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Author SHA1 Message Date
Ludovic Marie 976e3f3858 Merge pull request #5094 from horizon-rust/fix/launcher-test-real-temp-dir
🤖 Agent: test-only fix for main's red macOS launcher job (since b49925118): the resource-pack tests run under the temp dir with its links resolved. pr_ready --quick green (port-pack 97, launcher 305 tests). CI green. Still needs main merged in: no conflict. The symlinked-home case in resourcepacks::directory is left to gravitacia and levzzz5154 (PR body).
2026-10-31 15:47:20 +01:00
Ludovic Marie af55a73486 Merge pull request #4271 from horizon-rust/perf/dedicated-no-item-models
🤖 Agent: a dedicated server skips the item models. Main merged in (bcbf367fc, clean). pr_ready --quick green. CI green; parity passed on the second rerun. Earlier runs failed mob_ai, remote_fireball and lunge_motion once each, a different set each time, and all three pass on this head locally (mob_ai 237/237, remote_fireball 2/2, lunge_motion 3/3). rdbtCVS approved.
2026-10-31 15:45:20 +01:00
Ludovic Marie 125875b844 Merge pull request #5092 from mulareal/fix-integrated-player-save-5065
🤖 Agent: Verified in the real game: on main, a single-player world (server thread) comes back at spawn with an empty inventory after Save and Quit; with this PR merged into main, position and inventory are kept on the server thread and in-frame, and a dedicated server keeps a player's position and inventory over leave/rejoin and a server restart. The regression check is #5105 (lan_e2e reopen_player: fails on main, passes with this). Thanks @mulareal!
2026-10-31 15:22:00 +01:00
Ludovic Marie 68ac6f647e Merge pull request #5165 from horizon-rust/server-admin/config-backups
🤖 Agent: verified: pr_ready green, CI green (retargeted to main after #5163 merged), tools/server_admin_e2e.py passed with the API on server.toml's fixed [api] address and token (live difficulty change, engine.path refused, backup made, downloaded byte for byte and deleted).
2026-10-31 14:59:11 +01:00
Ludovic Marie 57aa58c8f9 Merge pull request #5163 from horizon-rust/server-admin/api
🤖 Agent: verified: pr_ready green, CI green, tools/server_admin_e2e.py passed against a real dedicated server (players, op/deop, whitelist, ban/pardon by name and IP, kick, Prometheus). Base of the server-admin stack (#5165, #5166 follow).
2026-10-31 14:53:43 +01:00
Ludovic MarieandClaude Opus 5.5 d9c733419c horizon-server: config and backups in the control API, and a fixed address and token
GET /api/v1/config shows server.toml's settings (the API token hidden);
PATCH /api/v1/config changes them as `config set` does, live where vanilla
can, but never [engine], [panel], [api] or the RCON, query and management
keys. DELETE /api/v1/backups?name= and GET /api/v1/backups/download?name=
(streamed from the file). server.toml's new [api] section fixes the API's
address and token for a program that runs elsewhere, such as a moderation
bot; loopback or tailnet only unless allow_public. Panel changes of any
method need the X-Horizon header.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 14:37:44 +01:00
Ludovic MarieandClaude Opus 5.5 c50f97ec8f horizon-server: players, moderation and Prometheus metrics in the control API
GET /api/v1/players lists who is online (address, ping, op level) and vanilla's
lists; POST players/{kick,ban,pardon,ban-ip,pardon-ip,op,deop} and
whitelist[/add|/remove] run vanilla's console command on the running game and
answer whether the list changed and the console's lines; GET
metrics/prometheus serves the latest sample as Prometheus text.
tools/server_admin_e2e.py runs it all against a real server with two bots.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 14:36:38 +01:00
levzzz 27cb8f96bf Merge pull request #3891 from levzzz5154/launcher/native-mods-where
Launcher: show where native mods are installed and what each instance's build plays
2026-10-31 18:26:08 +05:00
Ludovic Marie c7dcaf2b7d Merge pull request #4257 from horizon-rust/perf/dedicated-no-face-visibility
🤖 Agent: a dedicated server skips the face visibility (19 MB). Main merged in (a672a51eb): the skip moved into main's load_core visibility worker, and PackResources::load's dead draws parameter was dropped. pr_ready --quick green. CI green; parity passed on the rerun. The first run's tab_list (4/1000), lunge_motion and remote_fireball failures didn't reproduce: tab_list matches 1000/1000 locally on the same merged tree. rdbtCVS approved the pre-merge head (dismissed by the push).
2026-10-31 14:19:53 +01:00
Ludovic Marie bd541458cd Merge pull request #1777 from horizon-rust/feat/lithostitched-elements
🤖 Agent: Lithostitched limited/guaranteed jigsaw elements beside main's YUNG rules. rdbtCVS's change request (a fallback pool's guaranteed entries were never tried) is fixed and approved at c556f5b5b. Main merged in (clean). CI green, parity included. pr_ready: only main's 8 macOS resource-pack tests fail (#5094).
2026-10-31 13:57:53 +01:00
Ludovic Marie 01bbb4c654 Merge pull request #4276 from horizon-rust/perf/dedicated-no-client-tables
🤖 Agent: a dedicated server skips the block entity renderer and animate tables. Main merged in (d7c6e36cb): the skip moved into main's load_world_rest worker closures. pr_ready --quick green. CI green; parity passed on the rerun (head merged into main). The first run's world_spawn#4 was vanilla's documented spawn-height variance on seed -2080727421395798566; vanilla and Horizon both give y 72 locally, 3 runs out of 3. Reviews: DUzzL and dimaniojk LGTM.
2026-10-31 13:48:07 +01:00
Ludovic Marie 38a97ea64e Merge pull request #4279 from horizon-rust/perf/shared-loot-tables
🤖 Agent: shared loot tables per root and packs. rdbtCVS's change request (the cache key ignored root file changes) was fixed in fc4641bc8, and rdbtCVS approved it 2026-10-31. Main merged in (b546ffb87, clean). pr_ready --quick green; CI green, parity included (head merged into main c3905131b).
2026-10-31 13:44:17 +01:00
levzzz 2abd1ac013 Merge main into launcher/native-mods-where 2026-10-31 17:22:54 +05:00
levzzz 36f4bc00d6 Merge pull request #3870 from levzzz5154/launcher/native-builds-stay-put
Launcher: native rebuilds stay on the instance's Horizon, in its instance, fast
2026-10-31 17:21:22 +05:00
Ludovic Marie 3c68c05d0a Merge pull request #1171 from horizon-rust/feat/macos-x64
🤖 Agent: macOS on Intel (x86_64 game and launcher builds), approved by Ludovic. Main merged in (13fd2ee72, README conflict only). rdbtCVS's review is addressed in 7f99b2e8c: the install smoke test skips only for macos-x64 and only on a parsed list with no build; a failing launcher or script fails the step (5 cases checked locally). The Intel Rust-toolchain limit for native mods is documented. CI green (verify, tests, clippy, launcher). pr_ready: only main's macOS resource-pack test fails (#5094).
2026-10-31 12:47:21 +01:00
Ludovic MarieandClaude Opus 5.5 7f99b2e8cc macOS on Intel: only the Intel launcher may skip its install smoke test
rdbtCVS's review: the "no build yet" skip covered every platform and every
failure (a launcher that failed four times, a script error). Now only the
macos-x64 entry skips, and only on a version list that parsed and had no
build for it (exit 3); anything else fails the step as before. Plus the
known limit in docs/native-mods.md: no Rust toolchain for Intel Macs yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 12:27:00 +01:00
Ludovic Marie c556f5b5b8 Merge remote-tracking branch 'origin/main' into HEAD 2026-10-31 12:19:25 +01:00
Ludovic Marie b546ffb877 Merge remote-tracking branch 'origin/main' into HEAD 2026-10-31 12:13:44 +01:00
Ludovic MarieandClaude Opus 5.5 a6f30aa763 Resource-pack tests: run under the temp dir with its links resolved
resourcepacks::directory refuses a link anywhere in a destination's
ancestry. macOS's temp dir is under /var, a link to /private/var, so 7
horizon-port-pack tests and the launcher's
resource_only_profile_can_play_without_enabling_or_overwriting_packs
failed on every Mac, and main's launcher job fails on macOS since
b49925118.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 12:10:26 +01:00
Ludovic Marie bcbf367fc6 Merge remote-tracking branch 'origin/main' into HEAD 2026-10-31 12:08:34 +01:00
mularealandAntigravity 65d4d06ec5 Fix single-player position and inventory saving on the integrated server (#5065)
Co-Authored-By: Antigravity <[email protected]>
2026-10-31 11:57:07 +01:00
Ludovic Marie d7c6e36cb9 Merge remote-tracking branch 'origin/main' into HEAD
# Conflicts:
#	crates/horizon-client/src/game.rs
2026-10-31 11:56:07 +01:00
Ludovic Marie a672a51ebd Merge remote-tracking branch 'origin/main' into HEAD
# Conflicts:
#	crates/horizon-client/src/game.rs
2026-10-31 11:55:33 +01:00
Ludovic Marie 13fd2ee724 Merge remote-tracking branch 'origin/main' into HEAD
# Conflicts:
#	README.md
2026-10-31 11:54:10 +01:00
Ludovic Marie c3905131bf Merge pull request #5074 from horizon-rust/feat/anticheat-prediction-vanilla
🤖 Agent: proven. tools/anticheat_e2e.py --check prediction-vanilla: the vanilla 26.3 client behind 20-120 ms jitter never flagged in 6/6 runs (before these fixes 5/6 flagged); --check prediction (Horizon client) 3/3 clean, bot flagged and kicked; pr_ready green (1340 tests); server_knockback, dedicated_server, server_entities pass; 60 bots MSPT 4.08 off / 4.39 on. CI green (lunge_motion failed once, known flake, passes locally on this head and on rerun).
2026-10-31 11:53:04 +01:00
Ludovic MarieandClaude Opus 5.5 d7d0ead29d Anticheat prediction: the vanilla client on a jittery connection, never flagged
`tools/anticheat_e2e.py --check prediction-vanilla` runs the real vanilla 26.3 client
(tools/vanilla_client.py) against a server with the prediction on, through the 20-120 ms jitter
relay. VanillaMover (mods/horizon/src/test/java) wraps vanilla's Main unchanged and presses its key
mappings from stdin, so every move is vanilla's own movement code. It walks, sprint-jumps, strafes
and sneaks, with Speed given and cleared, over packed ice, swims, walks into cows, jumps at a block
set in front of it and glides with an elytra and a firework. It runs only when asked: it needs a
screen session.

It found four replay gaps, which a Horizon client hid because it runs the replay's own code:

- ClientPacketListener.handleUpdateAttributes replaces the client's modifiers with the server's,
  its sprint modifier included, and the client goes on sprinting as it was. The replay set the
  body's sprinting to the server's and then back to the client's, which put the modifier back: a
  sprint-jump after a teleport landed 0.03 blocks off. It now takes the attributes and keeps the
  client's sprinting.
- The changes a teleport's accept came after were dropped by the restart when the ticks before it
  hadn't seen them (an effect cleared: the replay kept Speed). Replay::finish applies them: the
  client had them all when it accepted the teleport.
- Under an excuse the replay can jump where the client couldn't (on a block it hadn't received),
  so the jump delay is unknown for the ticks after: a jump held then is played both ways
  (candidate 4).
- A teleport that comes while the replay is excused starts the replay excused too, so it takes
  the client's velocity until they agree.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 11:10:14 +01:00
Ludovic Marie 13ce6bcc64 Merge pull request #5041 from horizon-rust/feat/anticheat-prediction-e2e
🤖 Agent: prediction (d) verified: pr_ready green (1340 tests), anticheat_e2e all four checks pass on main+#5012, the prediction check 3/3 (real client behind 20-120 ms jitter never flagged, bot flagged and kicked); step/spider/jesus unit tests pass; tests and tools only.
2026-10-31 10:28:16 +01:00
Ludovic MarieandClaude Opus 5.5 807a818395 Anticheat prediction (d): e2e with a real client on a jittery connection, step/spider/jesus tests
`tools/anticheat_e2e.py --check prediction` starts a dedicated server with `[anticheat]` on and
connects a real Horizon client through a relay that holds every packet 20-120 ms, in order. The
client walks, sprint-jumps, strafes and sneaks, with Speed and Jump Boost given and cleared, over
packed ice and soul sand, swims, launches with riptide, walks into cows that are then killed, has
blocks changed in front of and under it, flies in creative, glides with an elytra and a firework,
and rides a boat: the check fails if it is ever flagged. A horizon-bots walker, which moves by its
own rules and sends no keys, must be flagged and sent back.

Unit tests: a step up a full block, a spider up a wall and a jesus on water each count from the
tick they start, and nothing before.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 10:06:44 +01:00
Ludovic Marie 51c9565411 Merge pull request #5012 from horizon-rust/feat/anticheat-prediction-check
🤖 Agent: prediction (c) verified: pr_ready green (1353 tests), server_knockback/dedicated_server/server_entities pass, anticheat e2e off/timer/ground pass; a real client behind 20-120 ms jitter never flagged in 8/8 runs while a bot is flagged and sent back; bench MSPT off 4.52/4.49, on 4.63/4.94 (60 bots); off by default.
2026-10-31 10:06:30 +01:00
Ludovic MarieandClaude Opus 5.5 71d7921132 Anticheat prediction (c): flag moves off the replay, set back to where they agreed
A move that lands farther than `[anticheat.prediction] tolerance` (0.03 blocks) from the replay
flags, weighing its offset in tolerances (at most 5 a tick); the setback sends the player to where
its moves last agreed. What the replay can't play yet excuses the tick and the ones after until the
moves agree again (40 ticks at most): another entity or player near (farther for a fast player), a
block change or an entity removal near the player that the client hadn't seen, a block change the
server hasn't sent, abilities the client hadn't seen, a moving piston, a chunk the client doesn't
have, a riptide launch, a teleport that keeps motion. Under an excuse the replay takes the client's
velocity, so it agrees again within a few ticks.

The replay now also nudges the player out of a block it stands in (LocalPlayer
.moveTowardsClosestSpace, worked out from the blocks as the game does for its own player), keeps
its body across setbacks, and plays the ticks that came in a burst with a teleport's accept before
starting again there, so their jump delay goes on through it.

The bot harness checks and the bench keep the prediction from flagging the bots, which move by
their own rules.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 09:29:57 +01:00
rdbt 9d979caa48 Merge pull request #5019 from rdbtCVS/perf/preload-world-at-launch
Preload the world data of a launch that names a world
2026-10-31 07:45:52 +00:00
rdbtCVSandClaude Opus 5.5 09a4cd9baf Merge main into perf/preload-world-at-launch
Main split the resource load into load_core; the launch world's preload now
starts once the core tables (and so the biomes) are in.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 07:40:27 +00:00
rdbt c18ed2db67 Merge pull request #5020 from rdbtCVS/perf/server-thread-overlap 2026-10-31 07:37:17 +00:00
rdbt c41a8d0d96 Merge pull request #5018 from rdbtCVS/perf/parallel-world-rest 2026-10-31 07:36:54 +00:00
rdbt fc680ec318 Merge pull request #5015 from rdbtCVS/perf/parallel-core-resources 2026-10-31 07:36:51 +00:00
rdbt c535285302 Merge pull request #5013 from rdbtCVS/t3/adaptive-server-view-distance 2026-10-31 07:36:38 +00:00
rdbt 763528025d Merge pull request #4962 from MSedgeMC/fix/candle-snuff
Pass flint and steel over a lit candle cake, and snuff through one path
2026-10-31 07:15:45 +00:00
rdbtCVSandClaude Opus 5.5 5bd13dad80 Send saved chunks past the view distance (max_view_distance)
A dedicated server's new `max_view_distance` (server.toml, off by default)
sends each player, past `view_distance`, the chunks the world has saved:
read on two reader threads, sent and dropped, never generated, loaded or
ticked. Bodies sent are kept five minutes (96 MB) for players walking back,
dropped when their column changes. A brake pulls the ring in by two chunks
while ticks average over 40 ms, never inside the view, and lets it out by
one every 5 s after 30 s under 25 ms; reads pause while the save's writer
is behind. The docs point at /pregen to fill the ring.

Fixes #5008

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 07:13:51 +00:00
rdbt 03fc2d3f2d Merge pull request #4990 from MSedgeMC/fix/villager-age-boundary
Run a mob's age boundary when it grows up, not only when it spawns
2026-10-31 07:11:07 +00:00
levzzz 1dfea0b84e Merge pull request #4669 from Qwerner88880/hooks-clean
Native mods: mod messages and event hook points (API next)
2026-10-31 12:05:00 +05:00
rdbtCVSandClaude Opus 5.5 eae1e21bd0 Load the world-rest tables in parallel
load_world_rest built its tables one after another on the world-rest-loader
thread (~550 ms warm). Only the recipes and the stations read another table
(the items), so the items chain, the block behaviours, the block entity
renderer, the animate and fog tables, the mob types and data, and the
transformers with the player models now load together in a thread scope,
within the worker budget (sequential when it is one thread). The rest
chain becomes its longest path: behaviours, or items -> recipes -> stations.

