_feature_graph_parity.py
|
||||
- name: Compare named feature holders and placed-feature tags
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_feature_catalog_parity.py
|
||||
- name: Compare configured fill-layer block placement
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_fill_layer_parity.py
|
||||
- name: Compare replacement-rule codecs and evaluation
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_rule_test_parity.py
|
||||
- name: Compare simple-block placement and feature composition
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_simple_block_parity.py
|
||||
- name: Compare block-column sampling and obstruction
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_block_column_parity.py
|
||||
- name: Compare vertical pillars and cap feature placement
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_pillar_parity.py
|
||||
- name: Compare exactly-one-neighbor feature spreading
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_neighbor_spread_parity.py
|
||||
- name: Compare block-pile support and placement
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_block_pile_parity.py
|
||||
- name: Compare disk replacement and postprocessing
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_disk_parity.py
|
||||
- name: Compare block-blob support search and geometry
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_block_blob_parity.py
|
||||
- name: Compare spring placement and fluid tick scheduling
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_spring_parity.py
|
||||
- name: Compare vine attachment priority and placement
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_vines_parity.py
|
||||
- name: Compare underwater magma floor scans and occlusion
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_underwater_magma_parity.py
|
||||
- name: Compare blue-ice seeding and growth attempts
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_blue_ice_parity.py
|
||||
- name: Compare spike geometry and discontinuous roots
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_spike_parity.py
|
||||
- name: Compare End podium construction and destruction requests
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_end_podium_parity.py
|
||||
- name: Rust End gateway parity
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_end_gateway_parity.py
|
||||
- name: Compare bonus chest placement and conditional loot seeding
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_bonus_chest_parity.py
|
||||
- name: Compare recursive chorus generation and connection refreshes
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_chorus_plant_parity.py
|
||||
- name: Compare small speleothem patches and waterlogged points
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_speleothem_parity.py
|
||||
- name: Compare replacement blob search and Manhattan shells
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_replace_blobs_parity.py
|
||||
- name: Compare bamboo stalks, podzol patches and leafy caps
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_bamboo_parity.py
|
||||
- name: Compare Nether delta rims and shifted contents
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_delta_parity.py
|
||||
- name: Compare biome freezing and snow eligibility
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_biome_weather_parity.py
|
||||
- name: Compare frozen top layers and snowy ground updates
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_snow_freeze_parity.py
|
||||
- name: Compare generation-stage tick storage and routing
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_generation_tick_parity.py
|
||||
- name: Compare below-zero upgrade metadata codecs
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_retrogen_data_parity.py
|
||||
- name: Compare below-zero upgrade lifecycle and block transformations
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_retrogen_chunk_parity.py
|
||||
- name: Compare chunk-status metadata, ordering and codecs
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_chunk_status_parity.py
|
||||
- name: Compare proto-chunk block-entity storage and coordinates
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_block_entity_storage_parity.py
|
||||
- name: Compare ordered single-block replacement features
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_replace_block_parity.py
|
||||
- name: Compare scattered ore placement and air-exposure checks
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_scattered_ore_parity.py
|
||||
- name: Compare resident bulk-section access and raw writes
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_bulk_section_parity.py
|
||||
- name: Compare biome feature ordering and cycle detection
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_feature_sort_parity.py
|
||||
- name: Compare world-generation random wrappers and seeding
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_worldgen_random_parity.py
|
||||
- name: Compare biome filtering and top-level feature context
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_biome_placement_parity.py
|
||||
- name: Compare biome decoration feature scheduling and seeding
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_decoration_parity.py
|
||||
- name: Compare decoration against resident biome and terrain sections
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_decoration_region_parity.py
|
||||
- name: Compare block-state provider choices and rotation
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_state_provider_parity.py
|
||||
- name: Compare contained fluids and height queries with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_fluid_parity.py
|
||||
- name: Compare entity obstruction with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_entity_obstruction_parity.py
|
||||
- name: Compare block solidity and replaceability with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_block_properties_parity.py
|
||||
- name: Compare face slicing and block support with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_face_support_parity.py
|
||||
- name: Compare cached block support with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_block_support_parity.py
|
||||
- name: Compare dynamic block support with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_dynamic_support_parity.py
|
||||
- name: Compare moving-piston collision and interpolation with pinned vanilla
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_piston_shape_parity.py
|
||||
- name: Compare supported block survival rules with pinned vanilla
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_block_survival_parity.py
|
||||
- name: Compare noise-stage chunk filling with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_terrain_parity.py
|
||||
- name: Compare structure terrain-adaptation density with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_structure_density_parity.py
|
||||
- name: Compare seeded material bands and surface queries with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_material_surface_parity.py
|
||||
- name: Compare material condition codecs and rule evaluation with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_material_condition_parity.py
|
||||
- name: Compare biome temperatures and cache behavior with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_biome_temperature_parity.py
|
||||
- name: Compare badlands and frozen-ocean extensions with pinned vanilla
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_material_extension_parity.py
|
||||
- name: Compare bundled material-rule libraries with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_material_rule_library_parity.py
|
||||
- name: Compare fixed, checkerboard and End biome sources with pinned vanilla
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_biome_source_parity.py
|
||||
- name: Compare seeded cave paths and failure state with pinned vanilla
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_cave_carver_parity.py
|
||||
- name: Compare seeded canyon paths and width factors with pinned vanilla
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_canyon_carver_parity.py
|
||||
- name: Compare initial block-writing feature algorithms with pinned vanilla
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_basic_feature_parity.py
|
||||
- name: Compare feature placement chains with pinned vanilla
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_feature_placement_parity.py
|
||||
- name: Compare feature placement primitives with pinned vanilla
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_placement_parity.py
|
||||
- name: Compare anchored height providers with pinned vanilla
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_height_provider_parity.py
|
||||
- name: Compare scalar value providers with pinned vanilla
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_value_provider_parity.py
|
||||
- name: Compare cave and canyon geometric primitives with pinned vanilla
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_carving_geometry_parity.py
|
||||
- name: Compare carving-mask traversal and callback mutations with pinned vanilla
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_carving_mask_parity.py
|
||||
- name: Compare registry-bound biome-source codecs with pinned vanilla
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_biome_source_codec_parity.py
|
||||
- name: Compare all four biome-source kinds in chunk generation with pinned vanilla
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_biome_generation_parity.py
|
||||
- name: Compare chunk biome filling and failure state with pinned vanilla
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_biome_chunk_parity.py
|
||||
- name: Compare biome zoom and seed obfuscation with pinned vanilla
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_biome_zoom_parity.py
|
||||
- name: Compare surface-stage chunks with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_material_stage_parity.py
|
||||
- name: Compare block-state JSON codecs with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_block_state_codec_parity.py
|
||||
- name: Compare vertical anchors with pinned vanilla client and server
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_anchor_parity.py
|
||||
- name: Compare float logarithms at domain and rounding boundaries
|
||||
env:
|
||||
RUSTUP_TOOLCHAIN: stable
|
||||
run: python tools/test_float_log_parity.py
|
||||
jfr-analysis:
|
||||
if: github.event_name == 'workflow_dispatch'
|
||||
runs-on: [self-hosted, linux, horizon-game]
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/setup-python@v5
|
||||
with:
|
||||
python-version: '3.12'
|
||||
- uses: actions/setup-java@v4
|
||||
with:
|
||||
distribution: temurin
|
||||
java-version: '25'
|
||||
- name: Verify streaming JFR analysis against the JDK exporter
|
||||
run: python tools/test_jfr.py
|
||||
- name: Verify ZGC pause and allocation event interpretation
|
||||
run: python tools/test_jfr.py --gc zgc
|
||||
@@ -1,274 +0,0 @@
|
||||
name: game build
|
||||
# Builds the game for every platform from `ref`: the Java exporters, then Linux and the Linux server and Windows on
|
||||
# GitHub, macOS on the Mac mini's runner with a 1500-frame offscreen run of a new world (smoke-test.json). Called by
|
||||
# release.yml (the releases) and nightly-build.yml (the opt-in Nightly), always from main's copy of this file: the
|
||||
# caller's commit, never the one being built. It holds no secrets: signing the checksums is the callers' own job,
|
||||
# which never runs what this one built. See docs/release-flow.md.
|
||||
on:
|
||||
workflow_call:
|
||||
inputs:
|
||||
ref:
|
||||
description: The commit to build
|
||||
type: string
|
||||
required: true
|
||||
version:
|
||||
description: The version built in (HORIZON_VERSION), e.g. 0.2.81 or nightly-2026-10-28
|
||||
type: string
|
||||
required: true
|
||||
nightly:
|
||||
description: A nightly's "<date> <short sha>" (HORIZON_NIGHTLY), shown by the game; empty for a release
|
||||
type: string
|
||||
default: ''
|
||||
developer_id:
|
||||
description: Sign the macOS programs with Developer ID and notarize the zip (the runner's keychain)
|
||||
type: boolean
|
||||
default: true
|
||||
permissions:
|
||||
contents: read
|
||||
jobs:
|
||||
exporters:
|
||||
# This runner holds the maintainer's own pinned Minecraft jars. Only our classes leave it.
|
||||
runs-on: ${{ vars.MAC_RUNNER || 'ludovics-mac-mini' }}
|
||||
# Three full preparations (two isolated, one batched) besides the compile.
|
||||
timeout-minutes: 60
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
ref: ${{ inputs.ref }}
|
||||
persist-credentials: false
|
||||
clean: true
|
||||
- uses: dtolnay/rust-toolchain@stable
|
||||
- run: bash tools/ci/runner-env.sh
|
||||
- run: bash tools/ci/vanilla-data.sh
|
||||
- name: Compile and validate original exporters against the pinned jars
|
||||
shell: bash
|
||||
run: |
|
||||
set -euo pipefail
|
||||
# target/ is gone after the clean checkout, and vanilla-data.sh builds the preparer only when it
|
||||
# prepares afresh.
|
||||
cargo build --release --locked -p horizon-prepare
|
||||
# Compiled here, never taken from the runner's shared preparations: pull requests' parity jobs
|
||||
# write those (vanilla-data.sh links .local/exporters to them).
|
||||
rm -rf .local/exporters
|
||||
bundle=$(target/release/horizon-prepare compile-exporters --root "$PWD" | tail -1)
|
||||
mkdir -p exporters
|
||||
cp -R "$bundle/server" "$bundle/client" "$bundle/manifest.json" exporters/
|
||||
# Only our classes and their manifest leave this runner.
|
||||
stray=$(find exporters -type f ! -path exporters/manifest.json \
|
||||
! \( -name '*.class' \( -path 'exporters/server/dev/horizonlab/parity/*' -o -path 'exporters/client/dev/horizonlab/parity/*' \) \))
|
||||
[ -z "$stray" ] || { echo "::error::not one of our classes: $stray"; exit 1; }
|
||||
python3 tools/check_prepare_exporters.py --binary target/release/horizon-prepare
|
||||
- uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: original-exporters
|
||||
path: exporters/
|
||||
if-no-files-found: error
|
||||
retention-days: 3
|
||||
|
||||
build:
|
||||
needs: exporters
|
||||
name: build ${{ matrix.name }}
|
||||
strategy:
|
||||
fail-fast: false
|
||||
matrix:
|
||||
include:
|
||||
- name: linux
|
||||
os: ubuntu-22.04
|
||||
dir: horizon-linux-x86_64
|
||||
asset: horizon-linux-x86_64.tar.gz
|
||||
# The server build too: packaging/server/install.sh installs it on Linux.
|
||||
server_dir: horizon-server-linux-x86_64
|
||||
server_asset: horizon-server-linux-x86_64.tar.gz
|
||||
- name: windows
|
||||
os: windows-latest
|
||||
dir: horizon-windows-x64
|
||||
asset: horizon-windows-x64.zip
|
||||
exe: .exe
|
||||
# The C runtime linked in, so the game runs without the Visual C++ redistributable.
|
||||
rustflags: -C target-feature=+crt-static
|
||||
- name: macos
|
||||
mac: true
|
||||
dir: horizon-macos-arm64
|
||||
asset: horizon-macos-arm64.zip
|
||||
runs-on: ${{ matrix.mac && (vars.MAC_RUNNER || 'ludovics-mac-mini') || matrix.os }}
|
||||
# Notarizing the zip can take a few minutes.
|
||||
timeout-minutes: ${{ matrix.mac && 60 || 40 }}
|
||||
env:
|
||||
RUSTFLAGS: ${{ matrix.rustflags }}
|
||||
# The release's version, built in (horizon_core::release): --version, user agents, crash reports and
|
||||
# telemetry say it. No version-bump commits.
|
||||
HORIZON_VERSION: ${{ inputs.version }}
|
||||
# A nightly's date and commit ("2026-10-28 0c02067"), which the game shows; empty for a release.
|
||||
HORIZON_NIGHTLY: ${{ inputs.nightly }}
|
||||
defaults:
|
||||
run:
|
||||
shell: bash
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
ref: ${{ inputs.ref }}
|
||||
persist-credentials: false
|
||||
# Always from a clean checkout, the Mac mini's runner too: its work folder is shared with pull requests'
|
||||
# parity jobs, and nothing they leave (target/, an untracked .cargo/config.toml, a build script's output)
|
||||
# may end up in a release. target/ is rebuilt from scratch; .local/ is relinked by vanilla-data.sh, which
|
||||
# keeps its preparations outside the checkout.
|
||||
clean: true
|
||||
- uses: dtolnay/rust-toolchain@stable
|
||||
- uses: Swatinem/rust-cache@v2
|
||||
if: runner.environment == 'github-hosted'
|
||||
with:
|
||||
shared-key: release-${{ matrix.name }}
|
||||
- name: ALSA and udev headers
|
||||
if: runner.os == 'Linux'
|
||||
run: sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
|
||||
- name: Build the client, horizon-ctl, horizon-prepare and horizon-server
|
||||
# `horizon-client/mods`: every released game runs code mods (the feature is off in dev builds).
|
||||
run: cargo build --release --locked --features horizon-client/mods -p horizon-client --bin horizon-client --bin horizon-ctl -p horizon-prepare --bin horizon-prepare -p horizon-server --bin horizon-server
|
||||
- name: Every program the release folder takes was built
|
||||
run: |
|
||||
for binary in horizon-client horizon-ctl horizon-prepare horizon-server; do
|
||||
test -f "target/release/$binary${{ matrix.exe }}" || { echo "::error::target/release/$binary${{ matrix.exe }} is missing"; exit 1; }
|
||||
done
|
||||
- name: The signing keychain, unlocked
|
||||
if: runner.os == 'macOS' && vars.MACOS_SIGN_IDENTITY != '' && inputs.developer_id
|
||||
env:
|
||||
MACOS_SIGN_IDENTITY: ${{ vars.MACOS_SIGN_IDENTITY }}
|
||||
run: packaging/macos/keychain.sh unlock
|
||||
- name: Signed with Developer ID and the hardened runtime
|
||||
# Before the checks below, so they run the programs as players will.
|
||||
if: runner.os == 'macOS' && vars.MACOS_SIGN_IDENTITY != '' && inputs.developer_id
|
||||
env:
|
||||
MACOS_SIGN_IDENTITY: ${{ vars.MACOS_SIGN_IDENTITY }}
|
||||
run: |
|
||||
for binary in horizon-client horizon-ctl horizon-prepare horizon-server; do
|
||||
codesign --force --options runtime --timestamp --keychain "$MACOS_SIGN_KEYCHAIN" \
|
||||
--identifier "dev.horizon.${binary#horizon-}" --sign "$MACOS_SIGN_IDENTITY" "target/release/$binary"
|
||||
codesign --verify --strict --verbose=2 "target/release/$binary"
|
||||
done
|
||||
- name: Only system libraries
|
||||
# Windows: no non-system DLL (a "DLL not found" dialog on some players' machines). Linux: the standard
|
||||
# loader and libraries every desktop distribution has. macOS: only the system's own libraries.
|
||||
run: |
|
||||
for binary in horizon-client horizon-ctl horizon-prepare horizon-server; do
|
||||
file="target/release/$binary${{ matrix.exe }}"
|
||||
if [[ "$RUNNER_OS" == macOS ]]; then
|
||||
others=$(otool -L "$file" | tail -n +2 | awk '{print $1}' | grep -v -E '^(/usr/lib/|/System/Library/)' || true)
|
||||
[[ -z "$others" ]] || { echo "::error::$binary links $others"; exit 1; }
|
||||
else
|
||||
${{ runner.os == 'Windows' && 'python' || 'python3' }} tools/check_imports.py "$file"
|
||||
fi
|
||||
done
|
||||
- name: Every program starts
|
||||
run: |
|
||||
set -euo pipefail
|
||||
bin=target/release
|
||||
"$bin/horizon-client${{ matrix.exe }}" --help | grep -q -- '--resources'
|
||||
"$bin/horizon-ctl${{ matrix.exe }}" --help > /dev/null
|
||||
"$bin/horizon-prepare${{ matrix.exe }}" --help | grep -q -- '--minecraft-dir'
|
||||
# The version is the release's.
|
||||
for binary in horizon-prepare horizon-server; do
|
||||
out=$("$bin/$binary${{ matrix.exe }}" --version | tr -d '\r')
|
||||
echo "$out"
|
||||
[[ "$out" == "$binary $HORIZON_VERSION" ]] || { echo "::error::expected $binary $HORIZON_VERSION"; exit 1; }
|
||||
done
|
||||
- name: Tools from the runner
|
||||
if: runner.environment == 'self-hosted'
|
||||
run: bash tools/ci/runner-env.sh
|
||||
- name: Resources prepared from the runner's own Minecraft
|
||||
if: runner.environment == 'self-hosted'
|
||||
run: bash tools/ci/vanilla-data.sh
|
||||
- name: The game runs (offscreen, a new world, 1500 frames)
|
||||
if: runner.environment == 'self-hosted'
|
||||
run: |
|
||||
set -euo pipefail
|
||||
# From a scratch folder: the game keeps its saves and options in the folder it starts in.
|
||||
home="$RUNNER_TEMP/horizon-smoke"
|
||||
rm -rf "$home" && mkdir -p "$home"
|
||||
version=$(sed -n 's/.*"version": *"\([^"]*\)".*/\1/p' research-lock.json | head -1)
|
||||
client="$PWD/target/release/horizon-client"
|
||||
resources="$PWD/.local/horizon-client/$version"
|
||||
(cd "$home" && HORIZON_HOME="$home" HORIZON_NO_AUDIO=1 "$client" --resources "$resources" --offscreen \
|
||||
--world smoke --seed 1 --render-distance 4 --world-frames 1500 --timeout-seconds 180 \
|
||||
--smoke-report "$home/smoke.json" > "$home/client.log" 2>&1) || { tail -40 "$home/client.log"; exit 1; }
|
||||
python3 - "$home/smoke.json" <<'EOF'
|
||||
import json, sys
|
||||
report = json.load(open(sys.argv[1]))
|
||||
print(json.dumps(report))
|
||||
if report.get("error") is not None or report.get("frames", 0) < 1500 or not report.get("chunks") \
|
||||
or not report.get("meshed_sections") or not report.get("player"):
|
||||
sys.exit("the smoke run did not draw a world")
|
||||
EOF
|
||||
# Published with the release; the publish job checks it again before it publishes anything.
|
||||
cp "$home/smoke.json" "$RUNNER_TEMP/smoke-test.json"
|
||||
- uses: actions/upload-artifact@v4
|
||||
if: runner.environment == 'self-hosted'
|
||||
with:
|
||||
name: smoke-test.json
|
||||
path: ${{ runner.temp }}/smoke-test.json
|
||||
if-no-files-found: error
|
||||
retention-days: 3
|
||||
- uses: actions/download-artifact@v4
|
||||
with:
|
||||
name: original-exporters
|
||||
path: exporters
|
||||
- name: Package
|
||||
run: |
|
||||
set -euo pipefail
|
||||
cargo run --locked -p xtask -- package "target/release/horizon-client${{ matrix.exe }}" "dist/${{ matrix.dir }}"
|
||||
cd dist
|
||||
rm -f "${{ matrix.asset }}"
|
||||
case "${{ matrix.asset }}" in
|
||||
*.tar.gz) tar czf "${{ matrix.asset }}" "${{ matrix.dir }}" ;;
|
||||
*) if [[ "$RUNNER_OS" == Windows ]]; then 7z a -tzip "${{ matrix.asset }}" "${{ matrix.dir }}" > /dev/null
|
||||
else
|
||||
# Without resource forks and extended attributes: plain ditto adds an
|
||||
# AppleDouble `._` file beside every file that has any.
|
||||
ditto -c -k --norsrc --noextattr --noqtn --keepParent "${{ matrix.dir }}" "${{ matrix.asset }}"
|
||||
if unzip -Z1 "${{ matrix.asset }}" | grep -E '(^|/)(\._|__MACOSX/)'; then
|
||||
echo "::error::macOS metadata files in ${{ matrix.asset }}"; exit 1
|
||||
fi
|
||||
fi ;;
|
||||
esac
|
||||
ls -l "${{ matrix.asset }}"
|
||||
- name: Notarized
|
||||
# A zip of programs can't be stapled: Gatekeeper asks Apple the first time each one runs.
|
||||
if: runner.os == 'macOS' && vars.MACOS_SIGN_IDENTITY != '' && inputs.developer_id
|
||||
run: |
|
||||
for binary in horizon-client horizon-ctl horizon-prepare horizon-server; do
|
||||
codesign --verify --strict "dist/${{ matrix.dir }}/$binary"
|
||||
done
|
||||
packaging/macos/notarize.sh "dist/${{ matrix.asset }}"
|
||||
- uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ${{ matrix.asset }}
|
||||
path: dist/${{ matrix.asset }}
|
||||
if-no-files-found: error
|
||||
retention-days: 3
|
||||
- name: The server build (the game without sound or controllers, as horizon-engine)
|
||||
if: matrix.server_asset
|
||||
run: |
|
||||
set -euo pipefail
|
||||
# After the client is packaged: target/release/horizon-client is rebuilt without the audio and
|
||||
# controllers features, so it needs neither libasound nor libudev (minimal server images lack them),
|
||||
# and with code mods like the client.
|
||||
cargo build --release --locked -p horizon-client --no-default-features --features mods --bin horizon-client
|
||||
cargo run --locked -p xtask -- package-server target/release/horizon-client "dist/${{ matrix.server_dir }}"
|
||||
folder="dist/${{ matrix.server_dir }}"
|
||||
python3 tools/check_imports.py --server "$folder/horizon-engine" "$folder/horizon-server" "$folder/horizon-prepare"
|
||||
"$folder/horizon-engine" --help | grep -q -- '--resources'
|
||||
[[ "$("$folder/horizon-server" --version)" == "horizon-server $HORIZON_VERSION" ]]
|
||||
cd dist
|
||||
rm -f "${{ matrix.server_asset }}"
|
||||
tar czf "${{ matrix.server_asset }}" "${{ matrix.server_dir }}"
|
||||
ls -l "${{ matrix.server_asset }}"
|
||||
- uses: actions/upload-artifact@v4
|
||||
if: matrix.server_asset
|
||||
with:
|
||||
name: ${{ matrix.server_asset }}
|
||||
path: dist/${{ matrix.server_asset }}
|
||||
if-no-files-found: error
|
||||
retention-days: 3
|
||||
- name: The signing keychain, locked again
|
||||
if: always() && runner.os == 'macOS' && vars.MACOS_SIGN_IDENTITY != '' && inputs.developer_id
|
||||
run: packaging/macos/keychain.sh lock
|
||||
|
||||
@@ -1,332 +0,0 @@
|
||||
name: launcher
|
||||
# Builds the launcher on Linux, macOS and Windows, and releases it by itself (docs/release-flow.md): after a
|
||||
# push to main that changes the launcher or a crate it builds in (the paths below),
|
||||
# every 10 minutes (a release waiting for merges to settle goes out) and by hand, tools/release_train.py decides as
|
||||
# for the game.
|
||||
# A release is [email protected] on the release line in .github/release-line.txt (docs/versioning.md); without it
|
||||
# launcher-vX.Y.Z, the patch after the last launcher tag or the next minor when a merged pull request is labelled
|
||||
# feature. The version and the tag are given to the build (HORIZON_LAUNCHER_VERSION, HORIZON_LAUNCHER_TAG): no bump
|
||||
# commits.
|
||||
# Never marked latest. Pushes to launcher branches only build. RELEASES_PAUSED=1 stops releases.
|
||||
# macOS: with the repository variable MACOS_SIGN_IDENTITY set, Horizon.app and the .dmg are signed with
|
||||
# Developer ID, notarized and stapled, from the runner's signing keychain (packaging/macos/README.md);
|
||||
# unset (forks), they are signed ad hoc.
|
||||
# gh workflow run launcher --ref <branch> # dry run: builds everything, publishes nothing
|
||||
# gh workflow run launcher --ref main -f dry_run=false -f force=true
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [main, launcher, 'launcher-*']
|
||||
paths:
|
||||
# Every crate the launcher builds in, as tools/release_train.py's LAUNCHER_PATHS.
|
||||
- 'launcher/**'
|
||||
- 'crates/horizon-bench/**'
|
||||
- 'crates/horizon-friends/**'
|
||||
- 'crates/horizon-mods/**'
|
||||
- 'crates/horizon-port-pack/**'
|
||||
- 'crates/horizon-prepare/**'
|
||||
- 'crates/horizon-release-sign/**'
|
||||
- 'crates/horizon-telemetry/**'
|
||||
- 'crates/horizon-theme/**'
|
||||
- '.github/workflows/launcher.yml'
|
||||
schedule:
|
||||
- cron: '7-59/10 * * * *'
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
dry_run:
|
||||
description: Build everything and write the notes, but publish nothing
|
||||
type: boolean
|
||||
default: true
|
||||
force:
|
||||
description: Release even without launcher changes, before merges settle or while paused
|
||||
type: boolean
|
||||
default: false
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
concurrency:
|
||||
group: launcher-${{ github.ref == 'refs/heads/main' && 'release' || github.ref }}
|
||||
cancel-in-progress: false
|
||||
|
||||
env:
|
||||
# Test runs never reach the telemetry server: no live-count ping, no uploads (docs/telemetry.md).
|
||||
HORIZON_TELEMETRY_URL: "off"
|
||||
|
||||
jobs:
|
||||
decide:
|
||||
runs-on: ubuntu-latest
|
||||
timeout-minutes: 10
|
||||
outputs:
|
||||
release: ${{ steps.decide.outputs.release }}
|
||||
tag: ${{ steps.decide.outputs.tag }}
|
||||
head: ${{ steps.decide.outputs.head }}
|
||||
version: ${{ steps.decide.outputs.version }}
|
||||
dry_run: ${{ steps.mode.outputs.dry_run }}
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- id: mode
|
||||
# Off main every run is a dry run (a launcher branch's push only builds).
|
||||
run: echo "dry_run=${{ github.ref != 'refs/heads/main' || (github.event_name == 'workflow_dispatch' && inputs.dry_run) }}" >> "$GITHUB_OUTPUT"
|
||||
- id: decide
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
RELEASES_PAUSED: ${{ vars.RELEASES_PAUSED }}
|
||||
# A push or a run off main builds its own commit; otherwise main's newest commit with green checks.
|
||||
HEAD_SHA: ${{ (github.event_name == 'push' || steps.mode.outputs.dry_run == 'true') && github.sha || '' }}
|
||||
FORCE: ${{ inputs.force && 'yes' || '' }}
|
||||
run: |
|
||||
python3 tools/release_train.py decide --kind launcher ${HEAD_SHA:+--head "$HEAD_SHA"} ${FORCE:+--force} | tee decision.json
|
||||
echo "### $(jq -r '.reason' decision.json)" >> "$GITHUB_STEP_SUMMARY"
|
||||
tag=$(jq -r '.tag' decision.json)
|
||||
version=${tag#launcher-v}
|
||||
echo "version=${version#launcher@}" >> "$GITHUB_OUTPUT"
|
||||
# A dry run (and a launcher branch's push) builds whatever the decision.
|
||||
if [[ "${{ steps.mode.outputs.dry_run }}" == true ]]; then
|
||||
echo "release=true" >> "$GITHUB_OUTPUT"
|
||||
echo "head=$GITHUB_SHA" >> "$GITHUB_OUTPUT"
|
||||
fi
|
||||
|
||||
build:
|
||||
needs: decide
|
||||
if: needs.decide.outputs.release == 'true'
|
||||
name: build ${{ matrix.name }}
|
||||
strategy:
|
||||
fail-fast: false
|
||||
matrix:
|
||||
include:
|
||||
- name: linux
|
||||
os: ubuntu-22.04
|
||||
asset: horizon-launcher-linux-x86_64.tar.gz
|
||||
binary: horizon-launcher
|
||||
- name: macos
|
||||
mac: true
|
||||
asset: horizon-launcher-macos-arm64.zip
|
||||
binary: horizon-launcher
|
||||
- name: windows
|
||||
os: windows-latest
|
||||
asset: horizon-launcher-windows-x64.zip
|
||||
binary: horizon-launcher.exe
|
||||
# The C runtime linked in: without it the launcher asks for VCRUNTIME140.dll,
|
||||
# which only the Visual C++ redistributable installs.
|
||||
rustflags: -C target-feature=+crt-static
|
||||
runs-on: ${{ matrix.mac && (vars.MAC_RUNNER || 'ludovics-mac-mini') || matrix.os }}
|
||||
# Notarizing the app and then the .dmg can take a few minutes each.
|
||||
timeout-minutes: ${{ matrix.mac && 60 || 40 }}
|
||||
env:
|
||||
RUSTFLAGS: ${{ matrix.rustflags }}
|
||||
# Horizon's Azure app for Microsoft sign-in (docs/microsoft-account.md): a repository
|
||||
# variable, not a secret. Unset, the launcher says sign-in is not configured.
|
||||
HORIZON_MSA_CLIENT_ID: ${{ vars.HORIZON_MSA_CLIENT_ID }}
|
||||
# The mod browser's CurseForge source (docs/mod-browser.md#curseforge): a repository secret. Unset, the
|
||||
# launcher searches Modrinth only.
|
||||
HORIZON_CURSEFORGE_API_KEY: ${{ secrets.HORIZON_CURSEFORGE_API_KEY }}
|
||||
# The release's version and tag, built in (launcher/src/backend.rs VERSION and own_tag: the tag says which
|
||||
# line it is on, docs/versioning.md); a launcher branch's build keeps Cargo.toml's.
|
||||
HORIZON_LAUNCHER_VERSION: ${{ (github.event_name != 'push' || github.ref == 'refs/heads/main') && needs.decide.outputs.version || '' }}
|
||||
HORIZON_LAUNCHER_TAG: ${{ (github.event_name != 'push' || github.ref == 'refs/heads/main') && needs.decide.outputs.tag || '' }}
|
||||
defaults:
|
||||
run:
|
||||
working-directory: launcher
|
||||
shell: bash
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
ref: ${{ needs.decide.outputs.head }}
|
||||
persist-credentials: false
|
||||
# Always from a clean checkout, the Mac mini's runner too: its work folder is shared with pull requests'
|
||||
# parity jobs, and nothing they leave may end up in a launcher release (target/ is rebuilt from scratch).
|
||||
clean: true
|
||||
- uses: dtolnay/rust-toolchain@stable
|
||||
- uses: Swatinem/rust-cache@v2
|
||||
if: runner.environment == 'github-hosted'
|
||||
with:
|
||||
workspaces: launcher
|
||||
shared-key: launcher-${{ matrix.name }}
|
||||
- name: Linux libraries GPUI links to
|
||||
if: runner.os == 'Linux'
|
||||
run: |
|
||||
sudo apt-get update
|
||||
sudo apt-get install -y libxkbcommon-x11-dev libwayland-dev libx11-xcb-dev libfontconfig-dev libvulkan-dev libasound2-dev
|
||||
- name: Metal shaders compiled now, or at run time without the Metal toolchain
|
||||
# GPUI compiles its Metal shaders when it builds; the Mac mini has Xcode without the Metal toolchain
|
||||
# (xcodebuild -downloadComponent MetalToolchain), so there they are compiled when the launcher starts.
|
||||
if: runner.os == 'macOS'
|
||||
run: |
|
||||
if ! xcrun metal --version > /dev/null 2>&1; then
|
||||
echo "::notice::No Metal toolchain on this runner: GPUI compiles its shaders at run time"
|
||||
echo "LAUNCHER_FEATURES=gpui/runtime_shaders" >> "$GITHUB_ENV"
|
||||
fi
|
||||
# Every test target (the library, the binary, tests/), on each system the launcher ships for.
|
||||
- run: cargo test --release --locked ${LAUNCHER_FEATURES:+--features "$LAUNCHER_FEATURES"}
|
||||
- run: cargo build --release --locked ${LAUNCHER_FEATURES:+--features "$LAUNCHER_FEATURES"}
|
||||
- name: The version is the release's
|
||||
run: |
|
||||
out=$(target/release/${{ matrix.binary }} --version)
|
||||
echo "$out"
|
||||
expected="${HORIZON_LAUNCHER_VERSION:-$(sed -n 's/^version = "\(.*\)"/\1/p' Cargo.toml | head -1)}"
|
||||
[[ "$out" == "horizon-launcher $expected" ]] || { echo "::error::expected horizon-launcher $expected"; exit 1; }
|
||||
- name: Only system libraries
|
||||
run: |
|
||||
file=target/release/${{ matrix.binary }}
|
||||
case "$RUNNER_OS" in
|
||||
Windows) python ../tools/check_imports.py "$file" ;;
|
||||
macOS) others=$(otool -L "$file" | tail -n +2 | awk '{print $1}' | grep -v -E '^(/usr/lib/|/System/Library/)' || true)
|
||||
[[ -z "$others" ]] || { echo "::error::links $others"; exit 1; } ;;
|
||||
esac
|
||||
- name: Smoke test
|
||||
env:
|
||||
HORIZON_LAUNCHER_NO_SELF_UPDATE: '1'
|
||||
HORIZON_GITHUB_TOKEN: ${{ github.token }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
export HORIZON_LAUNCHER_HOME="${RUNNER_TEMP//\\//}/horizon-launcher-smoke"
|
||||
export HORIZON_HOME="$HORIZON_LAUNCHER_HOME/game"
|
||||
rm -rf "$HORIZON_LAUNCHER_HOME"
|
||||
launcher="$PWD/target/release/${{ matrix.binary }}"
|
||||
# GitHub's API rate-limits shared runner addresses now and then: try a few times.
|
||||
retry() { for i in 1 2 3 4; do "$@" && return 0; sleep $((i * 15)); done; return 1; }
|
||||
retry "$launcher" versions
|
||||
retry "$launcher" install latest
|
||||
"$launcher" versions --installed
|
||||
"$launcher" links --json
|
||||
clients=("$HORIZON_LAUNCHER_HOME"/versions/v*/horizon-client*)
|
||||
client="${clients[0]}"
|
||||
echo "installed client: $client"
|
||||
# The game's Linux build is the game's to keep portable (release.yml checks it): a
|
||||
# release linked to a Nix store is a warning here, not a broken launcher.
|
||||
soft() { if [[ "$RUNNER_OS" == "Linux" ]]; then "$@" || echo "::warning::$* failed"; else "$@"; fi; }
|
||||
if [[ "$RUNNER_OS" == "Windows" ]]; then
|
||||
python ../tools/check_imports.py "$client"
|
||||
elif [[ "$RUNNER_OS" == "Linux" ]]; then
|
||||
soft python3 ../tools/check_imports.py "$client"
|
||||
fi
|
||||
# The client starts: --help prints before any window or GPU is needed.
|
||||
help() { "$client" --help > "$RUNNER_TEMP/help.txt" 2>&1 && head -3 "$RUNNER_TEMP/help.txt" && grep -q -- '--resources' "$RUNNER_TEMP/help.txt"; }
|
||||
soft help
|
||||
rm -rf "$HORIZON_LAUNCHER_HOME"
|
||||
- name: The signing keychain, unlocked
|
||||
if: runner.os == 'macOS' && vars.MACOS_SIGN_IDENTITY != ''
|
||||
env:
|
||||
MACOS_SIGN_IDENTITY: ${{ vars.MACOS_SIGN_IDENTITY }}
|
||||
run: ../packaging/macos/keychain.sh unlock
|
||||
- name: Package
|
||||
env:
|
||||
MACOS_SIGN_IDENTITY: ${{ vars.MACOS_SIGN_IDENTITY }}
|
||||
run: |
|
||||
rm -rf dist out && mkdir -p out
|
||||
if [[ "$RUNNER_OS" == "macOS" ]]; then
|
||||
# Horizon.app, zipped (self-update) and in a .dmg (installer), signed (and notarized with
|
||||
# Developer ID): packaging/macos.
|
||||
python3 -m venv "$RUNNER_TEMP/dmg" && "$RUNNER_TEMP/dmg/bin/pip" install --quiet dmgbuild==1.6.5
|
||||
version=${HORIZON_LAUNCHER_VERSION:-$(sed -n 's/^version = "\(.*\)"/\1/p' Cargo.toml | head -1)}
|
||||
DMGBUILD="$RUNNER_TEMP/dmg/bin/dmgbuild" ../packaging/macos/package.sh target/release/${{ matrix.binary }} "$version" out
|
||||
rm -rf out/Horizon.app
|
||||
else
|
||||
mkdir -p dist
|
||||
cp target/release/${{ matrix.binary }} dist/
|
||||
if [[ "${{ matrix.asset }}" == *.tar.gz ]]; then
|
||||
(cd dist && tar czf ../out/${{ matrix.asset }} ${{ matrix.binary }})
|
||||
else
|
||||
(cd dist && 7z a ../out/${{ matrix.asset }} ${{ matrix.binary }})
|
||||
fi
|
||||
fi
|
||||
ls -l out
|
||||
- uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ${{ matrix.asset }}
|
||||
path: launcher/out/*
|
||||
retention-days: 3
|
||||
- name: The signing keychain, locked again
|
||||
if: always() && runner.os == 'macOS' && vars.MACOS_SIGN_IDENTITY != ''
|
||||
run: ../packaging/macos/keychain.sh lock
|
||||
|
||||
sign:
|
||||
needs: [decide, build]
|
||||
runs-on: ubuntu-latest
|
||||
timeout-minutes: 10
|
||||
# The only job that holds the release signing key, a secret of the `release` environment, which only main's real
|
||||
# releases enter (dry runs sign with a throwaway key). It runs no code from the repository but
|
||||
# tools/ci/sign_release.sh, which calls only the runner's sha256sum and OpenSSL (docs/release-flow.md).
|
||||
environment: ${{ needs.decide.outputs.dry_run != 'true' && 'release' || '' }}
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
sparse-checkout: tools/ci/sign_release.sh
|
||||
sparse-checkout-cone-mode: false
|
||||
persist-credentials: false
|
||||
- uses: actions/download-artifact@v4
|
||||
with:
|
||||
path: dist
|
||||
pattern: horizon-launcher-*
|
||||
merge-multiple: true
|
||||
- name: Sign the checksums (SHA256SUMS, SHA256SUMS.sig)
|
||||
env:
|
||||
RELEASE_SIGNING_KEY: ${{ secrets.RELEASE_SIGNING_KEY }}
|
||||
RELEASE_SIGNING_KEY_NEXT: ${{ secrets.RELEASE_SIGNING_KEY_NEXT }}
|
||||
EPHEMERAL: ${{ needs.decide.outputs.dry_run == 'true' && 'yes' || '' }}
|
||||
TAG: ${{ needs.decide.outputs.tag }}
|
||||
run: bash tools/ci/sign_release.sh "$TAG" dist/horizon-launcher-*
|
||||
- uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: signature
|
||||
path: dist/SHA256SUMS*
|
||||
if-no-files-found: error
|
||||
retention-days: 3
|
||||
- uses: actions/upload-artifact@v4
|
||||
if: needs.decide.outputs.dry_run == 'true'
|
||||
with:
|
||||
name: ephemeral.pub
|
||||
path: dist/ephemeral.pub
|
||||
retention-days: 3
|
||||
|
||||
release:
|
||||
needs: [decide, build, sign]
|
||||
runs-on: ubuntu-latest
|
||||
timeout-minutes: 15
|
||||
permissions:
|
||||
contents: write
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- name: Notes
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
run: |
|
||||
python3 tools/release_train.py notes --kind launcher --tag "${{ needs.decide.outputs.tag }}" \
|
||||
--head "${{ needs.decide.outputs.head }}" --out notes > /dev/null
|
||||
{ echo "## $(cat notes/title.txt)"; echo; cat notes/body.md; } >> "$GITHUB_STEP_SUMMARY"
|
||||
- uses: actions/download-artifact@v4
|
||||
with:
|
||||
path: dist
|
||||
merge-multiple: true
|
||||
- name: The signature, checked as launchers check it
|
||||
env:
|
||||
TAG: ${{ needs.decide.outputs.tag }}
|
||||
EPHEMERAL: ${{ needs.decide.outputs.dry_run == 'true' && 'yes' || '' }}
|
||||
run: |
|
||||
key=(); [[ -n "$EPHEMERAL" ]] && key=(--key "$(cat dist/ephemeral.pub)")
|
||||
cargo run --locked --quiet -p horizon-release-sign -- verify --tag "$TAG" --publishing "${key[@]}" dist
|
||||
# Never marked latest: Horizon's own releases stay the repository's latest.
|
||||
- name: Publish ${{ needs.decide.outputs.tag }}
|
||||
if: needs.decide.outputs.dry_run != 'true'
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
TAG: ${{ needs.decide.outputs.tag }}
|
||||
run: |
|
||||
signature=(); [[ -f dist/SHA256SUMS.sig ]] && signature=(dist/SHA256SUMS.sig)
|
||||
gh release create "$TAG" --target "${{ needs.decide.outputs.head }}" --title "$(cat notes/title.txt)" \
|
||||
--notes-file notes/body.md --latest=false dist/horizon-launcher-* dist/SHA256SUMS "${signature[@]}"
|
||||
- name: Dry run, the release that would be published
|
||||
if: needs.decide.outputs.dry_run == 'true'
|
||||
run: |
|
||||
echo "Would publish ${{ needs.decide.outputs.tag }} at ${{ needs.decide.outputs.head }}: $(cat notes/title.txt)"
|
||||
ls -l dist
|
||||
- uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: launcher-release-notes
|
||||
path: notes/
|
||||
retention-days: 3
|
||||
@@ -1,34 +0,0 @@
|
||||
name: mod-registry
|
||||
# The submission service is its own workspace (crates/horizon-mod-registry), so the checks job doesn't build
|
||||
# it: this one does, when it or horizon-mods (the checks it shares with the launcher and the game) changes.
|
||||
on:
|
||||
push:
|
||||
branches: [main]
|
||||
paths:
|
||||
- 'crates/horizon-mods/**'
|
||||
- 'crates/horizon-mod-registry/**'
|
||||
- '.github/workflows/mod-registry.yml'
|
||||
pull_request:
|
||||
paths:
|
||||
- 'crates/horizon-mods/**'
|
||||
- 'crates/horizon-mod-registry/**'
|
||||
- '.github/workflows/mod-registry.yml'
|
||||
permissions:
|
||||
contents: read
|
||||
jobs:
|
||||
check:
|
||||
runs-on: ubuntu-latest
|
||||
timeout-minutes: 20
|
||||
defaults:
|
||||
run:
|
||||
working-directory: crates/horizon-mod-registry
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- run: rustup toolchain install stable --profile minimal --component rustfmt --component clippy
|
||||
- uses: Swatinem/rust-cache@v2
|
||||
with:
|
||||
workspaces: crates/horizon-mod-registry
|
||||
save-if: ${{ github.ref == 'refs/heads/main' }}
|
||||
- run: cargo +stable fmt --check
|
||||
- run: cargo +stable clippy --all-targets --locked -- -D warnings
|
||||
- run: cargo +stable test --locked
|
||||
@@ -1,166 +0,0 @@
|
||||
name: nightly build
|
||||
# The opt-in Nightly channel (docs/release-flow.md "Nightly"; Ludovic, 2026-10-27). Once a night it builds the newest
|
||||
# union branch on origin (union/<agent>-<name>: main plus pull requests the contribution gate proved together), or
|
||||
# main when no union is newer, and publishes it as the `nightly` pre-release. Launchers install it only for players
|
||||
# who turn Nightly on. The previous nightly stays a week as nightly-<date>.
|
||||
#
|
||||
# Why the signing key never meets the union's code:
|
||||
# - This file, game-build.yml and every script below run from main's copy: a schedule runs the default branch, and
|
||||
# `uses: ./…` takes the caller's commit. The union's own .github/ is never read.
|
||||
# - `build` (game-build.yml) checks out and compiles the union with no secrets: its token reads contents only and
|
||||
# isn't kept in the checkout; the macOS programs are signed ad hoc (Developer ID needs the runner's keychain,
|
||||
# which stays locked for nightlies).
|
||||
# - `sign` is the only job with RELEASE_SIGNING_KEY. It checks out nothing but main's tools/ci/sign_release.sh, which
|
||||
# runs the runner's sha256sum and OpenSSL over the archives: it hashes them, never runs them. The signed message
|
||||
# names the channel ("horizon release nightly"), so a nightly's signature can't pass for a release's.
|
||||
# - `publish` verifies the signature with main's horizon-release-sign, checks the smoke test, and only then moves
|
||||
# the tag. Like sign, it never executes what build produced.
|
||||
# gh workflow run "nightly build" # now (skips when the pick is the same commit as last night's)
|
||||
# gh workflow run "nightly build" -f force=true # build and publish even if unchanged
|
||||
# gh workflow run "nightly build" -f dry_run=true # build and sign with a throwaway key, publish nothing
|
||||
on:
|
||||
schedule:
|
||||
- cron: '17 20 * * *' # 20:17 UTC: after the day's waves, before the 03:07 Paris parity audit takes the Mac mini
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
force:
|
||||
description: Build and publish even if tonight's pick is the commit already published
|
||||
type: boolean
|
||||
default: false
|
||||
dry_run:
|
||||
description: Build and sign with a throwaway key, publish nothing
|
||||
type: boolean
|
||||
default: false
|
||||
permissions:
|
||||
contents: read
|
||||
concurrency:
|
||||
group: nightly-build
|
||||
cancel-in-progress: false
|
||||
jobs:
|
||||
pick:
|
||||
runs-on: ubuntu-latest
|
||||
timeout-minutes: 10
|
||||
outputs:
|
||||
build: ${{ steps.pick.outputs.build }}
|
||||
sha: ${{ steps.pick.outputs.sha }}
|
||||
source: ${{ steps.pick.outputs.source }}
|
||||
date: ${{ steps.pick.outputs.date }}
|
||||
version: ${{ steps.pick.outputs.version }}
|
||||
nightly: ${{ steps.pick.outputs.nightly }}
|
||||
dry_run: ${{ steps.mode.outputs.dry_run }}
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
fetch-depth: 0
|
||||
persist-credentials: false
|
||||
- id: mode
|
||||
# A dry run never publishes; a hand-started run off main is always one.
|
||||
run: echo "dry_run=${{ github.event_name == 'workflow_dispatch' && (inputs.dry_run || github.ref != 'refs/heads/main') }}" >> "$GITHUB_OUTPUT"
|
||||
- id: pick
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
FORCE: ${{ (inputs.force || steps.mode.outputs.dry_run == 'true') && 'yes' || '' }}
|
||||
run: |
|
||||
python3 tools/ci/nightly.py pick ${FORCE:+--force} | tee -a "$GITHUB_STEP_SUMMARY"
|
||||
{ echo; cat nightly-notes.md; } >> "$GITHUB_STEP_SUMMARY"
|
||||
- uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: nightly-notes
|
||||
path: nightly-notes.md
|
||||
retention-days: 3
|
||||
|
||||
build:
|
||||
needs: pick
|
||||
if: needs.pick.outputs.build == 'true'
|
||||
uses: ./.github/workflows/game-build.yml
|
||||
with:
|
||||
ref: ${{ needs.pick.outputs.sha }}
|
||||
version: ${{ needs.pick.outputs.version }}
|
||||
nightly: ${{ needs.pick.outputs.nightly }}
|
||||
developer_id: false
|
||||
|
||||
sign:
|
||||
needs: [pick, build]
|
||||
runs-on: ubuntu-latest
|
||||
timeout-minutes: 10
|
||||
# The key's only job: main's sign_release.sh hashes the archives and signs with the runner's OpenSSL.
|
||||
environment: ${{ needs.pick.outputs.dry_run != 'true' && 'release' || '' }}
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
sparse-checkout: tools/ci/sign_release.sh
|
||||
sparse-checkout-cone-mode: false
|
||||
persist-credentials: false
|
||||
- uses: actions/download-artifact@v4
|
||||
with:
|
||||
path: dist
|
||||
pattern: horizon-*
|
||||
merge-multiple: true
|
||||
- name: Sign the checksums (SHA256SUMS, SHA256SUMS.sig) for the nightly channel
|
||||
env:
|
||||
RELEASE_SIGNING_KEY: ${{ secrets.RELEASE_SIGNING_KEY }}
|
||||
RELEASE_SIGNING_KEY_NEXT: ${{ secrets.RELEASE_SIGNING_KEY_NEXT }}
|
||||
EPHEMERAL: ${{ needs.pick.outputs.dry_run == 'true' && 'yes' || '' }}
|
||||
run: |
|
||||
bash tools/ci/sign_release.sh nightly dist/horizon-linux-x86_64.tar.gz dist/horizon-windows-x64.zip \
|
||||
dist/horizon-macos-arm64.zip dist/horizon-server-linux-x86_64.tar.gz
|
||||
- uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: signature
|
||||
path: dist/SHA256SUMS*
|
||||
if-no-files-found: error
|
||||
retention-days: 3
|
||||
- uses: actions/upload-artifact@v4
|
||||
if: needs.pick.outputs.dry_run == 'true'
|
||||
with:
|
||||
name: ephemeral.pub
|
||||
path: dist/ephemeral.pub
|
||||
retention-days: 3
|
||||
|
||||
publish:
|
||||
needs: [pick, build, sign]
|
||||
runs-on: ubuntu-latest
|
||||
timeout-minutes: 15
|
||||
permissions:
|
||||
contents: write
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
persist-credentials: false
|
||||
- uses: actions/download-artifact@v4
|
||||
with:
|
||||
path: dist
|
||||
merge-multiple: true
|
||||
- name: The signature, checked as launchers check it
|
||||
env:
|
||||
EPHEMERAL: ${{ needs.pick.outputs.dry_run == 'true' && 'yes' || '' }}
|
||||
run: |
|
||||
key=(); [[ -n "$EPHEMERAL" ]] && key=(--key "$(cat dist/ephemeral.pub)")
|
||||
cargo run --locked --quiet -p horizon-release-sign -- verify --tag nightly --publishing "${key[@]}" dist
|
||||
- name: The smoke test drew a world
|
||||
# No release-blocker check: a nightly is how blockers get tested.
|
||||
run: python3 tools/release_train.py gate --kind game --smoke dist/smoke-test.json
|
||||
- name: Publish as the `nightly` pre-release
|
||||
if: needs.pick.outputs.dry_run != 'true'
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
SHA: ${{ needs.pick.outputs.sha }}
|
||||
DATE: ${{ needs.pick.outputs.date }}
|
||||
run: |
|
||||
set -euo pipefail
|
||||
python3 tools/ci/nightly.py rotate
|
||||
signature=(); [[ -f dist/SHA256SUMS.sig ]] && signature=(dist/SHA256SUMS.sig)
|
||||
# A pre-release, never GitHub's latest: launchers on the release channel never see it.
|
||||
gh release create nightly --prerelease --latest=false --target "$SHA" \
|
||||
--title "Nightly $DATE · ${SHA:0:7}" --notes-file dist/nightly-notes.md \
|
||||
"dist/horizon-linux-x86_64.tar.gz#Nightly game files: Linux (horizon-linux-x86_64.tar.gz)" \
|
||||
"dist/horizon-windows-x64.zip#Nightly game files: Windows (horizon-windows-x64.zip)" \
|
||||
"dist/horizon-macos-arm64.zip#Nightly game files: macOS (horizon-macos-arm64.zip)" \
|
||||
"dist/horizon-server-linux-x86_64.tar.gz#Nightly dedicated server for Linux (horizon-server-linux-x86_64.tar.gz)" \
|
||||
dist/SHA256SUMS "${signature[@]}" dist/smoke-test.json
|
||||
python3 tools/ci/nightly.py prune --days 7
|
||||
- name: Dry run, the nightly that would be published
|
||||
if: needs.pick.outputs.dry_run == 'true'
|
||||
run: |
|
||||
echo "Would publish nightly at ${{ needs.pick.outputs.sha }} (${{ needs.pick.outputs.source }})"
|
||||
ls -l dist
|
||||
@@ -1,90 +0,0 @@
|
||||
name: nightly audit
|
||||
# Every vanilla harness, from scratch, on main, at 03:00 Paris time on the Mac mini's runner (it holds the
|
||||
# maintainer's own Minecraft files). The resources are prepared again first when the preparer or its exporters
|
||||
# changed (tools/ci/vanilla-data.sh). A harness that passed in the previous audit and fails now gets an issue
|
||||
# labelled parity-regression (one per harness); its issue closes when it passes again
|
||||
# (tools/ci/parity_issues.py). The bugs session picks those up. See docs/release-flow.md.
|
||||
# gh workflow run "nightly audit" # now
|
||||
# gh workflow run "nightly audit" -f dry_run=true # the audit, without touching issues
|
||||
on:
|
||||
schedule:
|
||||
# GitHub's schedules are in UTC: both, and the first step keeps the one that is 03:07 in Paris today.
|
||||
- cron: '7 1 * * *'
|
||||
- cron: '7 2 * * *'
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
dry_run:
|
||||
description: Run the audit, but only print what it would do with issues
|
||||
type: boolean
|
||||
default: false
|
||||
permissions:
|
||||
contents: read
|
||||
issues: write
|
||||
concurrency:
|
||||
group: nightly-audit
|
||||
cancel-in-progress: false
|
||||
env:
|
||||
# Test runs never reach the telemetry server: no live-count ping, no uploads (docs/telemetry.md).
|
||||
HORIZON_TELEMETRY_URL: "off"
|
||||
|
||||
jobs:
|
||||
audit:
|
||||
# The Mac mini's runners only: the audit compares with the previous one, so it stays on one platform.
|
||||
runs-on: [self-hosted, horizon-game, macOS]
|
||||
timeout-minutes: 240 # every harness (~80 min) plus lan_integration (~40 min an attempt under load, retried)
|
||||
steps:
|
||||
- name: 03:07 in Paris
|
||||
id: when
|
||||
env:
|
||||
SCHEDULE: ${{ github.event.schedule }}
|
||||
run: |
|
||||
# Which cron is 03:07 in Paris, from Paris's offset today: GitHub can start a schedule hours late, so the
|
||||
# clock at start time can't tell (on 2026-10-26 both started after 04:00 Paris and both skipped).
|
||||
offset=$(TZ=Europe/Paris date +%z)
|
||||
ours=$([ "$offset" = +0200 ] && echo '7 1 * * *' || echo '7 2 * * *')
|
||||
if [[ "${{ github.event_name }}" == schedule && "$SCHEDULE" != "$ours" ]]; then
|
||||
echo "Paris is at UTC${offset} today: the '$ours' schedule runs the audit."
|
||||
echo "run=false" >> "$GITHUB_OUTPUT"
|
||||
else
|
||||
echo "run=true" >> "$GITHUB_OUTPUT"
|
||||
fi
|
||||
- uses: actions/checkout@v4
|
||||
if: steps.when.outputs.run == 'true'
|
||||
with:
|
||||
fetch-depth: 0
|
||||
persist-credentials: false
|
||||
# Keeps .local/ (parity state, probe builds, the previous audit) and target/.
|
||||
clean: false
|
||||
- uses: dtolnay/rust-toolchain@stable
|
||||
if: steps.when.outputs.run == 'true'
|
||||
- name: Tools from the runner
|
||||
if: steps.when.outputs.run == 'true'
|
||||
run: bash tools/ci/runner-env.sh
|
||||
- name: Vanilla data, prepared again if the preparer changed
|
||||
if: steps.when.outputs.run == 'true'
|
||||
run: bash tools/ci/vanilla-data.sh
|
||||
- name: Every harness
|
||||
id: audit
|
||||
if: steps.when.outputs.run == 'true'
|
||||
env:
|
||||
PARITY_HOSTS: ''
|
||||
run: |
|
||||
echo "since=$(date +%Y-%m-%dT%H:%M:%S)" >> "$GITHUB_OUTPUT"
|
||||
set +e
|
||||
# lan_integration (the whole lan_e2e suite) takes ~2,400 s under load, past the usual 1,800.
|
||||
python3 tools/parity.py --all --timeout 3000 2>&1 | tee "$RUNNER_TEMP/audit.log"
|
||||
echo "exit=${PIPESTATUS[0]}" >> "$GITHUB_OUTPUT"
|
||||
{ echo '```'; tail -40 "$RUNNER_TEMP/audit.log"; echo '```'; } >> "$GITHUB_STEP_SUMMARY"
|
||||
- name: Issues for the harnesses that regressed
|
||||
if: steps.when.outputs.run == 'true' && always() && steps.audit.outputs.since
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
run: python3 tools/ci/parity_issues.py --since "${{ steps.audit.outputs.since }}" ${{ inputs.dry_run && '--dry-run' || '' }} | tee -a "$GITHUB_STEP_SUMMARY"
|
||||
- name: Logs of the failed harnesses
|
||||
if: steps.when.outputs.run == 'true' && steps.audit.outputs.exit != '0'
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: nightly-parity-logs
|
||||
path: .local/parity-runner/logs/
|
||||
if-no-files-found: ignore
|
||||
retention-days: 7
|
||||
@@ -1,77 +0,0 @@
|
||||
name: parity-main
|
||||
# The vanilla harnesses on main, a batch of merges at a time (docs/release-flow.md#parity-on-main), on the Mac mini's
|
||||
# runner. One run at a time: merges that land while a run goes on wait in one pending run (GitHub keeps only the
|
||||
# newest), which checks every merge since main's last green parity-main (tools/parity_main.py base). On a failure it
|
||||
# bisects the failing harnesses over those merges and comments on the pull request that broke them. Releases ship
|
||||
# only a commit whose parity-main passed (tools/release_train.py), so nothing a harness catches reaches players.
|
||||
on:
|
||||
push:
|
||||
branches: [main]
|
||||
workflow_dispatch:
|
||||
permissions:
|
||||
contents: read
|
||||
# The comment on the merge that broke a harness.
|
||||
pull-requests: write
|
||||
# tools/parity_main.py base reads earlier runs.
|
||||
actions: read
|
||||
concurrency:
|
||||
group: parity-main
|
||||
cancel-in-progress: false
|
||||
env:
|
||||
# Test runs never reach the telemetry server: no live-count ping, no uploads (docs/telemetry.md).
|
||||
HORIZON_TELEMETRY_URL: "off"
|
||||
|
||||
jobs:
|
||||
parity-main:
|
||||
# A Mac mini runner of its own (ludovics-mac-mini-2 holds only this label since 2026-10-26): behind PR parity jobs
|
||||
# this run waited 2 h while every merge replaced the pending one, and on the release runner a release then waited
|
||||
# behind the next run. PR parity jobs have ludovics-mac-mini and playhorizon. Not playhorizon: its 4 CPUs
|
||||
# make a core-crate run several times longer, and a failure here bisects and comments on merges.
|
||||
runs-on: [self-hosted, macOS, horizon-parity-main]
|
||||
timeout-minutes: 240 # a core-crate batch reruns ~300 harnesses (~60-90 min), a bisect a few rounds of the failures
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
ref: ${{ github.sha }}
|
||||
fetch-depth: 0
|
||||
persist-credentials: false
|
||||
# Keeps .local/ (parity state, probe builds, oracle results) and target/ between runs.
|
||||
clean: false
|
||||
- uses: dtolnay/rust-toolchain@stable
|
||||
- name: Tools from the runner
|
||||
run: bash tools/ci/runner-env.sh
|
||||
- name: Vanilla data, and resources prepared by this preparer
|
||||
run: bash tools/ci/vanilla-data.sh
|
||||
- name: Main's last green parity-main
|
||||
id: base
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
run: echo "sha=$(python3 tools/parity_main.py base)" >> "$GITHUB_OUTPUT"
|
||||
- name: The harnesses the merges since then can affect
|
||||
id: harnesses
|
||||
# A failure here is judged by the next step: the run passes when every failed harness passes again at HEAD.
|
||||
continue-on-error: true
|
||||
env:
|
||||
PARITY_HOSTS: ''
|
||||
BASE_SHA: ${{ steps.base.outputs.sha }}
|
||||
run: |
|
||||
echo "Merges since ${BASE_SHA}:"
|
||||
git log --first-parent --format=' %h %s' "$BASE_SHA..HEAD"
|
||||
python3 tools/parity.py --changed "$BASE_SHA" --timeout 2400
|
||||
- name: A flake, or the merge that broke them
|
||||
if: steps.harnesses.outcome == 'failure'
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
PARITY_HOSTS: ''
|
||||
BASE_SHA: ${{ steps.base.outputs.sha }}
|
||||
run: |
|
||||
rm -rf .local/parity-main-logs && cp -R .local/parity-runner/logs .local/parity-main-logs 2>/dev/null || true
|
||||
python3 tools/parity_main.py bisect "$BASE_SHA" --comment
|
||||
- name: Logs of the failed harnesses
|
||||
if: steps.harnesses.outcome == 'failure'
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: parity-main-logs
|
||||
path: .local/parity-main-logs/
|
||||
if-no-files-found: ignore
|
||||
retention-days: 7
|
||||
@@ -1,97 +0,0 @@
|
||||
name: parity
|
||||
# The vanilla harnesses a pull request's changes can affect, on the Mac mini's runner or playhorizon's, which hold the
|
||||
# maintainer's own Minecraft files (Horizon never downloads the game). Called by ci.yml for pull requests from this repository
|
||||
# and by run-parity.yml when a maintainer labels a fork's pull request run-parity. See docs/release-flow.md.
|
||||
on:
|
||||
workflow_call:
|
||||
inputs:
|
||||
base:
|
||||
description: The pull request's base commit (the harnesses its changes since then can affect)
|
||||
type: string
|
||||
required: true
|
||||
head:
|
||||
description: The commit to check out and test
|
||||
type: string
|
||||
required: true
|
||||
full:
|
||||
description: >-
|
||||
The pull request carries the full-parity label (a change every harness reaches, such as a crate split): it
|
||||
runs on playhorizon's runner only, so the Mac mini's runners stay free for the others. While that runner is
|
||||
busy the job waits for it.