Closes #5000

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 07:02:33 +00:00
levzzzandClaude Sonnet 5.5 97b2e10df5 Merge hr/main; renumber mod messages and event hooks to API 40; not-joined error first, send allowance per server tick, sweep and spear kills
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 11:59:21 +05:00
rdbtCVSandClaude Opus 5.5 5bda60aa5d perf(server-thread): prepare the world beside the server's Game
Opening a single-player world built the server thread's own Game, then
prepared the world, then read the registries the server sends, one after
the other. None reads what another makes: the world now prepares on a
helper thread (WorldLoader) while the server thread builds its Game, and
the registries without data packs are read on another; a world without
packs adopts them, one with packs loads its own as before. The dedicated
server reads the registries beside its world's preparation too.

Closes #5001

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 06:56:46 +00:00
levzzz 3bffd9b52e Merge pull request #4677 from Qwerner88880/hooks-items
Native mods: hook points for item behaviour (API next)
2026-10-31 11:56:33 +05:00
rdbtCVSandClaude Opus 5.5 a648bef38c Load the core tables beside each other: the menu bundle, the block models and the block facts no longer wait in line
load_resources built the world bundle's core on one thread: the menu bundle,
then the registry, the block models and sprites, the block facts, the light
tables, the pack tables and the collision and motion tables, one after the
other. Most of them only read the registry. Now the menu bundle loads beside
load_core; past the registry, the block models (then the item models, which
share their parsed models), the face visibility, the collisions, the biomes
and the environment load beside the block facts, and the light tables beside
the motion tables once the facts are in. Only the mesh tables wait for all
of them. A pack failure in any of them still rolls back to the game's own
resources, and a single worker setting still loads them in turn.

Closes #4999

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 06:56:29 +00:00
rdbtCVSandClaude Opus 5.5 e3b213f8f9 Preload the world data of a launch that names a world
`--world` and `--quickPlaySingleplayer` launches paid the worldgen bundle,
the Overworld's decoration and the loot tables (~0.5-0.8 s) inside
`WorldRequest::prepare`: `preload_world_data` only runs on the world
screens. Such a launch now starts the same preload as soon as the block
registry and the biomes are loaded, for the world's own data packs and
preset, so the opening finds them in the cache. A world they don't fit
reads its own data when it opens, as before.

Closes #4998

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 06:56:01 +00:00
rdbt 530a1253e6 Merge pull request #4424 from apeirs/fix-merchant-space-reselect
Trading: Space and Enter press the focused offer again (hold Space to refill)
2026-10-31 06:52:29 +00:00
levzzzandClaude Sonnet 5.5 ae45f040b7 Merge hr/main; renumber item behaviour hooks to API 39
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 11:52:01 +05:00
levzzz 3d1b94f97c Merge pull request #4725 from Qwerner88880/hooks-signal
Native mods: hook points for redstone signals from a mod's block (API next)
2026-10-31 11:50:18 +05:00
levzzzandClaude Sonnet 5.5 57bee439bb Merge hr/main; renumber redstone signal hooks to API 38; native_update_signal_neighbors takes a dimension
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 11:44:40 +05:00
levzzz 367d519e3c Merge pull request #4799 from Qwerner88880/hooks-mobs
Native mods: helpers for spawning and moving mobs (API next)
2026-10-31 11:42:30 +05:00
levzzzandClaude Sonnet 5.5 13aecbe1e5 Merge hr/main; renumber mob helpers to API 37; dimension argument, verb-first names, /summon bounds, /tp dismount, readers gated, removed mobs unsaved
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 11:37:26 +05:00
rdbt 7aa0e28fae Merge pull request #4419 from DUzzL/fix/issue-4404-wind-burst-armor-stand
Run the mace weapon hit on armour stands
2026-10-31 06:35:04 +00:00
levzzz 202e37981f Merge pull request #4838 from Qwerner88880/hooks-recipes
Native mods: recipes of a mod's own types (API next)
2026-10-31 11:34:53 +05:00
rdbt 6ee48d0e47 Merge pull request #4961 from MSedgeMC/fix/knowledge-book-unlock
Make a knowledge book teach its recipes
2026-10-31 06:30:10 +00:00
levzzzandClaude Sonnet 5.5 836ea22364 Merge hr/main; renumber recipe helpers to API 36; guard outside a world, read bare ids, test loading
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 11:29:48 +05:00
Ludovic Marie 877d0dac10 Merge pull request #5003 from horizon-rust/feat/anticheat-prediction-history
🤖 Agent: verified: pr_ready green except #4662's known test (fails on main with .local); server_knockback, dedicated_server, server_entities pass; a real Horizon client replays 638/638 ticks with offset 0.0 (effects given and cleared); anticheat stays off by default; CI tests, clippy and verify pass.
2026-10-31 07:28:13 +01:00
levzzz 94b3b4aca5 Merge pull request #4893 from sirrayi/fix/mod-commands-chat
Chat: native mods' commands join the tree the chat colours and completes
2026-10-31 11:25:32 +05:00
levzzzandClaude Sonnet 5.5 73958d8397 Merge hr/main; renumber native_commands to API 35; leave a name the game has alone
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 11:19:52 +05:00
levzzz 37ad1f5c9e Merge pull request #4880 from reservedbytes/feat/native-scheduled-tick
feat(mods): native mods can change their blocks on scheduled ticks
2026-10-31 11:17:58 +05:00
rdbt 73db376775 Merge pull request #4994 from horizon-rust/ci/parallel-verify
CI: run verify's checks as three parallel jobs (~8 min → ~4 min)
2026-10-31 06:17:31 +00:00
Ludovic MarieandClaude Opus 5.5 84f633b56b Anticheat prediction (b2): replay what the server sent, on the tick the client took it
What the server sends a player that changes how its client moves goes
into the record with the server tick that sent it: a velocity
(SetEntityMotion for the player itself, as the client decodes its
LpVec3), an explosion's knockback (added), and attributes and effects
(UpdateAttributes, mob effects). Guest::send notes them while recording;
the tick's ping places them. The replay applies each before the first
client tick whose pong had seen that server tick, which is when the
client handled it. A client that ignores a push (anti-knockback) is off
from that tick on. The attributes and effects are copied when they
change, no longer every tick.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 07:17:26 +01:00
rdbt a3c5fe138e Merge pull request #4964 from MSedgeMC/fix/moving-piston-drops
Drop the block a moving piston carries when something destroys it
2026-10-31 06:15:38 +00:00
levzzzandClaude Sonnet 5.5 4db1495bfb Merge hr/main; renumber scheduled-tick hook to API 34
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 11:09:05 +05:00
levzzz ed5565713e Merge pull request #4872 from reservedbytes/feat/native-random-tick
feat(mods): native mods can change their blocks on random ticks
2026-10-31 11:06:56 +05:00
Ludovic Marie 90994feaca Merge pull request #4989 from horizon-rust/feat/anticheat-prediction-replay
🤖 Agent: prediction (b), the replay, off by default, flags nothing. Verified: a real Horizon client on a dedicated server, 262 ticks walking, sprint-jumping, strafing and sneaking all replayed to 1e-6; lan::prediction tests (honest exact, 1.3x speed and fly off); pr_ready --quick (only main's #4662 test fails); auto_jump, lunge_motion, mace, trident, server_knockback, dedicated_server, server_entities pass. Cost 5.6 us per player tick when on, 0 off.
2026-10-31 07:04:30 +01:00
rdbtCVSandClaude Opus 5.5 f2a99d6238 CI: run verify's checks as three parallel jobs
verify ran the public-tree check, the Python tests, clippy and the Rust tests one
after another (~8 min). They now run as the python, clippy and tests jobs at once,
and verify gathers them (always(), failing unless all three passed), so the
required check keeps its name.

A pull request's public-tree check reads only its own commits
(check_public_tree.py --range base..head) instead of every ref's whole history;
main's pushes still run --history.

Closes #4978

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 06:03:29 +00:00
levzzzandClaude Sonnet 5.5 e776e8e94a Merge hr/main; renumber random-tick hook to API 33; guard the Game property writers, test with_property
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 10:58:07 +05:00
levzzz 3d0512446d Merge pull request #4899 from reservedbytes/feat/native-shape-update
feat(mods): native mods can change their blocks on shape updates
2026-10-31 10:55:37 +05:00
rdbt a595a30164 Merge pull request #4981 from navinor/test/living-use-flags
Pin the living use flags to vanilla's 1/3/2 wire values
2026-10-31 05:53:07 +00:00
rdbt dffc94645e Merge pull request #4982 from navinor/fix/horizon-threads-useless-vec
Pass the short names test a slice, which clippy asks for
2026-10-31 05:53:01 +00:00
MSedgeMC 3edd56c5e4 Run a mob's age boundary when it grows up, not only when it spawns
AgeableMob.setAge calls ageBoundaryReached exactly on the crossing, and that
is where a goat's attack damage becomes 2, a hoglin's 6, a sulfur cube's
size 2. Horizon wrote the age field directly in both growth paths, so the
hook only ever ran at spawn: a baby goat that grew up kept the baby 1.0
damage forever.

The per-tick growth, the feeding age-up, a sheep eating grass and a sulfur
cube's own feeding now all go through set_age, so every species gets its
boundary work. The turtle keeps its hand-patched scute drop: that one needs
a level, the mob_drops gamerule and a loot table, which a Mob hook cannot
reach.
2026-10-31 11:21:18 +05:30
rdbtCVS b526d836a0 Merge remote-tracking branch 'origin/main' into HEAD
# Conflicts:
#	tools/lan_e2e.py
2026-10-31 05:49:48 +00:00
rdbt 0b82e9f872 Merge pull request #4941 from reservedbytes/fix/place-template-flags
fix(commands): /place template places as a structure template does
2026-10-31 05:48:14 +00:00
rdbt 3f722b80a8 Merge pull request #4822 from josegil1909/fix/4815-servers-i18n
feat(launcher): localize Servers dashboard, overview, and Tailscale panel
2026-10-31 05:48:10 +00:00
MSedgeMC f554e16b02 Draw the cake snuff smoke where vanilla draws it
A snuffed candle cake emitted its block event but the client drew the smoke
half a block too low: the offset table was indexed by the state's candles
property, which a cake does not have, so it fell into the one-candle row.
The client's own prediction also only matched names ending in candle, so on
a real client a cake's snuff drew nothing at all.

Both blocks now share one table with the cake's own offset, and the
prediction knows the cake's half-block hit rule.
2026-10-31 11:17:31 +05:30
MSedgeMC 92415234d9 Pass flint and steel over a lit candle cake, and snuff through one path
A candle cake's useItemOn passes for flint and steel and fire charges before
anything else, so the item lights a fire beside the cake. Horizon answered
the click with useWithoutItem, which eats the cake: a lit candle cake
vanished when you tried to light a fire next to it.

Both hand-snuff branches also duplicated AbstractCandleBlock.extinguish
instead of calling extinguish_candle, and only a plain candle drew the wick
smoke. They now go through the one helper, and a cake's snuff smokes too.
2026-10-31 11:17:18 +05:30
levzzzandClaude Sonnet 5.5 f96b795bf6 Merge hr/main; renumber shape-update hook to API 32; validate a mod's state id; cover the incoming state in the test
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 10:46:43 +05:00
levzzz 2d6d006d39 Merge pull request #4665 from ludovicthenot/native-player-tick-hook
Native mods: a hook point for each player's server tick (API 22)
2026-10-31 10:43:33 +05:00
rdbt 6eca577874 Merge pull request #4973 from MSedgeMC/chore/ledger-stale-rows-2
Retarget another thirteen ledger rows that are already ported
2026-10-31 05:38:47 +00:00
rdbt c559d125b5 Merge pull request #4977 from sl4ppleware/fix/seat-gone-on-rejoin
No more sitting on a ghost cushion after rejoining (a robot noticed again)
2026-10-31 05:38:43 +00:00
Aaron WangandOpenCode 819cd2eebc Pass the short names test a slice, which clippy asks for
clippy 1.99 flags \&vec![0; 100]\ as a useless_vec. The test only borrows the buffer for the call, so \&[0; 100]\ is the same argument without the allocation. This is the only change; it unblocks the workspace clippy step for every PR.

Co-Authored-By: OpenCode (DeepSeek V4.1 Flash) <[email protected]>
2026-10-31 01:37:46 -04:00
Ludovic Marie 1e62ad7914 Merge pull request #4955 from horizon-rust/fix/main-green-2
🤖 Agent: fixes 3 of parity-main's failures on main: block_update and random_tick (the probe skips the new structure/test block events, as it skips command_block), mob_ai bee_sting (the probe counts MobEvent::StingPlayer as a hit), and save_roundtrip (post_effects stored even when empty, as vanilla does), plus #4662's motion test, which failed with the vanilla data. Verified: those harnesses pass locally and fail on main; CI parity 59/61, where the 2 failures were main's join line, since fixed by #4950; verify green; pr_ready --quick (its one failure is #4780's candle test, which fails on main too).
2026-10-31 06:37:37 +01:00
rdbtCVS 57d8a70a2c Merge remote-tracking branch 'origin/main' into HEAD
# Conflicts:
#	launcher/lang/de.json
#	launcher/lang/es.json
#	launcher/lang/fr.json
#	launcher/lang/pl.json
#	launcher/lang/ru.json
#	launcher/lang/uk.json
#	launcher/lang/zh.json
2026-10-31 05:34:49 +00:00
rdbt 0fb65197a7 Merge pull request #4811 from josegil1909/fix/4802-modpacks-i18n
feat(launcher): localize Modpacks tab and port coverage report
2026-10-31 05:33:17 +00:00
rdbt d4dff9534c Merge pull request #4114 from DUzzL/fix/issue-4104-elytra-body-jitter
Smooth the elytra body lean between ticks
2026-10-31 05:32:50 +00:00
rdbt a73db6ad95 Merge pull request #3983 from DUzzL/fix/issue-3976-bots-report-bytes-join
horizon-bots: report bytes in/out and join-time percentiles
2026-10-31 05:32:27 +00:00
levzzzandClaude Sonnet 5.5 6718c7dd9a Merge hr/main; renumber player-tick hook to API 31
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 10:32:21 +05:00
Aaron WangandOpenCode d331af9962 Pin the living use flags to vanilla's 1/3/2 wire values
LivingEntity.startUsingItem sets flag 1 for the use and flag 2 for the off hand, so an off-hand use is 3; stopUsingItem clears only flag 1, so its stop arrives as 2. Pin the sender and both readers (mob data and the local player's synced use) to those values with tests, and say which bit means what where the reader lives.

Co-Authored-By: OpenCode (DeepSeek V4.1 Flash) <[email protected]>
2026-10-31 01:31:55 -04:00
rdbt 389a918c16 Merge pull request #4972 from TobiasLogic/shaderpacks/far-render-distance
Shader packs: far is the chunk render distance, not the distant terrain's reach
2026-10-31 05:31:26 +00:00
levzzz bdebd8103c Merge pull request #4656 from ludovicthenot/native-left-click-block-hook
Native mods: a hook point for left-clicking a block (API 21)
2026-10-31 10:30:42 +05:00
sl4ppleware 5e7b9a5075 Rejoining a server rides nothing until the server pairs a vehicle: no sitting on a broken cushion 2026-10-31 08:29:50 +03:00
MSedgeMC dd94337c2e Retarget another thirteen ledger rows that are already ported
The ledger is where AGENTS.md sends every contributor before parity work,
and its missing rows keep sending people at behaviour that exists: the iron
golem's creator rule and crack sound, the candle and candle-cake snuff, the
villager's trade reach, the piglin's target-distance rule, the allay's
save data. Each row here now names the function that ports it, verified
against the jar and the tree.

Three rows stay missing on purpose: the moving piston's drops, the
pufferfish's puff state and the enderman's carried block are waiting on
open PRs, so citing them would name functions main does not have yet.
2026-10-31 10:56:32 +05:30
Ludovic MarieandClaude Opus 5.5 7f969cb3a5 Anticheat prediction (b): play each client tick again and compare
Each client tick the record holds is played again with the client's own
movement code (MotionWorld::replayed_tick: LocalPlayer.aiStep with the
client's keys and the sprinting it said it had), on a copy of the
player, from where the last tick ended, starting at a teleport the
client accepted, and compared with where the client said it went. The
replay then goes on from the client's position. The keys and sprinting
are known exactly and never guessed; what the server can't know is
tried, every combination, the tick as heard first: the ground on the
first tick after a start, and the item use on the tick the server's
changed. It flags nothing yet: the check is the next PR.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 06:26:20 +01:00
Jose Gil 0c5074bba1 feat(launcher): localize Servers dashboard, overview, and Tailscale panel 2026-10-31 01:20:32 -04:00
levzzzandClaude Sonnet 5.5 fcaaed088b Merge hr/main; renumber left-click-block hook to API 30, narrow the cancel contract
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 10:20:20 +05:00
rdbt 4de90a13d4 Merge pull request #4971 from rdbtCVS/readme-trim-launcher-shots
README: shorter text, launcher screenshots from 0.2.30
2026-10-31 05:20:09 +00:00
levzzz cbda897a5e Merge pull request #4648 from ludovicthenot/native-interact-entity-hook
Native mods: a hook point for right-clicking an entity (API 20)
2026-10-31 10:18:37 +05:00
rdbtCVSandClaude Opus 5.5 86a40451e8 README: shorter text, launcher screenshots from 0.2.30
Trims each section to what a reader needs and links the docs for the
rest, about 35% fewer words. The generated gap block and the parity
table's format are unchanged (tests/test_parity*.py).

The Home and Settings screenshots were taken with launcher 0.2.30, which
moved the window to the new layout (instance tabs, Join a friend, accent
colours); the old ones showed 0.2.28.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 05:17:33 +00:00
rdbt 017afee3a1 Merge pull request #3982 from DUzzL/fix/issue-3972-bench-load-driver
bench: one script for Horizon, vanilla and Pumpkin under the same bot load
2026-10-31 05:15:19 +00:00
rdbt b2f0b58fc9 Merge pull request #4047 from elythepreciouscat/fix/fps-cap-vsync-off
Linux: OpenGL presents uncapped with VSync off
2026-10-31 05:15:01 +00:00
rdbtCVS 7f884ad64b Merge remote-tracking branch 'origin/main' into HEAD
# Conflicts:
#	launcher/lang/de.json
#	launcher/lang/es.json
#	launcher/lang/fr.json
#	launcher/lang/pl.json
#	launcher/lang/ru.json
#	launcher/lang/uk.json
#	launcher/lang/zh.json
2026-10-31 05:10:34 +00:00
rdbt 568159fa1e Merge pull request #4800 from josegil1909/fix/4798-settings-ai-telemetry-i18n
feat(launcher): localize AI agent and Data collection settings sections
2026-10-31 05:09:27 +00:00
rdbt 6bbc5cb3b0 Merge pull request #4956 from Detimes/fix-4417-resource-preflight
horizon-server: check the prepared game files before starting the engine (#4417)
2026-10-31 05:08:35 +00:00
rdbt 6e263d79f6 Merge pull request #4950 from rdbtCVS/fix/own-join-line-parity
Server: the newcomer doesn't read its own join line, as in vanilla
2026-10-31 05:07:17 +00:00
levzzzandClaude Sonnet 5.5 2959076c75 Merge hr/main; renumber right-click-entity hook to API 29
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 10:06:35 +05:00
rdbt ff5d14d4c2 Merge pull request #4960 from MSedgeMC/fix/witch-magic-absorb
Pin the witch's magic resistance with a test
2026-10-31 05:05:35 +00:00
MSedgeMC c39db2247c Drop the block a moving piston carries when something destroys it
MovingPistonBlock.getDrops returns the loot of the state the block entity
is moving, or nothing when the block entity is gone. Horizon had no loot
for a moving piston at all, so /setblock ... destroy and /fill ... destroy
made a piston in flight swallow the block it carried.

A hand break still drops nothing, as vanilla's does: removeBlock clears the
block entity before the player's drops are drawn.
2026-10-31 10:35:05 +05:30
rdbt e3cba0ac6f Merge pull request #3806 from TraiNguyenVan/docs/readme-launcher-screenshots
README: fresh launcher screenshots, and the website's hero as the banner
2026-10-31 05:05:00 +00:00
levzzz e91d4e3f01 Merge pull request #4869 from arismoko/native-tag-checks
Native mods: read block and item tags
2026-10-31 10:04:36 +05:00
rdbt eac39ece47 Merge pull request #4402 from levzzz5154/docs/native-hooks-neoforge
Docs: model native hook points on NeoForge 26.3 events (proposal)
2026-10-31 05:04:29 +00:00
rdbt b251abc575 Merge pull request #3984 from horizon-rust/docs/server-next
docs/server-next.md: the next server's design, measured against vanilla and Pumpkin
2026-10-31 05:04:02 +00:00
rdbt 09e315cb24 Merge pull request #4482 from horizon-rust/docs/permissive-licenses-only
CONTRIBUTING: another project's code only when its license allows it
2026-10-31 05:03:58 +00:00
TobiasLogicandClaude Opus 5.5 48709c8091 Shader packs: far is the chunk render distance, not the distant terrain's reach
With Distant Terrain on, Frame::distance is the distant terrain's reach (LOD Distance 128: 2048
blocks), and packs got it as far. Iris gives the chunk render distance, and packs fade terrain into
the sky by it (Photon's and Complementary's border fog), so with far terrain on the fog began near
the far terrain's edge and distant land showed unfogged to the horizon. far is now
Frame::detail_distance.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 12:03:07 +07:00
MSedgeMC f8b5fed2f0 Make a knowledge book teach its recipes
KnowledgeBookItem.use reads the recipe ids in the book's recipes component
and awards them, and vanilla consumes the book before it looks at them, so
even an invalid book is used up. Horizon had no handler at all: a knowledge
book in hand fell through the item chain and did nothing, so the item was
inert.

The award path is the one /recipe give and crafting already use, and a book
naming a recipe the server does not know fails as vanilla's Invalid recipe
log does, without learning the valid ids beside it.
2026-10-31 10:30:53 +05:30
rdbtCVSandClaude Opus 5.5 4141a127fb Merge main into fix/issue-4404-wind-burst-armor-stand
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 04:57:52 +00:00
levzzzandClaude Sonnet 5.5 1ba05096b8 Merge hr/main; take native hooks API 28
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 09:55:33 +05:00
Ludovic Marie 19021623be Merge pull request #4954 from horizon-rust/feat/player-motion-clone
🤖 Agent: PlayerMotion: Clone (prediction b0), no behaviour change. Verified: pr_ready --quick (the one failure is main's #4662 test), the new copy tests, harnesses attribute, attribute_health, attribute_updates, live_attribute_updates, live_attributes, attribute_map_queries pass.
2026-10-31 05:55:19 +01:00
levzzzandClaude Sonnet 5.5 d27ec41434 Merge hr/main; renumber right-click-entity hook to API 28
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 09:54:52 +05:00
rdbtCVS 5993df106f Merge remote-tracking branch 'origin/main' into pr-3983
# Conflicts:
#	crates/horizon-bots/src/main.rs
2026-10-31 04:54:36 +00:00
levzzz 81b30898d7 Merge pull request #4840 from reservedbytes/feat/mod-mob-effects
feat(mods): content mods declare their own mob effects
2026-10-31 09:53:37 +05:00
levzzz 4fc225edb9 Merge pull request #4600 from JustKarkat/feat/native-health-hud-hook
Native mods: the player-health HUD rows as a hook point
2026-10-31 09:53:11 +05:00
MSedgeMC 28754451ea Pin the witch's magic resistance with a test
Witch.getDamageAfterMagicAbsorb takes the four #witch_resistant_to
damage types at 15% and nothing from a hit it caused itself. Horizon does
this in Mob::damage_with, after armour and protection, in vanilla's order,
and nothing asserted it: the port ledger still says missing, and a reader
looking in mobs/witch.rs would find only goals and drinking.

The tests cover the four tag kinds, a physical hit passing through
untouched, and a witch's own indirect magic doing nothing.
2026-10-31 10:23:05 +05:30
arismoko 142424b58f Native mods: read block and item tags 2026-10-30 23:52:42 -05:00
rdbtCVS 1ad4d8633b Merge remote-tracking branch 'origin/main' into pr-4114
# Conflicts:
#	crates/horizon-client/src/game/lan.rs
#	crates/horizon-client/src/mobs/render.rs
2026-10-31 04:48:05 +00:00
rdbtCVSandClaude Opus 5.5 600058493e bench: bytes per player and second over each bot's time online
The bandwidth divided every bot's bytes by the whole run, so a bot that
joined late was counted for seconds it wasn't on and the rate came out
low. Divide by each bot's own connected time (bot i joins i * join_every
after the first), leave failed bots out, and say in the docstring and the
table row that it averages from login on, join included.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 04:47:30 +00:00
DetimesandClaude Sonnet 5.5 fdd6f507ec horizon-server: check the prepared game files before starting the engine (#4417)
A prepared folder that was copied only in part made the engine crash with
"os error 2" at every restart. `init` and `run` now check what the
horizon-resources.json manifest records: the derived files are there and
match its hashes, and the font and texture folders aren't empty, and name
what is wrong.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 04:45:22 +00:00
Ludovic Marie 7e170c6a64 Merge pull request #4949 from horizon-rust/fix/parity-main-bisect-per-harness
🤖 Agent: parity-main's bisect judges each failed harness on its own, so one harness that fails at the base (lunge_motion on 10-31) no longer hides the merges that broke the others. Verified: tests/test_parity_main.py (mixed and two-culprit cases), pr_ready --quick (487 Python tests), CI green.
2026-10-31 05:45:10 +01:00
rdbtCVSandClaude Opus 5.5 0291f63727 CONTRIBUTING: CC0-1.0 is a public-domain dedication, not a Creative Commons license
The off-limits list named "Creative Commons licenses" while CC0-1.0 is
allowed. Name the licenses meant (CC BY, CC BY-SA, CC BY-NC...) and say
CC0 is a dedication, not one of them. The template and
how-horizon-is-built.md now name BSD-2-Clause and BSD-3-Clause, as
CONTRIBUTING does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 04:44:56 +00:00
levzzzandClaude Sonnet 5.5 27c38eb27b Merge hr/main into feat/mod-mob-effects
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 09:44:50 +05:00
rdbtCVSandClaude Opus 5.5 2ed80412b1 docs/server-next.md: line total, join worst, quiet channel and tracker paths
The gameplay parts listed sum to about 420 000 lines, not 300 000.
Horizon's worst join was 249 ms (50 bots), as the table says.
The Horizon-brand payload is horizon:quiet_commands, and Entities::tick
and mob_meta live in lan/entity.rs and game/lan.rs (lan/tracking.rs is
the generated tracking table).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 04:43:33 +00:00
levzzzandClaude Sonnet 5.5 a49b9a6b88 Address review: simplify mob_effect_id, read effects through Builtin::parse, test command-registries, docs
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 09:43:09 +05:00
levzzz 53e565516f Merge pull request #4925 from reservedbytes/feat/content-crafting-remainder
feat(mods): content items declare a crafting remainder
2026-10-31 09:43:05 +05:00
levzzzandClaude Sonnet 5.5 9a4eb4add8 Merge hr/main; renumber player-health HUD hook to API 27
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 09:41:30 +05:00
Ludovic MarieandClaude Opus 5.5 c58859aedf PlayerMotion: Clone, for the movement prediction's replays
The prediction plays each client tick again on a copy of the player, one
copy per candidate input. Everything in PlayerMotion derives Clone but
its attributes: their identity allocator was a Box<dyn FnMut>, now a
Box<dyn Identities> (any FnMut() -> i32 that is Clone), and
ObjectOpenMap's table (an Rc<RefCell>) is copied, not shared, so a
copy's changes never reach the original.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 05:40:59 +01:00
levzzz 0d327cc093 Merge pull request #4475 from reservedbytes/feat/native-config-dir
feat(mods): native mods get the game's config folder
2026-10-31 09:39:52 +05:00
levzzzandClaude Sonnet 5.5 cffc83bb8b Merge hr/main into feat/content-crafting-remainder
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 09:33:46 +05:00
levzzz f253ba22d4 Merge pull request #4921 from reservedbytes/feat/content-block-item-components
feat(mods): block items patch their template item's data components
2026-10-31 09:31:51 +05:00
levzzzandClaude Sonnet 5.5 78858b1d42 Drop the translations no code asks for any more
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 09:30:59 +05:00
Ludovic MarieandClaude Opus 5.5 cb59fcd162 Main's parity: probes for the new block and sting events, post_effects always saved
parity-main has failed since a batch of merges on 10-31:

- block_update, random_tick: #4703 and #4724 added the structure_block,
  test_block and test_block_tick block events, which the probe printed as
  unknown (`X`). Their work lives on the block entity (game/test_blocks.rs,
  the structure block screen); a fresh structure block has no name to save
  or load. The probe skips them, as it does command_block.
- mob_ai bee_sting: a bee's sting on the player became
  MobEvent::StingPlayer (stingers stuck in the body); the probe didn't count
  it as a hit on the player, so the player's hurt sound was missing.
- save_roundtrip: ServerPlayer.addAdditionalSaveData stores `post_effects`
  even when it is empty; Horizon left the key out.

Also #4662's a_swimming_passenger_sits_up_even_when_standing_does_not_fit,
which fails whenever the vanilla data is present: the player stood in the
air at y 9.65 (the scene's floor away from the pyramid tops out at y 4), so
standing fit. The feet now go 0.35 into that floor.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 05:30:39 +01:00
levzzzandClaude Sonnet 5.5 eda9860e1d Merge hr/main; renumber native config folder to API 26
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 09:30:19 +05:00
Jose Gil 5b492b240f feat(launcher): localize Modpacks tab and port coverage report 2026-10-31 00:29:57 -04:00
levzzz 0a28a10e93 Merge remote-tracking branch 'hr/main' into own/3891 2026-10-31 09:29:52 +05:00
levzzz 9e06cafb83 Merge #3855 into native-mods-where 2026-10-31 09:29:52 +05:00
levzzz 7110152122 Merge #3870 into native-mods-where 2026-10-31 09:29:38 +05:00
levzzz 6c78d82c5d Merge pull request #4574 from arismoko/native-server-sounds
Native mods: play vanilla sounds from server code
2026-10-31 09:29:20 +05:00
levzzzandClaude Sonnet 5.5 a82a28179d Merge main into native-mods-on-by-default; GitHub installs no longer set the removed switch; Up to date compares each mod's files
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 09:29:08 +05:00
Jose Gil 44d3e49db8 feat(launcher): localize AI agent and Data collection settings sections 2026-10-31 00:27:20 -04:00
levzzzandClaude Sonnet 5.5 a3ba9256a4 Native hooks proposal: bring up to date with main, cite NeoForge's public docs per claim, drop uncited detail
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 09:27:06 +05:00
levzzz a00475b910 Merge remote-tracking branch 'hr/main' into rv/4402 2026-10-31 09:26:26 +05:00
Ludovic MarieandClaude Opus 5.5 e5c713c00b parity-main: judge each failed harness on its own when bisecting
bisect ran the failed harnesses as one group and asked "does any of them
fail?". On 10-31 (run 41157154666) lunge_motion failed at the base while
the 8 others passed there, so the whole group "failed at the base too" and
no merge was named for 8 real regressions.