|
||||
type: boolean
|
||||
default: false
|
||||
permissions:
|
||||
contents: read
|
||||
env:
|
||||
# Test runs never reach the telemetry server: no live-count ping, no uploads (docs/telemetry.md).
|
||||
HORIZON_TELEMETRY_URL: "off"
|
||||
|
||||
jobs:
|
||||
parity:
|
||||
runs-on: ${{ inputs.full && fromJSON('["self-hosted", "horizon-game", "playhorizon"]') || fromJSON('["self-hosted", "horizon-game"]') }}
|
||||
# A change to core crates reruns ~350 harnesses: ~60-90 min on the Mac mini; on playhorizon (4 of its 8 vCPUs, 4
|
||||
# harnesses at a time) up to a few hours, and any pull request's job may land there.
|
||||
timeout-minutes: ${{ inputs.full && 360 || 180 }}
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
# The commit the event names: a fork's later pushes need another run-parity label. The next step merges
|
||||
# main into it.
|
||||
ref: ${{ inputs.head }}
|
||||
fetch-depth: 0
|
||||
persist-credentials: false
|
||||
# Keeps .local/ (parity state, probe builds, oracle results) and target/ between runs.
|
||||
clean: false
|
||||
- name: The head merged into main (what merging it would land)
|
||||
id: merge
|
||||
env:
|
||||
BASE_SHA: ${{ inputs.base }}
|
||||
HEAD_SHA: ${{ inputs.head }}
|
||||
run: |
|
||||
# Harness fixes and game fixes that reached main since the branch was made then apply here too: a head
|
||||
# tested alone failed harnesses already fixed on main (server_knockback before #2114, mob_ai's heap before
|
||||
# #2270, save_roundtrip before #2212). Selection then compares with this main, so it sees only the pull
|
||||
# request's own changes. A head that conflicts with main is tested alone.
|
||||
set -euo pipefail
|
||||
git merge --abort 2>/dev/null || true
|
||||
git fetch -q --no-tags origin +refs/heads/main:refs/remotes/origin/main
|
||||
main=$(git rev-parse origin/main)
|
||||
if git -c user.name=parity -c user.email=parity@localhost merge -q --no-edit --no-ff "$main" >/dev/null 2>&1; then
|
||||
echo "base=$main" >> "$GITHUB_OUTPUT"
|
||||
echo "Tested: head ${HEAD_SHA:0:9} merged into main ${main:0:9}" | tee -a "$GITHUB_STEP_SUMMARY"
|
||||
else
|
||||
git merge --abort
|
||||
echo "base=$BASE_SHA" >> "$GITHUB_OUTPUT"
|
||||
echo "::warning::head ${HEAD_SHA:0:9} conflicts with main ${main:0:9}: tested alone, without main's fixes"
|
||||
echo "Tested: head ${HEAD_SHA:0:9} alone (it conflicts with main ${main:0:9})" | tee -a "$GITHUB_STEP_SUMMARY"
|
||||
fi
|
||||
- uses: dtolnay/rust-toolchain@stable
|
||||
- name: Tools from the runner
|
||||
run: bash tools/ci/runner-env.sh
|
||||
- name: Vanilla data, and resources prepared by this preparer
|
||||
run: bash tools/ci/vanilla-data.sh
|
||||
- name: The prepared output is the one the preparer's OUTPUT_VERSION says
|
||||
env:
|
||||
BASE_SHA: ${{ steps.merge.outputs.base }}
|
||||
run: |
|
||||
# A head made before OUTPUT_VERSION (#1947) that conflicts with main has neither the tool nor the number.
|
||||
if [ ! -f tools/prepare_output.py ] || ! grep -q OUTPUT_VERSION crates/horizon-prepare/src/lib.rs; then
|
||||
echo "This head's preparer has no OUTPUT_VERSION: nothing to check"
|
||||
exit 0
|
||||
fi
|
||||
python3 tools/prepare_output.py check --cache --base "$BASE_SHA"
|
||||
- name: The version constants are the pinned jar's
|
||||
run: python3 tools/gen_version_consts.py --check
|
||||
- name: The harnesses this change can affect
|
||||
env:
|
||||
PARITY_HOSTS: ''
|
||||
BASE_SHA: ${{ steps.merge.outputs.base }}
|
||||
run: python3 tools/parity.py --changed "$BASE_SHA" --timeout 2400 # world_spawn takes ~1480 s on a busy runner
|
||||
- name: Logs of the failed harnesses
|
||||
if: failure()
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: parity-logs
|
||||
path: .local/parity-runner/logs/
|
||||
if-no-files-found: ignore
|
||||
retention-days: 3
|
||||
@@ -1,201 +0,0 @@
|
||||
name: release
|
||||
# Automatic game releases (docs/release-flow.md). After every green `checks` run on main, every 10 minutes (so a
|
||||
# release waiting for merges to settle goes out without another merge) and by hand, tools/release_train.py decides,
|
||||
# for a commit whose checks and parity-main (the vanilla harnesses on main) both passed:
|
||||
# a release when 5 pull requests merged since the last one changed what players run and the newest merged 5 minutes
|
||||
# ago, or when the oldest has waited 6 hours, or at once for a pull request labelled release-now.
|
||||
# RELEASES_PAUSED=1 (repository variable) stops them; so does an open issue labelled release-blocker, forced runs too.
|
||||
# Builds Linux (an older Ubuntu, so the binary runs on any recent distribution and on NixOS through nix-ld) and
|
||||
# Windows on GitHub, macOS on the Mac mini's runner (MAC_RUNNER=macos-latest sends it to GitHub), then
|
||||
# publishes vX.Y.Z on the release line in .github/release-line.txt (docs/versioning.md; without it, the dated
|
||||
# vYYYY.MM.DD[.N] from before 0.2) with notes from the merged pull requests, as the release and GitHub's latest: one
|
||||
# channel, which launchers, `horizon-server update` and install.sh follow at once. So it is published only after the
|
||||
# checks that used to gate a promotion pass in this run: the Mac mini's smoke test drew a world, and no release-blocker
|
||||
# is open (tools/release_train.py gate); otherwise nothing is published. macOS: with the repository variable
|
||||
# MACOS_SIGN_IDENTITY set, the programs are signed with
|
||||
# Developer ID and the hardened runtime and the zip is notarized, from the runner's signing keychain
|
||||
# (packaging/macos/README.md); unset (forks), ad hoc.
|
||||
# gh workflow run release --ref <branch> # dry run: builds and notes, publishes nothing
|
||||
# gh workflow run release -f dry_run=false -f force=true # on main: release now, whatever the rules say
|
||||
on:
|
||||
workflow_run:
|
||||
# A game release ships a commit both passed on (parity-main runs on batches: the newest commit it passed on).
|
||||
workflows: [checks, parity-main]
|
||||
types: [completed]
|
||||
branches: [main]
|
||||
schedule:
|
||||
- cron: '2-59/10 * * * *'
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
dry_run:
|
||||
description: Build everything and write the notes, but publish nothing
|
||||
type: boolean
|
||||
default: true
|
||||
force:
|
||||
description: Release even without player-facing changes, before merges settle or while paused
|
||||
type: boolean
|
||||
default: false
|
||||
permissions:
|
||||
contents: read
|
||||
# The open release-blocker issues (decide).
|
||||
issues: read
|
||||
concurrency:
|
||||
# One release at a time. A hand-started dry run publishes nothing, so it can't race a real release: it gets a
|
||||
# group of its own. In the shared group, a release queued behind it replaced it as the pending run and GitHub
|
||||
# cancelled it (#2779's dry run, 2026-10-27), which happens all day while releases go out in batches.
|
||||
group: game-release${{ github.event_name == 'workflow_dispatch' && inputs.dry_run && '-dry-run' || '' }}
|
||||
cancel-in-progress: false
|
||||
jobs:
|
||||
decide:
|
||||
if: >-
|
||||
github.event_name != 'workflow_run' ||
|
||||
(github.event.workflow_run.conclusion == 'success' && github.event.workflow_run.event == 'push')
|
||||
runs-on: ubuntu-latest
|
||||
timeout-minutes: 10
|
||||
outputs:
|
||||
release: ${{ steps.decide.outputs.release }}
|
||||
tag: ${{ steps.decide.outputs.tag }}
|
||||
version: ${{ steps.decide.outputs.version }}
|
||||
head: ${{ steps.decide.outputs.head }}
|
||||
dry_run: ${{ steps.mode.outputs.dry_run }}
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- id: mode
|
||||
# A dry run never publishes; a hand-started run off main is always one.
|
||||
run: echo "dry_run=${{ github.event_name == 'workflow_dispatch' && (inputs.dry_run || github.ref != 'refs/heads/main') }}" >> "$GITHUB_OUTPUT"
|
||||
- id: decide
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
RELEASES_PAUSED: ${{ vars.RELEASES_PAUSED }}
|
||||
# The commit whose checks or parity-main just passed; a dry run builds the branch it was started on;
|
||||
# otherwise main's newest commit with green checks and parity-main.
|
||||
HEAD_SHA: ${{ github.event.workflow_run.head_sha || (steps.mode.outputs.dry_run == 'true' && github.sha) || '' }}
|
||||
FORCE: ${{ inputs.force && 'yes' || '' }}
|
||||
run: |
|
||||
python3 tools/release_train.py decide --kind game ${HEAD_SHA:+--head "$HEAD_SHA"} ${FORCE:+--force} | tee decision.json
|
||||
echo "### $(jq -r '.reason' decision.json)" >> "$GITHUB_STEP_SUMMARY"
|
||||
# The version the programs are built with (docs/versioning.md): the tag without its v.
|
||||
tag=$(jq -r '.tag' decision.json)
|
||||
echo "version=${tag#v}" >> "$GITHUB_OUTPUT"
|
||||
# A dry run builds whatever the decision, to test the builds.
|
||||
if [[ "${{ steps.mode.outputs.dry_run }}" == true ]]; then echo "release=true" >> "$GITHUB_OUTPUT"; fi
|
||||
|
||||
build:
|
||||
needs: decide
|
||||
if: needs.decide.outputs.release == 'true'
|
||||
# Every platform's archive, and macOS's smoke test (game-build.yml).
|
||||
uses: ./.github/workflows/game-build.yml
|
||||
with:
|
||||
ref: ${{ needs.decide.outputs.head }}
|
||||
version: ${{ needs.decide.outputs.version }}
|
||||
|
||||
sign:
|
||||
needs: [decide, build]
|
||||
runs-on: ubuntu-latest
|
||||
timeout-minutes: 10
|
||||
# The only job that holds the release signing key, a secret of the `release` environment, which only main's real
|
||||
# releases enter (dry runs sign with a throwaway key). It runs no code from the repository but
|
||||
# tools/ci/sign_release.sh, which calls only the runner's sha256sum and OpenSSL (docs/release-flow.md).
|
||||
environment: ${{ needs.decide.outputs.dry_run != 'true' && 'release' || '' }}
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
sparse-checkout: tools/ci/sign_release.sh
|
||||
sparse-checkout-cone-mode: false
|
||||
persist-credentials: false
|
||||
- uses: actions/download-artifact@v4
|
||||
with:
|
||||
path: dist
|
||||
pattern: horizon-*
|
||||
merge-multiple: true
|
||||
- name: Sign the checksums (SHA256SUMS, SHA256SUMS.sig)
|
||||
env:
|
||||
RELEASE_SIGNING_KEY: ${{ secrets.RELEASE_SIGNING_KEY }}
|
||||
RELEASE_SIGNING_KEY_NEXT: ${{ secrets.RELEASE_SIGNING_KEY_NEXT }}
|
||||
EPHEMERAL: ${{ needs.decide.outputs.dry_run == 'true' && 'yes' || '' }}
|
||||
TAG: ${{ needs.decide.outputs.tag }}
|
||||
run: |
|
||||
bash tools/ci/sign_release.sh "$TAG" dist/horizon-linux-x86_64.tar.gz dist/horizon-windows-x64.zip \
|
||||
dist/horizon-macos-arm64.zip dist/horizon-server-linux-x86_64.tar.gz
|
||||
- uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: signature
|
||||
path: dist/SHA256SUMS*
|
||||
if-no-files-found: error
|
||||
retention-days: 3
|
||||
- uses: actions/upload-artifact@v4
|
||||
if: needs.decide.outputs.dry_run == 'true'
|
||||
with:
|
||||
name: ephemeral.pub
|
||||
path: dist/ephemeral.pub
|
||||
retention-days: 3
|
||||
|
||||
publish:
|
||||
needs: [decide, build, sign]
|
||||
runs-on: ubuntu-latest
|
||||
timeout-minutes: 15
|
||||
permissions:
|
||||
contents: write
|
||||
issues: read
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- name: Notes
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
run: |
|
||||
python3 tools/release_train.py notes --kind game --tag "${{ needs.decide.outputs.tag }}" \
|
||||
--head "${{ needs.decide.outputs.head }}" --out notes > /dev/null
|
||||
{ echo "## $(cat notes/title.txt)"; echo; cat notes/body.md; } >> "$GITHUB_STEP_SUMMARY"
|
||||
- uses: actions/download-artifact@v4
|
||||
with:
|
||||
path: dist
|
||||
merge-multiple: true
|
||||
- name: The signature, checked as launchers check it
|
||||
env:
|
||||
TAG: ${{ needs.decide.outputs.tag }}
|
||||
EPHEMERAL: ${{ needs.decide.outputs.dry_run == 'true' && 'yes' || '' }}
|
||||
run: |
|
||||
key=(); [[ -n "$EPHEMERAL" ]] && key=(--key "$(cat dist/ephemeral.pub)")
|
||||
cargo run --locked --quiet -p horizon-release-sign -- verify --tag "$TAG" --publishing "${key[@]}" dist
|
||||
- name: Ready to publish (the smoke test passed, no release-blocker is open)
|
||||
# Right before publishing: an issue labelled while the builds ran still holds this release. A dry run only
|
||||
# reports what a real run would do.
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
DRY_RUN: ${{ needs.decide.outputs.dry_run }}
|
||||
run: |
|
||||
if ! python3 tools/release_train.py gate --kind game --smoke dist/smoke-test.json --blockers; then
|
||||
[[ "$DRY_RUN" == true ]] || { echo "::error::Nothing published"; exit 1; }
|
||||
echo "::warning::A real run would publish nothing"
|
||||
fi
|
||||
- name: Publish ${{ needs.decide.outputs.tag }}
|
||||
if: needs.decide.outputs.dry_run != 'true'
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
TAG: ${{ needs.decide.outputs.tag }}
|
||||
run: |
|
||||
signature=(); [[ -f dist/SHA256SUMS.sig ]] && signature=(dist/SHA256SUMS.sig)
|
||||
# The release and the latest at once: there is one channel (docs/release-flow.md). Each archive gets a
|
||||
# label (file#label), which GitHub's page shows instead of the file name, so nobody takes the game's
|
||||
# files for the download (#1647). Launchers, servers and install.sh match the name, which stays.
|
||||
gh release create "$TAG" --target "${{ needs.decide.outputs.head }}" --title "$(cat notes/title.txt)" \
|
||||
--notes-file notes/body.md --latest \
|
||||
"dist/horizon-linux-x86_64.tar.gz#Game files the launcher installs: Linux (horizon-linux-x86_64.tar.gz)" \
|
||||
"dist/horizon-windows-x64.zip#Game files the launcher installs: Windows (horizon-windows-x64.zip)" \
|
||||
"dist/horizon-macos-arm64.zip#Game files the launcher installs: macOS (horizon-macos-arm64.zip)" \
|
||||
"dist/horizon-server-linux-x86_64.tar.gz#Dedicated server for Linux (horizon-server-linux-x86_64.tar.gz)" \
|
||||
dist/SHA256SUMS "${signature[@]}" dist/smoke-test.json
|
||||
- name: Dry run, the release that would be published
|
||||
if: needs.decide.outputs.dry_run == 'true'
|
||||
run: |
|
||||
echo "Would publish ${{ needs.decide.outputs.tag }} at ${{ needs.decide.outputs.head }} as the release and latest: $(cat notes/title.txt)"
|
||||
ls -l dist
|
||||
- uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: release-notes
|
||||
path: notes/
|
||||
retention-days: 3
|
||||
@@ -1,25 +0,0 @@
|
||||
name: run-parity
|
||||
# A fork's pull request runs the parity job (parity.yml) on the Mac mini only when a maintainer who has read the
|
||||
# change adds the run-parity label: once, on the commit the pull request has then. Remove the label and add it
|
||||
# again after new pushes. A separate workflow, so that labels never start `checks`: there a label's run reported a
|
||||
# skipped `verify`, and GitHub counts a skipped required check as passed.
|
||||
on:
|
||||
pull_request:
|
||||
types: [labeled]
|
||||
permissions:
|
||||
contents: read
|
||||
concurrency:
|
||||
group: run-parity-${{ github.event.pull_request.number }}
|
||||
cancel-in-progress: true
|
||||
env:
|
||||
# Test runs never reach the telemetry server: no live-count ping, no uploads (docs/telemetry.md).
|
||||
HORIZON_TELEMETRY_URL: "off"
|
||||
|
||||
jobs:
|
||||
parity:
|
||||
if: github.event.label.name == 'run-parity'
|
||||
uses: ./.github/workflows/parity.yml
|
||||
with:
|
||||
base: ${{ github.event.pull_request.base.sha }}
|
||||
head: ${{ github.event.pull_request.head.sha }}
|
||||
full: ${{ contains(github.event.pull_request.labels.*.name, 'full-parity') }}
|
||||
@@ -1,34 +0,0 @@
|
||||
name: telemetry-server
|
||||
# The ingest server is its own workspace (crates/horizon-telemetry-server), so the checks job doesn't build
|
||||
# it: this one does, when it or the crate it shares with the launcher and the game changes.
|
||||
on:
|
||||
push:
|
||||
branches: [main]
|
||||
paths:
|
||||
- 'crates/horizon-telemetry/**'
|
||||
- 'crates/horizon-telemetry-server/**'
|
||||
- '.github/workflows/telemetry-server.yml'
|
||||
pull_request:
|
||||
paths:
|
||||
- 'crates/horizon-telemetry/**'
|
||||
- 'crates/horizon-telemetry-server/**'
|
||||
- '.github/workflows/telemetry-server.yml'
|
||||
permissions:
|
||||
contents: read
|
||||
jobs:
|
||||
check:
|
||||
runs-on: ubuntu-latest
|
||||
timeout-minutes: 20
|
||||
defaults:
|
||||
run:
|
||||
working-directory: crates/horizon-telemetry-server
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- run: rustup toolchain install stable --profile minimal --component rustfmt --component clippy
|
||||
- uses: Swatinem/rust-cache@v2
|
||||
with:
|
||||
workspaces: crates/horizon-telemetry-server
|
||||
save-if: ${{ github.ref == 'refs/heads/main' }}
|
||||
- run: cargo +stable fmt --check
|
||||
- run: cargo +stable clippy --all-targets --locked -- -D warnings
|
||||
- run: cargo +stable test --locked
|
||||
@@ -1,36 +0,0 @@
|
||||
/.local/
|
||||
/target/
|
||||
**/__pycache__/
|
||||
*.py[cod]
|
||||
/.venv/
|
||||
# Downloaded/decompiled game content and private profiling artifacts.
|
||||
*.jar
|
||||
*.class
|
||||
*.jfr
|
||||
*.hprof
|
||||
/decompiled/
|
||||
/minecraft/
|
||||
/assets/
|
||||
/run/
|
||||
/logs/
|
||||
/dist/
|
||||
/mods/horizon/build/
|
||||
/saves/
|
||||
/backups/
|
||||
/tools/logs/
|
||||
.DS_Store
|
||||
# What the client writes to its working directory when run from the repo root.
|
||||
/options.txt
|
||||
/horizon.txt
|
||||
/horizon-graphics.txt
|
||||
/horizon-controller.txt
|
||||
/horizon-extras.txt
|
||||
/horizon-player.txt
|
||||
/servers.dat
|
||||
/screenshots/
|
||||
/.horizon-cache/
|
||||
/crash-reports/
|
||||
/debug/
|
||||
|
||||
# Release-only compiled original exporter bundle.
|
||||
/exporters/
|
||||
@@ -1,183 +0,0 @@
|
||||
# Horizon: a map for agents
|
||||
|
||||
Minecraft: Java Edition 26.3 rewritten in Rust (wgpu). Vanilla is the specification wherever it has the
|
||||
feature. Read [CONTRIBUTING.md](CONTRIBUTING.md) once; this page tells you where things are.
|
||||
Feature → files → harness for the most-changed areas: [docs/architecture.md](docs/architecture.md).
|
||||
|
||||
## Rules that bite
|
||||
|
||||
- **Never commit Mojang's files**: game jars, assets, decompiled source, prepared resources (`.local/`).
|
||||
`tools/check_public_tree.py` rejects them; `git config core.hooksPath .githooks` runs it on commit.
|
||||
- **Keep your runs away from real player data.** Any game or launcher you start gets fresh `mktemp -d`
|
||||
folders in `HORIZON_HOME` (the game's data), `HORIZON_LAUNCHER_HOME`, `XDG_DATA_HOME` and
|
||||
`XDG_CONFIG_HOME`, plus `HORIZON_LAUNCHER_NO_SELF_UPDATE=1` and `HORIZON_NO_AUDIO=1`, and, for the
|
||||
launcher, `HORIZON_LAUNCHER_TRASH`, `HORIZON_LAUNCHER_CLIPBOARD` and `HORIZON_LAUNCHER_DESKTOP` pointing into the scratch home. Never write to
|
||||
`~/.local/share/{applications,horizon,horizon-launcher}` or `~/.local/bin`.
|
||||
- **Mark what an agent posts.** A PR body starts with a line naming whose agent opened it and with what.
|
||||
Ludovic's agents write `> 🤖 Opened by Ludovic's AI agent (Claude), not by Ludovic himself.`, and a
|
||||
contributor's agent names its own person and tool (issues: "Filed by", reviews: "Review by"). Every
|
||||
comment starts with `🤖 Agent:`. Never write as Ludovic or as anyone else.
|
||||
- **Attribution.** Commits end with a `Co-Authored-By:` line for the agent that wrote them, and PR bodies
|
||||
with that agent's own "Generated with" line. Ludovic's agents use
|
||||
`Co-Authored-By: Claude <model> <[email protected]>` and
|
||||
`🤖 Generated with [Claude Code](https://claude.com/claude-code)`.
|
||||
- Everything players run is Rust. Python/Java only for dev tools and harness drivers in `tools/`.
|
||||
- Horizon-only features follow [docs/design-system.md](docs/design-system.md) and are off by default where
|
||||
they would change the vanilla look.
|
||||
- Small PRs (< ~500 lines). Labels: `feature` (players get something new), `skip-release` (they see no
|
||||
change), none for a fix. Agents never add `release-now`: the maintainer decides it. Merges ship in batches of 5, or after
|
||||
6 hours ([docs/release-flow.md](docs/release-flow.md)).
|
||||
- Contributors first: `gh pr list --state open --search <area>` before you start; never duplicate theirs.
|
||||
|
||||
## Crates
|
||||
|
||||
Game workspace (root `Cargo.toml`); `launcher/` and `crates/horizon-telemetry-server` are separate workspaces.
|
||||
|
||||
| Crate | Owns |
|
||||
|---|---|
|
||||
| `horizon-client` | The game: a lib (`src/lib.rs`, ~180 flat modules) and the bin (`src/main.rs` → `game.rs` + `game/`), plus `horizon-ctl` (`src/bin/horizon-ctl/`). Also the dedicated server (`--dedicated`) |
|
||||
| `horizon-command` | Command parsing (Brigadier): the vanilla tree, argument types, selectors, suggestions, the tree's network form. Re-exported as `horizon_client::command` |
|
||||
| `horizon-client-core` | The client lib's bottom layer: `text.rs`, `lang.rs`, `snbt.rs`, `nbt_path.rs`, `component.rs`, `scoreboard.rs`, `bossbar.rs`, `gamerules.rs`, `block_entity_nbt.rs`, registry/particle/sound tables. Re-exported under the old paths (`horizon_client::text`...) |
|
||||
| `horizon-world` | Vanilla world data with no gameplay loop: NBT, regions, chunks, `datafix/`, `worldgen/`, `level/` (server-side block behaviour, ticks, redstone), entity physics, items, effects, food, damage |
|
||||
| `horizon-core` | Simulation primitives: Java `Random`s, `jmath` (HotSpot-exact `Math`), positions, noise, density, paletted storage, `version.rs` (the pinned version) |
|
||||
| `horizon-protocol` | Network protocol 777: codecs, framing, encryption, `packets/{handshake,status,login,configuration,play}.rs`, `entity_data.rs` |
|
||||
| `horizon-assets` | Resource decoding: block-state and item models, baking, atlases |
|
||||
| `horizon-prepare` | Builds `.local/horizon-client/26.3` from the player's own Minecraft install (runs the Java exporters) |
|
||||
| `horizon-server` | `horizon-server`: `server.toml`, CLI, supervisor of the headless game ([docs/hosting.md](docs/hosting.md)) |
|
||||
| `horizon-server-files` | `server.properties`, eula, ops/whitelist/bans, usercache |
|
||||
| `horizon-friends`, `horizon-relay` | Play with Friends: invite codes, encrypted tunnel, the relay ([docs/play-with-friends.md](docs/play-with-friends.md)) |
|
||||
| `horizon-mods`, `horizon-mod-sdk`, `cargo-horizon-mod` | Sandboxed WebAssembly mods: runtime, SDK + WIT, `cargo horizon-mod` ([docs/mods.md](docs/mods.md)) |
|
||||
| `horizon-port-pack` | Porting Java modpacks ([docs/modpacks.md](docs/modpacks.md)) |
|
||||
| `horizon-shader-api` | Horizon's own WGSL shader packs ([docs/api/shaders.md](docs/api/shaders.md)): `horizon-shaders.toml`, the `.hshader` package; shared by the game, the launcher and the registry |
|
||||
| `horizon-shaders` | Shader packs (the `shaders/` folder format), rebuilt clean-room from a written spec of the format; no wgpu |
|
||||
| `horizon-theme` | Design tokens and fonts for the launcher, the game's own menus and the website |
|
||||
| `horizon-telemetry`, `horizon-telemetry-server`, `horizon-bench` | Opt-in data collection, its ingest server, the benchmark report format |
|
||||
| `horizon-dualsense`, `horizon-threads`, `horizon-release-sign`, `horizon-bots`, `xtask` | DualSense output, thread priorities, signed release checksums, load-test bots, repo tasks |
|
||||
| `launcher/` | GPUI launcher: `main.rs` (UI), `backend.rs` (installs, updates), `cli.rs`, `mcp.rs`, `*_page.rs` |
|
||||
|
||||
Other top-level folders: `tools/` (harnesses and dev scripts), `tests/` (Python unit tests: `python3 -m
|
||||
unittest discover -s tests`), `mods/horizon/src/test/java/dev/horizonlab/parity/` (Java oracles),
|
||||
`docs/`, `.github/workflows/`. The website (playhorizon.dev) is the private ludovic111/horizon-site: its build
|
||||
reads `README.md`, `launcher/links.json`, `docs/api/`, `roadmap/roadmap.json` and `crates/horizon-theme/tokens.css` from main.
|
||||
|
||||
## Build and test fast
|
||||
|
||||
```sh
|
||||
python3 tools/pr_ready.py # the self-check: fmt, clippy -D warnings, touched crates' tests, harnesses; paste its block in the PR
|
||||
python3 tools/pr_ready.py --quick # same without harnesses
|
||||
cargo test -p horizon-client --lib --bins --tests # skips the 104 examples (pr_ready does this); `--doc` separately
|
||||
cargo test -p horizon-client --features horizon-client/mods --lib mod_content::tests:: -- --ignored # the 5 slow content-root tests, #[ignore]d; pr_ready runs them when mod content, assets, blocks or items change
|
||||
cargo build --profile fast -p horizon-client # optimized, quick to link: use it to play or run lan_e2e
|
||||
python3 tools/parity.py --changed origin/main # the harnesses your branch can affect (CI's parity job)
|
||||
python3 tools/parity.py --changed-files paths.txt --list # which harnesses cover these files, without running them
|
||||
python3 tools/parity.py mob_ai sculk # named harnesses
|
||||
python3 tools/lan_e2e.py --check chest # two real games over LAN (server-thread host); --in-frame compares the fallback
|
||||
python3 tools/agent_control_e2e.py # horizon-ctl / MCP end to end
|
||||
```
|
||||
|
||||
- Harnesses and the game need the vanilla data in `.local/` (`minecraft/`, `horizon-client/26.3`, `datagen/`,
|
||||
`tools/`): see [docs/parity-workflow.md](docs/parity-workflow.md). Without it, pr_ready lists the
|
||||
harnesses for CI.
|
||||
- A harness = `tools/test_<name>_parity.py` (324 of them) + a Java oracle (`mods/horizon/src/test/java/dev/horizonlab/parity/Vanilla*Oracle.java`)
|
||||
+ a Rust probe: `crates/<crate>/examples/<name>_{probe,fixture}.rs` (horizon-world 175, horizon-client 104),
|
||||
or the game binary with a fixture env var (`game/dispense_fixture.rs`, `game/sculk_fixture.rs`,
|
||||
`game/command_harness.rs`, `game/net_harness.rs`). Copy a nearby harness for a new one.
|
||||
- Probes build into `.local/parity-target/`; harnesses find binaries via `lab.cargo_target()`, never `target/`.
|
||||
- What a change reruns (of 329 harnesses, measured 2026-10-23): a file of the game binary (`game.rs`, `game/`)
|
||||
~25, a file of the client lib ~103, of `horizon-world` ~103–109, of `horizon-core` ~119. Plan for it.
|
||||
- Rust integration tests: `crates/horizon-client/tests/` (`lan_bot.rs`, `generation_saves.rs`, `streaming_meshes.rs`).
|
||||
- **macOS:** `cargo build/test --workspace` may fail to link the two wasm guest cdylibs (undefined
|
||||
`horizon:mods/events` symbols) until #1446 lands: add `--exclude coords-hud --exclude predator-missile --exclude horizon-mods-test-guest --exclude horizon-mods-test-ui-guest`.
|
||||
Their real check is `cargo test -p horizon-mods` (builds them for `wasm32-unknown-unknown`).
|
||||
- Linux needs `libasound2-dev libudev-dev`; `--no-default-features` drops audio and controllers (the server build).
|
||||
- Run and drive the game (starts the `horizon-client` beside `horizon-ctl`; other arguments go to the game):
|
||||
`target/fast/horizon-ctl --socket $PWD/ctl.sock launch --world W --creative --offscreen --wait --resources $PWD/.local/horizon-client/26.3`,
|
||||
then `horizon-ctl --socket … state|keys|turn|command|screenshot|quit`
|
||||
([docs/horizon-ctl-commands.md](docs/horizon-ctl-commands.md)).
|
||||
|
||||
## Vanilla reference
|
||||
|
||||
- Decompiled sources: `.local/minecraft/26.3/sources/{client,server}/` (`python3 tools/lab.py decompile`).
|
||||
- Bytecode queries (callers through lambdas, every overload):
|
||||
`python3 tools/rea_vanilla.py method net.minecraft.world.level.block.DispenserBlock dispenseFrom`
|
||||
([docs/decompilation-status.md](docs/decompilation-status.md)).
|
||||
- A harness runs the oracle against the real 26.3 jars and the Rust probe on the same inputs, then compares
|
||||
their JSON. Oracle runs are cached by `tools/parity_shim.py`; `--fresh` reruns them.
|
||||
- Mirror vanilla's `Math` calls with `horizon_core::jmath`, and vanilla's RNG with `horizon_core::random`:
|
||||
random draws must happen in vanilla's order.
|
||||
|
||||
## horizon-client: where things live
|
||||
|
||||
`L:` = lib (`crates/horizon-client/src/`), `G:` = bin (`crates/horizon-client/src/game/`). The lib can't see
|
||||
`Game`; bin code reaches the lib as `horizon_client::<module>`.