run_harnesses now returns the harnesses that failed (from parity.py's
last-run.json). bisect drops those that pass again at HEAD (flakes),
reports those that fail at the base too, and searches the merge that broke
the rest; harnesses broken by different merges each get theirs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 05:26:17 +01:00
levzzz 8b1758dc73 Merge pull request #4579 from gravitacia/codex/roadmap-resource-packs
Import resource packs with modpacks
2026-10-31 09:25:28 +05:00
rdbt 623e7b03dc Merge pull request #3988 from senjinthedragon/hdr-windows-auto
HDR: Auto on Windows, from the luminances the OS reports
2026-10-31 04:24:36 +00:00
levzzz a2bc79274b Merge pull request #4814 from josegil1909/fix/4812-mods-page-i18n
feat(launcher): localize Mods browser, filters, and GitHub mods panel
2026-10-31 09:22:09 +05:00
rdbtCVSandClaude Opus 5.5 8d9d4d94e3 Server: the newcomer doesn't read its own join line, as in vanilla
PlayerList.placeNewPlayer broadcasts multiplayer.player.joined before
players.add, so only the others read it. #4634 sent it to the newcomer
too, which made dedicated_server and secure_chat fail. Fixes #4943.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 04:21:35 +00:00
levzzzandClaude Sonnet 5.5 809dd639e2 Merge hr/main; renumber native sounds hook to API 25
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 09:19:50 +05:00
rdbt 970376b6c5 Merge pull request #4058 from ult1mq/codex/windows-allocator-options
Add an opt-in Windows Segment Heap build feature
2026-10-31 04:19:16 +00:00
levzzz ffb3d2d1ea Merge pull request #4817 from arismoko/native-set-block-4808
Native mods: set a server block (API next)
2026-10-31 09:18:46 +05:00
levzzz 0d1e3dfd41 Merge remote-tracking branch 'hr/main' into fix/pr-4921 2026-10-31 09:18:26 +05:00
levzzz e5dde40e72 Merge pull request #4700 from arismoko/cleanup-content-identity
Validate content registry identity data
2026-10-31 09:18:19 +05:00
levzzzandClaude Sonnet 5.5 ff5db37b0e Check block component values for max_stack_size and rarity
Block files have no top-level keys for them, so the same 1..=99 and rarity checks apply inside components.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 09:16:30 +05:00
levzzz 37fd66562f Merge remote-tracking branch 'hr/main' into fix/pr-4921 2026-10-31 09:16:12 +05:00
rdbt 07042859e1 Merge pull request #4939 from reservedbytes/fix/dragon-fire-and-wind-charge
fix(dragon): parts refuse fire and a perched dragon shrugs off wind charges
2026-10-31 04:15:48 +00:00
levzzzandClaude Sonnet 5.5 b499251187 Resource packs: a bad pack never blocks import or launch; hard-link fallback for downloads
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 09:15:43 +05:00
rdbt 6197116a9e Merge pull request #4940 from horizon-rust/server-asks/spectator-check
tools: end-to-end check that spectators stay hidden on a dedicated server
2026-10-31 04:15:43 +00:00
Ludovic Marie ad531e6374 Merge pull request #4903 from horizon-rust/fix/server-packet-small
🤖 Agent: rebased after the merger's conflict STOP. Verified on 16fd80bdc: pr_ready --quick (the one failure is main's #4662 test), tools/server_packet_rules_e2e.py and tools/server_container_click_e2e.py pass.
2026-10-31 05:15:31 +01:00
rdbtCVSandClaude Opus 5.5 dfb6d1f0fb Merge main into hdr-windows-auto: docs/graphics.md keeps main's HDR paragraph with the Windows Auto sentence
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 04:15:17 +00:00
levzzz 9f2a4433ec Merge remote-tracking branch 'hr/main' into fix/pr-4579 2026-10-31 09:13:56 +05:00
levzzz 7c9efae60a Merge pull request #3745 from UMCEKO/mods/port-no-phantom-items
Port pack: item models only an item's overrides use are not items
2026-10-31 09:13:50 +05:00
levzzz c829600ac6 Merge pull request #3744 from UMCEKO/mods/port-armor-equipment
Port pack: armour of a mod's own material draws its own textures
2026-10-31 09:13:19 +05:00
rdbt f4088409ee Merge pull request #4927 from Web-mc1/fix-pvp-death-message
Name the attacking and diying player in PvP death messages
2026-10-31 04:13:03 +00:00
rdbt 3063237a06 Merge pull request #4906 from TobiasLogic/shaderpacks/iris-shadow-camera
Shader packs: sunPathRotation and the shadow camera as Iris has them
2026-10-31 04:11:48 +00:00
rdbt e75d4bc1b6 Merge pull request #4938 from k3yh/fix/phantom-line-of-sight
Phantoms target only a player they can see (#4929)
2026-10-31 04:11:45 +00:00
levzzzandClaude Sonnet 5.5 ceca6301a6 Launcher: update the Mods page header translations for the trimmed text
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 09:11:26 +05:00
rdbt 1b62d8d1f2 Merge pull request #4920 from reservedbytes/fix/dragon-crystal-credit
fix(dragon): a destroyed crystal credits its player, else the nearest
2026-10-31 04:11:14 +00:00
rdbt 52e186749d Merge pull request #4934 from reservedbytes/fix/explosion-pushes-refused-mobs
fix(explosion): mobs are pushed even when the hit is refused
2026-10-31 04:11:10 +00:00
rdbt ba40840da7 Merge pull request #4931 from reservedbytes/fix/creeper-blast-credit
fix(combat): a creeper's blast is a player_explosion
2026-10-31 04:10:23 +00:00
levzzzandClaude Sonnet 5.5 c97b85dc0b Polish: fix mixed-script word in the GitHub mods panel text
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 09:10:22 +05:00
levzzz fd4a625f7e Merge remote-tracking branch 'hr/main' into fix/pr-4814 2026-10-31 09:10:09 +05:00
levzzzandClaude Sonnet 5.5 bceac87629 Native mods: renumber set-block hook to API 24, create block entities, drain level events, fix flags docs
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 09:09:46 +05:00
levzzz e005da2cc0 Merge pull request #4478 from rdbtCVS/launcher-hide-unusable-sources
Launcher: hide the Mods page's sources and tabs that aren't usable yet
2026-10-31 09:09:43 +05:00
arismoko 406648ebe2 Native mods: play vanilla sounds from server code 2026-10-30 23:09:35 -05:00
rdbt 477ae00887 Merge pull request #4470 from horizon-rust/chore/claim-limit-8
/claim: hold up to 8 open issues, not counting ones a PR already fixes
2026-10-31 04:09:33 +00:00
levzzz 3c481aa243 Merge pull request #4848 from horizon-rust/fix/mods-screen-native-hint
Mods page: native mods installed but not built say so
2026-10-31 09:09:02 +05:00
levzzz ddd00efcbb Merge pull request #4836 from horizon-rust/fix/native-mods-linux
Launcher: say what a Linux native build lacks before it starts
2026-10-31 09:08:23 +05:00
levzzz c6cf721a91 Merge remote-tracking branch 'hr/main' into fix/pr-4700 2026-10-31 09:08:20 +05:00
levzzz 85c0d5fe3c Merge pull request #4746 from arismoko/native-level-tick
Native mods: per-level tick hooks (API 23)
2026-10-31 09:08:10 +05:00
Ludovic MarieandClaude Opus 5.5 048dafddad tools: end-to-end check that spectators stay hidden on a dedicated server
Two real Horizon clients on a dedicated server: the survival player's
client must not be sent the spectator at all (no entity, so no name tag,
armour or crosshair target), right after the switch, after a teleport onto
the player, a death and respawn, a trip to the Nether and back, either
player joining again; it shows the player again in survival, and the
spectator still sees everyone (vanilla's ServerPlayer.broadcastToPlayer).

It fails on the commit before #4204 (the spectator was sent, only
invisible) and passes on main.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 05:05:27 +01:00
levzzzandClaude Opus 5.5 d33d377090 Merge main into launcher/native-builds-stay-put; review fixes
Conflict: rust_toolchain.rs `Toolchain::command` doc (main's no-console note, #4841).

Review fixes (arismoko 1-4, dimaniojk 2):
- low_priority on Windows sets CREATE_NO_WINDOW | BELOW_NORMAL_PRIORITY_CLASS: creation_flags
  replaces the whole value, so with main's process::command the console window came back.
- Linux I/O: best-effort level 7 instead of the idle class, which can stall a build while the
  game streams chunks.
- builds_run_at_the_lowest_priority reads the child's niceness and I/O priority back with
  getpriority/ioprio_get instead of `ionice || echo idle`.
- outside_configs doc says what it is: the filesystem root above the launcher's data.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 08:58:37 +05:00
reservedbytes f651954913 fix(commands): /place template places as a structure template does 2026-10-31 02:57:18 -01:00
Ludovic Marie 8f91f896a5 Merge pull request #4919 from horizon-rust/feat/anticheat-prediction-record
🤖 Agent: prediction (a), recording only, off by default. Verified: pr_ready (1288 tests), lan_bot test of the record and the pong rules, server_entities and server_player_damage harnesses pass. dedicated_server's one diff is main's #4634 join line (fix: #4937). 60-bot A/B: main 4.35 MSPT, off 4.41, on 4.33 (noise).
2026-10-31 04:49:13 +01:00
reservedbytes 27888dc18d fix(dragon): parts refuse fire and a perched dragon shrugs off wind charges 2026-10-31 02:48:04 -01:00
Ludovic MarieandClaude Opus 5.5 16fd80bdcf Server packet rules: world border, carried item, game mode, beacon, pick block
ServerGamePacketListenerImpl, where the server differed:
- handleAttack and handleInteract: a target outside the world border is
  ignored (WorldBorder.isWithinBounds(target.blockPosition())).
- handleSetCarriedItem: a slot past the hotbar logs "<name> tried to set
  an invalid carried item"; a new slot stops only a main-hand use.
- handleChangeGameMode without the permission logs "Player <name> tried
  to change game mode to <mode> without required permissions".
- handleSetBeaconPacket: effects the beacon can't give, or no payment,
  disconnect (multiplayer.disconnect.generic) with "Player <name> tried
  to set invalid beacon effects".
- handlePickItemFromBlock: only a loaded block.

horizon-bots gains --raw TICK:ID:HEX, and
tools/server_packet_rules_e2e.py checks the first four on a dedicated
server.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 04:46:44 +01:00
k3yhandClaude Opus 5.5 b4da90182f Phantoms target only a player they can see (#4929)
Phantom's target, strategy and its target's keep checks call
canAttack(level, player, TargetingConditions.DEFAULT), whose test needs
line of sight (Sensing.hasLineOfSight). Horizon's checks only looked at
the player being alive and in survival, so a phantom took a player
boxed under a roof or glass and kept swooping at it. Check sight there
too; the sweep keeps vanilla's check without it.

The test world fixture takes a closure that places blocks, and the
fox test's player moves to a shared test_player.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 22:44:47 -05:00
rdbt 87a9d03fd8 Merge pull request #4050 from ult1mq/codex/mesh-buffer-reuse
Reuse worker meshing scratch and bounded mesh capacity
2026-10-31 03:37:29 +00:00
rdbtCVSandClaude Opus 5.5 43e29d4556 Merge main into codex/mesh-buffer-reuse
SectionMesh::clear also resets the new tight bounds (#4244), and the padding
reuse test expects a missing neighbour to continue the centre's edge column
(ee7d443c8).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 03:28:02 +00:00
rdbt 480f6b3d1b Merge pull request #3993 from Vasysik/perf/sunrise-sector-selection
Reduce sunrise fan intersection work with projected sector selection
2026-10-31 03:25:53 +00:00
rdbt d4c60e0ac4 Merge pull request #4386 from elythepreciouscat/perf/light-chunk-scratch-and-traversal
Chunk lighting: reuse worker scratch buffers and optimize flood-fill traversal
2026-10-31 03:18:59 +00:00
rdbtCVSandClaude Opus 5.5 4af27b50a8 sunrise_fan: restore the comments' Möller and × characters
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 03:16:52 +00:00
reservedbytes 0b83386c7e fix(explosion): mobs are pushed even when the hit is refused 2026-10-31 02:16:27 -01:00
rdbt a10b26b9ef Merge pull request #4244 from elythepreciouscat/perf/lce-tight-bounds-prioritized-meshing
Render: tight chunk section bounds for resident frustum culling
2026-10-31 03:16:20 +00:00
levzzz 8acefbec58 Merge pull request #4926 from levzzz5154/parity/BAN-notices
Show ban notices before the title screen (Gui.addInitialScreens)
2026-10-31 08:16:06 +05:00
rdbt da2acdad41 Merge pull request #4924 from horizon-rust/fix/launcher-de-json
Launcher: fix lang/de.json breaking the launcher job on main
2026-10-31 03:15:08 +00:00
reservedbytes d020b5f93c fix(combat): a creeper's blast is a player_explosion 2026-10-31 02:14:40 -01:00
rdbt 1641b3ecc0 Merge pull request #4008 from Joansitoh/fix/windows-pack-reload-speed
Resource packs: native overlay junctions and parallel staging on Windows (7 s → 2.3 s)
2026-10-31 03:11:56 +00:00
levzzzandClaude Sonnet 5.5 e8b180b01e Show the account's ban notices before the title screen
Gui.addInitialScreens: BanNoticeScreens for a multiplayer ban, a forced name
change and a banned skin, fetched off the main thread for an online session;
the Multiplayer button follows Minecraft.allowsMultiplayer.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 08:07:37 +05:00
rdbtCVSandClaude Opus 5.5 c84b15d426 Launcher: de.json parses again and has only the strings every language has
#4123 left a closing brace in the middle of lang/de.json, so the file no
longer parsed and the launcher showed English for German. It also added
99 strings no other language translates, which the i18n test rejects:
a string translated in one language must be in all of them. Those 99
leave de.json until the other languages get them too (the German text
stays in 669aa04e6); #4123's corrections to existing strings stay.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 03:07:16 +00:00
Web-mc1andClaude 23f917e309 Name the attacking player in PvP death messages
Co-Authored-By: Claude <[email protected]>
2026-10-31 16:04:08 +13:00
rdbt 8ba17d98d9 Merge pull request #3893 from josegil1909/feat/client-spanish-lang
feat(client): add Spanish language support for Horizon settings
2026-10-31 03:02:55 +00:00
rdbt e51c33efdd Merge pull request #4644 from WooCaash/fix/4558-item-bubble-column-jump
Move grounded items when a bubble column lifts them
2026-10-31 03:01:22 +00:00
rdbt 388bdfe072 Merge pull request #3960 from Joansitoh/fix/skins-after-pack-reload
Skins and maps upload again after a resource pack reload
2026-10-31 03:00:41 +00:00
rdbt e2b0b817d7 Merge pull request #4287 from Sticky-Bug/feat/monochrome-logo-option
options: enable Monochrome Logo option (darkMojangStudiosBackground)
2026-10-31 03:00:37 +00:00
rdbt 678f0ac6f4 Merge pull request #4188 from GIGABAIT93/fix/scaled-riders
Riders sit in their scale, and on text displays: NPC names over big heads
2026-10-31 03:00:11 +00:00
rdbt de76c32fe3 Merge pull request #4789 from WooCaash/fix/4408-chat-links
Fix chat open_url links from legacy clickEvent JSON
2026-10-31 03:00:07 +00:00
rdbt af2df073d7 Merge pull request #4908 from senjinthedragon/hdr-end-flash
HDR: the End sky and End flash keep the brightest mark
2026-10-31 02:59:48 +00:00
rdbt b7fef4337b Merge pull request #4914 from sirrayi/tools/port-ledger-blockpattern
Port ledger: the BlockPattern rows point at the file that ports it
2026-10-31 02:59:44 +00:00
levzzz 465a8fda1e Merge pull request #4918 from levzzz5154/parity/B4-oit-rest
Improved transparency: the rest of the entity render types with an OIT pipeline set
2026-10-31 07:58:04 +05:00
rdbt 69ba6c5645 Merge pull request #4506 from MSedgeMC/fix/allay-potion-match
Make an allay tell potions apart
2026-10-31 02:55:25 +00:00
rdbt 61883f815e Merge pull request #4502 from MSedgeMC/fix/brute-angry-sound
Fixes the `PiglinBruteAi.playActivitySound` and `maybePlayActivitySound` rows in the port ledger. (No issue.)
2026-10-31 02:55:21 +00:00
rdbt a25e830b28 Merge pull request #4123 from kerimgrande/main
add more german translations
2026-10-31 02:52:33 +00:00
rdbt 8bb6e0dc11 Merge pull request #4504 from MSedgeMC/fix/spawn-egg-components
Apply a spawn egg's components to the mob it spawns
2026-10-31 02:52:01 +00:00
levzzzandClaude Sonnet 5.5 4bbb1d3b42 Improved transparency: xp orbs, shulker shells, player heads, dragon eyes, HDR eye mark
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 07:50:17 +05:00
levzzz 3dc5b432fe Merge pull request #4907 from levzzz5154/parity/K4-exact-components
Hash exact component predicates in container and bundle_contents predicates
2026-10-31 07:41:12 +05:00
rdbtCVS b043f3977b Merge remote-tracking branch 'origin/main' into fix-4504
# Conflicts:
#	crates/horizon-client/src/game/creatures.rs
#	crates/horizon-client/src/game/dispenser.rs
2026-10-31 02:40:58 +00:00
sirrayiandDeepSeek Harness cb8feeeff9 Port ledger: the BlockPattern rows point at the file that ports it
#4892 moved the golem patterns onto block_pattern.rs and deleted
golems.rs::find_pattern, so the rows naming golem.rs::Game::find_golem for
BlockPattern.matches and BlockPattern.translateAndRotate named a function that
no longer holds the port (#4913). They now point at block_pattern.rs, which is
where the wither already used it, and BlockPattern.find gets the row it never
had; the four golem pattern rows name their constants.

Generated with DeepSeek Harness (deepseek-v4.1-flash)

Co-Authored-By: DeepSeek Harness <[email protected]>
2026-10-31 02:40:24 +00:00
levzzz d454cd53fb Merge pull request #4909 from levzzz5154/parity/B3-oit-entities
Improved transparency: entity render types with an OIT pipeline set
2026-10-31 07:38:47 +05:00
Łukasz KopańskiandCursor e5089d3fe4 Retrigger verify after label/note-only checks.
Co-Authored-By: Cursor <[email protected]>
2026-10-31 03:38:21 +01:00
Łukasz KopańskiandCursor dd68ab987a Drop the idle-item vertical gate; cover bubble lift with real ticks.
Gravity always leaves |vy| non-zero before the move check, so || vertical
ran move every tick for resting items and broke vanilla's 1-in-4 skip.
Idle ticks already push via BubbleColumnBlock.entityInside; keep that and
assert the stone velocity sequence plus a soul-sand column rise.

Co-Authored-By: Cursor <[email protected]>
2026-10-31 03:38:21 +01:00
Łukasz KopańskiandCursor 3bd2b8b820 rustfmt the bubble-column item idle path.
Co-Authored-By: Cursor <[email protected]>
2026-10-31 03:38:21 +01:00
Łukasz KopańskiandCursor d46cb2ca35 Move grounded items when a bubble column lifts them.
Idle ItemEntity ticks skipped move for 3/4 ticks even after the column
set vertical speed, so drops on soul sand/magma only hopped. Apply the
column inside tick (before drag) like vanilla, and still move when vy
is already set.