|
||||
|
||||
| Subsystem | Files |
|
||||
|---|---|
|
||||
| Game loop, tick, frame | `game.rs`: `fn run`, `impl ApplicationHandler for Game` (`window_event`, `about_to_wait`), `fn tick`, `fn tick_world`, `fn render`; L: `clock.rs`, `window.rs`, `spans.rs` |
|
||||
| Rendering | L: `gfx.rs` (`Renderer::new`, `Renderer::render`), `gfx/` (cull, occlusion, translucency, upload, timing, lod, weather, stars, end_sky), `*.wgsl`, `particles.rs`, `block_entity_render.rs`, `item_render.rs`, `fog.rs`, `clouds.rs`, `camera.rs`, `first_person.rs`; G: `render_tick.rs`, `item_draw.rs` |
|
||||
| Chunks, streaming, light | L: `streaming.rs` (worker pool: generate, light, mesh), `world.rs`, `chunk.rs`, `chunk_map.rs`, `light.rs`, `mesher.rs` + `mesher/`, `vanillagen.rs` (binds horizon-world's generator), `lod.rs` + `lod/`, `ticket_levels.rs`; G: `world_loading.rs`, `postprocess.rs`; game.rs `fn update_world` |
|
||||
| World generation | `crates/horizon-world/src/worldgen/` (`generator*.rs`, `feature_graph.rs`, `structure/`, `carver/`) |
|
||||
| Block behaviour | `crates/horizon-world/src/level/` (`mod.rs`, `tick.rs`, `hooks.rs`, `redstone.rs`, `place.rs`, `interact.rs`); game.rs `fn tick_blocks`, `fn process_level_events` |
|
||||
| Mobs | L: `mobs.rs` (types), `mobs/` (`ai.rs`, `goals.rs`, `brain.rs`, `*_brain.rs`, `nav.rs`, `path.rs`, `species.rs`, `spawning.rs`, `render.rs`, `anim.rs`); G: `creatures.rs` (ticking, spawning, mob events), one file per mob family (`dragon.rs`, `wither.rs`, `villagers.rs`, `piglins.rs`, `golems.rs`...), `natural_spawning.rs` |
|
||||
| Other entities | L: `entities.rs`, `projectiles.rs`, `arrows.rs`; G: `boats.rs`, `minecarts.rs`, `mounts.rs`, `armor_stands.rs`, `paintings.rs`, `frames.rs`, `fireworks.rs`, `tnt.rs`, `explosion.rs` |
|
||||
| Player actions | game.rs (`fn use_hand`, `fn use_item`, `fn attack`, `fn tick_mining`, `fn break_block`); G: `hand.rs`, `combat.rs`, `consume.rs`, `potions.rs`, `shield.rs`, `crossbow.rs`, `trident.rs`, `fishing.rs`; L: `motion.rs` + `motion/` (movement), `collisions.rs`, `items.rs`, `item_data.rs` |
|
||||
| Inventory and containers | L: `menu.rs` (`AbstractContainerMenu.clicked`), `container_screen.rs`, `containers.rs`, `creative.rs`, `crafting.rs`, `recipe_book*.rs`, `stations.rs`, `merchant.rs`; game.rs `fn menu_ops`, `fn click_inventory`; G: `stations.rs`, `trading.rs`, `recipe_book.rs`, `machines.rs` |
|
||||
| Commands | parse: crate `horizon-command` (`args.rs`, `selector.rs`, `tree_*.rs`, `vanilla.rs`); run: G: `commands.rs` (dispatch) + `commands/*.rs` (`admin`, `execute`, `items`, `players`, `world_cmds`...); L: `scoreboard_cmd.rs`, `data_cmd.rs`; `horizon-client-core`: `nbt_path.rs`, `scoreboard.rs`; G: `functions.rs`, `command_blocks.rs` |
|
||||
| UI screens | `Screen` enum in game.rs; L: `title.rs` + `title/`, `options_ui.rs`, `multiplayer.rs`, `pack_screen.rs`, `graphics_ui.rs`, `screen_draw.rs`, `ui.rs` (widgets), `hud.rs`, `hud_layout.rs`, `hud_overlays.rs`, `chat.rs`, `tab_list.rs`; G: `startup_menu.rs`, `screens.rs` (pause, death), `options.rs`, `lan_screen.rs`, `chat.rs`, `sign_edit.rs`, `books.rs` |
|
||||
| Multiplayer client | L: `net.rs` (network thread); G: `remote.rs` (`fn handle_packet`, `fn tick_remote`), `remote_*.rs` (mob data, objects, projectiles, vehicles, stations) |
|
||||
| LAN host / server side | L: `lan/` (`conn.rs` handshake + login threads, `hub.rs` + `hub/` play state, `chunks.rs`, `entity.rs`, `tracking.rs`, `guest.rs`, `playerdata.rs`); G: `lan.rs` (`LanHost`), `lan_actions.rs` (`fn as_guest`, `fn tick_guests`), `lan_*.rs` per feature, `lan_entities.rs` (tracked entities) |
|
||||
| Integrated server | G: `integrated.rs` (the server thread), `levels.rs` (one level per dimension, `fn tick_server`), `server_travel.rs` |
|
||||
| Dedicated server | G: `dedicated.rs`, `dedicated/status.rs`; crates `horizon-server-files`, `horizon-server` |
|
||||
| Save and load | L: `save.rs` (level.dat, regions, playerdata), `entity_nbt.rs`, `options_file.rs`; `horizon-client-core/src/block_entity_nbt.rs`; G: `saving.rs`, `persist.rs` (entities); `crates/horizon-world/src/{region.rs,nbt.rs,datafix/}` |
|
||||
| Input | game.rs `fn window_event`, `fn key_pressed`, `fn play_mouse`; L: `keybinds.rs`, `keymapping.rs`, `key_names.rs`, `mouse.rs`, `input.rs`, `interaction_input.rs`, `gamepad.rs`, `osk.rs`, `clipboard.rs`; G: `pad.rs`, `pad_menu.rs` |
|
||||
| Audio | L: `audio.rs` (mixer), `sound_engine.rs`, `sound_events.rs`, `music.rs`, `ambience.rs`; G: `music.rs`, `subtitle_hud.rs` |
|
||||
| Resource packs | L: `packs.rs` + `packs/`, `pack_screen.rs`, `atlas_sources.rs`, `sprites.rs`, `mipmap.rs`, `model_library.rs`, `font.rs`; `horizon-client-core/src/lang.rs`; crate `horizon-assets`; G: `packs.rs` |
|
||||
| Agent control | L: `control.rs` (socket), `bin/horizon-ctl/`; G: `control.rs`, `agent.rs`, `events.rs`, `ui_control.rs` ([docs/agent-control.md](docs/agent-control.md)) |
|
||||
| Mods | crate `horizon-mods`; G: `mods.rs`; L: `mod_content.rs`, `mod_list.rs` |
|
||||
| Horizon extras, settings | L: `extras.rs`, `graphics.rs`, `settings.rs`, `minimap.rs`; G: `extras.rs`, `tweaks.rs`, `options.rs` |
|
||||
|
||||
## How `Game` is organised
|
||||
|
||||
- `struct Game` (game.rs, ~290 fields) holds everything. Its methods are spread over ~180 files: game.rs keeps
|
||||
the core (tick, render, input, inventory, world open/close) and each `game/<feature>.rs` adds an
|
||||
`impl Game<'_>` block for one feature, with its own state types. Fields are private to the bin.
|
||||
- Find a feature's code: `grep -rn "fn tick_<thing>\|fn <verb>_<thing>" crates/horizon-client/src/game*`;
|
||||
the file is usually `game/<thing>s.rs`. Who calls it: grep the name in game.rs's `fn tick` / `fn tick_world`.
|
||||
- Fields that say which mode runs: `remote` (this window is a client of a server: multiplayer, LAN guest, or
|
||||
single player on its server thread), `lan` (`LanHost`: this world is open to the network), `integrated`
|
||||
(the window's own server thread), `serving` (this `Game` *is* that server thread), `options.dedicated`.
|
||||
`fn tick` returns `tick_remote()` when `remote` is set; nothing else of the local simulation runs.
|
||||
- A server's players run through the same gameplay code as the local player: `as_guest` swaps the guest's
|
||||
state (position, inventory, mode, mining, item use) into `Game` for one call (`game/lan_actions.rs`), and
|
||||
`levels.rs` swaps whole dimensions in the same way. Changes reach clients through the block log, level
|
||||
events and the entity tracker (`lan/tracking.rs`, `game/lan_entities.rs`).
|
||||
- Shared read-only data: `Resources` (`res`: blocks, items, recipes, mob types, biomes) and `PackResources`
|
||||
(`pack`), both in game.rs.
|
||||
|
||||
## The two single-player paths
|
||||
|
||||
1. **Server thread (default since #1514):** `game/integrated.rs` runs a second `Game` (`serving`) on a
|
||||
"Server thread" with one level per dimension; the window joins it as a client through memory (`remote`),
|
||||
exactly as a LAN guest or a dedicated server's player does. This is what players run. Open
|
||||
`[server-thread]` issues list the gaps left.
|
||||
2. **In-frame (`--in-frame`, `--no-server-thread` or `HORIZON_SERVER_THREAD=0`):** the window's `Game` ticks
|
||||
the world itself, one level that follows the player (`fn enter_dimension`). Deterministic rule fixtures still use this path; player-facing integration uses the default server thread.
|
||||
|
||||
LAN guests and dedicated servers always use the server code, so a fix there serves both. Test both paths
|
||||
when you touch player-facing gameplay:
|
||||
|
||||
```sh
|
||||
cargo run --profile fast -p horizon-client -- --resources .local/horizon-client/26.3 --world T # server thread
|
||||
cargo run --profile fast -p horizon-client -- --resources .local/horizon-client/26.3 --world T --in-frame # in-frame
|
||||
python3 tools/lan_e2e.py --check <name> # host on its server thread, guest is a server client
|
||||
python3 tools/lan_e2e.py --in-frame --check <name> # comparison (portals, levels, distance, lava need server-thread mode)
|
||||
python3 tools/parity.py dedicated_server server_entities server_player_damage
|
||||
```
|
||||
|
||||
## Docs worth knowing
|
||||
|
||||
[docs/parity-workflow.md](docs/parity-workflow.md) (runner, gate, shards, scopes) ·
|
||||
[docs/native-client.md](docs/native-client.md) (options, controls, horizon-ctl) ·
|
||||
[docs/server-levels.md](docs/server-levels.md) (levels per dimension) ·
|
||||
[docs/rust-parity.md](docs/rust-parity.md) (what is ported) · [docs/known-issues.md](docs/known-issues.md) ·
|
||||
[docs/release-flow.md](docs/release-flow.md) · [docs/README.md](docs/README.md) (index).
|
||||
@@ -1,102 +0,0 @@
|
||||
# Contributing to Horizon
|
||||
|
||||
Thanks for helping. Horizon is Minecraft: Java Edition 26.3 rewritten in Rust, and the one rule that shapes
|
||||
everything is that **it plays exactly like vanilla**. This page is the short version of how we work; questions are
|
||||
welcome on [Discord](https://discord.gg/HcTeMZxe5E).
|
||||
|
||||
This repository holds the game and the launcher, plus the tools, tests and docs that build, check and release them.
|
||||
The website (playhorizon.dev) is built in a separate repository from this one's README, `docs/api/` and roadmap. Anything else (videos, Discord and other community material) lives elsewhere.
|
||||
|
||||
**Where to start: [playhorizon.dev/hub](https://playhorizon.dev/hub).** It shows what is being done now and next
|
||||
([ROADMAP.md](ROADMAP.md) in the repository), the work board, good first tasks, and the forms to report a bug or
|
||||
suggest something. A pull request for a roadmap item carries its `roadmap:<id>` label; ideas go to the suggestion
|
||||
queue (the hub, or `/suggest` on Discord) rather than to issues, which are for bugs.
|
||||
|
||||
## Build it
|
||||
|
||||
You need Rust (stable), Python 3.10+, JDK 25, and on Linux the ALSA and udev headers (`libasound2-dev libudev-dev`).
|
||||
Horizon never downloads the game: it prepares its resources from your own copy of Minecraft 26.3, as described in
|
||||
[Build from source](README.md#build-from-source).
|
||||
|
||||
```sh
|
||||
cargo run --release -p horizon-prepare -- --prepare --server-jar ~/Downloads/server.jar
|
||||
cargo run --release -p horizon-client
|
||||
```
|
||||
|
||||
The launcher is its own Cargo workspace in `launcher/` (`cd launcher && cargo run`; on NixOS, `nix-shell` first).
|
||||
|
||||
## Vanilla first
|
||||
|
||||
Wherever vanilla has a feature, vanilla is the specification, down to the order of random calls. "Parity" here
|
||||
means Horizon gives the same results as the pinned 26.3 client and server for the same inputs, checked by a
|
||||
**harness**: a `tools/test_*_parity.py` script that runs a small Java oracle against the real game and a Rust
|
||||
probe against Horizon, and compares their outputs. There are about 290 of them.
|
||||
|
||||
- **Read the vanilla code before writing Horizon's.** `tools/rea_vanilla.py` queries the pinned game bytecode:
|
||||
`python3 tools/rea_vanilla.py method net.minecraft.world.level.block.DispenserBlock dispenseFrom`.
|
||||
Say in your pull request which vanilla classes and methods you followed.
|
||||
- **Gameplay changes come with a harness**, new or extended, so the next change can't silently break them.
|
||||
[The parity workflow](docs/parity-workflow.md) shows how harnesses run; copy a nearby one.
|
||||
- **Horizon's own features** (the launcher, the new menus) follow [the design system](docs/design-system.md) and are
|
||||
off by default wherever they would change the vanilla look.
|
||||
- **Everything players run is Rust.** Python and Java are fine for dev tools and harness drivers in `tools/`, never
|
||||
for player-facing code.
|
||||
|
||||
Never commit game files, decompiled source or prepared resources (`.local/`): `tools/check_public_tree.py` rejects
|
||||
them (`git config core.hooksPath .githooks` runs it before every commit).
|
||||
The pre-push hook checks the full history reachable from the branches and tags being pushed. Run
|
||||
`python3 tools/check_public_tree.py --history` to audit the history of all local refs.
|
||||
|
||||
## Only original code
|
||||
|
||||
Horizon's code is written from Minecraft 26.3 itself and from public documentation, never from another mod, loader
|
||||
or renderer. Don't read, copy, translate or paraphrase the source of Iris, OptiFine, Sodium or any other project,
|
||||
and don't send code an AI tool wrote from it. Their user documentation and file formats are fine to read, and their
|
||||
packs and mods are fine to run and observe. Shader packs were removed on 24 October 2026 (#1561) because their code
|
||||
had been written from another project's source; they come back only as a clean-room rewrite from a written
|
||||
description of the pack format.
|
||||
|
||||
## Before asking for review
|
||||
|
||||
Run the self-check and paste the block it prints into your pull request:
|
||||
|
||||
```sh
|
||||
python3 tools/pr_ready.py --base upstream/main # or origin/main if you work on the main repository
|
||||
```
|
||||
|
||||
It looks at what your branch changes and runs what matters: rustfmt, clippy with warnings denied, the tests of the
|
||||
crates you touched (and the launcher's), generated files, `Cargo.lock`, the Python tests, and the vanilla harnesses
|
||||
your change can affect. Without the vanilla data on your machine it lists those harnesses instead; CI runs them.
|
||||
`--quick` skips the harnesses. It exits non-zero when something fails.
|
||||
|
||||
For the game workspace, Clippy checks all targets of the touched crates and their transitive workspace dependents,
|
||||
including examples. The dependency scope includes optional, platform, build and development dependencies.
|
||||
Tests run library, binary, integration and doc tests without building unrelated example executables. Shared Cargo
|
||||
configuration and toolchain changes select the whole workspace; CI also keeps its workspace-wide checks.
|
||||
|
||||
## Pull requests
|
||||
|
||||
- **Small.** One change per pull request, under about 500 lines of code where you can; split bigger work into
|
||||
pieces that each make sense alone. Small pull requests get reviewed and merged the same day.
|
||||
- **Fill in the template**: what and why, the vanilla reference, the pr_ready block, screenshots for anything you
|
||||
can see.
|
||||
- **Tick "Allow edits by maintainers".** When something small is left (a lint, a rebase, a nit) we push the fixup
|
||||
ourselves instead of sending it back to you; only design questions come back.
|
||||
- **Labels** (we set them if you can't): `feature` when players get something new (it appears under "New" in the
|
||||
release notes), `skip-release` when players see no change (tooling, docs, tests), nothing for a fix.
|
||||
`release-now` is for crash fixes that shouldn't wait. pr_ready suggests one.
|
||||
|
||||
Every merge to main is released automatically ([release flow](docs/release-flow.md)), so main always stays playable.
|
||||
How agents, checks, releases and signed updates keep this safe: [security](docs/security.md).
|
||||
|
||||
## Parity checks on forks
|
||||
|
||||
The `verify` check (formatting, lints, tests) runs on every pull request. The `parity` check runs the affected
|
||||
harnesses on a maintainer's machine, which holds the game files, so it never runs a fork's code on its own: a
|
||||
maintainer reads your change, then adds the `run-parity` label, which runs it once on your current commit. After
|
||||
new pushes, we add it again.
|
||||
|
||||
## Talk to us
|
||||
|
||||
[Discord](https://discord.gg/HcTeMZxe5E) for questions and ideas, [issues](https://github.com/ludovic111/horizon/issues)
|
||||
for bugs. If you want to take something on, say so in its issue so nobody else starts the same work.
|
||||
@@ -1,81 +0,0 @@
|
||||
[workspace]
|
||||
exclude = ["launcher", "crates/horizon-telemetry-server", "crates/horizon-mod-registry", "third_party/wgpu-hal"]
|
||||
members = [
|
||||
"crates/horizon-core",
|
||||
"crates/horizon-dualsense",
|
||||
"crates/horizon-threads",
|
||||
"crates/horizon-hdr",
|
||||
"crates/horizon-world",
|
||||
"crates/horizon-client",
|
||||
"crates/horizon-client-core",
|
||||
"crates/horizon-command",
|
||||
"crates/horizon-server-files",
|
||||
"crates/horizon-server",
|
||||
"crates/horizon-bots",
|
||||
"crates/horizon-assets",
|
||||
"crates/horizon-protocol",
|
||||
"crates/horizon-theme",
|
||||
"crates/horizon-prepare",
|
||||
"crates/horizon-telemetry",
|
||||
"crates/horizon-bench",
|
||||
"crates/horizon-friends",
|
||||
"crates/horizon-relay",
|
||||
"crates/horizon-mod-sdk",
|
||||
"crates/horizon-mods",
|
||||
"crates/horizon-mods/tests/guest",
|
||||
"crates/horizon-mods/tests/ui_guest",
|
||||
"crates/cargo-horizon-mod",
|
||||
"crates/horizon-port-pack",
|
||||
"crates/horizon-shaders",
|
||||
"crates/horizon-shader-api",
|
||||
"crates/horizon-release-sign",
|
||||
"crates/horizon-mod-sdk/examples/coords-hud",
|
||||
"crates/horizon-mod-sdk/examples/predator-missile",
|
||||
"crates/horizon-mod-sdk/examples/welcome",
|
||||
"crates/horizon-mod-sdk/examples/beacons",
|
||||
"mods/official/fps-overlay",
|
||||
"mods/official/keystrokes",
|
||||
"mods/official/far-view",
|
||||
"mods/official/minimap",
|
||||
"mods/official/zoom",
|
||||
"xtask",
|
||||
"mods/official/recipes",
|
||||
]
|
||||
resolver = "2"
|
||||
|
||||
[workspace.package]
|
||||
edition = "2024"
|
||||
license = "MIT"
|
||||
rust-version = "1.85"
|
||||
|
||||
# Ports mirror vanilla's Java signatures, index loops and nested generic types
|
||||
# one to one so they can be checked against the decompiled sources.
|
||||
[workspace.lints.clippy]
|
||||
too_many_arguments = "allow"
|
||||
type_complexity = "allow"
|
||||
needless_range_loop = "allow"
|
||||
large_enum_variant = "allow"
|
||||
|
||||
# wgpu-hal 30.0.1 with gfx-rs/wgpu#10124: wgpu 30 creates a Vulkan descriptor
|
||||
# pool with no pool sizes while it creates the device, which Vulkan allows only
|
||||
# since 1.3.215, and Intel's Windows driver for 6th-10th gen iGPUs (HD 520/530,
|
||||
# UHD 620/630) crashes on it with an access violation (#746). Drop this and the
|
||||
# folder once a wgpu release has the fix.
|
||||
[patch.crates-io]
|
||||
wgpu-hal = { path = "third_party/wgpu-hal" }
|
||||
|
||||
# Line tables keep file:line in backtraces; full debug info made every
|
||||
# example and test binary hundreds of megabytes and slow to link.
|
||||
[profile.dev]
|
||||
debug = "line-tables-only"
|
||||
|
||||
[profile.release]
|
||||
lto = "thin"
|
||||
codegen-units = 1
|
||||
|
||||
# Optimized but quick-to-link builds for iteration: cargo build --profile fast
|
||||
[profile.fast]
|
||||
inherits = "release"
|
||||
lto = false
|
||||
codegen-units = 16
|
||||
incremental = true
|
||||
@@ -1,21 +0,0 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2026 Ludovic
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
@@ -1,171 +0,0 @@
|
||||
<p align="center">
|
||||
<img src="docs/media/banner.webp" alt="Horizon: Minecraft: Java Edition 26.3, rewritten in Rust and checked against vanilla by 281 differential harnesses" width="100%">
|
||||
</p>
|
||||
|
||||
<p align="center">
|
||||
<a href="https://github.com/ludovic111/horizon/actions/workflows/ci.yml"><img src="https://github.com/ludovic111/horizon/actions/workflows/ci.yml/badge.svg?branch=main" alt="CI"></a>
|
||||
<img src="https://img.shields.io/badge/Minecraft-Java%2026.3-5D9C3F" alt="Minecraft Java 26.3">
|
||||
<img src="https://img.shields.io/badge/Rust-stable-B7410E?logo=rust&logoColor=white" alt="Rust">
|
||||
<img src="https://img.shields.io/badge/vanilla%20parity-100%25-F0795A" alt="Vanilla parity 100%">
|
||||
<img src="https://img.shields.io/badge/platform-Linux%20%7C%20macOS%20%7C%20Windows-2A2470" alt="Linux, macOS and Windows">
|
||||
<a href="LICENSE"><img src="https://img.shields.io/badge/license-MIT-3B2F7E" alt="MIT license"></a>
|
||||
</p>
|
||||
|
||||
<p align="center">
|
||||
<a href="https://playhorizon.dev"><b>Website</b></a> ·
|
||||
<a href="#download"><b>Download</b></a> ·
|
||||
<a href="https://playhorizon.dev/docs/"><b>Documentation</b></a> ·
|
||||
<a href="https://github.com/ludovic111/horizon/releases"><b>Release notes</b></a> ·
|
||||
<a href="ROADMAP.md"><b>Roadmap</b></a> ·
|
||||
<a href="#project-status"><b>Project status</b></a> ·
|
||||
<a href="#contributing"><b>Contributing</b></a>
|
||||
</p>
|
||||
|
||||
# Horizon
|
||||
|
||||
Horizon is Minecraft: Java Edition 26.3 rewritten in Rust: a native game that reads the same worlds, follows the same rules and generates the same terrain as the Java game, and is checked against it by 281 differential harnesses. You play it through a small launcher, on the files from your own copy of Minecraft. It is free, open source and unofficial.
|
||||
|
||||
> Not an official Minecraft product. Not approved by or associated with Mojang or Microsoft. Horizon contains no Minecraft code, assets or data: you need your own legally obtained copy of Minecraft: Java Edition 26.3.
|
||||
|
||||
## Download
|
||||
|
||||
Horizon is installed through **the Horizon launcher**. Get it from [playhorizon.dev](https://playhorizon.dev) (the Download button picks your system) or from [the launcher releases](https://github.com/ludovic111/horizon/releases?q=launcher-v&expanded=true), for Linux x86-64, macOS on Apple Silicon or Windows x64. The launcher installs and updates the game, prepares its files from your own copy of Minecraft, and updates itself.
|
||||
|
||||
**You need** Minecraft: Java Edition 26.3, played once (the official launcher, Prism, MultiMC and other launchers all work); a Java 25 runtime, for the one-time preparation; and a GPU with Vulkan on Linux and Windows, or any Apple Silicon Mac. Step by step, with macOS's first-open prompt and the first launch: [Install and first launch](https://playhorizon.dev/docs/install).
|
||||
|
||||
<table>
|
||||
<tr>
|
||||
<td width="50%"><img src="docs/media/launcher-play.webp" alt="The launcher's Play page: a version ready to play, its summary, Client and Server, the version picker and Play"></td>
|
||||
<td width="50%"><img src="docs/media/launcher-patch-notes.webp" alt="The launcher's Patch notes page"></td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
## What works today
|
||||
|
||||
The [documentation](https://playhorizon.dev/docs/) covers each of these.
|
||||
|
||||
- **The game:** singleplayer with vanilla's world generation, mobs, villagers, raids, redstone, every command, the HUD and the recipe book, on saves in vanilla's format. Worlds from 1.8 to 26.2 are upgraded as vanilla does. [Status table](#project-status).
|
||||
- **Horizon's own extras:** new menus (vanilla's are one setting away), graphics presets, distant terrain up to 1024 chunks, controller support, optional zoom, minimap and more, all off by default where they would change the vanilla look. See [Settings](https://playhorizon.dev/docs/settings).
|
||||
- **Resource packs and data packs:** resource packs work, and data packs load functions, predicates and item modifiers.
|
||||
- **Playing with others:** invite friends from the pause menu's Friends button with a code, Open to LAN, and joining offline-mode servers. Horizon cannot sign in to a Microsoft account yet, so it cannot join servers that check accounts. See [Multiplayer](https://playhorizon.dev/docs/multiplayer).
|
||||
- **Mods:** Horizon has its own mod system (Rust compiled to WebAssembly). Java mod jars do not run. See [Mods and data packs](https://playhorizon.dev/docs/mods).
|
||||
|
||||
Screenshots, captured in the Rust client itself with vanilla assets and no mods or shaders:
|
||||
|
||||
<table>
|
||||
<tr>
|
||||
<td colspan="2"><img src="docs/media/sunset.webp" alt="Sunset over a savanna river valley and a plains village"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width="50%"><img src="docs/media/survival.webp" alt="Survival at dusk: a zombie walks up, with the hotbar, health, hunger and experience"></td>
|
||||
<td width="50%"><img src="docs/media/settings.webp" alt="Vanilla's Video Settings screen with Horizon's own buttons at the top: Horizon Graphics and Advanced Graphics"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td width="50%"><img src="docs/media/village.webp" alt="A plains village among savanna hills, with farms, villagers and an iron golem"></td>
|
||||
<td width="50%"><img src="docs/media/nether.webp" alt="A crimson forest in the Nether with a zombified piglin"></td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
## Host a server
|
||||
|
||||
The launcher's **Servers** page creates, starts, backs up and updates a Horizon server with buttons, and invites friends over Tailscale. On a VPS, `horizon-server` installs with one command and runs without Java. Guide: [Host a server](https://playhorizon.dev/docs/hosting) ([reference](docs/hosting.md)).
|
||||
|
||||
## Modpacks
|
||||
|
||||
The launcher's **Modpacks** page imports a Modrinth or CurseForge pack, shows which of its mods Horizon can carry over, and plays the ones it can as their own profile. Today that means content mods made of data and assets; mods with Java code are not ported yet. See [Modpacks](https://playhorizon.dev/docs/modpacks).
|
||||
|
||||
## Agent control
|
||||
|
||||
AI agents and scripts can play Horizon. `horizon-ctl`, shipped beside the game in every release folder, is a command line that reads the game as JSON and acts like a player; `horizon-ctl mcp` serves the same commands as an MCP server (one tool per command, screenshots returned as images).
|
||||
|
||||
```sh
|
||||
horizon-ctl launch --world Survival --seed 5 --wait # finds the version the launcher installed
|
||||
horizon-ctl state # position, health, food, target, screen...
|
||||
horizon-ctl find-block birch_log # the nearest logs
|
||||
horizon-ctl goto -0.5 65 -2.5 --near 2.5 # walks there along a path
|
||||
horizon-ctl break -1 65 -3 # mines it; replies with the drops
|
||||
horizon-ctl open-inventory && horizon-ctl click-slot 0 # menus: slots, buttons by label, text fields
|
||||
```
|
||||
|
||||
Commands block until the action is done and reply with what happened; errors are JSON with distinct exit codes, `horizon-ctl help` lists every command and `horizon-ctl COMMAND --help` explains one with examples. It talks to the game over a Unix socket on Linux and macOS and over a token-protected localhost port on Windows. See [Agent control in the native client guide](docs/native-client.md#agent-control-horizon-ctl-and-mcp).
|
||||
|
||||
## Build from source
|
||||
|
||||
For developers. Requirements: Rust 1.90 or newer, Python 3.10 or newer, JDK 25, and on Linux the ALSA and udev development headers (`libasound2-dev libudev-dev` on Debian and Ubuntu). Development and the vanilla harnesses run on Linux.
|
||||
|
||||
Horizon contains no game files and never downloads them. It builds its resources from **your own copy** of Minecraft: Java Edition 26.3, verified against the checksums in `research-lock.json`:
|
||||
|
||||
1. **Client:** install Java Edition with the official launcher and play 26.3 once. Horizon reads `versions/26.3/`, `libraries/` and `assets/` from the launcher's game directory (`~/.minecraft` on Linux). If yours lives elsewhere, pass `--minecraft-dir` or set `HORIZON_MINECRAFT_DIR`.
|
||||
2. **Server jar:** the 26.3 server jar, from the `downloads.server.url` in your launcher's `versions/26.3/26.3.json` (or [minecraft.net/download/server](https://www.minecraft.net/en-us/download/server) while 26.3 is the current release). Pass it with `--server-jar` or set `HORIZON_SERVER_JAR`. It is only needed the first time.
|
||||
|
||||
```sh
|
||||
git clone https://github.com/ludovic111/horizon.git
|
||||
cd horizon
|
||||
cargo run --release -p horizon-prepare -- --prepare --server-jar ~/Downloads/server.jar # needs JDK 25
|
||||
cargo run --release -p horizon-prepare -- sounds # optional: sounds from your launcher install
|
||||
cargo run --release -p horizon-client
|
||||
```
|
||||
|
||||
Everything prepared lands in the gitignored `.local/`. It is derived from the game: never commit it or share it.
|
||||
|
||||
The client starts on the title screen. Command-line options (`--world`, `--seed`, `--creative`, `--render-distance`, `--dedicated`), controls, scripting through `horizon-ctl` and the architecture are described in [the native client guide](docs/native-client.md). The rest of the developer documentation is indexed in [docs/README.md](docs/README.md), including [the parity workflow](docs/parity-workflow.md).
|
||||
|
||||
## Roadmap
|
||||
|
||||
What is being done now, what comes next and where you can help, in plain words and in technical detail: [ROADMAP.md](ROADMAP.md). [playhorizon.dev/hub](https://playhorizon.dev/hub) shows it with the work board, the journal of what shipped and how to help.
|
||||
|
||||
## Contributing
|
||||
|
||||
Issues and pull requests are welcome: see [CONTRIBUTING.md](CONTRIBUTING.md) for how we work (vanilla first, small pull requests, labels), or [the contributing guide](https://playhorizon.dev/docs/contributing) on the site. Questions and ideas: [Discord](https://discord.gg/HcTeMZxe5E). Before opening a pull request, run the self-check and paste the block it prints:
|
||||
|
||||
```sh
|
||||
git config core.hooksPath .githooks
|
||||
python3 tools/pr_ready.py
|
||||
```
|
||||
|
||||
It runs rustfmt, clippy with warnings denied, the tests of the crates you touched, the Python tests, the public-tree check, and the vanilla harnesses your change can affect. CI runs the same checks on GitHub's Linux runners; the vanilla harnesses need the game, which Horizon never downloads, so they run on a maintainer's computer holding their own copy. Never commit game files, decompiled source or prepared resources: `tools/check_public_tree.py` rejects them, and tracked Java is allowed only under the project's own `dev/horizonlab` namespace.
|
||||
|
||||
## Project status
|
||||
|
||||
The table below is the project's own audit of each subsystem. Every subsystem now matches vanilla in every harness that compares it. 100% means 100% of what the harnesses compare, not proof that nothing else differs. The remaining known differences are listed below.
|
||||
|
||||
### Java parity: 100%
|
||||
|
||||
Each subsystem scores 0 (absent), 0.25 (started, not playable), 0.5 (playable,
|
||||
major vanilla features missing), 0.75 (playable, mostly complete) or 1 (complete
|
||||
and verified against vanilla by differential tests). The percentage is the
|
||||
average; `tests/test_parity.py` keeps it in sync with this table. Last audited
|
||||
2026-10-13 against the harness results: all 281 harnesses pass on Linux, each
|
||||
rerun whenever one of its inputs changed, and the Mac mini now runs every one of
|
||||
them too (Rust uses Java's own float maths on each platform).
|
||||
|
||||
| Subsystem | Score | Main gaps |
|
||||
| --- | ---: | --- |
|
||||
| Window, input and game loop | 1 | None: the game loop, options, camera, auto-jump, toggle sprint/sneak, local input and the frame limiter match vanilla |
|
||||
| Assets and resources | 1 | None: item models match vanilla over 196,290 stacks and the client draws every item through them; the resource pack screen matches vanilla's drawing over 3,000 sessions of clicks, scrolling and searching, its incompatibility confirmation included |
|
||||
| Network protocol and multiplayer | 1 | None: joins vanilla servers; the dedicated server (`--dedicated`) matches vanilla's files, status ping, login, configuration, play, chunks, chat, recipes, advancements and command tree, a client built from vanilla's packet code joins it, Horizon joins a vanilla server, and LAN discovery matches over 462 cases (offline mode only) |
|
||||
| Chunk storage and palettes | 1 | None: client and saves share paletted containers, identical to vanilla over 266 scenarios |
|
||||
| Section meshing | 1 | None: 112 scenes and over a million quads identical to vanilla |
|
||||
| Rendering | 1 | None: entity models, block entity renderers (407 cases, End portals, gateways and the loom's banner preview included) and their animations (296 cases, End gateway beams included), the HUD overlays (2,200 states), the recipe book (600 states), the player list, subtitles and the world border match vanilla |
|
||||
| Lighting | 1 | None: saved and relit light matches vanilla, slabs and stairs included |
|
||||
| World generation | 1 | None: 2,352 whole chunks over 225 structure sites, in all three dimensions, identical to vanilla |
|
||||
| Region files and saves | 1 | None: saves round-trip with vanilla, and worlds from 1.8 to 26.2 upgrade as vanilla's DataFixers do, superflat worlds included; old options.txt and hotbar.nbt files are upgraded too |
|
||||
| Entities and physics | 1 | None: attributes, dimensions, death loot, spawn rules, natural spawning (15,500 cases), raids and patrols (1,900 cases), spawned mobs' gear, enchantments and state (`finalizeSpawn`, 24,000 cases) and mob AI (92 scenarios: villager breeding and gossip, the warden, ghastlings and copper golems included) match vanilla |
|
||||
| Interaction and inventory | 1 | None: menu clicks match over 8,000 click sequences, the loom and the crafter included; recipe book placement (6,000 cases), its buttons (1,200), the saved book (1,500) and the loom and crafter screens (1,600) match vanilla |
|
||||
| Menus, HUD and chat | 1 | None: every command runs as vanilla (758 commands over 39,685 parsed inputs), scoreboards and teams match (81,000 operations), the player list matches over 872,000 draw calls with heads drawn from players' skins (authlib's textures, SkinManager's lookup, legacy skin conversion), and the chat matches focused and scrolled; the resource pack screen (selection over 4,000 cases, drawing and its incompatibility confirmation over 3,000 sessions) and the chat input with its command suggestions, usage lines, Tab completion and history (3,000 sessions on vanilla's client command tree) match vanilla |
|
||||
| Audio | 1 | None: the sound engine, sound events, music, situational music, ambience and subtitles match vanilla |
|
||||
| Block behaviours and ticking | 1 | None: block updates, random ticks, redstone, dispensers (6,000 cases), crafters (4,000 crafts), block entity removal (containers spill, 4,000 cases), copper golem chest sorting and the sculk family (435 scenarios: shrieker warnings and warden summoning included) match vanilla |
|
||||
|
||||
### Known issues
|
||||
|
||||
Horizon can't sign in to a Microsoft account yet, so it can't join online-mode servers (it joins offline-mode ones); skins served over https show the default skin unless already cached; pack icons show the unknown-pack texture in game; the creative hotbar keys (C/X) aren't wired to the hotbar loader; item tooltips lack attribute lines.
|
||||
|
||||
## Licence
|
||||
|
||||
[MIT](LICENSE), for the project's original work only. Dependencies keep their own licences. Minecraft is a trademark of Mojang Synergies AB; Minecraft code and assets belong to Mojang and Microsoft and are covered by the [Minecraft EULA](https://www.minecraft.net/en-us/eula). Decompiled game source and prepared resources stay on your machine and are never published.
|
||||
|
||||
Third-party credits and licenses: [Third-party notices](THIRD_PARTY_NOTICES.md).
|
||||
|
||||
## Author
|
||||
|
||||
Made by [Ludovic Marie](https://lu4ovic.com) ([@ludovic111](https://github.com/ludovic111)).
|
||||
@@ -1,980 +0,0 @@
|
||||
# Horizon roadmap
|
||||
|
||||
<!-- Generated by tools/roadmap.py from roadmap/roadmap.toml: edit that file, then run `python3 tools/roadmap.py build`. -->
|
||||
|
||||
What is being done on Horizon, what comes next and where you can help. There are no dates: things are Now, Next or Later. Each item is said in plain words, with the technical picture folded under it. The same roadmap, with a Simple / Technical switch, the board, the journal and how to help, is on [playhorizon.dev/hub](https://playhorizon.dev/hub). Pull requests carry the `roadmap:<id>` label of their item.
|
||||
|
||||
## At a glance
|
||||
|
||||
Horizon is Minecraft: Java Edition 26.3 rewritten from scratch in Rust, so it runs faster on the same computer. Single player, LAN, servers, resource packs and Horizon's own mods work today, on your own copy of the game.
|
||||
|
||||
**Being done now**
|
||||
|
||||
- **Steady frames at long render distances**: Making Horizon faster than vanilla on every computer, with smooth camera movement even at 32 chunks, by spreading the work better over the processor's cores.
|
||||
- **Modpacks' world generation, natively**: Making the world-generation mods of popular modpacks (new structures, YUNG's dungeons and mineshafts, packs built on Lithostitched) generate their worlds in Horizon, natively and fast.
|
||||
- **Playing on servers: everything shows as it should**: When you play on a server, other players, mobs, items and menus look and behave as in vanilla: skins, poses, item names, inventories and server networks.
|
||||
- **Single player as a server: the last differences**: Single player now runs a small server in the background, as vanilla does. We are fixing what still behaves differently there; every fix also works for LAN and server players.
|
||||
- **Horizon's mod registry**: One place for mods, modpacks and resource packs made for Horizon: browse them on the website and install them from the launcher in one click.
|
||||
|
||||
**Next**: Microsoft sign-in (coming soon); CurseForge in the mod browser (coming soon); Fresh benchmarks against vanilla; Pistons push players and mobs; Horizon on Intel Macs; Faster world creation and entry on small CPUs; Servers that hold 20 TPS with 50 to 100 players; Low-end computers: Steam Deck, old Macs, 8 GB; Native upscaling; A batch of targeted optimisations; A Convert to Rust button for what isn't rewritten yet; Mods with code: machines, magic, mobs; Data packs in the mod browser; Prepare a version without Java; Server console, bans and a full admin API; Hosting polish: Windows service, safe updates; Guided hosting with Tailscale and an invite button; An official Docker image for servers; One single-player path: remove the in-frame world; Villages and combat, exactly as in vanilla; Choose the audio output device; Mods that read and change the world; Machines and blocks with inventories (API 0.4); Lua and other languages for mods; Well-known shader looks, rewritten for Horizon; A visible beta label; Wayland and Hyprland polish; A versioned agent-control protocol; Port mods with your own AI agent; Horizon on X (coming soon); Pipeline protection and a GitHub App for agents; Signed updates everywhere, installers included; A server you install with one command.
|
||||
|
||||
**How to help**: Play it and tell us what differs from vanilla (Discord or GitHub), run the benchmark on your computer, vote for what you want next, or pick one of the Help wanted items.
|
||||
|
||||
**Developers**: Read CONTRIBUTING.md, pick a Help wanted item or a To do card, check vanilla's code for the behaviour, and paste the block `python3 tools/pr_ready.py` prints in your pull request.
|
||||
|
||||
## Now
|
||||
|
||||
### Performance
|
||||
|
||||
#### Steady frames at long render distances
|
||||
|
||||
Making Horizon faster than vanilla on every computer, with smooth camera movement even at 32 chunks, by spreading the work better over the processor's cores.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Frame pacing at render distance 32 ([#678](https://github.com/ludovic111/horizon/issues/678)): long frames come from work competing with the render thread. In review: world generation workers build free structure starts instead of queueing them ([#1760](https://github.com/ludovic111/horizon/issues/1760)), the worker pool leaves one core as vanilla does ([#1778](https://github.com/ludovic111/horizon/issues/1778)), and the terrain vertex arena is read as storage where flat draws run ([#1742](https://github.com/ludovic111/horizon/issues/1742)). Still open: far terrain at 48 to 64 chunks ([#718](https://github.com/ludovic111/horizon/issues/718)) and CPU-bound fields of block entities ([#717](https://github.com/ludovic111/horizon/issues/717)). Every change shows before and after numbers from `tools/perf_bench.py` against vanilla 26.3 ([docs/benchmark.md](docs/benchmark.md)).
|
||||
|
||||
</details>
|
||||
|
||||
#### Faster block lookups
|
||||
|
||||
Speeding up the code that reads and writes the blocks of the world, which almost everything in the game goes through: generation, lighting, meshing and ticking.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
`PalettedContainer` and `PackedStorage` find an entry's word by multiply and shift instead of an integer division ([#1790](https://github.com/ludovic111/horizon/issues/1790), [#1794](https://github.com/ludovic111/horizon/issues/1794)); meshing looks up baked models by index, not by name ([#1747](https://github.com/ludovic111/horizon/issues/1747)). Each change keeps the paletted storage harnesses identical and shows its microbenchmark ([docs/performance/paletted-container-access-results.md](docs/performance/paletted-container-access-results.md)).
|
||||
|
||||
</details>
|
||||
|
||||
### Modpacks
|
||||
|
||||
#### Modpacks' world generation, natively
|
||||
|
||||
Making the world-generation mods of popular modpacks (new structures, YUNG's dungeons and mineshafts, packs built on Lithostitched) generate their worlds in Horizon, natively and fast.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
`horizon-port-pack` carries a pack's data-driven content over; structure mods that need code get a native port: YUNG's worldgen as written ([#1746](https://github.com/ludovic111/horizon/issues/1746)), Lithostitched's limited and guaranteed elements with pool and processor modifiers ([#1777](https://github.com/ludovic111/horizon/issues/1777)), its processors as the game's own types ([#1765](https://github.com/ludovic111/horizon/issues/1765)). Proved by the structure blocks and layout harnesses ([#1753](https://github.com/ludovic111/horizon/issues/1753), [#1757](https://github.com/ludovic111/horizon/issues/1757)). Mods whose Java code does more than world generation don't run ([docs/modpacks.md](docs/modpacks.md)).
|
||||
|
||||
</details>
|
||||
|
||||
### Servers and multiplayer
|
||||
|
||||
#### Playing on servers: everything shows as it should
|
||||
|
||||
When you play on a server, other players, mobs, items and menus look and behave as in vanilla: skins, poses, item names, inventories and server networks.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Client-of-a-server fixes in `game/remote*.rs` and `horizon-protocol`: mobs' aggressive and item-use flags ([#1802](https://github.com/ludovic111/horizon/issues/1802), [#1798](https://github.com/ludovic111/horizon/issues/1798)), ghost items after a remote menu ([#1795](https://github.com/ludovic111/horizon/issues/1795)), skins ([#1652](https://github.com/ludovic111/horizon/issues/1652)), cookies and transfer packets for proxy networks ([#1650](https://github.com/ludovic111/horizon/issues/1650)), firework boosts ([#1671](https://github.com/ludovic111/horizon/issues/1671)), living-entity attributes and simulation distance ([#1731](https://github.com/ludovic111/horizon/issues/1731)), styled item names ([#1702](https://github.com/ludovic111/horizon/issues/1702)), primed TNT between updates ([#1710](https://github.com/ludovic111/horizon/issues/1710)).
|
||||
|
||||
</details>
|
||||
|
||||
#### Server dialogs and login screens
|
||||
|
||||
Servers that show dialogs, such as the register and login screens of AuthMe, will work in Horizon.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
26.3's dialog packets and model ([#1720](https://github.com/ludovic111/horizon/issues/1720)), the dialog screen with its buttons and actions ([#1734](https://github.com/ludovic111/horizon/issues/1734)), then text and boolean inputs ([#1735](https://github.com/ludovic111/horizon/issues/1735)).
|
||||
|
||||
</details>
|
||||
|
||||
#### Pre-generate an area with /pregen
|
||||
|
||||
A /pregen command that builds an area of the world ahead of time, so players don't wait for new terrain when they explore.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Generates, lights and saves an area before anyone walks there ([#1805](https://github.com/ludovic111/horizon/issues/1805), a contributor's pull request, in review). Useful on servers, and it moves the generation cost away from the first visit; the generation speed-ups are under 'Steady frames at long render distances'.
|
||||
|
||||
</details>
|
||||
|
||||
### Mods and API
|
||||
|
||||
#### Horizon's mod registry
|
||||
|
||||
One place for mods, modpacks and resource packs made for Horizon: browse them on the website and install them from the launcher in one click.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Merged: the registry index (schema 1, `.hpack`, checks before install, [#1634](https://github.com/ludovic111/horizon/issues/1634)), `cargo horizon-mod check` ([#1642](https://github.com/ludovic111/horizon/issues/1642)) and the submission service (`crates/horizon-mod-registry`, [#1659](https://github.com/ludovic111/horizon/issues/1659)). In review: the website's /mods ([#1596](https://github.com/ludovic111/horizon/issues/1596)) and /mods/submit ([#1635](https://github.com/ludovic111/horizon/issues/1635)), and in the launcher the registry as a source ([#1636](https://github.com/ludovic111/horizon/issues/1636)), install, enable and takedowns ([#1637](https://github.com/ludovic111/horizon/issues/1637)), the Mods page ([#1638](https://github.com/ludovic111/horizon/issues/1638)) and modpacks as their own profiles ([#1640](https://github.com/ludovic111/horizon/issues/1640)).
|
||||
|
||||
More: [docs/mods.md](docs/mods.md)
|
||||
|
||||
</details>
|
||||
|
||||
#### Mods that run on the server
|
||||
|
||||
Mods that run on the server side of a world, so a dedicated server or a LAN world can have mods that react to players joining, chat and blocks being broken or placed, and that add commands.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
API 0.3, experimental first ([#1833](https://github.com/ludovic111/horizon/issues/1833), in review): the same sandboxed component runs on the server thread and the dedicated server, with world events (block broken or placed, entity spawned or killed, player joined or left), game rules and server commands with typed arguments. The world, item and entity interfaces come after (see 'Mods that read and change the world'). [docs/api/mods.md](docs/api/mods.md), [docs/mods.md](docs/mods.md).
|
||||
|
||||
</details>
|
||||
|
||||
#### Screens, input and drawing for mods
|
||||
|
||||
Mods will be able to open their own screens and settings pages and react to keys and item use, so bigger mods, such as the Orbital Laser, can run on the normal game.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Capability `ui` is in review ([#1864](https://github.com/ludovic111/horizon/issues/1864)): mod-owned screens and a settings page under Options > Mods, built from vanilla's widgets. Still to design: `input` (an item's use, key binds, the crosshair target), `render` (a budgeted draw list on the native shader API) and `world` (changing blocks). Orbital Laser is the acceptance test: it needs all four today through its author's fork (see 'Orbital Laser on the normal game').
|
||||
|
||||
More: [docs/mods.md](docs/mods.md)
|
||||
|
||||
</details>
|
||||
|
||||
#### Tools for people who make mods
|
||||
|
||||
Better tools for mod makers: a test runner that needs no game window, templates for each kind of mod, and clear promises about what keeps working from one version to the next.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
`cargo horizon-mod test` runs a mod's test scripts against a fake game snapshot ([#1816](https://github.com/ludovic111/horizon/issues/1816)) and, for server mods, scripted server events ([#1837](https://github.com/ludovic111/horizon/issues/1837)); the content template and the guides are merged ([#1859](https://github.com/ludovic111/horizon/issues/1859), [#1810](https://github.com/ludovic111/horizon/issues/1810), [docs/api/stability.md](docs/api/stability.md)). Left: templates for hud, server and machine mods, typed wrappers in the SDK, a frozen 0.1 compatibility mod that every runtime must load, a CI check that fails when a stable reference entry is removed without a new major version, and the SDK on crates.io once the API is stable.
|
||||
|
||||
More: [https://playhorizon.dev/docs/test-a-mod](https://playhorizon.dev/docs/test-a-mod)
|
||||
|
||||
</details>
|
||||
|
||||
### Gameplay parity
|
||||
|
||||
#### Single player as a server: the last differences
|
||||
|
||||
Single player now runs a small server in the background, as vanilla does. We are fixing what still behaves differently there; every fix also works for LAN and server players.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Since [#1514](https://github.com/ludovic111/horizon/issues/1514) single player runs on the server thread (`game/integrated.rs`) and the window joins it as a client; `--in-frame` keeps the old path. The open `[server-thread]` issues list the gaps. In review: a tool that changes a block ends the click ([#1797](https://github.com/ludovic111/horizon/issues/1797)), potions keep their potion over the connection ([#1796](https://github.com/ludovic111/horizon/issues/1796)), mobs' aggression and arm swings ([#1802](https://github.com/ludovic111/horizon/issues/1802)). [docs/server-levels.md](docs/server-levels.md).
|
||||
|
||||
</details>
|
||||
|
||||
#### Play in your language
|
||||
|
||||
Item names, container titles and server messages follow the language you pick, as in vanilla. Today parts of the game stay in English.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Translatable components resolved through the selected language for items, containers and server text ([#1806](https://github.com/ludovic111/horizon/issues/1806)), on top of the bundled languages the prepared resources carry ([#1594](https://github.com/ludovic111/horizon/issues/1594)). Left: the client's own screens ([#1672](https://github.com/ludovic111/horizon/issues/1672)) and the main menu with zh_cn ([#1774](https://github.com/ludovic111/horizon/issues/1774)).
|
||||
|
||||
</details>
|
||||
|
||||
#### Cooldowns drawn on items
|
||||
|
||||
After you throw an ender pearl, its slot should show the cooldown sweeping away, as in vanilla.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Vanilla draws `ItemCooldowns`' percent as a white overlay over the slot (`GuiGraphicsExtractor.itemDecorations` and `itemCooldown`) in the hotbar and in inventories. Issue [#1763](https://github.com/ludovic111/horizon/issues/1763).
|
||||
|
||||
More: [#1933](https://github.com/ludovic111/horizon/issues/1933)
|
||||
|
||||
</details>
|
||||
|
||||
#### Chat settings and team prefixes
|
||||
|
||||
The Hidden and Commands Only chat settings should hide chat, and team prefixes should appear before names in chat.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Vanilla checks `ChatVisiblity` before it delivers chat and system messages ([#1376](https://github.com/ludovic111/horizon/issues/1376)), and chat uses the team-formatted display name ([#1378](https://github.com/ludovic111/horizon/issues/1378)). Both issues have exact steps to reproduce.
|
||||
|
||||
More: [#1932](https://github.com/ludovic111/horizon/issues/1932) · [#1841](https://github.com/ludovic111/horizon/issues/1841)
|
||||
|
||||
</details>
|
||||
|
||||
#### A pointing hand over buttons
|
||||
|
||||
The mouse pointer should turn into a pointing hand over menu buttons, as in vanilla 26.3.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
26.3's `AbstractWidget` asks for a cursor from `CursorTypes` when it is hovered; winit's `CursorIcon::Pointer` gives the same shape. Issue [#1347](https://github.com/ludovic111/horizon/issues/1347).
|
||||
|
||||
More: [#1897](https://github.com/ludovic111/horizon/issues/1897)
|
||||
|
||||
</details>
|
||||
|
||||
#### Ctrl+Backspace and scroll bars in menus
|
||||
|
||||
Ctrl+Backspace should delete a whole word in the creative search, and every list's scroll bar should be draggable.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
`EditBox` deletes by word with Ctrl ([#1764](https://github.com/ludovic111/horizon/issues/1764)); the Game Rules and Statistics lists' scroll bars can't be dragged ([#1782](https://github.com/ludovic111/horizon/issues/1782), after [#978](https://github.com/ludovic111/horizon/issues/978)).
|
||||
|
||||
More: [#1884](https://github.com/ludovic111/horizon/issues/1884) · [#1931](https://github.com/ludovic111/horizon/issues/1931)
|
||||
|
||||
</details>
|
||||
|
||||
#### Chickens flap while they fall
|
||||
|
||||
Chickens should flap their wings while they fall, not stand still in the air.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Vanilla's `Chicken.aiStep` updates `flap` and `flapSpeed` when the chicken isn't on the ground, and the model's wings follow them. Issue [#1706](https://github.com/ludovic111/horizon/issues/1706).
|
||||
|
||||
More: [#1892](https://github.com/ludovic111/horizon/issues/1892)
|
||||
|
||||
</details>
|
||||
|
||||
### Rendering
|
||||
|
||||
#### Shader packs, written again from scratch
|
||||
|
||||
Shader packs were removed and are being rebuilt from scratch. They come back, off by default, once the best-known packs draw properly.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
A clean-room rewrite in `horizon-shaderpack`, from the packs' public format documentation only: reading packs, the preprocessor and `.properties` files are merged ([#1584](https://github.com/ludovic111/horizon/issues/1584), [#1585](https://github.com/ludovic111/horizon/issues/1585), [#1586](https://github.com/ludovic111/horizon/issues/1586)); translating programs to WGSL through naga, buffers, uniforms and the terrain, entity, sky, weather and hand stages are in review ([#1698](https://github.com/ludovic111/horizon/issues/1698) to [#1801](https://github.com/ludovic111/horizon/issues/1801)).
|
||||
|
||||
More: [#1561](https://github.com/ludovic111/horizon/issues/1561) · [#1771](https://github.com/ludovic111/horizon/issues/1771) · [#1786](https://github.com/ludovic111/horizon/issues/1786)
|
||||
|
||||
</details>
|
||||
|
||||
#### Horizon's own shader format and kit
|
||||
|
||||
Horizon's own way to make shader packs, with tools to write and test them. Every pack is checked before it runs, and the registry will list them.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
`horizon-shader-api` (API 0.1, experimental): WGSL stages with typed inputs inside the renderer's passes, options as WGSL override constants, and the `horizon-shader new|check|pack` tool with templates and the example pack Golden Hour. Merged: the check every pack passes ([#1820](https://github.com/ludovic111/horizon/issues/1820)) and the tool, templates and guide ([#1822](https://github.com/ludovic111/horizon/issues/1822)). In review: the post stage running in the game with hot reload ([#1861](https://github.com/ludovic111/horizon/issues/1861)), the sky stage ([#1863](https://github.com/ludovic111/horizon/issues/1863)) and registry checks that use the game's own check ([#1855](https://github.com/ludovic111/horizon/issues/1855)). Left: the material, lighting and shadow stages, a last-good fallback on reload, a GPU-time overlay per stage and budgets ([docs/shaders.md](docs/shaders.md), [docs/api/shaders.md](docs/api/shaders.md)). The Iris/OptiFine loader is a separate item, 'Shader packs, written again from scratch'.
|
||||
|
||||
</details>
|
||||
|
||||
### Horizon extras
|
||||
|
||||
#### Discord Rich Presence
|
||||
|
||||
Your Discord profile can show that you are playing Horizon, with a switch to turn it off.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
A Discord IPC client on its own thread ([#1787](https://github.com/ludovic111/horizon/issues/1787)) and the presence with its setting ([#1788](https://github.com/ludovic111/horizon/issues/1788)). Merged: it ships with the next release.
|
||||
|
||||
</details>
|
||||
|
||||
### Code and tools
|
||||
|
||||
#### A leaner codebase that builds faster
|
||||
|
||||
Cleaning up Horizon's code: removing what nothing uses and making it quicker to build, so fixes and new features land faster.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
A review of the whole tree: dead code and stubs removed ([#1432](https://github.com/ludovic111/horizon/issues/1432), [#1658](https://github.com/ludovic111/horizon/issues/1658)), one probe binary per crate ([#1453](https://github.com/ludovic111/horizon/issues/1453), [#1454](https://github.com/ludovic111/horizon/issues/1454)), shared harness helpers ([#1448](https://github.com/ludovic111/horizon/issues/1448)), clippy clean on the whole tree ([#1707](https://github.com/ludovic111/horizon/issues/1707)). [docs/architecture.md](docs/architecture.md) maps each feature to its files and harnesses.
|
||||
|
||||
</details>
|
||||
|
||||
## Next
|
||||
|
||||
### Performance
|
||||
|
||||
#### Fresh benchmarks against vanilla
|
||||
|
||||
New public numbers comparing Horizon with vanilla on many kinds of computers, measured the same way every time, with a history that shows what each release changed.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Redo the comparison after the current performance work ([#1073](https://github.com/ludovic111/horizon/issues/1073)); reliability, coverage and presentation ([#1346](https://github.com/ludovic111/horizon/issues/1346)); a scene must count as loaded only once its first chunk arrives ([#1749](https://github.com/ludovic111/horizon/issues/1749)). Next: a performance history across releases (an automatic comparison of each release with the last, on a timeline), more report fields (server TPS and MSPT, power, battery drain, temperature, throttling) and more hardware (a MacBook on battery, low-end laptops, community reports). Players' reports come in through `--benchmark` and `horizon-launcher data benchmark` ([docs/benchmark.md](docs/benchmark.md)).
|
||||
|
||||
</details>
|
||||
|
||||
#### Faster world creation and entry on small CPUs
|
||||
|
||||
Creating a world and joining it should be quick even on a four-thread laptop, where a fresh world at 32 chunks can make you wait minutes for the first terrain.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Cut the per-column generation cost (noise sampling, surface rules, aquifers) and the lock convoy on structure starts, and leave one core free for the rest of the game as vanilla does ([#1760](https://github.com/ludovic111/horizon/issues/1760) and [#1778](https://github.com/ludovic111/horizon/issues/1778), in review, are listed under 'Steady frames at long render distances'). Still to profile on small CPUs: the first seconds of a fresh world deliver no chunk, and fluids remesh for about a minute after loading. Measured with `tools/perf_bench.py` ([docs/benchmark.md](docs/benchmark.md), [docs/profiling.md](docs/profiling.md)).
|
||||
|
||||
</details>
|
||||
|
||||
#### Servers that hold 20 TPS with 50 to 100 players
|
||||
|
||||
Servers that keep 20 ticks per second with 50 to 100 players. Today Horizon holds it up to 50 bots and drops to about 10 at 100.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Measured against vanilla on equal work ([docs/server.md](docs/server.md), Scale): Horizon is ahead with few players and when exploring, but vanilla's tick is shorter with 25 to 50 players near spawn. Ideas on the list: send entity changes instead of rebuilding every entity each tick (about 15 percent), fewer memory reads in random ticks and collision scans, cheaper item collision checks, mob AI and natural spawning. The bot benchmark (`horizon-bots`) is the proof.
|
||||
|
||||
</details>
|
||||
|
||||
#### Low-end computers: Steam Deck, old Macs, 8 GB
|
||||
|
||||
Horizon should run well on small machines: integrated graphics, the Steam Deck, older Macs and 8 GB of memory, with a battery mode that saves power on laptops.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Partly done: an opt-in 60 FPS cap with fewer workers on battery, Far Detail Reduced for integrated GPUs and animated textures on the GPU (both shipped). Left: measured targets and fixes per class of machine (memory use, worker counts, startup) on a Steam Deck, old Intel and Apple Silicon Macs and 8 GB computers, reported on the Benchmarks page.
|
||||
|
||||
More: [docs/benchmark.md](docs/benchmark.md) · [https://playhorizon.dev/docs/performance](https://playhorizon.dev/docs/performance)
|
||||
|
||||
</details>
|
||||
|
||||
#### Native upscaling
|
||||
|
||||
Draw the game at a lower resolution and sharpen it to your screen's size, in the way of FSR or DLSS, to gain frames on weaker graphics cards. An optional graphics setting.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
A render-scale setting below the window size with an upscaler of our own that runs on every wgpu backend. Proof: frame time against native resolution on integrated GPUs, and screenshots for image quality. Issue [#1403](https://github.com/ludovic111/horizon/issues/1403).
|
||||
|
||||
</details>
|
||||
|
||||
#### A batch of targeted optimisations
|
||||
|
||||
Several smaller speed-ups, each measured: idle block entities that sleep, cheaper particles, faster structure placement, high-rate mice and very large texture packs.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Block entities and hoppers that skip work when idle (the hopper item scan is already skipped when no item is near); a particle frustum test first (also a parity gap), then particle quads built on the GPU; jigsaw shortcuts that skip blocked connectors and pool elements known not to fit, with layouts unchanged (trial chambers and ancient cities first); batched raw mouse input on Windows for 8000 Hz mice; a better atlas packer for huge resource packs (a 64x pack builds a 704 MiB atlas for 452 MiB of textures); sign-heavy scenes ([#1461](https://github.com/ludovic111/horizon/issues/1461)). Profile first, keep what pays, show before and after numbers.
|
||||
|
||||
More: [docs/profiling.md](docs/profiling.md)
|
||||
|
||||
</details>
|
||||
|
||||
### Modpacks
|
||||
|
||||
#### CurseForge in the mod browser (coming soon)
|
||||
|
||||
Coming soon: search and download CurseForge mods and modpacks from the launcher, as you can with Modrinth today.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
The mod browser lists CurseForge as coming soon ([docs/mod-browser.md](docs/mod-browser.md)): it needs CurseForge API access. Meanwhile packs import from a CurseForge zip or instance folder, and jars only CurseForge hosts come from the player's own instance ([docs/modpacks.md](docs/modpacks.md)).
|
||||
|
||||
</details>
|
||||
|
||||
#### A Convert to Rust button for what isn't rewritten yet
|
||||
|
||||
When a mod, shader pack or modpack hasn't been rewritten for Horizon, one button converts what can be converted, so you don't have to wait for the rewrite.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Generalise the mod browser's Port step (`horizon-port-pack`: the data, assets, worldgen and block and item definitions of Java mods, .mrpack and CurseForge zips) to every kind of content: code mods where the API allows it (see 'Mods with code') and shader packs, converting an Iris/OptiFine pack into Horizon's format. The browser says what works before the install. Java code itself does not run ([docs/modpacks.md](docs/modpacks.md), [docs/mod-browser.md](docs/mod-browser.md)).
|
||||
|
||||
</details>
|
||||
|
||||
#### Mods with code: machines, magic, mobs
|
||||
|
||||
Making mods that add machines, magic and mobs work in Horizon, in steps, starting with machines. They are most of what a big modpack is made of.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
333 of the 496 mods in a big pack (ATM10) contain code. Issue [#1854](https://github.com/ludovic111/horizon/issues/1854) ranks the API gaps (ticking block entities, networking, rendering, menus, inventories) that unlock them in tiers, with machines first as the recommended path and a furnace ported tick for tick as proof. The first API step is a draft ([#1189](https://github.com/ludovic111/horizon/issues/1189), see 'Machines and blocks with inventories'). The path isn't started yet ([docs/modpacks.md](docs/modpacks.md)).
|
||||
|
||||
</details>
|
||||
|
||||
#### Data packs in the mod browser
|
||||
|
||||
Search and install data packs from the launcher's mod browser, for the world you choose, as you do mods and resource packs.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
A Datapacks tab beside Mods and Resource packs: install into a chosen world's datapacks folder, with the same checks and 'works in Horizon' notes as the other kinds ([docs/mod-browser.md](docs/mod-browser.md)).