Co-Authored-By: Cursor <[email protected]>
2026-10-31 03:38:21 +01:00
rdbtCVS e3a24beec6 Merge remote-tracking branch 'origin/main' into fix-4506
# Conflicts:
#	crates/horizon-client/src/game/allays.rs
2026-10-31 02:38:05 +00:00
rdbtCVS 587b85d675 Merge remote-tracking branch 'origin/main' into fix-4502
# Conflicts:
#	crates/horizon-client/src/mobs/piglin.rs
2026-10-31 02:37:59 +00:00
rdbt deff92036a Merge pull request #4551 from foudretbr/fox-night-screech
Foxes screech at night when no player is near
2026-10-31 02:34:55 +00:00
rdbt 230d0d5911 Merge pull request #4643 from Joansitoh/fix/arrow-pickup-animation
Arrows fly into whoever picks them up on servers and the server thread
2026-10-31 02:34:51 +00:00
rdbt fcd9f1b401 Merge pull request #4661 from DenisHumen/fix/bundle-wheel-in-stations
Bundles: the wheel selects in a crafting table's and a station's menu
2026-10-31 02:34:47 +00:00
rdbt 68f554e7dc Merge pull request #4546 from MSedgeMC/chore/ledger-stale-rows
Retarget ledger rows that are already ported
2026-10-31 02:34:43 +00:00
rdbt ee637b2567 Merge pull request #4857 from mulareal/fix-death-sound-4570
death: play the player death sound only once on fatal damage
2026-10-31 02:34:39 +00:00
rdbt cc6bfe2bc3 Merge pull request #4696 from WooCaash/fix/4684-bucket-empty-sound
Play empty-bucket sounds on the predicting client
2026-10-31 02:34:35 +00:00
rdbt 57b2aa470b Merge pull request #4866 from Iam-Sanja/fix/dedicated-playerdata-overwrite
fix: prevent dedicated world saves from overwriting player data
2026-10-31 02:34:31 +00:00
rdbt c8ad6a8840 Merge pull request #4879 from xFedeT/fix/server-level-dat-fallback
A dedicated server takes level.dat_old when level.dat does not read
2026-10-31 02:34:27 +00:00
rdbt 57064f15d0 Merge pull request #4662 from WooCaash/fix/4509-cushion-swim-pose
Sit up on a cushion after swimming
2026-10-31 02:34:23 +00:00
rdbt 21f460c630 Merge pull request #4659 from WooCaash/fix/4548-sulfur-cube-fuse-anim
Sync SulfurCube MAX_FUSE for the client fuse swell
2026-10-31 02:34:19 +00:00
rdbt d05e95409d Merge pull request #4730 from WooCaash/fix/4714-server-day-night
Fix inverted day/night on multiplayer servers
2026-10-31 02:34:15 +00:00
rdbt f4852b0660 Merge pull request #4512 from xFedeT/fix/random-stand-parity
RandomStandGoal parity: named as vanilla's, herd scenarios for the equines
2026-10-31 02:34:09 +00:00
rdbt 9304a5387e Merge pull request #4876 from josegil1909/fix/4821-horse-footstep-sounds
fix(client): play horse footstep sounds while riding
2026-10-31 02:34:04 +00:00
rdbt 6b25a75238 Merge pull request #4895 from horizon-rust/fix/villager-show-trades-offers
Roll a villager's offers when it shows trades
2026-10-31 02:34:00 +00:00
levzzzandClaude Sonnet 5.5 36e376591a Merge hr/main into parity/K4-exact-components
Replaces the name-based COMPONENT_BOOLS heuristic with the per-component codec shapes.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 07:31:26 +05:00
rdbt 926875ace4 Merge pull request #4710 from WooCaash/fix/4694-dedicated-peaceful-difficulty
Apply server.properties difficulty on dedicated startup
2026-10-31 02:30:07 +00:00
levzzzandClaude Sonnet 5.5 1b4ef1de92 Improved transparency: entity render types with an OIT pipeline set
Translucent, emissive, eyes and breeze wind entity quads, lightning and the
additive dragon geometry go through the OIT stages when the option is on.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 07:29:37 +05:00
levzzzandClaude Sonnet 5.5 91e1f8a8cd Hash exact component predicates nested in container and bundle_contents predicates
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 07:27:05 +05:00
rdbt 575c9b20df Merge pull request #4892 from sirrayi/fix/golem-block-pattern
Golems: express the golem patterns with the shared BlockPattern finder
2026-10-31 02:25:13 +00:00
rdbt e65680f925 Merge pull request #4761 from arismoko/tidy-native-particle-queue
Tidy the native particle queue
2026-10-31 02:24:52 +00:00
rdbt e24e645156 Merge pull request #4864 from sirrayi/fix/redstone-piston-retract
Redstone: a retracting piston no longer breaks the dust on top of it
2026-10-31 02:24:48 +00:00
rdbt d5ff486d31 Merge pull request #4660 from DenisHumen/fix/looting-mob-drops
Looting on the killer's weapon counts on a server's mobs
2026-10-31 02:24:43 +00:00
rdbt b477ff2689 Merge pull request #4885 from ErikKalikas/launcher-native-build-offline
Launcher: keep native mods' commit dates so a kept build works offline
2026-10-31 02:23:54 +00:00
rdbt 8a65204b3a Merge pull request #4884 from xFedeT/fix/hash-container-predicate
Hash a container or bundle_contents predicate whose item predicate has exact components
2026-10-31 02:23:50 +00:00
rdbt 8115a3a4b1 Merge pull request #4779 from WooCaash/fix/4343-controller-right-stick-look
Fix 8BitDo Ultimate 2 right-stick look on Linux
2026-10-31 02:23:46 +00:00
Ludovic MarieandClaude Opus 5.5 d26c8fba0a Anticheat prediction (a): record each client tick and the server ticks it saw
The first step of the 1:1 movement prediction (planned with rdbtCVS on
(the packets between two ServerboundClientTickEndPackets: keys held,
sprinting, rotation, the move and its flags), the last two seconds of
them. Each server tick ends with a ClientboundPingPacket whose id is the
tick; the client's pong, which comes before its next tick, says from
which client tick on that server tick's packets were in effect.

A `prediction` check in [anticheat] turns it on (with the anticheat). It
records only and flags nothing yet; the next PRs play each tick again
with vanilla's movement code and compare. Pongs don't count as actions
(the idle timeout), as in vanilla.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 03:23:22 +01:00
rdbt 65bc3d80b5 Merge pull request #4837 from mulareal/fix-slime-attack-sound-4569
mobs: play slime and magma cube attack sound only when hurtServer succeeds
2026-10-31 02:23:09 +00:00
SenjinandClaude Opus 5.5 5c5107b72d HDR: the End sky and End flash keep the brightest mark
#4060's tier in fs_sky_celestial gave geometry that sets no tier (tier 0) the
lowest mark instead of the brightest it had before. Found by DUzzL's review.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 03:22:47 +01:00
rdbtCVSandClaude Opus 5.5 0a6d8aa90a Dedicated startup: a hardcore world stays hard
MinecraftServer.setDifficulty forces HARD for a hardcore world, so
difficulty=peaceful in server.properties must not make one peaceful.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 02:22:36 +00:00
rdbt 497e13808f Merge pull request #4634 from cryingtoilet/fix/4536-own-join-message
Send a joining player its own join message (#4536)
2026-10-31 02:21:45 +00:00
rdbt 90ca4e0491 Merge pull request #4697 from horizon-rust/fix/floating-unloaded-chunks
Floating kick: a chunk not loaded yet is not air
2026-10-31 02:21:30 +00:00
rdbt 23d5461fe0 Merge pull request #4748 from sirrayi/lod-sampler-cache
LOD: skip density work for tiles wholly inside visited chunks
2026-10-31 02:21:26 +00:00
rdbt 65688ae0f0 Merge pull request #4744 from apeirs/fluid-spread-no-clones
Fluids: spread without cloning shapes or locking per step
2026-10-31 02:21:22 +00:00
rdbt 8b718c5d5e Merge pull request #4841 from horizon-rust/fix/native-build-no-console
Launcher: native builds open no console window on Windows
2026-10-31 02:20:47 +00:00
rdbt c5d7bae5fe Merge pull request #4608 from k3yh/fix/vulkan-acquire-fence-fifo-only
Windows Vulkan: wait for the acquire fence only with VSync (gfx-rs/wgpu#10714)
2026-10-31 02:20:43 +00:00
rdbt b296f7e2ea Merge pull request #4875 from reservedbytes/tooling/pr-ready-rust-version
fix(tools): pr_ready says when local rust is older than ci's
2026-10-31 02:20:39 +00:00
rdbt 0f4db0c569 Merge pull request #4641 from WooCaash/fix/4565-enderman-boat-sit
Sit an enderman that rides a boat
2026-10-31 02:20:36 +00:00
rdbt f541e240fb Merge pull request #4819 from Qwerner88880/fix-item-command-guest-slots
/item reaches a connected player's slots
2026-10-31 02:20:32 +00:00
levzzz 0ba58d9229 Merge pull request #4898 from levzzz5154/parity/ime-preedit
IME: show composition text under the caret and place the candidate window
2026-10-31 07:20:30 +05:00
rdbt 450d8c35dc Merge pull request #4692 from doodlyyousuf/fix/4421-boat-ice-slide
Boats slide on ice (getGroundFriction)
2026-10-31 02:20:28 +00:00
levzzz e280d96cf2 Merge pull request #4900 from levzzz5154/parity/T5-gametest-dims
Game tests run in any dimension
2026-10-31 07:20:20 +05:00
levzzz 241684332d Merge pull request #4897 from levzzz5154/parity/B2-oit-features
Improved transparency: route features, particles, weather, world border and flat draws
2026-10-31 07:19:59 +05:00
levzzz 59ec871592 Merge pull request #4901 from levzzz5154/parity/place-entities
/place structure and /place jigsaw: spawn the entities the pieces carry
2026-10-31 07:18:13 +05:00
reservedbytes b4a85e32e3 fix(dragon): a destroyed crystal credits its player, else the nearest 2026-10-31 01:17:47 -01:00
rdbt cbf9b8d5ab Merge pull request #4762 from josegil1909/fix/es-sponsor-chip-overflow
fix(launcher): shorten Spanish sponsor discount label to prevent chip overflow
2026-10-31 02:17:44 +00:00
rdbt 00643bca10 Merge pull request #4769 from josegil1909/fix/launcher-telemetry-notice-layout
fix(launcher): constrain telemetry notice width in settings to prevent overflow
2026-10-31 02:17:39 +00:00
rdbt 7ac8e3a30a Merge pull request #4606 from apeirs/auto-upload-time-cap
Chunk uploads: a 2 ms cap per frame when the player set no budget
2026-10-31 02:17:35 +00:00
rdbt 1fdcf6b385 Merge pull request #4630 from WooCaash/fix/4550-tnt-slime-bounce
Bounce primed TNT when a slime piston hits it
2026-10-31 02:17:31 +00:00
rdbt 6d669b0a59 Merge pull request #4695 from WooCaash/fix/4681-strip-sound-once
Play axe strip sounds only once for the actor
2026-10-31 02:17:27 +00:00
rdbt 93b9775439 Merge pull request #4709 from WooCaash/fix/4508-slime-honey-item-texture
Cull back faces on translucent slime/honey items
2026-10-31 02:16:57 +00:00
rdbt c723e0894c Merge pull request #4701 from WooCaash/fix/4688-cherry-grove-lod-tint
Keep cherry leaf pink in far LOD terrain
2026-10-31 02:16:53 +00:00
rdbt 6f1e0a2463 Merge pull request #4734 from WooCaash/fix/4190-dragon-crystal-rays
Clear end crystal revival beams when dragon respawn ends
2026-10-31 02:16:49 +00:00
rdbt 08191e2f40 Merge pull request #4640 from cryingtoilet/fix/4562-activator-rail-eject
Place a rider ejected by an activator rail beside the cart (#4562)
2026-10-31 02:16:45 +00:00
rdbt 439e0ee259 Merge pull request #4771 from reservedbytes/fix/starvation-recorded-once
fix(combat): starvation is recorded once
2026-10-31 02:16:41 +00:00
rdbt a18e7d5d1f Merge pull request #4874 from DmytroChup/fix-4777
Apply equipment attribute modifiers from the off hand
2026-10-31 02:16:37 +00:00
Ludovic Marie ec27a1e0b0 Merge pull request #4890 from horizon-rust/fix/decode-limits
🤖 Agent: unit tests: a 32768-byte payload (play and configuration) and a 32501-char suggestion are refused, the limits pass; 8 emoji pass a 16-unit limit and fail 15. 3 server harnesses pass; pr_ready --quick green.
2026-10-31 03:14:35 +01:00
Ludovic Marie 1d4b04ceb3 Merge pull request #4888 from horizon-rust/fix/container-click-slot-range
🤖 Agent: proved with tools/server_container_click_e2e.py on a dedicated server: a THROW click on a chest's slot 63 no longer throws inventory slot 9 (it did on main); lan_bot a_click_past_the_menu_is_ignored fails on main's containers.rs and passes here. 3 server harnesses and lan_e2e chest/containers/large_chest/shulker_menu/clicks pass; menu-transfer fails the same on main (its stale count takes the armour ids 500-504).
2026-10-31 03:14:32 +01:00
rdbtCVS 07c8bdbc0b Merge main 2026-10-31 02:14:21 +00:00
rdbtCVS adfda4bd26 Merge main 2026-10-31 02:14:20 +00:00
rdbtCVS 502a3026aa Merge main 2026-10-31 02:14:18 +00:00
rdbtCVS 8c7779e17f Merge main 2026-10-31 02:14:17 +00:00
rdbtCVS 9d9fe2298e Merge main 2026-10-31 02:14:16 +00:00
reservedbytes 717b49cbc9 feat(mods): native mods can change their blocks on shape updates 2026-10-31 01:12:21 -01:00
levzzz 3839d80076 Merge remote-tracking branch 'hr/main' into parity/ime-preedit 2026-10-31 07:11:54 +05:00
levzzz 26752debe1 Merge remote-tracking branch 'hr/main' into parity/place-entities 2026-10-31 07:11:54 +05:00
reservedbytes 7dd10acb86 feat(mods): content items declare a crafting remainder 2026-10-31 01:11:48 -01:00
reservedbytes 2a8ae891ae feat(mods): block items patch their template item's data components 2026-10-31 01:11:47 -01:00
levzzz 65d68266e2 Merge remote-tracking branch 'hr/main' into parity/B2-oit-features 2026-10-31 07:11:46 +05:00
levzzz c418e970be Merge remote-tracking branch 'hr/main' into parity/T5-gametest-dims 2026-10-31 07:11:26 +05:00
rdbt 8930bb3faf Merge pull request #4902 from horizon-rust/fix/streaming-section-mask-build
Fix main's build: meshing candidates carry a SectionMask
2026-10-31 02:11:22 +00:00
TobiasLogicandClaude Opus 5.5 d01ff3b8a4 Shader packs: sunPathRotation and the shadow camera as Iris has them
sunPathRotation tilted the sun's path toward +Z; Iris tilts it toward -Z. The shadow camera now
matches Iris's matrices: the view undoes the tilt, turns about Z by the light's angle from the
zenith, then 90 degrees about X, with its origin at interval / 2 - camera % interval on each world
axis; the 100-block offset toward the light is in shadowProjection, whose orthographic depths run
from -near to far. Measured with probe packs in Minecraft 26.3 + Iris 1.11.7 (Iris's source not
read); the_shadow_camera_matches_iris checks the values.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 09:09:44 +07:00
rdbtCVSandClaude Opus 5.5 cd9867da5c Fix main's build: meshing candidates carry a SectionMask
#3961 typed the candidates' sections as u32 while the level-shape work made
a column's dirty sections a SectionMask; SectionMask now orders so
nearest_first can sort them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 02:05:11 +00:00
levzzzandClaude Sonnet 5.5 1ee73d821d Spawn the entities /place structure and /place jigsaw's pieces carry
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 07:04:39 +05:00
levzzz 7680fee325 Merge remote-tracking branch 'hr/main' into parity/B2-oit-features 2026-10-31 07:04:12 +05:00
levzzzandClaude Sonnet 5.5 860dbf51e1 Fix main's build: streaming candidates hold a SectionMask
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 07:04:05 +05:00
levzzzandClaude Sonnet 5.5 3ef3272ee2 Game tests run in any dimension: per-dimension grids, level swapped in for placement, levels with tests keep ticking
Also fixes the streaming candidate list type (SectionMask) that broke main.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 07:03:33 +05:00
levzzzandClaude Sonnet 5.5 9cc33bdda8 Fix main's build: streaming candidates hold a SectionMask
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 07:02:31 +05:00
levzzz 2d621405c6 Merge remote-tracking branch 'hr/main' into parity/ime-preedit 2026-10-31 07:00:51 +05:00
levzzzandClaude Sonnet 5.5 a0b0a5ba50 Show the input method's composition under the caret and place its candidate window there
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 07:00:51 +05:00
levzzzandClaude Sonnet 5.5 5fbb18a139 Improved transparency: route features, particles, weather, border and flat draws
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 07:00:12 +05:00
levzzz 1fdd195790 Merge pull request #4527 from kacpherek/fix/screens-batch
Screens, HUD and chat parity: 29 fixes (toasts, chat trust, recipe book, bundles, world list, sounds)
2026-10-31 06:59:04 +05:00
levzzz 95fe89ca0d Merge pull request #4886 from levzzz5154/parity/T4-test-highlight
/test pos: the highlight packet and the client's block highlight
2026-10-31 06:57:48 +05:00
rdbtCVSandClaude Sonnet 5.5 cfb61d623a Roll a villager's offers when it shows trades
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 01:57:38 +00:00
levzzz 711f099ac8 Merge pull request #4342 from MSedgeMC/fix/4309-place-structure
Wire /place structure to the live level
2026-10-31 06:56:49 +05:00
sirrayiandDeepSeek Harness 4f43f49cf7 Redstone: a retracting piston no longer breaks the dust on top of it
PistonBaseBlock.triggerEvent writes the retracting base as a `moving_piston`
and still updates the neighbours around it, so the dust above the base is asked
whether it can survive. The exported support facts of a moving block carry no
block entity and call every face unsupported, while vanilla reads that block
through PistonMovingBlockEntity.getCollisionShape, whose shape holds the
extended base; the dust dropped and was removed (#4728).

Both dust support checks now read the block through Sim::support_state, the
indirection #/5782df1c0 added for the same class of mistake on a lever: the
survive check uses sturdy(below, Up) and updateShape's down arm passes the
position instead of the neighbour's raw state.

Generated with DeepSeek Harness (deepseek-v4.1-flash)

Co-Authored-By: DeepSeek Harness <[email protected]>
2026-10-31 01:56:00 +00:00
rdbt ad7b45d3b6 Merge pull request #3961 from WhyFovius/perf/chunk-streaming-priority
Streaming: light and mesh jobs bounded in flight, nearest first
2026-10-31 01:54:27 +00:00
rdbt 35fbfb00dd Merge pull request #3987 from senjinthedragon/hdr-shortcut
HDR: a shortcut key to its settings, unbound by default
2026-10-31 01:54:21 +00:00
rdbt 9ca4d10841 Merge pull request #4177 from Domanffe/feat/game-ru-strings
Graphics screens: their text through the language table
2026-10-31 01:54:15 +00:00
rdbt 9e2c0dfde2 Merge pull request #4148 from Domanffe/fix/launcher-language-row
Launcher: the language row is a dropdown, not a segment per language
2026-10-31 01:54:11 +00:00
rdbt 7b52aa1f85 Merge pull request #4175 from DUzzL/fix/issue-4174-online-servers-default
Check Minecraft accounts for new launcher servers by default
2026-10-31 01:54:06 +00:00
rdbt 05a7663aab Merge pull request #4062 from senjinthedragon/hdr-blocks-2
HDR: light sources tiered from a look at each in game
2026-10-31 01:54:02 +00:00
rdbt 2f82051fb4 Merge pull request #4060 from senjinthedragon/hdr-moon-2
HDR: the moon shines at the low tier, not the sun's
2026-10-31 01:53:57 +00:00
rdbt f1b2d7b86f Merge pull request #4061 from senjinthedragon/hdr-eyes-2
HDR: mobs' glowing eyes shine like glowstone
2026-10-31 01:53:53 +00:00
rdbt 223a97787d Merge pull request #4415 from SlaVKsVolks/contribute/horizon-ledger-jar-20261030
Port ledger: support builds with JAR-only inputs
2026-10-31 01:53:48 +00:00
rdbt e5e27a7aac Merge pull request #4426 from SlaVKsVolks/contribute/horizon-benchmark-conditions-20261030
Benchmark: reject comparisons with incompatible conditions
2026-10-31 01:53:43 +00:00
Ludovic MarieandClaude Opus 5.5 a65989354d Packets past vanilla's decoder limits disconnect
What vanilla's codecs refuse, so its decoder disconnects the player:
- a custom payload over 32767 bytes (DiscardedPayload), in configuration
  and in play;
- a command suggestion request over 32500 characters (it was ignored);
- a string longer than its limit in Java's UTF-16 units: a character
  outside the BMP counts twice (Utf8String.read), where Horizon counted
  Unicode characters.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 02:51:11 +01:00
levzzzandClaude Sonnet 5.5 83c79c4d4f Add restore_held_keys to the capture test's fixture
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 06:49:42 +05:00
levzzz 5b372e2f35 Merge pull request #4883 from levzzz5154/parity/B2-oit
Improved transparency: water mask and cloud passes
2026-10-31 06:49:15 +05:00
levzzzandClaude Sonnet 5.5 e3eb634eba /test pos: ClientboundGameTestHighlightPosPacket and the client's block highlight
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 06:47:28 +05:00
levzzzandClaude Sonnet 5.5 c00e5801aa Merge hr/main into fix/screens-batch
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 06:46:50 +05:00
rdbt b1f7c78d54 Merge pull request #4306 from MSedgeMC/fix/sheared-undercoat
Keep the sheep undercoat when the sheep is sheared
2026-10-31 01:46:39 +00:00
rdbt f9676a54ce Merge pull request #4197 from kacpherek/fix/gameplay-world-scale
Scale attribute: the view-blocking check follows the player's scale
2026-10-31 01:46:31 +00:00
rdbt b9f5a45c62 Merge pull request #4268 from DUzzL/fix/issue-4254-scaffolding-sneak-descend
Let a sneaking player descend through scaffolding on the server
2026-10-31 01:46:22 +00:00
rdbt b357010174 Merge pull request #4137 from DUzzL/fix/issue-4127-armor-stand-passenger
Seat armour-stand name holograms on the player they ride
2026-10-31 01:46:14 +00:00
levzzz 9b611a200b Merge remote-tracking branch 'hr/main' into fix/pr-4342 2026-10-31 06:44:26 +05:00
levzzz 2fc88ea632 Merge pull request #4881 from levzzz5154/parity/T3-test-env
Game tests: test environments
2026-10-31 06:44:15 +05:00
levzzz 10a4ec4e2d Merge pull request #4347 from DUzzL/fix/issue-4338-ime-commit
Accept IME text composition in the game's text fields
2026-10-31 06:44:11 +05:00
levzzzandClaude Sonnet 5.5 5ddb4828b5 Fix clippy collapsible ifs; open the Optimize test's world editor before its data goes stale
Edit is disabled for a world that needs file fixing (LevelSummary.canEdit),
so the test now opens the edit screen first.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 06:43:10 +05:00
ErikKalikasandClaude Opus 5.5 9bb2c8818d Launcher: keep commit dates so a native build of split-pin mods works offline
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 03:42:53 +02:00
levzzz 40f8bd80da Merge pull request #4588 from phexuss/fix/smithing-armor-stand-preview
Show the armour stand preview in the smithing table
2026-10-31 06:42:14 +05:00
levzzz e44f25cae1 Merge pull request #4581 from phexuss/fix/shoulder-parrots
Draw the parrots on the player's shoulders
2026-10-31 06:42:06 +05:00
sirrayi 65d2b5e8fe Merge remote-tracking branch 'origin/main' into lod-sampler-cache-v2 2026-10-31 01:42:04 +00:00
rdbt c620da0f19 Merge pull request #4265 from DenisHumen/fix/parrot-stands-when-hurt
A hit stands a sitting tame parrot up
2026-10-31 01:39:59 +00:00
rdbt e1093d6800 Merge pull request #4311 from Teiwazik/feat/pack-folder-watch
Resource pack screen: find packs added to the folder while it is open
2026-10-31 01:39:53 +00:00
rdbt 148b33f41d Merge pull request #4109 from Benflex1/fix/4080-inventory-effect-tooltip-order
Draw item tooltips over inventory effect panels
2026-10-31 01:39:47 +00:00
rdbt b80768cd4a Merge pull request #4184 from ASOwnerYT/fix/tamed-wolf-owner
Tamed pets no longer attack the owner who hits them
2026-10-31 01:39:40 +00:00
levzzz c8a8bf357b Merge hr/main into parity/B2-oit 2026-10-31 06:39:25 +05:00
levzzz d914ceeb53 Merge pull request #4850 from levzzz5154/parity/B1-oit
Improved transparency: order-independent terrain pass
2026-10-31 06:39:16 +05:00
Federico TaglianiandClaude Sonnet 5.5 b213e5346b Hash a container or bundle_contents predicate whose item predicate has exact components
The nested components travel as NBT, whose Codec.BOOL values are bytes. The
bool fields of the component codecs are named, so the predicate hashes as
vanilla's HashOps does; a byte under any other name still leaves it unhashed.
Hashes printed by vanilla 26.3 for four cases (glint override true and false,
damage and a custom name with bold, a food with can_always_eat).

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 02:39:05 +01:00
Ludovic Marie 2509598c13 Merge pull request #4877 from horizon-rust/fix/client-loaded-gate
🤖 Agent: proved with tools/server_client_loaded_e2e.py on a dedicated server: a client that never sends PlayerLoaded stays put for 1.5 s and moves after the 60-tick timeout, a loaded one moves at once (fails on main). 7 server harnesses and lan_e2e respawn/spawned/portals/digging/deathmining pass; pr_ready --quick green.
2026-10-31 02:38:53 +01:00
rdbtCVSandClaude Opus 5.5 f0d20beff8 Merge main into fix/sheared-undercoat
Keep main's jeb_ wool colours; only SheepWoolLayer stops on a sheared
sheep, SheepWoolUndercoatLayer still draws.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 01:37:05 +00:00
levzzzandClaude Sonnet 5.5 934136e813 Merge hr/main into the /place structure branch
Main added set_block_entity and entities to LevelFeatureWorld; drop the
duplicate impl and initialise the new field. Keep both corpus groups.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 06:36:49 +05:00
levzzz b2bf03c749 Merge hr/main 2026-10-31 06:36:30 +05:00
levzzz 22b8af021c Merge pull request #4878 from levzzz5154/parity/T3-test-cmds
/test verify, locate, pos, create
2026-10-31 06:36:26 +05:00
rdbtCVSandClaude Opus 5.5 111081b1bc Merge main into fix/gameplay-world-scale
Carry the scale into main's near-plane view-blocking check
(LevelExtractor.getViewBlockingState: 0.1F * getScale()).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 01:33:28 +00:00
levzzz 1d383e73b3 Merge remote-tracking branch 'hr/main' into fix/pr-4347 2026-10-31 06:33:28 +05:00
levzzzandClaude Sonnet 5.5 bb674debd6 Merge hr/main; smithing preview holds every non-armour item in the left hand
SmithingScreen.updateArmorStandPreview's switch falls to the left hand for a
null slot and for every slot but head, chest, legs and feet (main hand, off
hand, body, saddle), not nothing.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 06:33:06 +05:00
levzzzandClaude Sonnet 5.5 32b24a9e8e Merge hr/main into fix/screens-batch
Drops the portal loading reason, the shallow-angle sprint check and the
incompatible-server ping, which main ports already; keeps the Reconfiguring
screen on main's level loading, and the held-key restore beside main's
offscreen grab.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 06:32:51 +05:00
levzzzandClaude Sonnet 5.5 ee837e88be Merge parity/B1-oit into parity/B2-oit
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 06:32:39 +05:00
rdbtCVSandClaude Opus 5.5 470fb25a89 Merge main into fix/issue-4254-scaffolding-sneak-descend
Resolve the conflict with main's changes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 01:31:44 +00:00
rdbtCVSandClaude Opus 5.5 40fee24b86 Merge main into fix/issue-4127-armor-stand-passenger
Resolve the conflict with main's changes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 01:31:41 +00:00
levzzzandClaude Sonnet 5.5 29c318b541 Translate the OIT shader with terrain.wgsl in the HLSL test
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 06:30:48 +05:00
sirrayiandDeepSeek Harness a01203c3b2 Chat: native mods' commands join the tree the chat colours and completes
Dispatcher::with_mod_commands still does what #463 added, but since WebAssembly
code mods went away nothing but tests called it, so a native mod's command ran
while the chat box drew it as unknown, never completed it and never listed it
(#4613).

native_commands is the hook point that names them (API 23), and chat_tree_for
builds the tree once where its base changes -- at the start of a connection and
when the server sends its own -- so the chat and the completion provider see one
built tree instead of the mods being asked at each keystroke.

Generated with DeepSeek Harness (deepseek-v4.1-flash)

Co-Authored-By: DeepSeek Harness <[email protected]>
2026-10-31 01:30:13 +00:00
levzzzandClaude Sonnet 5.5 a8f57b1997 Merge hr/main; sync shoulder parrots through DATA_SHOULDER_PARROT_LEFT/RIGHT
The layer read the local player's saved compounds, so other players' parrots
never drew and a server-thread window had none. The server now syncs the
OptionalInt variant (Player ids 19 and 20), clients read it for every player,
and Parrot.Variant.byId clamps out-of-range ids instead of using the first.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 06:30:09 +05:00
Ludovic MarieandClaude Opus 5.5 94e2666542 lan_bot: a click past a chest's menu is ignored
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 02:29:58 +01:00
Ludovic MarieandClaude Opus 5.5 2541cba005 Container clicks past the menu are ignored, as in vanilla
AbstractContainerMenu.isValidSlotIndex: a click on a slot past the open
menu does nothing. The hub mapped it to the inventory past its 36 slots
(a chest's slot 63 reached the main inventory's slot 9), so a click
could throw or take items outside the menu. The bundle selection
(setSelectedBundleItemIndex) has the same range now.

The packets' codecs: an unknown click type reads as PICKUP (ByIdMap,
OutOfBoundsStrategy.ZERO), and a bundle index below -1 disconnects
(ServerboundSelectBundleItemPacket's constructor).

horizon-bots gains --click, and tools/server_container_click_e2e.py
checks a click on a chest's slot 63 on a dedicated server.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 02:29:58 +01:00
sirrayiandDeepSeek Harness 9c54d6b294 Golems: express the golem patterns with the shared BlockPattern finder
Vanilla has one matcher, BlockPattern.find, for the golem and wither structures;
Horizon had two, so orientation and matching-order fixes had to be made twice
(#4430, one such case was #3929).

The four golem patterns are BlockPattern constants beside the wither's now, and
find_pattern is gone. The search order, orientation set and cell mapping are
unchanged: the tests keep the orientations they had and add the matching order
and the base pattern's wildcard head.

Generated with DeepSeek Harness (deepseek-v4.1-flash)

Co-Authored-By: DeepSeek Harness <[email protected]>
2026-10-31 01:29:46 +00:00
levzzz 6eac540995 Merge pull request #4862 from levzzz5154/parity/K3-hash
Hash block predicates with nbt or partial predicates and books with filtered text
2026-10-31 06:29:01 +05:00
rdbtCVSandClaude Opus 5.5 93892c4049 Merge main into fix/parrot-stands-when-hurt
Keep both test sets in mobs/tame.rs (main's wolf shake tests, the sitting tests here).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 01:28:47 +00:00
levzzz 067b5877d2 Merge hr/main 2026-10-31 06:28:19 +05:00
levzzz 52890d2f8f Merge hr/main 2026-10-31 06:28:05 +05:00
reservedbytes 6521dffcee feat(mods): native mods can change their blocks on scheduled ticks 2026-10-31 00:28:03 -01:00
levzzz cbc12f96bf Merge pull request #4873 from levzzz5154/parity/T3-test-verify
Game tests: entity removal, force-loaded chunks
2026-10-31 06:28:01 +05:00
Federico TaglianiandClaude Sonnet 5.5 b1c5484243 Optimize world: level.dat_old stands in for a level.dat that does not read
OptimizeWorldScreen.create reads the level data through
getUnfixedDataTagWithFallback too.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 02:27:20 +01:00
rdbtCVSandClaude Opus 5.5 59dc4a6f14 Merge main into feat/pack-folder-watch
Resolve the conflict with main's changes in game.rs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 01:26:56 +00:00
rdbtCVSandClaude Opus 5.5 f1ed2f36e6 Merge main into fix/4080-inventory-effect-tooltip-order
Resolve the conflict with main's changes in game.rs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 01:26:52 +00:00
reservedbytes 1028b8f19c fix(tools): pr_ready says when local rust is older than ci's 2026-10-31 00:26:29 -01:00
reservedbytes c832b61617 feat(mods): native mods can change their blocks on random ticks 2026-10-31 00:26:27 -01:00
Dmytro ChuprynaandClaude Opus 5.5 4cc2631bc0 Apply equipment attribute modifiers from the off hand
Include offhand in apply_equipment and treat EquipmentSlotGroup.HAND as both hands in equipment_modifier_applies, matching vanilla 26.3.

Fixes #4777

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 02:26:25 +01:00
Federico TaglianiandClaude Sonnet 5.5 4e8bdad871 The dedicated server takes level.dat_old when level.dat does not read
LevelStorageAccess.getUnfixedDataTagWithFallback, which the server's Main
calls, falls back to level.dat_old and restores it in place
(restoreLevelDataFromOld). Horizon refused to open such a world unless it
was opened from the world list, which a dedicated server does not have. The
client keeps asking on RecoverWorldDataScreen, as WorldOpenFlows does.
Port map: collectIssues, restoreLevelDataFromOld and readLevelSummary were
still listed as missing after #4219.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 02:25:28 +01:00
rdbtCVSandClaude Opus 5.5 f77d6da3bd Merge main into fix/tamed-wolf-owner
Keep both new mob_ai cases (wolf_shake/wolf_rain from main, wolf_owner_hurt here).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 01:24:36 +00:00
rdbt 46a3761a41 Merge pull request #4240 from kacpherek/fix/trouble-portals-carts
Portal trips keep their destination running, and minecarts follow the track steps a server sends
2026-10-31 01:23:28 +00:00
rdbt 8b4aa65bbd Merge pull request #1760 from horizon-rust/perf/structure-start-convoy
World generation: workers build free structure starts instead of queueing
2026-10-31 01:23:23 +00:00
Jose Gil 8676990b18 fix(client): play horse footstep sounds while riding 2026-10-30 21:23:17 -04:00
levzzz 6f899414a7 Merge hr/main into parity/B1-oit 2026-10-31 06:23:17 +05:00
Jose Gil e3bcd0fdba fix(client): return true in remote_start_held_use for goat horn 2026-10-30 21:23:14 -04:00
levzzz a52f904ff5 Merge hr/main 2026-10-31 06:22:24 +05:00
levzzz f4d91f2fbb Merge hr/main into parity/T3-test-verify 2026-10-31 06:22:01 +05:00
levzzzandClaude Sonnet 5.5 cf8cab121c Game tests: test environments (game rules, weather, clock time, difficulty, functions, all_of)
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 06:22:01 +05:00
levzzz 7bcd15e22d Merge remote-tracking branch 'hr/main' into parity/K3-hash 2026-10-31 06:21:45 +05:00
levzzzandClaude Sonnet 5.5 c17233b793 /test verify, locate, pos and create
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 06:19:39 +05:00
Ludovic MarieandClaude Opus 5.5 c644282b7b lan_bot: the hub tests' guests have loaded their level
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 02:19:26 +01:00
Ludovic MarieandClaude Opus 5.5 704dff73bd Ignore a player's moves and actions until their client has loaded
ServerGamePacketListenerImpl.hasClientLoaded: until the client sends
ServerboundPlayerLoadedPacket, or 60 ticks pass (60 again after a
respawn), and while the player is dead, vanilla ignores their moves,
vehicle moves, block actions, item use, attacks, interactions, spectator
actions and player commands, and PlayerInput doesn't change crouching.
The server only skipped a rotation-only move before the first position,
and never re-armed the wait after a respawn.

horizon-bots gains --no-loaded, and tools/server_client_loaded_e2e.py
checks a dedicated server ignores such a client for its first 3 seconds.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 02:19:26 +01:00
rdbt 2fb0d5b493 Merge pull request #4870 from horizon-rust/fix/main-goat-horn-return
Fix main's build: the goat horn's held use returns true
2026-10-31 01:18:57 +00:00
sirrayiandomp b8511b4888 LOD: test the all-cached sampler path
Extract the cache fast path and check it returns exactly each cell's
Column::reduced, including negative chunk coordinates and a partial miss.