|
||||
|
||||
</details>
|
||||
|
||||
### Servers and multiplayer
|
||||
|
||||
#### Prepare a version without Java
|
||||
|
||||
Set up Horizon, a server first, without Java on your computer: published tables are combined with your own copy of the game.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Today `horizon-prepare` runs Mojang's exporters with Java. Issue [#1750](https://github.com/ludovic111/horizon/issues/1750) proposes publishing the computed version tables once from CI and assembling the rest locally from the player's own jar and assets, provided the tables hold no Mojang content; a contributor offered a pull request, and it would help phones too. A server-only prepare from `server.jar` alone is the first step ([docs/server.md](docs/server.md)).
|
||||
|
||||
</details>
|
||||
|
||||
#### Server console, bans and a full admin API
|
||||
|
||||
Manage a server from a console, ban and pardon players, and drive it from other tools through a full admin API and an MCP server for AI agents.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
`horizon-server console` (a text interface), `ban`, `pardon`, `ban-ip` and `mcp` over stdio. Admin API additions: the player list, kick, ban, op and whitelist, an SSE stream of logs and events, a text metrics endpoint, config GET and PATCH, backup delete and download. The panel's later features (bans, worlds, server.properties import, logs and crash reports, modpacks) and vanilla's management protocol (the JSON-RPC over WebSocket that the `management-server-*` keys configure), so vanilla's tools can manage a Horizon server. [docs/server.md](docs/server.md), [docs/api/server.md](docs/api/server.md).
|
||||
|
||||
</details>
|
||||
|
||||
#### Hosting polish: Windows service, safe updates
|
||||
|
||||
Smoother hosting: a real Windows service, a backup before every update, backups that keep the world and each player's state, and a changed view distance or message without a restart.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
A Windows service wrapper instead of the logon scheduled task; `backups.before_update`; hot reload of config for view distance and the message of the day (needs engine support); backups that keep world and player state ([#1808](https://github.com/ludovic111/horizon/issues/1808), a contributor's draft, in review). [docs/hosting.md](docs/hosting.md), docs/server.md.
|
||||
|
||||
</details>
|
||||
|
||||
#### Guided hosting with Tailscale and an invite button
|
||||
|
||||
In the launcher, a guide and a button to host a server and invite friends over Tailscale, so nobody has to open ports on a router.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
On the Servers page (create, start, back up, update and invite are shipped) add a Tailscale setup that explains and checks each step, and an invite button that hands friends what they need to join over the tailnet. Buttons first, no docs needed, with the details in an Advanced section. Remote access over Tailscale is already described in [docs/server.md](docs/server.md).
|
||||
|
||||
More: [docs/hosting.md](docs/hosting.md)
|
||||
|
||||
</details>
|
||||
|
||||
#### An official Docker image for servers
|
||||
|
||||
An official image to run a Horizon dedicated server in Docker with one command, your own copy of the game files mounted in.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
The repository has the Dockerfile (`packaging/server/Dockerfile`: a multi-stage build on Debian bookworm-slim, user `horizon`, volume `/data`, port 25565, game files mounted read-only, `HORIZON_EULA` and friends answering the first-start questions), and anyone can build it ([docs/hosting.md](docs/hosting.md), section 9). Left: publish the image to a public registry from the release workflow, tagged per release, so it follows the same checks, and update the docs and the launcher. The image never holds Mojang's files.
|
||||
|
||||
More: [docs/server.md](docs/server.md)
|
||||
|
||||
</details>
|
||||
|
||||
#### A server you install with one command
|
||||
|
||||
Install and run a Horizon dedicated server from a terminal with a single command, no launcher needed, for VPSes and headless machines.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
A player's idea (#horizon-ideas). `horizon-server` already runs headless; left: an install script (Linux/macOS shell, Windows PowerShell) that fetches the signed release, checks it, asks for or points at the player's own game files and starts the server, documented in [docs/hosting.md](docs/hosting.md).
|
||||
|
||||
</details>
|
||||
|
||||
### Mods and API
|
||||
|
||||
#### Mods that read and change the world
|
||||
|
||||
Mods that can see and change blocks, read inventories and items, and find and affect entities, all through the server so every player sees the same thing.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
After server mods: read blocks, states and biomes in loaded chunks and change them through the server's block log, so clients and the parity harnesses see vanilla's updates; the player's inventory, held item, open container and item stacks with components; entity queries near a position, a safe subset of entity data and data-driven mod entity types. Snapshots and batched calls per tick, never per-block host calls in hot paths. [docs/api/mods.md](docs/api/mods.md) ('Not there yet').
|
||||
|
||||
More: [docs/modpacks.md](docs/modpacks.md)
|
||||
|
||||
</details>
|
||||
|
||||
#### Machines and blocks with inventories (API 0.4)
|
||||
|
||||
Mods that add machines: blocks that tick, hold items and have their own menus. This unlocks the technology mods of big modpacks.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Block entities and menus: ticking machines with slots, server menu logic and the menu protocol to clients, energy, item and fluid transfer, data attachments, accessory slots and custom recipe types, with a typed client and server channel and typed config beside them. A draft ([#1189](https://github.com/ludovic111/horizon/issues/1189)) proves a furnace ported tick for tick and holds the ATM10 code-mods plan; the design is redone through the API policy before it merges ([docs/modpacks.md](docs/modpacks.md), docs/api/stability.md).
|
||||
|
||||
</details>
|
||||
|
||||
#### Lua and other languages for mods
|
||||
|
||||
Write mods as Lua scripts, in the style of KubeJS, with no compiler, and later in other languages that pass the tests. Every language runs in the same sandbox.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Lua first: Horizon ships a Lua interpreter that is itself a WebAssembly mod, and a script mod's manifest names it and the capabilities it uses, so a script can do exactly what a compiled mod with the same manifest can, with hot reload of `main.lua`. Then C, C++, Zig, Go (TinyGo), AssemblyScript and JavaScript or TypeScript are measured against Rust on the same tick-heavy example, and each is supported only with a template, an example and a CI test. [docs/api/mods.md](docs/api/mods.md) ('Ways in').
|
||||
|
||||
</details>
|
||||
|
||||
### Gameplay parity
|
||||
|
||||
#### Pistons push players and mobs
|
||||
|
||||
Pistons and slime blocks will push players, mobs and items as in vanilla. Today moving blocks pass through them.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Port `PistonMovingBlockEntity.moveCollidedEntities` and `moveStuckEntities` (honey), the slime bounce and `Entity.limitPistonMovement` for `MoverType.PISTON`, in single player and for a server's players. Issues [#1496](https://github.com/ludovic111/horizon/issues/1496), [#1609](https://github.com/ludovic111/horizon/issues/1609), [#1608](https://github.com/ludovic111/horizon/issues/1608), [#1704](https://github.com/ludovic111/horizon/issues/1704), [#1758](https://github.com/ludovic111/horizon/issues/1758).
|
||||
|
||||
</details>
|
||||
|
||||
#### One single-player path: remove the in-frame world
|
||||
|
||||
Single player will have one way to run, the server thread, so every fix works everywhere and there are fewer bugs. The older in-frame mode goes once everything passes without it.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
`--in-frame` (also `--no-server-thread` and `HORIZON_SERVER_THREAD=0`) still ticks the world inside the window's `Game`, and most harnesses test that path. Delete it once `lan_e2e --server-thread` and the parity harnesses pass on the server thread, which also halves the bug surface. See also 'Single player as a server' and [docs/server-levels.md](docs/server-levels.md).
|
||||
|
||||
</details>
|
||||
|
||||
#### Villages and combat, exactly as in vanilla
|
||||
|
||||
Villages and fights behaving as in vanilla: iron golems defending villages, villagers remembering their homes, mace smashes and knockback.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Villages: iron golem village goals, villager memories across saves, villager age, job-site claiming on dedicated servers, flower offers ([#1639](https://github.com/ludovic111/horizon/issues/1639) is one report). Combat: the mobs' `attack_knockback` attribute, mace smash logic, the hit knockback source on the host, the fire burnout biome tag. Each is checked against vanilla by a harness ([docs/rust-parity.md](docs/rust-parity.md)).
|
||||
|
||||
</details>
|
||||
|
||||
#### Choose the audio output device
|
||||
|
||||
Pick the speakers or headphones Horizon plays through, in Music & Sounds.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
An output device list in Music & Sounds, falling back to the system default. [#1035](https://github.com/ludovic111/horizon/issues/1035) started it: a player on an older Windows computer had no sound at all, and a device choice is how such cases are found and fixed.
|
||||
|
||||
</details>
|
||||
|
||||
### Rendering
|
||||
|
||||
#### Well-known shader looks, rewritten for Horizon
|
||||
|
||||
Popular shader packs rewritten in Horizon's format, so good packs exist from the start. Only packs whose licence is open source and compatible with ours are rewritten, never anything else.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
The first candidates are Photon, Chocapic13 and MakeUp Ultra Fast, each only after its licence is read and recorded: a pack is rewritten only if it is open source and compatible with Horizon's licence, and the rewrite is written from the shader format's documentation and the look on screen, not from anyone's code. Today only the Golden Hour example exists (`[crates/horizon-shader-api/packs/golden_hour](crates/horizon-shader-api/packs/golden_hour)`).
|
||||
|
||||
More: [docs/shaders.md](docs/shaders.md)
|
||||
|
||||
</details>
|
||||
|
||||
### Launcher
|
||||
|
||||
#### Microsoft sign-in (coming soon)
|
||||
|
||||
Coming soon: sign in with your Microsoft account to play on online-mode servers. The code is ready; it waits for Microsoft's approval.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Device-code sign-in in the launcher and online-mode login in the client ([docs/microsoft-account.md](docs/microsoft-account.md)). It is turned on by setting the app's client id once Minecraft API access is approved; until then the launcher shows "Coming soon".
|
||||
|
||||
More: [#1270](https://github.com/ludovic111/horizon/issues/1270)
|
||||
|
||||
</details>
|
||||
|
||||
#### A visible beta label
|
||||
|
||||
A clear 'beta' label in the launcher and the game, so nobody is surprised that Horizon is still being built.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Show Beta in the launcher's header and about page, on the game's title screen and on the website, beside the version number ([docs/versioning.md](docs/versioning.md)).
|
||||
|
||||
</details>
|
||||
|
||||
### Platforms
|
||||
|
||||
#### Horizon on Intel Macs
|
||||
|
||||
Builds of the game and the launcher for Macs with an Intel processor.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
x86_64 game and launcher builds, picked per processor ([#1171](https://github.com/ludovic111/horizon/issues/1171)). Before it ships it needs a run on a real Intel Mac: Rosetta on Apple Silicon only proves the CPU code. Requests: [#1161](https://github.com/ludovic111/horizon/issues/1161), [#1792](https://github.com/ludovic111/horizon/issues/1792).
|
||||
|
||||
</details>
|
||||
|
||||
#### Wayland and Hyprland polish
|
||||
|
||||
Fixes for Linux desktops that use Wayland and Hyprland: fullscreen, the clipboard, the GUI scale after a restart and the like.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Open: the GUI Scale is clamped to 2 after a restart under Hyprland, while XWayland keeps it ([#1866](https://github.com/ludovic111/horizon/issues/1866)). Earlier reports covered fullscreen dropping on menu clicks, the clipboard and a white overlay ([#1007](https://github.com/ludovic111/horizon/issues/1007), closed). Checked on a real Wayland session.
|
||||
|
||||
</details>
|
||||
|
||||
### AI and agents
|
||||
|
||||
#### A versioned agent-control protocol
|
||||
|
||||
A stable, documented way for AI agents and scripts to drive the game and the launcher, with versions and an event stream so tools keep working as Horizon changes.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
`hello` answers with the API version, the release and the features; `horizon-ctl --api`; MCP serverInfo; reply schemas generated into the reference; a `test.` namespace for hooks; transcript compatibility tests; `subscribe` as a stream of events on one connection; Horizon option files by key and saved-server commands. Agent control itself (`horizon-ctl`, both MCP servers, the No AI switch) is done: [docs/agent-control.md](docs/agent-control.md), [docs/api/agent-control.md](docs/api/agent-control.md).
|
||||
|
||||
More: [docs/api/stability.md](docs/api/stability.md)
|
||||
|
||||
</details>
|
||||
|
||||
#### Port mods with your own AI agent
|
||||
|
||||
You can port a mod to Horizon with your own AI agent on your own computer. Horizon documents how and gives you the tools, but provides no hosted agents.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
A player runs their own agent locally with `horizon-ctl` and the MCP servers ([docs/agent-control.md](docs/agent-control.md)), `cargo horizon-mod`, `horizon-port-pack` and the parity harnesses as the check. Horizon writes the guide (playhorizon.dev/docs/agents, [docs/modpacks.md](docs/modpacks.md)) and runs no agents, accounts or keys for players. The No AI switch turns all of it off.
|
||||
|
||||
More: [https://playhorizon.dev/docs/agents](https://playhorizon.dev/docs/agents)
|
||||
|
||||
</details>
|
||||
|
||||
### Community
|
||||
|
||||
#### Horizon on X (coming soon)
|
||||
|
||||
Coming soon: an official Horizon account on X, used to announce releases and the weekly summary.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Kira already posts the roadmap items marked `announce = true` when they ship, and the weekly summary, as soon as the account's credentials exist ([roadmap/README.md](roadmap/README.md), 'The journal'). Waiting for the account itself.
|
||||
|
||||
</details>
|
||||
|
||||
### Code and tools
|
||||
|
||||
#### Pipeline protection and a GitHub App for agents
|
||||
|
||||
Safer releases: changes to the release machinery need the owner's review, and AI agents use a smaller identity of their own instead of a personal account.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
`.github/CODEOWNERS` lists the workflows, the release and signing tools, the update-checking code and the installers ([#1015](https://github.com/ludovic111/horizon/issues/1015)); the branch protection that makes it count waits for the `horizon-agent` GitHub App, which reads and writes code, pull requests and issues but can't change settings, workflows, secrets or members, and whose tokens last an hour. It needs the owner to create the App and switch the protection on ([docs/security.md](docs/security.md)).
|
||||
|
||||
</details>
|
||||
|
||||
#### Signed updates everywhere, installers included
|
||||
|
||||
Every download Horizon makes is checked against the project's signature, including the first install with install.sh and install.ps1.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Releases carry signed checksums, and the launcher and `horizon-server update` refuse anything unsigned ([#1011](https://github.com/ludovic111/horizon/issues/1011), [#1014](https://github.com/ludovic111/horizon/issues/1014)). Left: the first install through `install.sh` and `install.ps1` still trusts only the checksum GitHub publishes, because verifying Ed25519 signatures needs OpenSSL 3, which macOS doesn't ship ([docs/security.md](docs/security.md)).
|
||||
|
||||
</details>
|
||||
|
||||
## Later
|
||||
|
||||
### Performance
|
||||
|
||||
#### Exact far terrain from real chunks
|
||||
|
||||
Far terrain drawn from the world you really built and explored, caves and builds included, not only a preview from the seed.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Keep a 3D mip store on disk built from real chunks, drawn by the GPU beside the seed preview for areas nobody has visited. Written from scratch and measured before it is kept. Builds on Far Detail and the far-terrain levels of detail already shipped; the open work on them is [#718](https://github.com/ludovic111/horizon/issues/718).
|
||||
|
||||
</details>
|
||||
|
||||
### Modpacks
|
||||
|
||||
#### Older Fabric and Forge mods
|
||||
|
||||
Recognise mods built for versions before 26.1 in the mod browser, so they can be checked and carried over like newer ones.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
A mapping table from intermediary and SRG names so pre-26.1 jars can be classified, and a rename for mod ids with dashes (`fabric-api`); the port step then treats them like newer jars ([docs/mod-browser.md](docs/mod-browser.md)).
|
||||
|
||||
</details>
|
||||
|
||||
#### A modpack's own resource and shader packs
|
||||
|
||||
Importing a modpack also brings the resource packs and shader packs it ships with, where Horizon can use them.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Porting a pack carries data, assets and worldgen today; the resource packs and shader packs bundled with it are left out. Resource packs can be carried as they are; shader packs go through the converter ([docs/modpacks.md](docs/modpacks.md)).
|
||||
|
||||
</details>
|
||||
|
||||
#### Whole modpacks, such as ATM10, rewritten
|
||||
|
||||
Rewriting a complete big modpack for Horizon so it runs far better than the original. Not a priority now: the work above comes first.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
The project's first goal for modpacks: support them ten times better than vanilla and port any of them. It was set aside in favour of compatibility through the browser. What exists: ATM10's world generates and 42 of its 496 mods are carried at least in part ([docs/modpacks.md](docs/modpacks.md)). It depends on 'Mods with code' and the native mod API.
|
||||
|
||||
</details>
|
||||
|
||||
#### Running Java mods that aren't rewritten
|
||||
|
||||
Run Java mods that nobody has rewritten for Horizon yet, through a bridge or a converter. Hard and not started: the Convert button and native rewrites come first.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Earlier research ([#527](https://github.com/ludovic111/horizon/issues/527), closed) found that Java mods can't simply run, because they call Minecraft's own classes. Options to look at again: a jar-to-WebAssembly backend, or a bridge for simple Fabric mods. Whatever is chosen has to run inside the same sandbox and capability checks as native mods.
|
||||
|
||||
</details>
|
||||
|
||||
### Servers and multiplayer
|
||||
|
||||
#### Ely.by and other sign-in providers
|
||||
|
||||
Sign in with other account providers, such as Ely.by or any Yggdrasil-compatible one, beside Microsoft.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Issue [#1270](https://github.com/ludovic111/horizon/issues/1270) asks for Ely.by and Yggdrasil-compatible servers with an account selector in the launcher. It builds on the Microsoft sign-in ([docs/microsoft-account.md](docs/microsoft-account.md)).
|
||||
|
||||
</details>
|
||||
|
||||
#### Online-mode checks for Play with Friends
|
||||
|
||||
Friends who join through an invite code could prove who they are with their Microsoft account, as on online-mode servers.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Play with Friends joins over an encrypted tunnel with an invite code ([docs/play-with-friends.md](docs/play-with-friends.md), 'Identity'). Online-mode checks against Mojang's session servers can be added on top of the same tunnel; they need Microsoft sign-in first, which is coming soon. Play with Friends stays self-hosted between players, with no relay run by the project.
|
||||
|
||||
</details>
|
||||
|
||||
### Mods and API
|
||||
|
||||
#### Orbital Laser on the normal game
|
||||
|
||||
The community mod Orbital Laser, made for a fork of Horizon, running on the normal game and listed in the registry as the showcase of the mod API.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
A pull request on [https://github.com/Stink-O/orbital-laser](https://github.com/Stink-O/orbital-laser) (MIT) once the input, ui, render and world capabilities exist (see 'Screens, input and drawing for mods'): today the mod needs them through its author's fork. Tested in the game, and listed in the registry.
|
||||
|
||||
</details>
|
||||
|
||||
#### Native versions of popular client mods
|
||||
|
||||
Built-in versions of the client mods players ask for: block info on hover, a recipe viewer like JEI, a world map and schematic overlays.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Done as extras: a mod list and menu, a minimap and a zoom ([docs/extras.md](docs/extras.md)). Left: block info tooltips, a recipe viewer (a contributor offered to port JEI if it becomes a native feature), a world map and a schematic overlay. They need the read-only interfaces `inventory-read`, `recipes`, `world-read` and `render` in the mod API, or they go into the game directly.
|
||||
|
||||
More: [docs/mods.md](docs/mods.md)
|
||||
|
||||
</details>
|
||||
|
||||
#### Create-style physics as a native mod
|
||||
|
||||
Contraptions and physics like the Create and Aeronautics mods, as a mod for Horizon rather than part of the base game.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Issue [#805](https://github.com/ludovic111/horizon/issues/805) (porting QOL mods) closed with this answer: it would come as a native Horizon mod on the mod API. It needs server mods, entities and rendering first.
|
||||
|
||||
</details>
|
||||
|
||||
#### Proximity voice chat as a native mod
|
||||
|
||||
Hear nearby players talk, as with the voice chat mods of other Minecraft versions, as a Horizon mod.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Needs server mods, mod networking and an audio interface in the mod API before anything can be built ([docs/api/mods.md](docs/api/mods.md)).
|
||||
|
||||
</details>
|
||||
|
||||
### Gameplay parity
|
||||
|
||||
#### Every Minecraft version, prepared automatically
|
||||
|
||||
Every past and future Minecraft version prepared for Horizon automatically. When Mojang releases one, Horizon follows it, and every system is checked against it again.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
The port pipeline ([docs/version-ports.md](docs/version-ports.md), `tools/version_port.py`) detects a release, prepares it, diffs its classes against the pinned 26.3, regenerates the data-driven tables, runs every parity harness on it and writes a port report that becomes issues. The goal is as little human work as possible for any version, past or future. Detection and the first slices are merged; the scheduled agent that runs it every day isn't installed yet. Two versions in one build are out of scope.
|
||||
|
||||
</details>
|
||||
|
||||
#### Controllers: tested on real pads, and in the launcher
|
||||
|
||||
Make controller support solid: tested with real PlayStation and Xbox pads and a Steam Deck, and usable in the launcher too.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
The game side is merged ([docs/controllers.md](docs/controllers.md)): pads read with gilrs, menus, rumble, glyphs, remapping and DualSense adaptive triggers, lightbar and haptics, but not yet confirmed on real pads or a Steam Deck (DualSense haptics stay behind a switch until then). Left: a test pass on real hardware, and the same focus navigation in the GPUI launcher.
|
||||
|
||||
</details>
|
||||
|
||||
#### The full debug screen
|
||||
|
||||
Vanilla's complete F3 screen: debug options, a profiler chart, ten-second captures and an atlas dump.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Today F3 shows position, chunk, light, biome and FPS ([docs/native-client.md](docs/native-client.md)). Vanilla also has F3+F6 debug options with profiles, F3+1 the profiler pie, F3+L a ten-second capture and F3+S the atlas dump ([#562](https://github.com/ludovic111/horizon/issues/562) asked for the F3 editor).
|
||||
|
||||
</details>
|
||||
|
||||
### Rendering
|
||||
|
||||
#### A light default shader pack
|
||||
|
||||
A small built-in look (tone mapping, colour grade, a cheap vignette) that costs almost nothing, for players who want a nicer picture without a heavy pack.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
An opt-in, composite-only pack on the native shader API, under about 0.3 ms at 1080p, shown on the Shader Packs page. Pack option sliders and profiles, and a Failed row with the full error, belong with it.
|
||||
|
||||
More: [docs/shaders.md](docs/shaders.md)
|
||||
|
||||
</details>
|
||||
|
||||
#### Optional ray tracing
|
||||
|
||||
An optional ray-tracing mode for graphics cards that support it (RTX and recent AMD): shadows, water reflections and global lighting on top of the vanilla look.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
A spike with ray-traced sun shadows, off by default, is a draft ([#1180](https://github.com/ludovic111/horizon/issues/1180)). Reflections, global illumination, Apple M3 and newer if it is cheap, and a performance report per card come after.
|
||||
|
||||
</details>
|
||||
|
||||
#### HDR monitors
|
||||
|
||||
Output for HDR monitors: brighter highlights and richer colour where your screen supports it.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Issue [#1441](https://github.com/ludovic111/horizon/issues/1441). Needs a surface format and a tone-mapping path per backend, and tests on real HDR screens on Windows, macOS and Linux.
|
||||
|
||||
</details>
|
||||
|
||||
#### MSAA, anisotropic filtering, exclusive fullscreen
|
||||
|
||||
More graphics options: multisample anti-aliasing, anisotropic filtering and an exclusive fullscreen mode. Today Horizon has FXAA and borderless fullscreen.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Not implemented ([docs/graphics.md](docs/graphics.md)). Anisotropic filtering needs linear magnification in wgpu, which blurs close blocks, so close-up sharpness has to be kept first; MSAA would sit beside FXAA; exclusive fullscreen where the backend supports it.
|
||||
|
||||
</details>
|
||||
|
||||
### Launcher
|
||||
|
||||
#### Lean installs that use less disk
|
||||
|
||||
Smaller installs: Horizon keeps one shared copy of the prepared game files and removes what only the preparation needed.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
A shared resource store keyed by the preparer's digest, no prepare intermediates left behind, the current and the previous version kept, and an automatic clean-up. Not started.
|
||||
|
||||
</details>
|
||||
|
||||
### Platforms
|
||||
|
||||
#### Horizon on Linux ARM64
|
||||
|
||||
Game and launcher builds for 64-bit ARM Linux computers.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Issue [#1709](https://github.com/ludovic111/horizon/issues/1709): aarch64 builds of the game and the launcher in the release workflow, tested on a real ARM machine with its Vulkan driver. The server build already drops audio and controllers (`--no-default-features`).
|
||||
|
||||
</details>
|
||||
|
||||
#### Android, iOS and the browser
|
||||
|
||||
Versions of Horizon for Android, iOS and web browsers. Nothing official yet; contributors have started the first pieces.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
No official build. Android was first closed as not planned, with touch controls, a mobile interface, packaging and loading the player's own assets all missing; the roadmap now includes it, iOS and a WebAssembly build for the browser as long-term goals. First pieces from contributors: `horizon-dualsense` compiling on iOS ([#1813](https://github.com/ludovic111/horizon/issues/1813)) and helper-thread limits on Android ([#1751](https://github.com/ludovic111/horizon/issues/1751)). Preparing without Java ([#1750](https://github.com/ludovic111/horizon/issues/1750)) matters here too. Horizon ships none of Mojang's files on any platform.
|
||||
|
||||
</details>
|
||||
|
||||
#### AppImage and a Nix flake
|
||||
|
||||
Install Horizon on any Linux distribution as an AppImage, and on NixOS through a Nix flake.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
A player's idea (#horizon-ideas). An AppImage of the launcher and game from the release workflow, and a flake.nix packaging the release binaries with their runtime libraries (Vulkan loader, X11/Wayland, ALSA), the way horizon-parity's NixOS setup runs them today.
|
||||
|
||||
</details>
|
||||
|
||||
### Horizon extras
|
||||
|
||||
#### A complete video studio inside the game
|
||||
|
||||
Record, replay and edit videos without leaving the game: record in a keypress, replay a session, cut and finish the video. One of Horizon's original goals.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Three stages. Recording: capture gameplay in a keypress with an encoder thread and little frame-time cost. Replay: a replay mode for recorded sessions. Editing: cuts, camera paths, titles and export. None of it exists yet; the agent-control socket ([docs/agent-control.md](docs/agent-control.md)) already lets tools drive the game for scripted shots.
|
||||
|
||||
</details>
|
||||
|
||||
#### Game menus in the launcher's style
|
||||
|
||||
An optional look for the game's own menus and options that matches the Horizon launcher. Off by default: the vanilla menus stay as they are.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
A player's idea (#horizon-ideas). A built-in resource pack or a Horizon setting that restyles the title, pause and options screens with the launcher's design tokens (crates/horizon-theme), following [docs/design-system.md](docs/design-system.md); off by default because it changes the vanilla look.
|
||||
|
||||
</details>
|
||||
|
||||
### AI and agents
|
||||
|
||||
#### An optional AI teammate
|
||||
|
||||
An optional AI teammate you can talk to by voice. It plays beside you, helps or finishes the game with you, runs on your computer first, and exists only if you turn it on. The No AI switch hides it.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Draft pull requests: the companion ([#1068](https://github.com/ludovic111/horizon/issues/1068)), its safety modes and their evaluation ([#1069](https://github.com/ludovic111/horizon/issues/1069)) and a route that finishes the game ([#1070](https://github.com/ludovic111/horizon/issues/1070)). In the drafts: a companion that follows, fights, mines, crafts, sleeps and respawns; chat and push-to-talk voice, with speech recognition and a choice of voices; presets (very strong, helper, beat the game); a guard model with Clean, Kid and Salty modes; perception levels from Fair to All-knowing; hardware detection with a simple mode and an Advanced tab; local models first, cloud keys optional. The No AI switch is already in the game. Left: the speedrun route doesn't finish the game reliably yet, voices for more languages, and the safety evaluation, which must pass before it ships.
|
||||
|
||||
</details>
|
||||
|
||||
### Community
|
||||
|
||||
#### A video series about Horizon
|
||||
|
||||
A series of videos about how Horizon is made and what is new, with each upload announced on Discord.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Kira already shows new uploads in a read-only Discord channel (done). The series follows each stage of the project: a script, edits, titles and a thumbnail per video.
|
||||
|
||||
</details>
|
||||
|
||||
## Help wanted
|
||||
|
||||
### Performance
|
||||
|
||||
#### Benchmark your computer
|
||||
|
||||
Run Horizon's built-in benchmark and share the report: every new computer makes the performance work more accurate. No coding needed.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
`horizon-launcher play --arg=--benchmark --arg=standard` writes a JSON report; `horizon-launcher data benchmark <report>` shows what would be sent and uploads it (playhorizon.dev/docs/performance). Results from three installs with the same hardware appear on the Benchmarks page. Example: [#1711](https://github.com/ludovic111/horizon/issues/1711).
|
||||
|
||||
More: [https://playhorizon.dev/docs/performance](https://playhorizon.dev/docs/performance)
|
||||
|
||||
</details>
|
||||
|
||||
### Gameplay parity
|
||||
|
||||
#### End city banners keep their pattern
|
||||
|
||||
Banners in End cities show as plain magenta instead of with their pattern.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
Compare the banner block entities the End city templates place with vanilla's (`EndCityPieces`, the templates' block entity NBT, `BannerBlockEntity`'s patterns), in `crates/horizon-world/src/worldgen/structure/`. Issue [#1438](https://github.com/ludovic111/horizon/issues/1438); possibly related: [#526](https://github.com/ludovic111/horizon/issues/526).
|
||||
|
||||
</details>
|
||||
|
||||
#### Enchanted loot in End cities
|
||||
|
||||
Armour and tools in End city chests should come enchanted, as in vanilla.
|
||||
|
||||
<details><summary>Technical</summary>
|
||||
|
||||
`loot.rs` implements `enchant_with_levels`: find why the End city chest table's rolls come out bare, and compare them with vanilla's for a few seeds. Issues [#1437](https://github.com/ludovic111/horizon/issues/1437), [#1660](https://github.com/ludovic111/horizon/issues/1660).