Co-Authored-By: omp (DeepSeek V4.1 Flash) <[email protected]>
2026-10-31 01:15:11 +00:00
levzzzandClaude Sonnet 5.5 88fd421269 Game tests: remove entities in a cleared test area and on success, force-load the test's chunks
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 06:14:10 +05:00
Cosmic ce1500dbbb Merge pull request #4835 from horizon-rust/fix/pack-path-audit
Resource packs: zip entries never leave the overlay folder
2026-10-30 21:13:30 -04:00
rdbt 3811132bd2 Merge pull request #4261 from Teiwazik/fix/overlay-vanilla-stamps
Pack overlay: stamp vanilla's files by their metadata on Windows
2026-10-31 01:11:17 +00:00
rdbt 4c6d49a02f Merge pull request #4030 from d3grando/fix-3061-pad
Controller toggle-sneak comes back after a screen closes
2026-10-31 01:11:12 +00:00
Ludovic MarieandClaude Opus 5.5 4f17e42f93 Fix main's build: the goat horn's held use returns true
#4085 made remote_start_held_use return whether the use starts, and the
goat horn's arm (from the goat horn PR, merged beside it) still ended in
`return;`. The horn starts its own use (remote_use_instrument), as the
trident and the shield do, so it returns true like them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 02:10:37 +01:00
levzzz ddd3d4d0e3 Merge pull request #4861 from levzzz5154/parity/E2-post-chain-shaders
Post chains run the resources' own GLSL, with texture and depth inputs
2026-10-31 06:07:59 +05:00
rdbt 12e5483917 Merge pull request #4218 from DenisHumen/fix/server-service-windows
Servers: "Run in the background and at login" works on Windows without admin rights
2026-10-31 01:04:07 +00:00
levzzzandClaude Sonnet 5.5 d7ff063035 Hash block predicates with nbt or partial predicates, and books with filtered text, as vanilla does
BlockPredicate.nbt (NbtPredicate flattened to its SNBT string), the partial
DataComponentPredicate map, and Filterable.filtered of writable and written
book pages and titles now reach HashedPatchMap.create. StringTagVisitor moves
to horizon-world so the protocol can use it.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 06:03:34 +05:00
sirrayi c597f06d65 Merge remote-tracking branch 'origin/main' into lod-sampler-cache-v2 2026-10-31 01:03:00 +00:00
rdbt c904d2fa1c Merge pull request #4152 from DUzzL/fix/issue-4147-same-click-block-replace
Run a same-click attack before the use in single player
2026-10-31 01:02:45 +00:00
rdbt 094a083540 Merge pull request #4231 from DenisHumen/fix/creative-armor-swap
Creative armour swap gives the worn piece back to the hand
2026-10-31 01:02:41 +00:00
rdbt 5c188c619b Merge pull request #4154 from spidercraft/far-terrain-nether-respawn
Far terrain: the dimension the player is in, not the server's level in place
2026-10-31 01:02:37 +00:00
rdbt cce03e9367 Merge pull request #4085 from DenisHumen/fix/bow-no-arrows
Bows and crossbows: no use animation with nothing to shoot
2026-10-31 01:02:32 +00:00
rdbt c08119ea7a Merge pull request #4139 from DUzzL/fix/issue-4133-toggle-sprint-alt-tab
Keep latched toggle sprint and sneak across a short focus loss
2026-10-31 01:02:28 +00:00
levzzz 088390b4fe Merge remote-tracking branch 'hr/main' into parity/E2-post-chain-shaders 2026-10-31 06:00:47 +05:00
Ludovic Marie 4f5c8307e8 Merge pull request #4852 from horizon-rust/fix/creative-slot-validation
🤖 Agent: proved with tools/server_creative_slot_e2e.py on a dedicated server: slots 1..45 within the stack size are kept; slot 0, slot 46, a sword ×2 and pearls ×17 are ignored; a stack of 100 disconnects (the same run fails on main). pr_ready --quick green; dedicated_server, server_entities, server_player_damage pass.
2026-10-31 01:58:46 +01:00
levzzzandClaude Sonnet 5.5 b3516f66e2 Post chains run the resources' own GLSL: texture and depth inputs, translated with naga
PostChain/PostPass over any shader the active resource root provides
(vanilla's post shaders and packs' own), translated GLSL to naga at run
time and bound as vanilla binds them (SamplerInfo, Globals, the pass's
uniform blocks, a sampler per input). Targets keep GL's rows. The WGSL
stand-ins are the fallback when a pass does not translate.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 05:56:47 +05:00
rdbt db83571428 Merge pull request #4597 from xFedeT/fix/move-through-village-map
Port map: MoveThroughVillageGoal is ported for zombies
2026-10-31 00:54:38 +00:00
levzzz c58580ead2 Merge pull request #4853 from levzzz5154/parity/T2-test-retries
Game tests: retries and flaky tests
2026-10-31 05:54:15 +05:00
mularealandAntigravity 1aae74b8b1 death: play the player death sound only once on fatal damage
Fixes #4570

Co-Authored-By: Antigravity <[email protected]>
2026-10-31 01:53:07 +01:00
levzzz 270431ec55 Merge pull request #4851 from levzzz5154/fix/win-disk-space-unsafe
Fix the Windows build: free disk space without unsafe code
2026-10-31 05:53:00 +05:00
rdbt 6c9ab657fd Merge pull request #4481 from xFedeT/fix/parrot-follow-mob-goal
Parrots follow other mobs and hover near them (FollowMobGoal)
2026-10-31 00:52:36 +00:00
rdbt 4851a7ab4d Merge pull request #4542 from xFedeT/fix/piglin-back-up
Crossbow piglins back away from a target within 5 blocks (BackUpIfTooClose)
2026-10-31 00:51:59 +00:00
levzzz 7570dcff24 Merge pull request #4843 from levzzz5154/parity/I-aniso
Texture Filtering (RGSS, Anisotropic) and Max Anisotropy on terrain
2026-10-31 05:47:13 +05:00
rdbt 9e2440253f Merge pull request #4357 from xFedeT/fix/spawn-egg-peaceful-tooltip
Spawn egg tooltip: the red "Disabled in Peaceful" line for a monster's egg
2026-10-31 00:46:55 +00:00
levzzz ee4108fdaf Merge remote-tracking branch 'hr/main' into parity/T2-test-retries 2026-10-31 05:46:07 +05:00
levzzzandClaude Sonnet 5.5 5d41303466 Game tests: retries and flaky tests
RetryOptions (/test run .. numberOfTimes untilFailed), ReportGameListener's attempt and success counters, GameTestRunner.rerunTest and runScheduledRerunTests, max_attempts / required_successes.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 05:46:06 +05:00
levzzzandClaude Sonnet 5.5 0e515dbfd3 Improved transparency: water mask and cloud passes
LevelRenderer.executeOitWaterMask and CloudRenderer.renderOit.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 05:45:56 +05:00
levzzz 5747b52d0c Merge pull request #4845 from levzzz5154/parity/T2-error-marker
Test instance error markers: filled box and billboard text
2026-10-31 05:45:26 +05:00
levzzzandClaude Opus 5.5 bc105393f0 Fix the Windows build: read free disk space without unsafe code
#4732 called GetDiskFreeSpaceExW through an unsafe extern block in
save.rs, but the client lib is #![forbid(unsafe_code)], so every
Windows build failed. Linux CI never compiles the cfg(windows) branch.
fs4::available_space answers the same question safely on every
platform, so the same code now runs on Linux CI too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 05:44:09 +05:00
Ludovic MarieandClaude Opus 5.5 5fe97cd6d1 Mods page: native mods installed but not built say so
Options > Mods said "No mods: put .hmod files in the horizon-mods
folder" while the launcher had installed native mods (.hnmod) that this
game wasn't built with, so players copied the files into horizon-mods
(#4770). Each such mod now has its row, "(Not built)", whose tooltip
says to build the game with it in the launcher and play the instance
that build is in. A native build's own mods (its native-mods.json) and
mods already listed get no second row. The toggle is the mod.<id> line
the launcher's next build follows.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 01:40:33 +01:00
levzzz e1c4d5dc88 Merge remote-tracking branch 'hr/main' into parity/T2-error-marker 2026-10-31 05:39:02 +05:00
levzzzandClaude Sonnet 5.5 49b4dbec3d Test instance error markers: filled translucent box and billboard text
TestInstanceRenderer.submitErrorMarker: Gizmos.cuboid with a fill (not a stroke) and Gizmos.billboardText at scale 0.16, always on top.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 05:39:01 +05:00
levzzzandClaude Sonnet 5.5 2e1da6db52 Texture Filtering (None, RGSS, Anisotropic) and Max Anisotropy on terrain
Port LevelRenderer's chunk layer sampler (linear, clamped, anisotropy when
Anisotropic) with texture_sampling.glsl's sampleNearest and sampleRGSS in
terrain.wgsl. None keeps the nearest sampler and plain sampling. The two Video
rows are enabled; Max Anisotropy greys out unless Anisotropic is chosen.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 05:38:43 +05:00
Jose Gil 1f2ebdbd91 feat(client): add Spanish language support for Horizon settings 2026-10-30 20:37:52 -04:00
Ludovic Marie 0820541751 Merge pull request #4796 from horizon-rust/fix/dedicated-op-ip-bans
🤖 Agent: proven on the Mac mini: server_ops_e2e (Horizon client as op, levels 2/3/4), dedicated_server, server_ops_feedback, chat_screen, command_parse, command_exec; pr_ready --quick green. Stacked on #4795: merge after it.
2026-10-31 01:37:41 +01:00
Iam-Sanja cd53a3c0dd fix: prevent dedicated world saves from overwriting player data 2026-10-31 00:34:54 +00:00
levzzzandClaude Sonnet 5.5 9fd99d5a4d Improved transparency: the order-independent terrain pass
GameRenderer.useImprovedTransparency gates LevelRenderer.executeOit for the translucent terrain: depth bounds, transmittance and accumulate stages against the opaque depth, executeDepthBoundsCull, and the composite. Off: unchanged.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 05:34:32 +05:00
Ludovic MarieandClaude Opus 5.5 4ecf521195 Launcher: native builds open no console window on Windows
cargo, horizon-mixins and rustc are console programs and the launcher
has no console to share, so a native build showed an empty cmd window
for as long as it ran (#4770). Toolchain::command now starts them
through process::command, with CREATE_NO_WINDOW like the launcher's
other background programs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 01:34:02 +01:00
Ludovic MarieandClaude Opus 5.5 adf54b0c68 Launcher: say what a Linux native build lacks before it starts
A native build on Linux compiles C (ring, hidapi) and builds against the
system's ALSA and libudev through pkg-config. Desktop distributions ship
none of their development files, and SteamOS's GCC has no C library
headers, so builds failed minutes in with a raw cargo error (#4770). The
check before downloading now looks for cc, the C library's headers,
pkg-config, alsa and libudev, and names what is missing with the
install command for the distribution in /etc/os-release.

A failed build's error also starts with cargo's first `error` lines,
which a build script's output pushed out of the last twelve.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 01:31:05 +01:00
mularealandAntigravity f554aa5a6c mobs: play slime and magma cube attack sound only when hurtServer succeeds
Fixes #4569

Co-Authored-By: Antigravity <[email protected]>
2026-10-31 01:30:51 +01:00
Ludovic MarieandClaude Opus 5.5 11eecf5a6a Resource packs: zip entries never leave the overlay folder
A pack's zip entry named with `..` parts was joined to the overlay folder as
it was and written there, so a pack (a server's too) could put a file outside
it. Entries with empty, `.` or `..` parts, `:` or NUL are now left out, and
overlay directories are one plain folder, as vanilla's DIR_VALIDATOR has it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 01:29:01 +01:00
Ludovic MarieandClaude Opus 5.5 f472da81d1 Dedicated server: /ban-ip, /pardon-ip and /banlist for operators
#4680 let operators run /op, /deop, /ban, /pardon and /whitelist in game;
the IP bans and the ban list were still console-only, so an op typing them
got "Unknown or incomplete command" while the client's tree offered them.
BanIpCommands (an address or an online player's, its players kicked with
ip_banned), PardonIpCommand and BanListCommands (told to the source only),
at admins' level (3) as in vanilla, on the dedicated tree only.

tools/server_ops_e2e.py: a Horizon game as an op at ops.json level 2, 3 and
4 types /tp, /gamemode, /op, /deop, /whitelist, /ban-ip, /banlist,
/pardon-ip, /kick, /ban and /pardon on a dedicated server with bots as
targets; levels 3 and 4 run them all, level 2 only /tp and /gamemode.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 01:20:26 +01:00
huiandClaude Opus 5.5 d9517672ef Native mods: recipes of a mod's own types (API 23)
A recipe file whose type is outside minecraft stays loaded as its JSON, by
type: native_recipes_of_type reads them, and native_recipe_ingredient and
native_recipe_result read the usual fields.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 01:17:35 +01:00
Jose Gil 0b912926a3 feat(launcher): localize Mods browser, filters, and GitHub mods panel 2026-10-30 20:05:42 -04:00
huiandClaude Opus 5.5 d65cd8af19 /item reaches a connected player's slots
slots_named only had slots for the player in place, so from the console
every player slot was "not found". It now goes through for_player.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 01:04:22 +01:00
sirrayiandomp 15dce73eb4 LOD: skip density work for tiles wholly inside visited chunks
VanillaLodSampler::grid evaluated the whole density lattice first and only
then checked its per-cell cache, so a tile covered by visited chunks paid for
every sample and discarded all of them. Check the cache first and return the
reduced columns directly when every cell is covered.

Co-Authored-By: omp (DeepSeek V4.1 Flash) <[email protected]>
2026-10-31 00:01:33 +00:00
arismoko f98890b386 Native mods: add server block-setting helper 2026-10-30 19:00:52 -05:00
Ludovic MarieandClaude Opus 5.5 9f4f39addc Creative-slot packets follow vanilla's rules on the server
handleSetCreativeModeSlot takes slots 1 to 45 only (slot 0, the crafting
result, and anything past the inventory menu are ignored) and a stack no
bigger than its own stack size. Its codec takes counts of 1 to 99: more
fails the packet and disconnects the player. The server took slot 0 and
any count. The drop path (slot < 0) now uses the same rule.

horizon-bots gains --give SLOT:ID:COUNT,... and
tools/server_creative_slot_e2e.py checks it on a dedicated server.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 00:54:28 +01:00
reservedbytes 50cd60645b feat(mods): content mods declare their own mob effects 2026-10-30 22:53:59 -01:00
Federico TaglianiandClaude Sonnet 5.5 b57d440412 Spawn egg tooltip: any item with entity_data, and an id without its namespace
TypedEntityData.addToTooltip hangs on the entity_data component, not on spawn
eggs. SulfurCube is allowed in Peaceful in vanilla (no notAllowedInPeaceful), so
the egg correctly shows no line.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 00:50:28 +01:00
Federico TaglianiandClaude Sonnet 5.5 253b1f8780 Spawn egg tooltip: the red "Disabled in Peaceful" line in Peaceful
TypedEntityData.addToTooltip shows it under an egg whose entity type is not
allowed in Peaceful (a monster); Horizon showed only the op-only warning.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 00:49:25 +01:00
Federico TaglianiandClaude Sonnet 5.5 d671006122 FollowMob matches vanilla tick for tick: goal name, update interval, mob_ai scenarios
tools/test_mob_ai_parity.py gets parrot_cow_0..2 and parrot_cow_far: the
parrot and the cow match vanilla's FollowMobGoal for 300 ticks (position,
goals, look control, path and random draws).