|
||||
|
||||
</details>
|
||||
|
||||
## Recently shipped
|
||||
|
||||
- **OpenGL for old computers** (v0.2.63): Horizon now starts on old PCs whose graphics card has no Vulkan or DirectX 12 driver: it switches to OpenGL by itself, and Options > Graphics can pick OpenGL by hand. [#1917](https://github.com/ludovic111/horizon/issues/1917) · [#1920](https://github.com/ludovic111/horizon/issues/1920) · [#1936](https://github.com/ludovic111/horizon/issues/1936)
|
||||
- **Server resource packs** (v0.2.48): Servers can send you their resource pack: Horizon asks, downloads it and applies it, like vanilla. [#1562](https://github.com/ludovic111/horizon/issues/1562) · [#1569](https://github.com/ludovic111/horizon/issues/1569) · [#1570](https://github.com/ludovic111/horizon/issues/1570)
|
||||
- **Single player on its own server thread** (v0.2.39): Single player runs on a server thread, as vanilla does, so the world keeps ticking smoothly while the window draws. [#1514](https://github.com/ludovic111/horizon/issues/1514) · [docs/server-levels.md](docs/server-levels.md)
|
||||
- **GPU occlusion culling on Macs** (v0.2.17): On Macs the GPU now skips terrain hidden behind hills and caves: 8 to 48% more frames per second at 32 chunks on an M4 Pro. [#1434](https://github.com/ludovic111/horizon/issues/1434)
|
||||
- **Animated textures on the GPU** (v0.2.5): Water, lava and other animated blocks are now animated by the graphics card: 1.7 to 2.4 times better 1% lows on Intel graphics. [#1239](https://github.com/ludovic111/horizon/issues/1239)
|
||||
- **Far Detail for integrated graphics** (v0.2.5): An optional Reduced setting for far terrain, suggested on integrated graphics, that saves 2 to 4 ms of GPU time per frame. [#1199](https://github.com/ludovic111/horizon/issues/1199) · [#1029](https://github.com/ludovic111/horizon/issues/1029)
|
||||
- **The launcher's mod browser** (launcher@0.2.0): Search Modrinth for mods, modpacks and resource packs from the launcher; it says before installing what works in Horizon. [#1154](https://github.com/ludovic111/horizon/issues/1154) · [#1242](https://github.com/ludovic111/horizon/issues/1242) · [#1243](https://github.com/ludovic111/horizon/issues/1243) · [#1246](https://github.com/ludovic111/horizon/issues/1246) · [docs/mod-browser.md](docs/mod-browser.md)
|
||||
- **A blocky, Minecraft-like launcher** (launcher@0.2.0): The launcher got a new blocky look in Horizon's purple, in dark and light. [#1269](https://github.com/ludovic111/horizon/issues/1269) · [docs/design-system.md](docs/design-system.md)
|
||||
- **Dynamic lights** (v2026.10.22): An optional extra: torches you hold, drop or set on fire light up what is around them. [#1162](https://github.com/ludovic111/horizon/issues/1162)
|
||||
- **Host a server from the launcher** (launcher-v0.15.0): The launcher's Servers page creates, starts, backs up and updates a Horizon server with buttons, and invites friends. [#1026](https://github.com/ludovic111/horizon/issues/1026) · [docs/hosting.md](docs/hosting.md)
|
||||
@@ -1,21 +0,0 @@
|
||||
# Third-party notices
|
||||
|
||||
## wgpu-hal
|
||||
|
||||
`third_party/wgpu-hal` is [wgpu-hal](https://github.com/gfx-rs/wgpu) 30.0.1 by the gfx-rs
|
||||
developers, with one upstream fix applied
|
||||
([gfx-rs/wgpu#10124](https://github.com/gfx-rs/wgpu/pull/10124)). It is licensed under MIT or
|
||||
Apache-2.0; both licenses are in that folder (`LICENSE.MIT`, `LICENSE.APACHE`).
|
||||
|
||||
## Pixelify Sans
|
||||
|
||||
`crates/horizon-theme/fonts/PixelifySans-*.ttf` is [Pixelify Sans](https://github.com/eifetx/Pixelify-Sans)
|
||||
by The Pixelify Sans Project Authors, licensed under the SIL Open Font License 1.1
|
||||
(`crates/horizon-theme/fonts/OFL-PixelifySans.txt`).
|
||||
|
||||
## Pixelarticons
|
||||
|
||||
`crates/horizon-theme/icons/pixel/*.svg` are icons from
|
||||
[Pixelarticons](https://github.com/halfmage/pixelarticons) by Gerrit Halfmann, under the MIT
|
||||
license (`crates/horizon-theme/icons/pixel/LICENSE-pixelarticons.txt`). `star.svg` is Horizon's own, drawn on
|
||||
the same grid.
|
||||
|
After Width: | Height: | Size: 148 KiB |
|
After Width: | Height: | Size: 161 KiB |
|
After Width: | Height: | Size: 122 KiB |
|
After Width: | Height: | Size: 165 KiB |
|
After Width: | Height: | Size: 154 KiB |
|
After Width: | Height: | Size: 208 KiB |
|
After Width: | Height: | Size: 104 KiB |
|
After Width: | Height: | Size: 106 KiB |
|
After Width: | Height: | Size: 161 KiB |
|
After Width: | Height: | Size: 164 KiB |
|
After Width: | Height: | Size: 197 KiB |
|
After Width: | Height: | Size: 110 KiB |
|
After Width: | Height: | Size: 121 KiB |
|
After Width: | Height: | Size: 119 KiB |
|
After Width: | Height: | Size: 116 KiB |
|
After Width: | Height: | Size: 215 KiB |
|
After Width: | Height: | Size: 40 KiB |
|
After Width: | Height: | Size: 36 KiB |
|
After Width: | Height: | Size: 33 KiB |
|
After Width: | Height: | Size: 40 KiB |
|
After Width: | Height: | Size: 32 KiB |
|
After Width: | Height: | Size: 33 KiB |
|
After Width: | Height: | Size: 116 KiB |
|
After Width: | Height: | Size: 225 KiB |
@@ -1,78 +0,0 @@
|
||||
# Entity model document loading
|
||||
|
||||
The three startup batches (boats/chest boats, minecarts, armor stands/player armor)
|
||||
now share one parsed document. For this fixture, that replaces 43 full document
|
||||
reads/parses (boat discovery plus 42 selected layers) with one. Selected models
|
||||
still produce independent `Part` trees; the document is dropped after the batches
|
||||
are built. Other entity loaders retain their existing behavior.
|
||||
|
||||
## Reproduce
|
||||
|
||||
From the repository root:
|
||||
|
||||
```sh
|
||||
python3 benchmarks/entity-model-document-2026-10-14/generate_fixture.py /tmp/horizon-entity-model-document-fixture.json
|
||||
ENTITY_MODEL_BENCH_DOCUMENT=/tmp/horizon-entity-model-document-fixture.json \
|
||||
CARGO_TARGET_DIR=/home/bob/Documents/horizon/target \
|
||||
cargo test -p horizon-client --profile fast --bin horizon-client \
|
||||
entity_model_document_benchmark -- --ignored --nocapture
|
||||
```
|
||||
|
||||
`CARGO_TARGET_DIR` is optional and can be changed for another machine. Supply a
|
||||
prepared `entity-models.json` through `ENTITY_MODEL_BENCH_DOCUMENT` to benchmark
|
||||
that document instead; the harness copies only that file to a temporary root.
|
||||
`ENTITY_MODEL_BENCH_REPETITIONS` controls repetitions (default 15).
|
||||
|
||||
The opt-in Rust test calls the actual three optimized production loaders and
|
||||
compares every selected part name, pose, polygon normal/vertex and child against
|
||||
the previous algorithm using the compatible per-model `load_model` API. Timings
|
||||
include reading, parsing, constructing, normalizing into a common result map, and
|
||||
dropping the result. Each variant gets three warmups and 15 measured calls, with
|
||||
order alternating. `black_box` consumes inputs/results. No other builds or
|
||||
optimization benchmarks ran during the measured calls.
|
||||
|
||||
## Input and limitations
|
||||
|
||||
Prepared resources were unavailable in the repository and local Horizon asset
|
||||
directories. This is a **synthetic** 2,473,695-byte document with 458 model layers,
|
||||
each containing 12 posed parts with six exported quads and normals. It selects 22
|
||||
boat/chest-boat layers, six minecart layers and 14 armor/player layers (42 total).
|
||||
One wood name is synthetic (`test_wood`); boat discovery accepts arbitrary wood
|
||||
names. The extra layers model the cost of parsing a full production-size document
|
||||
for each selected model.
|
||||
|
||||
File data is warm in the OS page cache. Equipment files are absent, so equipment
|
||||
texture loading is excluded. This measures the entity-model batch only and does
|
||||
not establish overall startup, frame time or FPS improvement. Shapes/layer counts
|
||||
in real prepared documents can produce different absolute timings.
|
||||
|
||||
Machine: AMD Ryzen 5 5600X (6 cores / 12 threads), Linux x86_64,
|
||||
Rust 1.99.0 (b940084d7, LLVM 23.1.1), Cargo `fast` profile (opt-level 3,
|
||||
16 codegen units, no LTO). Baseline algorithm corresponds to main
|
||||
`73a019967e9665c6b96332988c13cb66679d8477`.
|
||||
|
||||
## Results
|
||||
|
||||
| Variant | Median batch time | Full document reads/parses |
|
||||
| --- | ---: | ---: |
|
||||
| Previous per-model algorithm | 1,434.974 ms | 43 |
|
||||
| Shared document | 33.420 ms | 1 |
|
||||
|
||||
The measured batch is **42.94× faster** on this synthetic input. All 15 samples
|
||||
for both variants, warmup count, document size and selected model count are in
|
||||
[`results.json`](results.json).
|
||||
|
||||
## Validation
|
||||
|
||||
```sh
|
||||
cargo fmt --all -- --check
|
||||
CARGO_TARGET_DIR=/home/bob/Documents/horizon/target \
|
||||
cargo test -p horizon-client --profile fast --bin horizon-client \
|
||||
entity_model_loading_tests -- --nocapture
|
||||
CARGO_TARGET_DIR=/home/bob/Documents/horizon/target \
|
||||
cargo clippy -p horizon-client --profile fast --lib --bin horizon-client --tests -- -D warnings
|
||||
```
|
||||
|
||||
The regular tests cover full/sparse documents, unrelated layers, a missing file,
|
||||
invalid JSON, non-object JSON, missing model keys, independent model trees, and
|
||||
equipment loading when the document is unavailable.
|
||||
@@ -1,31 +0,0 @@
|
||||
"""Generate a production-size synthetic document; no prepared assets required."""
|
||||
import json
|
||||
import pathlib
|
||||
import sys
|
||||
|
||||
woods = "oak spruce birch jungle acacia dark_oak mangrove cherry bamboo pale_oak test_wood".split()
|
||||
carts = "minecart chest_minecart hopper_minecart furnace_minecart tnt_minecart command_block_minecart".split()
|
||||
keys = [f"minecraft:{prefix}/{wood}#main" for prefix in ("boat", "chest_boat") for wood in woods]
|
||||
keys += [f"minecraft:{cart}#main" for cart in carts]
|
||||
keys += [f"minecraft:{model}#{slot}" for model in ("player", "armor_stand", "armor_stand_small")
|
||||
for slot in ("helmet", "chestplate", "leggings", "boots")]
|
||||
keys += [f"minecraft:{model}#main" for model in ("armor_stand", "armor_stand_small")]
|
||||
|
||||
face = [[0, 0, 0, 0, 0], [16, 0, 0, 1, 0], [16, 16, 0, 1, 1], [0, 16, 0, 0, 1]]
|
||||
part = {"pose": [1, 2, 3, 0.25, -0.5, 0.75, 1, 1, 1], "polygons": [face] * 6,
|
||||
"normals": [[0, 0, 1]] * 6}
|
||||
model = {"pose": [0, 0, 0, 0, 0, 0, 1, 1, 1],
|
||||
"children": {f"part_{i}": part for i in range(12)}}
|
||||
encoded = json.dumps(model, separators=(",", ":"))
|
||||
entries = [json.dumps(key) + ":" + encoded for key in keys]
|
||||
size = 2 + sum(map(len, entries)) + len(entries) - 1
|
||||
index = 0
|
||||
while size < 2_470_000:
|
||||
entry = json.dumps(f"minecraft:fixture_{index}#main") + ":" + encoded
|
||||
entries.append(entry)
|
||||
size += 1 + len(entry)
|
||||
index += 1
|
||||
output = pathlib.Path(sys.argv[1])
|
||||
output.write_text("{" + ",".join(entries) + "}")
|
||||
print(json.dumps({"path": str(output), "bytes": output.stat().st_size,
|
||||
"layers": len(entries), "selected_layers": len(keys)}))
|
||||
@@ -1,43 +0,0 @@
|
||||
{
|
||||
"baseline_median_ms": 1434.973835,
|
||||
"baseline_ms": [
|
||||
1400.008286,
|
||||
1406.761694,
|
||||
1408.9131360000001,
|
||||
1418.6680549999999,
|
||||
1419.149658,
|
||||
1427.082872,
|
||||
1433.088092,
|
||||
1434.973835,
|
||||
1449.7688150000001,
|
||||
1452.143883,
|
||||
1453.987998,
|
||||
1455.518231,
|
||||
1457.0334540000001,
|
||||
1458.588552,
|
||||
1485.34133
|
||||
],
|
||||
"document_bytes": 2473695,
|
||||
"optimized_median_ms": 33.419768000000005,
|
||||
"optimized_ms": [
|
||||
32.64795,
|
||||
32.812732,
|
||||
33.054488,
|
||||
33.056914,
|
||||
33.102999000000004,
|
||||
33.23532,
|
||||
33.28287,
|
||||
33.419768000000005,
|
||||
33.610569,
|
||||
33.874749,
|
||||
33.915657,
|
||||
33.93877,
|
||||
34.009893999999996,
|
||||
34.550526,
|
||||
36.096408000000004
|
||||
],
|
||||
"repetitions": 15,
|
||||
"selected_models": 42,
|
||||
"speedup": 42.937875421516985,
|
||||
"warmup_pairs": 3
|
||||
}
|
||||
@@ -1,546 +0,0 @@
|
||||
{
|
||||
"label": "after-4080",
|
||||
"date": "2026-10-13",
|
||||
"commit": "9006566b",
|
||||
"host": "ludodesktop",
|
||||
"offscreen": true,
|
||||
"seed": "1234",
|
||||
"flight_seconds": 12.0,
|
||||
"scenes": {
|
||||
"village": {
|
||||
"from": [
|
||||
-960.0,
|
||||
125.0,
|
||||
80.0
|
||||
],
|
||||
"to": [
|
||||
-960.0,
|
||||
125.0,
|
||||
272.0
|
||||
],
|
||||
"pitch": 35.0
|
||||
},
|
||||
"forest": {
|
||||
"from": [
|
||||
-1100.0,
|
||||
120.0,
|
||||
-560.0
|
||||
],
|
||||
"to": [
|
||||
-1100.0,
|
||||
120.0,
|
||||
-368.0
|
||||
],
|
||||
"pitch": 25.0
|
||||
},
|
||||
"ocean": {
|
||||
"from": [
|
||||
-300.0,
|
||||
85.0,
|
||||
-420.0
|
||||
],
|
||||
"to": [
|
||||
-300.0,
|
||||
85.0,
|
||||
-228.0
|
||||
],
|
||||
"pitch": 10.0
|
||||
},
|
||||
"mountain": {
|
||||
"from": [
|
||||
560.0,
|
||||
260.0,
|
||||
860.0
|
||||
],
|
||||
"to": [
|
||||
752.0,
|
||||
260.0,
|
||||
860.0
|
||||
],
|
||||
"pitch": 30.0
|
||||
}
|
||||
},
|
||||
"distances": {
|
||||
"8": {
|
||||
"renderer": {
|
||||
"backend": "Vulkan",
|
||||
"drawn_sections": 133,
|
||||
"gpu": "NVIDIA GeForce RTX 4080",
|
||||
"present_mode": "Immediate",
|
||||
"size": [
|
||||
1280,
|
||||
720
|
||||
],
|
||||
"uploaded_bytes": 941908352
|
||||
},
|
||||
"village": {
|
||||
"avg_fps": 2409.179688612205,
|
||||
"cpu": {
|
||||
"avg_ms": 0.41004928978864236,
|
||||
"max_ms": 18.15971565246582,
|
||||
"p50_ms": 0.2718150019645691,
|
||||
"p95_ms": 0.7112299799919128,
|
||||
"p99_ms": 1.316559076309204
|
||||
},
|
||||
"frames": 28910,
|
||||
"gpu": {
|
||||
"avg_ms": 0.09866036293994015,
|
||||
"max_ms": 0.25088000297546387,
|
||||
"p50_ms": 0.08806400001049042,
|
||||
"p95_ms": 0.1740799993276596,
|
||||
"p99_ms": 0.19968000054359436
|
||||
},
|
||||
"low_1pct_fps": 160.80638022914025,
|
||||
"max_ms": 18.175312042236328,
|
||||
"p50_ms": 0.2760099768638611,
|
||||
"p95_ms": 0.7161250114440918,
|
||||
"p99_ms": 1.4078609943389893,
|
||||
"phases_avg_ms": {
|
||||
"prepare": 0.20953580908804606,
|
||||
"render": 0.12439006986512069,
|
||||
"tick": 0.05299293669455945,
|
||||
"update": 0.023244019639293335
|
||||
},
|
||||
"seconds": 11.999935138359666,
|
||||
"slow_phases_avg_ms": {
|
||||
"prepare": 0.4052206484151298,
|
||||
"render": 0.41893499056840766,
|
||||
"tick": 5.252727109792939,
|
||||
"update": 0.0936474929949076
|
||||
}
|
||||
},
|
||||
"forest": {
|
||||
"avg_fps": 1099.4635681039538,
|
||||
"cpu": {
|
||||
"avg_ms": 0.9003613499442573,
|
||||
"max_ms": 23.31729507446289,
|
||||
"p50_ms": 0.6657320261001587,
|
||||
"p95_ms": 0.9898859858512878,
|
||||
"p99_ms": 9.592857360839844
|
||||
},
|
||||
"frames": 13194,
|
||||
"gpu": {
|
||||
"avg_ms": 0.2639814413552015,
|
||||
"max_ms": 3.0013439655303955,
|
||||
"p50_ms": 0.2549760043621063,
|
||||
"p95_ms": 0.3553279936313629,
|
||||
"p99_ms": 0.37171199917793274
|
||||
},
|
||||
"low_1pct_fps": 82.87026130908886,
|
||||
"max_ms": 27.990703582763672,
|
||||
"p50_ms": 0.6705269813537598,
|
||||
"p95_ms": 1.0082690715789795,
|
||||
"p99_ms": 9.64776611328125,
|
||||
"phases_avg_ms": {
|
||||
"prepare": 0.571024256178027,
|
||||
"render": 0.12442494783992657,
|
||||
"tick": 0.1706307831885292,
|
||||
"update": 0.03442592136820218
|
||||
},
|
||||
"seconds": 12.000397632777691,
|
||||
"slow_phases_avg_ms": {
|
||||
"prepare": 0.7136096191225629,
|
||||
"render": 0.43175565880356415,
|
||||
"tick": 10.713303016893791,
|
||||
"update": 0.05390534066651581
|
||||
}
|
||||
},
|
||||
"ocean": {
|
||||
"avg_fps": 687.0806476294383,
|
||||
"cpu": {
|
||||
"avg_ms": 1.4490217101725757,
|
||||
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|
||||
@@ -1,392 +0,0 @@
|
||||
{
|
||||
"label": "baseline-lavapipe",
|
||||
"date": "2026-10-13",
|
||||
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|
||||
@@ -1,69 +0,0 @@
|
||||
# Reuse parsed model states
|
||||
|
||||
`models::prepare` parsed `model-states.json` to select blocks, then
|
||||
`StateModels::load` reopened and parsed the same document for binding and baking.
|
||||
`StateModels::from_facts` now borrows the first parsed map. The public `load`
|
||||
entry point still reads, parses and validates its own document. Both paths retain
|
||||
the `fs::read` + `serde_json::from_slice` strategy merged in PR #205.
|
||||
|
||||
The shared map uses `BTreeMap`, preserving the original catalog loader's JSON
|
||||
validation, including rejection of top-level `null`. The old selection map was
|
||||
`serde_json::Map`, also backed by a BTreeMap with the project's current features.
|
||||
Catalog binding, model selection and baking are unchanged. Preparation no longer
|
||||
holds a second complete JSON tree while constructing the catalog; no persistent
|
||||
cache or extra clones were added.
|
||||
|
||||
## Measurement
|
||||
|
||||
The committed `model_states_bench` example runs main's two-parse sequence after PR #205
|
||||
(first a serde JSON map, then `StateModels::load`) and the new one-parse sequence
|
||||
(first a BTreeMap, then `StateModels::from_facts`). Both select blocks from the
|
||||
same generated document with slice parsing and call the actual catalog binding/baking code. Timing
|
||||
includes file reads, parsing, filtering, binding, baking and result destruction.
|
||||
Fixture generation and equality checks run outside the timed region.
|
||||
|
||||
Prepared Minecraft resources were unavailable locally, so this is a synthetic
|
||||
2,836,696-byte document containing 843 block schemas and 53,952 states. Schemas
|
||||
combine integer and named properties. Blockstate resources use weighted and
|
||||
conditional multipart choices with rotations and UV locking, sharing one model
|
||||
with a baked face. Its absent texture uses the normal missing-sprite fallback.
|
||||
Both paths read identical files with a warm OS cache. The workload does not
|
||||
represent the full diversity of production model and texture assets.
|
||||
|
||||
On AMD Ryzen 5 5600X, Linux 7.2.8-zen1-2-zen x86_64, rustc 1.99.0
|
||||
(b940084d7 2026-09-28), Cargo `fast` profile, serial execution:
|
||||
|
||||
| Path | Median (15 samples) |
|
||||
| --- | ---: |
|
||||
| Before: parse twice, with #205 slice readers | 96.080 ms |
|
||||
| After: reuse first parse, with #205 slice readers | 73.585 ms |
|
||||
|
||||
**1.306x speedup; 23.41% less elapsed time** for this loading segment after PR #205. Each path
|
||||
has two warmups, sample order alternates, and inputs/results use `black_box`.
|
||||
This excludes gallery placements, GPU work and overall application startup.
|
||||
|
||||
These measurements supersede the original unbuffered-reader timings
|
||||
(2732.004 ms → 1386.060 ms, 1.971x) after rebasing onto main at
|
||||
`e96e1571`. The reviewer measured approximately 1.05x with real prepared resources;
|
||||
the generated fixture's balance of parsing and binding differs from production.
|
||||
The change still removes one complete document read, parse and JSON tree.
|
||||
|
||||
Equality validation compares every state's selected variants and baked geometry
|
||||
at three positions, plus sprite layers and opacity/translucency flags. The
|
||||
focused test also checks matching schema/registry errors, malformed/missing
|
||||
source files, rejection of `null`, and successful shared-facts loading after the
|
||||
source file has been deleted.
|
||||
|
||||
## Reproduce
|
||||
|
||||
```sh
|
||||
export CARGO_TARGET_DIR=/home/bob/Documents/horizon/target
|
||||
export CARGO_INCREMENTAL=0
|
||||
cargo run -p horizon-client --profile fast --example model_states_bench -- 15
|
||||
cargo test -p horizon-client --profile fast --example model_states_bench
|
||||
cargo clippy -p horizon-client --all-targets --profile fast -- -D warnings
|
||||
cargo fmt --all -- --check
|
||||
```
|
||||
|
||||
The target directory can be changed for another machine. The example creates and
|
||||
removes its fixtures in the system temporary directory.
|
||||
@@ -1,54 +0,0 @@
|
||||
{
|
||||
"date": "2026-10-15",
|
||||
"environment": "Linux x86_64/ext4/NVMe, Ryzen5 5600X, Rust1.99.0, Cargo fast",
|
||||
"scope": "actual resource_root vs original wrapper/builder; warmed storage; output equivalence outside timing",
|
||||
"warmups": 2,
|
||||
"median_samples": 11,
|
||||
"prepared_minecraft": "26.3",
|
||||
"prepared_schema": 7,
|
||||
"prepared_manifest_sha256": "fd03c686302748748e132ef3978b7b0bcf42024257e802985a5cc7175cc74298",
|
||||
"packs": [
|
||||
{
|
||||
"project": "faithful-32x",
|
||||
"version": "lDYpMiqk",
|
||||
"version_name": "[26.3] Faithful 32x \u2013 September 2026 Release",
|
||||
"publisher_page": "https://modrinth.com/resourcepack/faithful-32x/version/lDYpMiqk",
|
||||
"download_url": "https://cdn.modrinth.com/data/w0TnApzs/versions/lDYpMiqk/Faithful%2032x%20-%2026.3.zip",
|
||||
"zip_bytes": 13116019,
|
||||
"zip_sha512": "e90ec63af7f239dbb99aa20c98b23d830e76898f65d3e31b7f0b53bb36db12dcd8c38d6930c743237c9c3db7bf708423fa1d1b2fd497dd6c281dbe216b779db9",
|
||||
"asset_files": 5063,
|
||||
"assets_uncompressed_bytes": 12524266,
|
||||
"original_ms": 159.827,
|
||||
"cold_ms": 162.711,
|
||||
"hit_ms": 0.707
|
||||
},
|
||||
{
|
||||
"project": "default-hd-128x",
|
||||
"version": "rErHu3BE",
|
||||
"version_name": "Default HD 128x Demo/Alpha 1.8.2.7",
|
||||
"publisher_page": "https://modrinth.com/resourcepack/default-hd-128x/version/rErHu3BE",
|
||||
"download_url": "https://cdn.modrinth.com/data/orfTV6nk/versions/rErHu3BE/Default%20HD%20128x%20Demo%201.8.2.7.zip",
|
||||
"zip_bytes": 16876419,
|
||||
"zip_sha512": "f5f9606e92b986cd9c8b8e5ff2bb52db720cc7b38e013355bdc90089e01975a08d09750ef2fd727f753d88ec3fbcd067355179b490587f667b2995f8be81640f",
|
||||
"asset_files": 2318,
|
||||
"assets_uncompressed_bytes": 17315416,
|
||||
"original_ms": 111.501,
|
||||
"cold_ms": 114.386,
|
||||
"hit_ms": 0.31
|
||||
},
|
||||
{
|
||||
"project": "fpbr",
|
||||
"version": "dynf82xk",
|
||||
"version_name": "support 1.21.9 and newer",
|
||||
"publisher_page": "https://modrinth.com/resourcepack/fpbr/version/dynf82xk",
|
||||
"download_url": "https://cdn.modrinth.com/data/nvEpbd8t/versions/dynf82xk/FPBR-Main-1.21.9-R1.3.zip",
|
||||
"zip_bytes": 46737770,
|
||||
"zip_sha512": "64f1bbd036e205118f1d9c49a79558db2c1356ee988fb939c0023db1967d78e1bd05047f341ce6d65355717ba7ddb1330af57edbb4d5b8713c96ae62987274c5",
|
||||
"asset_files": 7001,
|
||||
"assets_uncompressed_bytes": 56356903,
|
||||
"original_ms": 347.639,
|
||||
"cold_ms": 348.012,
|
||||
"hit_ms": 0.448
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -1,299 +0,0 @@
|
||||
{
|
||||
"schema": 1,
|
||||
"minecraft": "26.3",
|
||||
"manifest_sha1": "4fe1aa1ef8da1cb95c5bad1fb98890ca56dd8ca3",
|
||||
"platform": "Linux-7.0.0-31-generic-x86_64-with-glibc2.43",
|
||||
"java": "openjdk 25.0.4.1 2026-08-18",
|
||||
"rustc": "rustc 1.99.0 (b940084d7 2026-09-28)",
|
||||
"fixtures": 4036,
|
||||
"sources_sha256": {
|
||||
"mods/horizon/src/test/java/dev/horizonlab/parity/VanillaActiveEffectTickOracle.java": "34db99bcb0190ad7aebdc2c2b4e26c4853343e43de23febf26f30248f2aceaac",
|
||||
"tools/test_active_effect_tick_parity.py": "e0871a217b7af371d1eb104d10c0e2e04864890c568d0ebc3f852ea7d09b7c0f",
|
||||
"tools/test_rust_parity.py": "29d3db08005873528894b45ca10dcd6278753650473b3eb574e53e06ede40ec6",
|
||||
"tools/lab.py": "d00bf107fa01b6c579734a082c3ca4ade3018f0d6851d46844acf17574f66e64",
|
||||
"Cargo.toml": "3f93319c1eb70dbd7ba25cd74ef343fbf35c52c7c4752f955605c58699cbff9d",
|
||||
"Cargo.lock": "6884c7209f007ab9ee742b9c3c73828cfa1c6753d35b5fe25a87cab5955b33f8",
|
||||
"crates/horizon-core/Cargo.toml": "e21b502c949da93cf67826592459b687a8cbf737ef92fee514e3ed2cc7cd27ad",
|
||||
"crates/horizon-world/Cargo.toml": "18bbad377a8047e4d4ecd0fc87d83d46d1c0f1ce2b8c47bbe64633e7b4420b57",
|
||||
"crates/horizon-core/src/bin/density_parity.rs": "e5b1dd33b7d01306c73cf072629b4fb186e9ab87b672a00108999d1a72263fd0",
|
||||
"crates/horizon-core/src/bin/float_log_parity.rs": "4a655fcf8822ee7668c4bd126bc84d0b118864a6fc7f5a6aeee667d8bf2590b1",
|
||||
"crates/horizon-core/src/bin/geometry_parity.rs": "27f6c09fe5018ac3de8e70e0f0bbf78f9abb14f5e4783bcaf46e8ca87b9c6f8a",
|
||||
"crates/horizon-core/src/bin/noise_parity.rs": "c135bfc708d853e7061e81487d2cfe10de64b2f65677d3b4837cbfe0b8341010",
|
||||
"crates/horizon-core/src/bin/parity.rs": "f35d928c66f958de39fac5e7e836a657eed95f83599e84899f7ea7a5802ba481",
|
||||
"crates/horizon-core/src/bin/tick_parity.rs": "a54c164fe4814034d369947a887f5273966f5a878ba849204b80d1c729526a8f",
|
||||
"crates/horizon-core/src/biome/seed_hash.rs": "5afbb4921c750826b395a08bf06f382fc7f01b5759a93de02a2749c523e2a317",
|
||||
"crates/horizon-core/src/biome.rs": "908efa8cd4aa0a7adf1cb5e1a222e3dfb640eed5e9172e0fe7f0d1287afae7e8",
|
||||
"crates/horizon-core/src/carving/ellipsoid.rs": "09232a7588610e8a9176fd9c62d40afb1fb89f2ecab6d555536a1d847b142d86",
|
||||
"crates/horizon-core/src/carving.rs": "0aa3093caa0437868a8c0ed52a6c6e1993bd51c03583c670a2837e749eae5426",
|
||||
"crates/horizon-core/src/density/arithmetic.rs": "372faec96c923e2cf4aa6c66c1ac398e676853274557823850dbc8933dd15ab1",
|
||||
"crates/horizon-core/src/density/beardifier.rs": "bb1052e27dae4a01954ca78d7d5babafef85f3b2c704ccaf1920cb85a098cb50",
|
||||
"crates/horizon-core/src/density/cache.rs": "38d0b6c9dd04ffef979fdad3f29cfebf98d331c8c9d430be5f39aa34f6c30975",
|
||||
"crates/horizon-core/src/density/end_islands.rs": "168b9384237bd2e41d0ae5a74e944da4dc74e493bdec31fb73184c9a49e3de55",
|
||||
"crates/horizon-core/src/density/graph/compiler.rs": "ac67deeb16f16d0859aa20e5a165811a29aca0b910037ee6bf5098211f3a6ede",
|
||||
"crates/horizon-core/src/density/graph/mod.rs": "b776e7da934cb03051a3053d56d461c71e9978e084922fe4194147aa580c07bf",
|
||||
"crates/horizon-core/src/density/graph/seeded.rs": "6bcdcaa3dffcfa9df673bbbea35120057a16ba3d2b506c52709c36cf8976b74a",
|
||||
"crates/horizon-core/src/density/graph/tests.rs": "6bfb8cbff462587dd147b0775ea01d370abbd97544b9bd596c792df1b5f7e634",
|
||||
"crates/horizon-core/src/density/interpolation.rs": "8c890f52b6467f38a94c654986a6a484b8e0b296ab98c398e60a6ce465b5b010",
|
||||
"crates/horizon-core/src/density/interval.rs": "b42629163baa6b599a233afe8596d1c370cd81d015cc6fc36a9663aa47b98424",
|
||||
"crates/horizon-core/src/density/mod.rs": "ca0d77d3282e3746ddcbc92bee97dbf640b9a56214e6ac1537f51f9a5b63d6e7",
|
||||
"crates/horizon-core/src/density/power.rs": "d5b7270a128d4264268cd772109ad16d71a8ec3ff2d3b63b84cb985296d54a91",
|
||||
"crates/horizon-core/src/density/rounding.rs": "71840c5206ff8d218ac29bf6f66915d5212764ba270c675711a866ba5b55a7a6",
|
||||
"crates/horizon-core/src/density/selection.rs": "0dd26af2e85004ec5e053039ad11c384c17c56ace9ab45eb3f5cb3503c0b0330",
|
||||
"crates/horizon-core/src/density/slice.rs": "5d77605573c0deda47778f1f78f7fa3fbf1944d8f5efbcc65cf589181cadf80b",
|
||||
"crates/horizon-core/src/density/spline.rs": "6bb2e40f940fc6544d6fb09cb0b8cac722be03bc663dbdfb0f61faae207400bc",
|
||||
"crates/horizon-core/src/density/surface.rs": "159e0e69cda74f870e80ea64fe523c4397e64af4ccb861bb9fd07b2c3cb91b00",
|
||||
"crates/horizon-core/src/density/terrain_noise.rs": "8d0059d25eb5d248cb97a4c5a2e670d61528928ea151495c004f25adb723fe3e",
|
||||
"crates/horizon-core/src/density/tests.rs": "7817796ee40d0ae241bfbebec6bca190e0a8e7d5a1caa8ddf858c3eaa58b8858",
|
||||
"crates/horizon-core/src/density/world_fields.rs": "c1ce305cb8046b384d90c564cafb24af7365d580389637910f3d8b0cc18eb583",
|
||||
"crates/horizon-core/src/geometry/border.rs": "1386f8080521231d05ba3e84d94a3e1d5218d35ccb3d5e9fe2bbb05a8739e573",
|
||||
"crates/horizon-core/src/geometry/mod.rs": "c650386f9860e44a96c55f18c8f1428ca715fcb0bc5c2434db5b1caa43df27fe",
|
||||
"crates/horizon-core/src/geometry/movement.rs": "bcfb452752940ce53ae6dc267a3c4eb29459046a063c1f884684ab4f4bd0068f",
|
||||
"crates/horizon-core/src/geometry/shape/create.rs": "189812b91d5e0e3ad963afcd1a6e2831b31b8188df91a904ef27061e644806ad",
|
||||
"crates/horizon-core/src/geometry/shape/face.rs": "f243bce81384040a95ce7984b02b5699206c596c537b2713097e86005b4d3a5c",
|
||||
"crates/horizon-core/src/geometry/shape/join.rs": "f1b51887b7bf9482557e3ffa99e136f2e5db07ceeb05fdb116adf45e87129075",
|
||||
"crates/horizon-core/src/geometry/shape.rs": "e8d88a763de1525f77a30b99591641e8a8b80946263acbde035a9bcc356df960",
|
||||
"crates/horizon-core/src/geometry/sweep.rs": "abd6009c61555161ef2f18b431b2aa384b126c0871cae8b96a62358498a56a1d",
|
||||
"crates/horizon-core/src/geometry/traversal.rs": "77a3da570a0b85582b669cf4d841cba4b06327006dda26d4a26df4e8ce05bae4",
|
||||
"crates/horizon-core/src/geometry/trig.rs": "05cef9341a298a474221a0556a11ddf47650393ea7a97b4b2022a4da6628fe37",
|
||||
"crates/horizon-core/src/lib.rs": "4255e16837fde42a52ba118f60581d197c571bb530b60d635e506184ebf4db0b",
|
||||
"crates/horizon-core/src/noise/mod.rs": "1dab5a713abf702402e69ace1bf9e476bba544b0ede5a61c3c3afc60af0a03f3",
|
||||
"crates/horizon-core/src/noise/normal.rs": "e9e7a46472a54a02c98c46da819842090567153b32fe0c84249009ef19af7aad",
|
||||
"crates/horizon-core/src/noise/perlin.rs": "e73815447432eab7542f67366cb3f1b368d164e33f6c9cdbd045ac8e4db0932a",
|
||||
"crates/horizon-core/src/noise/simplex.rs": "6c0dbc15b2b7510195dd28fceca01dcaac1847ccc4a84d299c351589c642fe7a",
|
||||
"crates/horizon-core/src/noise/stack.rs": "7f6ef0e7d920139ef1a6ad3ec5640f92765715f86dcc5ec29f1a149984f45fa3",
|
||||
"crates/horizon-core/src/noise/volume.rs": "3f05d2b1780acfdfee60037677d309937a5033b45ef428fc2d540942d4b56b43",
|
||||
"crates/horizon-core/src/position/iter.rs": "32d2d8e74821cc4e49e3354202d35d3120e4415bfdda9375a73f2137ef651129",
|
||||
"crates/horizon-core/src/position.rs": "e10101088e6902386b9b6d27773d44312f1ff72bebb19e57967a54945dde9dcd",
|
||||
"crates/horizon-core/src/random/hash.rs": "0f88a127a1ba2705d3d6c0ebd009324d6ba86ffa2d27edf2d2a84765e690e4a3",
|
||||
"crates/horizon-core/src/random/positional.rs": "35494745e5d4cf89e282c3ae0ee245e9f2640ddbbc03bc0055df742006a9c862",
|
||||
"crates/horizon-core/src/random/worldgen.rs": "9f07ff33bcc038d34e27aa5465753bb21df18f2975e43cae201f709bc186945a",
|
||||
"crates/horizon-core/src/random.rs": "ddb95d3a83e28ad605ff1f49f5df270cc543ca5ef1130e37d989dc74c8d861e6",
|
||||
"crates/horizon-core/src/storage.rs": "f6c32201c64aefde06e57a2c767be46918df613548a322801546b133799cc33d",
|
||||
"crates/horizon-core/src/text.rs": "e6553ddb5db5039e8dc4614b6a6dc9f35a26dc3d1673b68a04e72e7983b67abb",
|
||||
"crates/horizon-core/src/ticks/generation.rs": "be1237e790693f633a61714ddae68c6506a777588a8a3ab5efbe53a35774dbd2",
|
||||
"crates/horizon-core/src/ticks/heap.rs": "bf28afab8af77c3d243aa96cd8a1fb8d934140a4dbd07dbfdbf4e7908bb4b845",
|
||||
"crates/horizon-core/src/ticks/index.rs": "1f1a6a568c2a30eafecb020ca4d5f5fc414860de85b8b381fc419a2e3e65c24a",
|
||||
"crates/horizon-core/src/ticks/mod.rs": "01634630668172516b8b79d0907bad47f6e2c543a6d499c2fa4b201823b375cb",
|
||||
"crates/horizon-world/src/active_effect_tick.rs": "88f19cfc3532c47a58c646bb3e9d99ff239a900752302b6a444dda3013e95cbf",
|
||||
"crates/horizon-world/src/active_effects.rs": "1788f48f7f88463ced734af0bb02610cd7a991d5a6bdeaa2f9f198a4b7312c2a",
|
||||
"crates/horizon-world/src/attribute_health.rs": "6135beb1baf9a55745ab95955bcd05e585e4042a6cffda0a14c13f05593e7186",
|
||||
"crates/horizon-world/src/attributes/entity.rs": "56fb96b1beb9caaa769369bf7cddf522d2f2e84e241c213b51ae8d39d31a9f13",
|
||||
"crates/horizon-world/src/attributes/mod.rs": "3d05ce2ff10c1b68540e3c87bbd2ac65c56a2e7b7127a7865b60890a2e9a690d",
|
||||
"crates/horizon-world/src/attributes/operation_map.rs": "fc5bc8921d78ea6721a2eaa915e67483e2a33683927467bdba24f0492356ad97",
|
||||
"crates/horizon-world/src/bin/worldgen_parity.rs": "3143ceb9b56eecfd7667e5feb5f9f0cd13cfb8754b38d4ea338dbba97f2819da",
|
||||
"crates/horizon-world/src/block_collision.rs": "39207247f2f6dd3ddc77640229044246f91b32054563f88a435f1bd92ad2092c",
|
||||
"crates/horizon-world/src/block_collision_scan.rs": "20802862364c110ff85eeaf48606596a8468b83768dda46b412d337958790b41",
|
||||
"crates/horizon-world/src/block_entities.rs": "a9deae92e6e5a1fcf4f0476c33ea4d170ddad6fd4b3303e1bb66d933973d5e06",
|
||||
"crates/horizon-world/src/block_entity_push.rs": "12ee91bf604946234b24a0da4333f07d1830ab9743a422d41c8d0afac7d49cfd",
|
||||
"crates/horizon-world/src/block_landing.rs": "33083fe39266fbefec1b3ea1a19f2afc609791d189da247c895e116ad6eb266a",
|
||||
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|
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||||
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||||
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|
||||
}
|
||||
@@ -1,297 +0,0 @@
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||||
{
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||||
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||||
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||||
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||||
"scope": "Inherited LivingEntity addEffect, forceAddEffect, removeEffect/NoUpdate, removeAllEffects, queries and blend lookup with actual status instances and JDK maps. Native holder hash and identity-hash values are captured for Rust per run. Compares callback ordering, fresh versus existing instances, hidden updates, blend transfer, source identity, incoming effect lifecycle hooks, map-copy removal order and mutation/failure prefixes. Eligibility, attribute/packet side effects and registered effect behavior remain controlled; complete entity lifecycle and gameplay remain pending."
|
||||
}
|
||||
@@ -1,118 +0,0 @@
|
||||
{
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||||
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||||
"minecraft": "26.3",
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||||
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||||
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||||
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||||
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||||
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||||
"scope": "Actual VerticalAnchor.CODEC parsing and encoding, all four anchor kinds, constant helpers, runtime integer overflow and unrestricted constructor values. WorldGenerationContext.of uses a LevelAccessor proxy with verified method calls; the generator constructor uses a native NoiseBasedChunkGenerator with supplied minimum, height and sea level. Strict JSON transport covers range limits, numeric truncation/wrapping, null/wrong field types, duplicate fields and nested exclusive alternatives. Level access outside the three queried values, JSON syntax diagnostics and complete material conditions remain pending."
|
||||
}
|
||||
@@ -1,248 +0,0 @@
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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@@ -1,313 +0,0 @@
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
],
|
||||
"scope": "Actual AttributeMap hasAttribute/hasModifier/getValue/getBaseValue/getModifierValue/resetBaseValue using real cached AttributeInstances and mutable AttributeSupplier prototypes. Includes entire stored-notification corpus and checks no lazy creation on query/reset, supplier versus instance cache updates, modifier identity and missing-value exception categories, lookup aliasing/null mappings, captured reset instance, supplier base/modifier changes and dirty callback failure. Basic attribute default/syncability and entity onAttributeUpdated bodies remain controlled; registered ranged definitions, combined health/dimension consequences, full gameplay and platform builds remain pending."
|
||||
}
|
||||
@@ -1,76 +0,0 @@
|
||||
{
|
||||
"schema": 1,
|
||||
"phase": "after",
|
||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
"results": [
|
||||
{
|
||||
"mode": "defaults",
|
||||
"entities": 20000,
|
||||
"active_per_entity": 0,
|
||||
"samples_kib": [
|
||||
{
|
||||
"VmRSS": 12852,
|
||||
"VmHWM": 12852
|
||||
},
|
||||
{
|
||||
"VmRSS": 12852,
|
||||
"VmHWM": 12852
|
||||
},
|
||||
{
|
||||
"VmRSS": 12848,
|
||||
"VmHWM": 12848
|
||||
},
|
||||
{
|
||||
"VmRSS": 12840,
|
||||
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|
||||
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|
||||
{
|
||||
"VmRSS": 12804,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
{
|
||||
"mode": "active",
|
||||
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|
||||
"active_per_entity": 4,
|
||||
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|
||||
{
|
||||
"VmRSS": 29076,
|
||||
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|
||||
},
|
||||
{
|
||||
"VmRSS": 29068,
|
||||
"VmHWM": 29068
|
||||
},
|
||||
{
|
||||
"VmRSS": 29096,
|
||||
"VmHWM": 29096
|
||||
},
|
||||
{
|
||||
"VmRSS": 29092,
|
||||
"VmHWM": 29092
|
||||
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|
||||
{
|
||||
"VmRSS": 29028,
|
||||
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|
||||
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|
||||
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|
||||
"median_rss_kib": 29076,
|
||||
"median_peak_kib": 29076
|
||||
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|
||||
],
|
||||
"scope": "Five fresh release-process samples per case, 20,000 held-live zombie attribute maps, no instances or four instantiated attributes. RSS/peak includes allocator/runtime/catalog. Identical health-read checksum. Excludes the rest of entity/world state; no timing, rendering or FPS conclusion."
|
||||
}
|
||||
@@ -1,76 +0,0 @@
|
||||
{
|
||||
"schema": 1,
|
||||
"phase": "before",
|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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||||
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|
||||
"VmRSS": 175816,
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||||
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||||
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||||
{
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
{
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
{
|
||||
"VmRSS": 175800,
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||||
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|
||||
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||||
{
|
||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
}
|
||||
@@ -1,247 +0,0 @@
|
||||
{
|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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@@ -1,248 +0,0 @@
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||||
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||||
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|
||||
}
|
||||
@@ -1,242 +0,0 @@
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
{
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||||
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||||
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||||
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||||
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|
||||
}
|
||||
@@ -1,214 +0,0 @@
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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"scope": "Actual Feature.DIRECT_CODEC and native void-start-platform, End-island and End-platform feature algorithms. A mutable WorldGenLevel proxy logs ordered block reads, writes, update flags, rejected writes, thrown failures and accumulated stored states after repeated placements. Native LevelWriter.setBlockAndUpdate executes through its actual default method. Required default block-state IDs are independently exported and checked across both authenticated JARs. Direct calls and native FeaturePlacer modifier chains share the mutable world and random stream, including reused placer buffers after failures. Both random modes, multiple seeds, nearby/far chunks and extreme wrapped coordinates are compared, with nextLong values after every placement and at fixture end. The End-platform feature invokes its ordinary generation path without block destruction/drops. Actual chunk mutation, neighbor updates, lighting, entity/block drops, full feature registry behavior and complete generated worlds remain outside this comparison."
|
||||
}
|
||||
@@ -1,131 +0,0 @@
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
{
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||||
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||||
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|
||||
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|
||||
"scope": "Actual ChunkAccess.fillBiomesFromNoise, LevelChunkSection.fillBiomesFromNoise and chunk/section biome reads using synthetic registered holder identities. Ordered resolver queries, section contents and clamped/wrapped chunk lookups are compared after repeated fills and failures at section boundaries. Covers full supported aligned vertical bounds, generation bounds cutting through sections, negative/extreme chunk coordinates and 1..512 possible biome identities. Completed earlier sections survive failure while the failing section retains its previous values. This compares stored biome values, not native in-memory palette layout, wire encoding, biome-source generation, blending, retrogen or complete generated worlds."
|
||||
}
|
||||
@@ -1,149 +0,0 @@
|
||||
{
|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
"references": [
|
||||
{
|
||||
"side": "client",
|
||||
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||||
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|
||||
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|
||||
"scope": "Actual ChunkGenerator.doCreateBiomes through NoiseBasedChunkGenerator with empty Blender and no retrogen. Both bundled Overworld/Nether multi-noise preset tables are independently exported from authenticated JARs; Rust imports quantized tables and compiles climate routers itself. All seven bundled routers, both random modes, multiple seeds and distant positive/negative chunks are tested. Complete section biome values and subsequent BiomeManager block lookups are compared, including repeated generation with fresh density contexts and persistent previous-leaf search state, and generation bounds excluding top/bottom sections. Holders are identity placeholders; no biome properties are evaluated. Fixed, checkerboard and End source fixtures also run actual chunk generation through every bundled router, including real seeded End erosion, the central-island shortcut, distant coordinates and wrapped checkerboard shifts. Preset builders, complete biome-source codecs, blending, retrogen, terrain-stage linkage and complete generated worlds remain pending."
|
||||
}
|
||||
@@ -1,158 +0,0 @@
|
||||
{
|
||||
"schema": 1,
|
||||
"minecraft": "26.3",
|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
{
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||||
"side": "client",
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||||
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||||
}
|
||||
],
|
||||
"scope": "Actual BiomeFilter.modify and FeaturePlacer.place/placeWithBiomeCheck with native biome generation settings. Missing top features fail before biome lookup. Direct, absent, structurally equal and different placed-feature membership, query order, callback random draws/results/errors, dirty buffers across repeats and nested plain placers are compared. Direct and WorldgenRandom-wrapped legacy/xoroshiro streams execute modifier chains. Rust delegates biome resolution and generation-settings membership to the caller while isolating each placer invocation context. Full biome sampling/registry equality, complete decoration, crash-report text and gameplay remain pending."
|
||||
}
|
||||
@@ -1,136 +0,0 @@
|
||||
{
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
"end": 81
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
},
|
||||
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|
||||
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|
||||
},
|
||||
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||||
"references": [
|
||||
{
|
||||
"side": "client",
|
||||
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
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||||
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||||
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|
||||
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||||
{
|
||||
"side": "server",
|
||||
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||||
"matched_output_lines": 1306096
|
||||
}
|
||||
],
|
||||
"scope": "Actual FixedBiomeSource, CheckerboardColumnBiomeSource and TheEndBiomeSource runtime queries using synthetic holder identities. Fixed results, checkerboard empty/duplicate/large lists, all codec-valid scales plus unrestricted runtime scales, Java masked shifts and wrapping sums are compared. End central-circle shortcuts, erosion sampler coordinates, exact threshold boundaries, nonfinite float samples, sampler failures and integer coordinate wrapping are compared through actual Climate.Sampler bindings. End density inputs in this suite are supplied constants; real seeded End density, biome-source codecs, registry/preset loading, possible-biome metadata and generated-world integration remain separate work."
|
||||
}
|
||||
@@ -1,148 +0,0 @@
|
||||
{
|
||||
"schema": 1,
|
||||
"minecraft": "26.3",
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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{
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||||
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||||
],
|
||||
"scope": "Actual BiomeSource.CODEC parsing and encoding for fixed, checkerboard, End and multi-noise sources bound to pinned biome/tag registries and preset holders. Named biome holders, direct/tag holder sets, canonical identifiers, scale defaults/bounds/numeric narrowing, inline climate parameter lists, named/inline preset holders, inline-list preference/fallback, malformed fields and duplicate keys are compared. Canonical serialized JSON is compared as sorted structures with numeric double-bit values; possible-biome sets are sorted and compared, followed by source queries against zero climate/erosion. Rust imports independently authenticated preset tables. Full inline biome definitions, live registry ownership/reloads and complete source/world generation remain outside this scoped codec comparison."
|
||||
}
|
||||
@@ -1,126 +0,0 @@
|
||||
{
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
}
|
||||
],
|
||||
"scope": "Actual Biome temperature methods, warm/cold/iceberg-melt predicates and precipitation selection, with both temperature modifiers and arbitrary base float bits. Native private climate/biome constructors provide explicit temperature inputs; unrelated biome fields are null and never queried. Fixed seeded simplex/stack sources, float/double conversion and arithmetic order, height adjustment and sea-level overflow, packed-position aliases, repeated queries with changed sea levels, cache capacity/order/content, NaN recomputation and eviction, and actual native thread-local isolation versus independently owned Rust workers. ClimateSettings map-codec parsing additionally covers all independently authenticated bundled biome definitions, direct float conversion, nonfinite overflow, modifier defaults/null handling, field types, duplicates and missing fields. Full biome data codecs, climate encoding, complete weather placement/freezing, material condition integration and automatic migration of shared biome instances between threads remain outside this scope."
|
||||
}
|
||||
@@ -1,216 +0,0 @@
|
||||
{
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
|
||||
"output_sha256": "b8558ed7398aa42c9ff464ee50630e24ad6cdef5ce6f9c4e4009f51b7bd3d537",
|
||||
"matched_output_lines": 4071594
|
||||
},
|
||||
{
|
||||
"side": "server",
|
||||
"jar_sha256": "a362163eec5d1612d520772bc16e5b39c09e3b234fdc045f56bf544284ee8ae6",
|
||||
"output_sha256": "b8558ed7398aa42c9ff464ee50630e24ad6cdef5ce6f9c4e4009f51b7bd3d537",
|
||||
"matched_output_lines": 4071594
|
||||
}
|
||||
],
|
||||
"scope": "Actual native Biome.shouldFreeze and Biome.shouldSnow using private climate construction for explicit float bits, native temperature modifiers/cache, real fluid identities, real snow survival/support and light/build-height gates. All states are compared as freezing blocks, forced fluid carriers, contained fluids, snow candidates, snow supports and each water-edge neighbor. All neighbor masks, both RNG tails, repeated queries, raw float thresholds/nonfinite values, both temperature modifiers, precipitation flags, light boundaries, sea-level extremes, partial failures and wrapped coordinates are included. Dynamic block entities are absent; lighting propagation, mutation, snow/ice updates and complete weather simulation remain pending. Native per-biome thread-local caches are released only after each independent fixture, retaining repeated-query semantics within it. The fixture mode directly calls biome methods and does not represent a vanilla feature codec."
|
||||
}
|
||||
@@ -1,131 +0,0 @@
|
||||
{
|
||||
"schema": 1,
|
||||
"minecraft": "26.3",
|
||||
"manifest_sha1": "4fe1aa1ef8da1cb95c5bad1fb98890ca56dd8ca3",
|
||||
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|
||||
"java": "openjdk 25.0.4.1 2026-08-18",
|
||||
"rustc": "rustc 1.99.0 (b940084d7 2026-09-28)",
|
||||
"fixtures": 256933,
|
||||
"seed_hashes": 4104,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"crates/horizon-core/src/bin/tick_parity.rs": "a54c164fe4814034d369947a887f5273966f5a878ba849204b80d1c729526a8f",
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"crates/horizon-world/src/worldgen/material_condition/rule.rs": "fed643352efbcb1f68f29b6241896617db889fc7c577a6247564e01922fec1fe",
|
||||
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|
||||
"crates/horizon-world/src/worldgen/material_extensions.rs": "ab806eb679d5116e1aebb64fca70e1499ae71f83c9507a8cb4c3201c2b1bf037",
|
||||
"crates/horizon-world/src/worldgen/material_stage.rs": "4ab2681a45108e5d2ea6fb761ea1cb7fa40b72833fa6190d2efe34ce29845c21",
|
||||
"crates/horizon-world/src/worldgen/material_surface.rs": "5d37b90099df3d6da0845dab164e71469fb287019c2ee74bc6714f3b9d6d6d5b",
|
||||
"crates/horizon-world/src/worldgen/router.rs": "2cee7cf15a0d2ada12be6b39d83e78177fd3033922e4f4cce87a64073cec2847",
|
||||
"crates/horizon-world/src/worldgen/settings.rs": "a8fe87752e1982ef11cb67f8d80d8e3428b2c27db178044cb425ba803e689e59",
|
||||
"crates/horizon-world/src/worldgen/tags.rs": "7516e20a20479d1c4a9734d7d8e9826740b324869d7afe51eab94bb1bc7c97ae",
|
||||
"crates/horizon-world/src/worldgen/terrain.rs": "42823918deec5e149dc729a95bfe54aa32d91604098d5eb8452da0162d557d22",
|
||||
"crates/horizon-world/src/worldgen.rs": "cffb5e72b59222dad13e57fa74ed4f553570a61a8773f27b5199444111ced2e0",
|
||||
"crates/horizon-core/examples/biome_zoom_fixture.rs": "8bdb7a4f15ac94cd4807ea1e1211c53f0ea050fda5ddfea65b2dc345e13b2e27"
|
||||
},
|
||||
"fixtures_sha256": {
|
||||
".local/rust-biome-zoom-parity/inputs.txt": "61abb5e562325847d5c7f7849dac79aa9392b9ae2dab9f42dab6485dd89c5ea7"
|
||||
},
|
||||
"rust_output_sha256": "7b5d1c89f31ce1a803bafe9a675677d035cbce49ecede300d6beab7240501c95",
|
||||
"references": [
|
||||
{
|
||||
"side": "client",
|
||||
"jar_sha256": "4508d006323f24fa02876310c192d739af56516eb259000ac50f0909a68c9a2d",
|
||||
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|
||||
"matched_output_lines": 256933
|
||||
},
|
||||
{
|
||||
"side": "server",
|
||||
"jar_sha256": "a362163eec5d1612d520772bc16e5b39c09e3b234fdc045f56bf544284ee8ae6",
|
||||
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|
||||
"matched_output_lines": 256933
|
||||
}
|
||||
],
|
||||
"scope": "Actual BiomeManager seed obfuscation, block-position eight-corner jitter selection, direct block/double-to-quart queries, and source replacement preserving the zoom seed. Captured resolver coordinates are compared, including dense local grids, signed coordinate overflow, negative boundaries, distant blocks, long-seed boundaries, random seeds/positions, double infinities/NaNs/subnormals and saturating conversion. SHA-256 seed transforms are also compared against Python hashlib independently. Biome storage/source generation, blending, chunk integration and gameplay remain separate work."
|
||||
}
|
||||
@@ -1,206 +0,0 @@
|
||||
{
|
||||
"schema": 1,
|
||||
"minecraft": "26.3",
|
||||
"manifest_sha1": "4fe1aa1ef8da1cb95c5bad1fb98890ca56dd8ca3",
|
||||
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{
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||||
"scope": "Native BlockBlobFeature codec, state decoding, support-predicate descent and three randomized overlapping shapes. Every candidate and supporting registry state, minimum-height returns, query failures, float radius versus double distance, inclusive box order, all three final origin-offset draws, flags 3, rejected writes, repeated mutations and both random modes are compared. Named tags, survival/support predicates and overlay/modifier composition use the same mutable world. Positions near signed integer limits avoid pathological native overflow boxes; Rust bounds descent and box work to 2^20 visits. Resident-world update callbacks and complete gameplay remain pending."
|
||||
}
|
||||
@@ -1,204 +0,0 @@
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||||
{
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
"scope": "Actual BlockCollisions cursor and selection algorithm over controlled block metadata, chunk providers and context shapes. Compares ordered chunk/state/suffocation/shape calls, missing-chunk retries, cached chunk reuse, face/edge/corner filtering, canonical full-block versus equal noncanonical shape behavior, exact emitted shape data, early consumer termination and injected provider failures. Finite bounded scans include thin/zero-size boxes, chunk crossings and wrapped integer positions. Registry-specific metadata/shape dispatch, live chunk loading and entity movement are separate integration work; unsupported cursor volumes and caller budgets use typed Rust errors."
|
||||
}
|
||||
@@ -1,203 +0,0 @@
|
||||
{
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
"scope": "Actual registered Block.fallOn and bounceOn across all states and eight entity class families, plus client/server distinctions, damage return, bounce suppression, protection/rules, random boundaries, NaN/infinity and failures at each observable callback. Farmland replacement uses native registered collision shapes and ordered occupant pushes; turtle egg changes preserve hatch and compare write flags, event order and effects after failed writes. Entity damage, randomness, selected entities, sounds, world writes and events are controlled providers. Live health, entity storage, network, audio and full movement lifecycle integration remain separate work."
|
||||
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||||
@@ -1,204 +0,0 @@
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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@@ -1,184 +0,0 @@
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
"scope": "All pinned block-definition force-solid, replaceability, liquid and occlusion flags and raw occlusion geometry are imported privately; Rust computes legacy solidity from cached collision shapes and solid rendering from occlusion geometry. All six native face-occlusion full-shape tests are compared for every state and every synthetic shape/occlusion-flag case; Rust caches shared shape masks and retains typed errors for unknown state IDs. Actual native BlockState isSolid, liquid, canOcclude, isSolidRender and no-context canBeReplaced are compared for every state, together with raw cached bounds and synthetic force-flag/cache/shape threshold combinations using the private native solidity calculator and native full-shape test. Item/fluid replacement, block support, survival, dynamic collision and full gameplay remain pending."
|
||||
}
|
||||
@@ -1,217 +0,0 @@
|
||||
{
|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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{
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||||
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||||
"scope": "Actual Block.pushEntitiesUp with old/new collision shape queries and ordered selected entity lists. Compares unoptimized added-space geometry, world translation, entity query bounds, upward collision displacement, zero-distance teleports, current bounds after previous callbacks and partial state after provider failures. Empty/redundant shapes, partial shapes, large coordinates, degenerate/nonfinite entity boxes and callbacks moving later entities are covered. Collision shapes and entity selections are controlled snapshots; registered replacement dispatch, live entity indexing and actual teleport/network behavior remain separate integration work."
|
||||
}
|
||||
@@ -1,127 +0,0 @@
|
||||
{
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||||
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{
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||||
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||||
"scope": "Actual BlockState.CODEC and FULL_CODEC, every pinned runtime block state, compact/default versus full encoding, canonical object keys, namespaces, property omission/invalid fallback, unknown fields, malformed property containers, Java integer-property parsing including signs/leading zeroes/BMP decimal digits and overflow, invalid identifiers/types, duplicate fields. Registry identities, defaults and integer property kinds are imported from both authenticated JARs and must agree. This ports codec behavior over that metadata, not block gameplay. Native warning text, arbitrary malformed JSON/unpaired surrogate text, registry lifecycle/ownership and full material-rule codecs remain pending."
|
||||
}
|
||||
@@ -1,172 +0,0 @@
|
||||
{
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"references": [
|
||||
{
|
||||
"side": "client",
|
||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
],
|
||||
"scope": "All 35,524 cached block-state support shapes are imported privately and Rust derives FULL/CENTER/RIGID face-support masks. These are compared with actual BlockState.isFaceSturdy cache results across all six directions; all 199 uncached states remain explicitly unsupported. Registry/DataVersion/kind validation, shared shape identities, exact face geometry and full-state queries are covered. Dynamic support selection, block survival and full gameplay remain pending."
|
||||
}
|
||||
@@ -1,194 +0,0 @@
|
||||
{
|
||||
"schema": 1,
|
||||
"minecraft": "26.3",
|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
"scope": "Version-pinned block survival rules are assigned from privately inspected native definition classes and executed in Rust against solid/air/tag tests and unified support geometry. Actual native canSurvive evaluates every supported candidate state, each neighbor state against behavior representatives, changing repeated reads, world-coordinate wrapping, absent/closed/open shulker snapshots, brightness thresholds, independent fluid state sequences and block/entity/light/fluid query failures. All pinned survival families are included; full block placement/update behavior, world/entity lifecycle and full gameplay remain pending."
|
||||
}
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@@ -1,264 +0,0 @@
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
"scope": "Actual BlocksAttacks hurtBlockingItem into native unenchanted ItemStack durability storage, on non-player, Player and ServerPlayer receivers. Native statistic item capture, client/level guards, scalar item-damage rules, creative immunity, empty-listener advancement ordering, stack mutation/shrink and equipment-break callback copy/slot are compared with Rust composition. Covers scalar float boundaries, absent/invalid durability components, callback storage mutations and failures. Complete components/codecs, enchantment effects, inventory/equipment lifecycle and full combat/world integration remain pending."
|
||||
}
|
||||
@@ -1,259 +0,0 @@
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
"scope": "Actual BlocksAttacks damage reduction records and ordered sums, native direct HolderSet membership through virtual source typeHolder queries, delay/disable tick rounding and ItemDamageFunction thresholds/flooring. Covers NaN/infinity/signed zero, exact angle boundaries, randomized float bits, membership mutations and query failures. Direction/acos calculation, component codecs, item durability, sounds and full blocking dispatch remain pending."
|
||||
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|
||||
@@ -1,114 +0,0 @@
|
||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
@@ -1,203 +0,0 @@
|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
},
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||||
"fixtures_sha256": {
|
||||
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||||
},
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||||
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||||
"references": [
|
||||
{
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||||
"side": "client",
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||||
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||||
"matched_output_lines": 6960
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||||
}
|
||||
],
|
||||
"scope": "Actual WeightedVariants.collectParts and MultiPartModel.collectParts with inert observable leaf models and preselected boolean conditions. Every distinct bundled blockstate weight vector plus synthetic singletons, large totals, empty/partial multipart subsets and random graphs. Legacy and xoroshiro streams, six seeds per graph, repeated collection and subsequent nextLong/nextInt verify model choice and draw consumption. No actual model baking, material evaluation, transformed quads, renderer integration or gameplay parity claim."
|
||||
}
|
||||