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 00:49:06 +01:00
Federico TaglianiandClaude Sonnet 5.5 bddb7c34be Parrots follow other mobs and hover near them (FollowMobGoal)
register_parrot lacked the priority 3 FollowMobGoal(1.0, 3.0, 7.0): a parrot
flies after the first visible mob of another kind within 7 blocks and keeps
about 3 blocks from it. lan_e2e check parrot_follows_mob.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 00:48:49 +01:00
Jan PresandOpenCode 23bceb746d Send a joining player its own join message
PlayerList.placeNewPlayer adds the player to the list and then calls
broadcastSystemMessage, so the newcomer reads "X joined the game" at
the top of its chat. Horizon broadcast the line with broadcast_except,
which skipped exactly that player; the message also went out before the
player was placed in the list.

Place the player first and send the line to every placed guest after the
initial packets, matching placeNewPlayer's order.

Fixes #4536

Co-Authored-By: OpenCode (DeepSeek V4.1 Flash) <[email protected]>
2026-10-30 23:48:36 +00:00
Federico TaglianiandClaude Sonnet 5.5 0c66d4678d RandomStandGoal: named as vanilla's, mob_ai herd scenarios for the equines
The row said horses rear with the angry sound and donkeys and mules never
get the goal. They do (the ambient sound, baby variants included); what
was missing was a scenario. horse, donkey, mule, zombie_horse and
skeleton_horse herds (8 each, 1200 ticks) and single equines now match
vanilla; the goal's name was 'RandomStand', vanilla's list says
'RandomStandGoal'.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 00:48:25 +01:00
Federico TaglianiandClaude Sonnet 5.5 9ad0a3abf1 Crossbow piglins back away from a target within 5 blocks (BackUpIfTooClose)
Refs #3521

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 00:47:45 +01:00
Federico TaglianiandClaude Sonnet 5.5 90e269dc36 Port map: MoveThroughVillageGoal is ported for zombies
Refs #3521

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-31 00:47:20 +01:00
814a8592da Treat only integer SNBT bytes as style flags.
Co-Authored-By: Composer <[email protected]>
Co-authored-by: Cursor <[email protected]>
2026-10-31 00:43:28 +01:00
43f142115b Fix chat open_url links from legacy clickEvent JSON.
Tellraw/SNBT still send clickEvent with value and 1b style flags;
parse those so links underline and open ConfirmLink like vanilla.

Co-Authored-By: Composer <[email protected]>
Co-authored-by: Cursor <[email protected]>
2026-10-31 00:41:22 +01:00
Łukasz KopańskiandCursor 0bfa991471 Fix 8BitDo Ultimate 2 right-stick look on Linux.
gilrs' bundled SDL DB only has a Windows row for this pad; on Linux/BT the
right stick sits on ABS_Z/ABS_RX, so Horizon never turned the camera. Inject
the missing SDL mappings and fall back by vendor/product when no row matches.

Fixes #4343

Co-Authored-By: Cursor <[email protected]>
2026-10-31 00:33:40 +01:00
huiandClaude Opus 5.5 ed7f8b3998 Merge main; redstone signal hooks are API 23
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 00:25:35 +01:00
huiandClaude Opus 5.5 429fda5680 Merge main; item behaviour hooks are API 23
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 00:24:21 +01:00
huiandClaude Opus 5.5 fe4b750827 Merge main; mod messages and event hooks are API 23
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 00:24:20 +01:00
Jose Gil f15483df83 fix(launcher): constrain telemetry notice width in settings to prevent overflow 2026-10-30 19:21:32 -04:00
huiandClaude Opus 5.5 e35be2e5bc Native mods: helpers for spawning and moving mobs (API 23)
native_spawn_mob, native_mob, native_mobs, native_mob_teleport,
native_mob_push, native_mob_set_health, native_kill_mob and
native_remove_mob, in the new native_mobs.rs. No new hook points.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 00:15:50 +01:00
Jose Gil d72c67d81a fix(launcher): shorten Spanish sponsor discount label to prevent chip overflow 2026-10-30 19:15:06 -04:00
reservedbytes 2d0c6e984f feat(mods): native mods get the game's config folder 2026-10-30 22:07:54 -01:00
arismoko a5ff7b1b31 Native mods: add per-level tick hooks 2026-10-30 18:05:12 -05:00
arismoko 45f155e801 Tidy native particle queue 2026-10-30 18:00:35 -05:00
apeirsandClaude Opus 5.5 bcb2087d2f Fluids: spread without cloning shapes or locking per step
FlowingFluid.canPassThroughWall runs for every step of a spread's slope
search. It cloned up to four VoxelShapes per call (the shared block and
empty shapes among them: five atomic reference counts each, on cache lines
every generating thread also touches) and took the global occlusion cache's
mutex once or twice. The shapes are now borrowed and compared by identity
(is_block, a new is_empty_identity), and the cache is an RwLock. The
spread's SpreadContext caches are flat arrays around the origin instead of
two HashMaps. Same comparisons, same results; only the cost changes.

Fixes #4743

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 23:57:23 +01:00
ElyTheCatandAntigravity 337692aab3 fix(resident): share section_box helper, test tight bounds, and pad for shader waving
- Share section_box(min, bounds) helper between visible and in_frustum.
- Restrict Resident::insert to #[cfg(test)], removing #[allow(dead_code)].
- Exercise randomised tight bounds in column_walk_finds_exactly_the_sections_in_view.
- Add SectionMesh::compute_bounds unit test in mesher.rs.
- Expand BOUNDS_PAD to 0.5 blocks to accommodate vertex displacement from shader packs.

Co-Authored-By: Antigravity <[email protected]>
2026-10-31 02:21:40 +03:30
Ludovic Marie c95194b676 Merge remote-tracking branch 'origin/main' into HEAD 2026-10-30 23:49:21 +01:00
Łukasz KopańskiandCursor 9bab876eb4 Clear portal end crystal revival beams when respawn ends
Portal crystals on the exit portal were left out of reset_spike_crystals,
so their beam targets could stay set after a successful revive or abort.

Co-Authored-By: Cursor <[email protected]>
2026-10-30 23:41:12 +01:00
reservedbytes 2f41aedb39 fix(combat): starvation is recorded once 2026-10-30 21:41:04 -01:00
Ludovic Marie 7192a53328 Merge remote-tracking branch 'origin/main' into HEAD 2026-10-30 23:36:46 +01:00
Łukasz KopańskiandCursor 230ae976e1 Format SetTime clock picker for rustfmt
Co-Authored-By: Cursor <[email protected]>
2026-10-30 23:34:26 +01:00
Łukasz KopańskiandCursor e5f3507585 Fix server day/night by applying only the level's world clock
SetTime packets can update the End clock alone; falling back to the first
clock made overworld clients take game_time as day_time, so the sky looked
inverted while the server still refused beds during day.

Co-Authored-By: Cursor <[email protected]>
2026-10-30 23:27:41 +01:00
Ludovic Marie 1f3ac390da Merge remote-tracking branch 'origin/main' into HEAD 2026-10-30 23:26:44 +01:00
Sticky-Bug a834bdb7cb Merge remote-tracking branch 'origin/main' into feat/monochrome-logo-option
# Conflicts:
#	crates/horizon-client-render/src/level_loading.rs
2026-10-31 03:44:56 +05:30
Ludovic Marie a01414e035 Merge remote-tracking branch 'origin/main' into HEAD 2026-10-30 23:14:28 +01:00
ElyTheCatandAntigravity 09ecc06126 fix(gl): drop premature Immediate startup default and clarify EGL swap intervals
- Revert startup present_mode default in gfx.rs to preserve Mailbox -> Fifo
  ordering for Vulkan and DX12 before settings load.
- Add comments in egl.rs explaining the configure-time vs present-time swap
  interval fallback handling.
- Note regression guard purpose for the GLES [Fifo, Immediate] present mode test.

Co-Authored-By: Antigravity <[email protected]>
2026-10-31 01:41:18 +03:30
huiandClaude Opus 5.5 fbb8f4e6d7 native_inventory_tick leaves the stack in its slot and runs when frozen
A helper called from the hook could fill the emptied slot, and putting the
stack back then lost what it gave. The hook now gets the slot, and
native_carried_stack reads and changes the stack in place. The host's call
moves out of `if running`: /tick freeze stops the world, not the player.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 23:09:18 +01:00
huiandClaude Opus 5.5 53aa834866 Native mods: hook points for redstone signals from a mod's block (API 22)
native_block_signal (BlockState.getSignal and getDirectSignal),
native_is_signal_source (BlockState.isSignalSource) and the helper
native_update_signal_neighbors (Level.updateNeighborsAt).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 22:57:11 +01:00
ElyTheCatandAntigravity 19de197927 test(light): bound scratch queues and pin lighting against baseline algorithm
- Add clear_queues() on LightScratch to shrink queue and sky_queue when peak capacity exceeds 65,536 elements.
- Add old_light_chunk baseline in test module to preserve pre-optimization lighting algorithm.
- Add test light_chunk_matches_old_algorithm comparing new and old lighting outputs across random chunk regions, including Nether (sky_light=false) and missing neighbour configurations.
- Add test scratch_queues_shrink_above_capacity_cap verifying bounded scratch buffer retention.

Co-Authored-By: Antigravity <[email protected]>
2026-10-31 01:22:48 +03:30
umcekoandClaude Opus 5.5 ce208cac3a Port pack: an override's target is a look only if no item needs it
Targets matched by path alone, so an override to another namespace's item/foo
dropped the mod's own item/foo, and a registered item an override points to lost
its definition. Now only the mod's own namespace counts, the oracle's registered
items are never dropped, and models that only reach each other stay items.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 00:52:10 +03:00
umcekoandClaude Opus 5.5 98ecd84b54 Port pack: armour names only an equipment asset that exists
A material carry writes no asset for (layers outside models/armor/, a namespace
the mod doesn't own) kept its asset_id, so the armour drew nothing. It now keeps
the template's asset and reports a difference. Missing items.json in the prepared
resources is logged, as vanilla_blocks' failure is, instead of stopping the carry.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 00:51:39 +03:00
umcekoandClaude Opus 5.5 99050f7ac2 Merge mods/port-armor-equipment into mods/port-no-phantom-items
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 00:51:39 +03:00
umcekoandClaude Opus 5.5 e73e31c709 Merge main into mods/port-armor-equipment
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 00:50:45 +03:00
Ludovic Marie 890e625fc7 Merge remote-tracking branch 'origin/main' into HEAD 2026-10-30 22:47:46 +01:00
foudretbrandClaude Opus 5.5 c094313726 Foxes screech at night when no player is near (#4533)
Fox.getAmbientSound: when it isn't bright outside, one time in ten, an
awake fox with no non-spectator player within 16 blocks of its box picks
entity.fox.screech. Fox.playAmbientSound plays it at volume 2; anything
else goes through Mob.playAmbientSound, which draws getAmbientSound again
and plays its pick through makeSound.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 22:46:07 +01:00
Łukasz KopańskiandCursor 703f9ec127 Apply server.properties difficulty after load_world.
forceDifficulty only set ui.difficulty; health_rules (despawn/spawn) and
level.dat still followed the world's saved difficulty, so peaceful in
server.properties left slimes alive until /difficulty peaceful.

Co-Authored-By: Cursor <composer>
2026-10-30 22:45:34 +01:00
GIGABAIT93andClaude Opus 5.5 cd52b16c8f Merge main (#4468 seats displays on anything)
main's comment over the display pass now says the vehicle's attachment
is in its scale, as riders::passenger_attachment gives it here.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 23:43:43 +02:00
Łukasz KopańskiandCursor f935ff68a5 Cull back faces on translucent dropped items.
ITEM_TRANSLUCENT draws without depth writes, so both sides of a slime/honey
shell were stacking partial alpha and looking opaque. Glass stayed fine
because most of its texels discard at alpha 0.

Co-Authored-By: Cursor <composer>
2026-10-30 22:42:48 +01:00
Łukasz KopańskiandCursor d9d8f5e2e8 rustfmt LOD leaf tint match arm.
Co-Authored-By: Cursor <composer>
2026-10-30 22:36:24 +01:00
Łukasz KopańskiandCursor 5168e4db30 cargo fmt
Co-Authored-By: Cursor <[email protected]>
2026-10-30 22:30:43 +01:00
Łukasz KopańskiandCursor 5e2e5b4291 Drop unrelated item_render WIP from the fmt commit.
Co-Authored-By: Cursor <[email protected]>
2026-10-30 22:30:19 +01:00
Łukasz KopańskiandCursor 05d810136c cargo fmt
Co-Authored-By: Cursor <[email protected]>
2026-10-30 22:29:54 +01:00
huiandClaude Opus 5.5 4b8f735c7b Say which mobs native_mob_spawned reports as not natural
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 22:28:15 +01:00
Łukasz KopańskiandCursor 8036e0de7f Keep cherry leaf pink in far LOD terrain.
LOD applied the biome foliage tint to every *_leaves block. Cherry (and
other pre-coloured leaves) already carry their colour in the texture, so
that tint turned cherry groves yellow at a distance (#4688).

Co-Authored-By: Cursor <[email protected]>
2026-10-30 22:26:31 +01:00
Łukasz KopańskiandCursor 874c4d1cdb Play empty-bucket sounds on the predicting client.
BucketItem.emptyContents uses playSound(player): the client must hear the
empty (or nether evaporate) sound from its DryLevel prediction, and the
server must leave that guest out of the broadcast (#4684).

Co-Authored-By: Cursor <[email protected]>
2026-10-30 22:24:22 +01:00
Łukasz KopańskiandCursor 88a19fab33 Play axe strip sounds only once for the actor.
The client already predicts strip/scrape/till in predict_item_on_block;
Level.playSound(player) must leave that guest out of the broadcast so the
same sound is not heard again from lan_broadcast_effects (#4681).

Co-Authored-By: Cursor <[email protected]>
2026-10-30 22:22:31 +01:00
Muhammad Asif 7fb5b6f214 Give boats ice friction from the hull's collision slab
AbstractBoat.getGroundFriction averages the friction of blocks whose
collision shape meets a thin box just under the hull. Horizon only
counted full_collision or legacy_solid cells, so ice (and other
non-full solids) left the boat InAir at 0.9 instead of OnLand.

Fixes #4421
2026-10-30 21:19:14 +00:00
Ludovic MarieandClaude Opus 5.5 0d0e9d4213 Floating kick: a chunk not loaded yet is not air around the player
#4622's noBlocksAround read every block through World::block, which gives
air for a chunk the server has not loaded. A survival player's first move
after joining a dedicated server can come before the spawn chunks are
generated: the move counted as floating and nothing cleared it, so the
player was kicked 80 ticks later ("Flying is not enabled on this server").
Vanilla loads the chunks it reads and sees the ground. cursor_death and
pearl_death failed about every other run on it (#4526's parity run).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 22:15:48 +01:00
huiandClaude Opus 5.5 4c88da0096 Merge main; item behaviour hooks are API 22
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 22:12:40 +01:00
huiandClaude Opus 5.5 6830f201d5 Merge main; mod messages and event hooks are API 22
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 22:12:39 +01:00
DenisHumenandClaude Opus 5.5 8b23993cfb lan_e2e looting: register the check, count picked-up drops
The check was missing from the dispatch table (KeyError), and the guest
picks the porkchops up before they are counted: count the ground and
both players' inventories.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 23:04:38 +02:00
arismoko 16cb6a1204 Validate content registry identity data 2026-10-30 16:03:46 -05:00
huiandClaude Opus 5.5 3c257d870c Native mods: hook points for item behaviour (API 21)
native_hurt_enemy (Item.hurtEnemy), native_inventory_tick
(Item.inventoryTick, every carried stack each tick; the mod may change it)
and native_on_equip (LivingEntity.onEquipItem).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 22:03:43 +01:00
Ludovic MarieandClaude Opus 5.5 907ae1bbb1 Merge origin/main; a fallback pool's guaranteed elements are tried too
Main's YUNG rules (#3bc38cebb: priority, min_required_depth, ignore_bounds,
the start not counted) stay as they are in `Rules`; Lithostitched's limited
and guaranteed elements keep their own `Limit` beside them, checked by both
vanilla and YUNG draws, and `Pick` carries either one's key.

rdbtCVS's review: the vanilla candidates listed only the target pool's
guaranteed entries and filtered every pool's out of the draw, so a fallback's
guaranteed elements were never tried, at the most depth either. Each pool now
lists its own guaranteed entries first when it is reached
(`a_fallbacks_guaranteed_entries_are_tried`). docs/mods.md says so.

The structure layout harness keeps main's yung-probe profiles beside
lithostitched-probe.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 21:56:12 +01:00
Ludovic Marie fd16400b91 Merge remote-tracking branch 'origin/main' into HEAD 2026-10-30 21:51:28 +01:00
Ludovic MarieandClaude Opus 5.5 23f553e285 Merge origin/main: Intel Mac builds in game-build.yml and the Nightly
Main builds the game in game-build.yml and publishes it as the Nightly
(nightly-build.yml) since #3342; release.yml only decides. So the macos-x64
matrix entry, BIN and --target move to game-build.yml, the Nightly signs and
publishes horizon-macos-x64.zip, launcher.yml keeps main's smoke test with
the x64 entry and a guard while no build has an Intel asset, and
platform_assets_are_published reads game-build.yml and nightly-build.yml.
horizon-server's updater (newer than this branch) gets the Intel asset too.
website/ moved to horizon-site (#2286): its changes are dropped here.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 21:48:04 +01:00
huiandClaude Opus 5.5 25950c64ad Native mods: mod messages and event hook points (API 21)
Hook points for a mod's server and client halves to talk
(native_net_from_client, native_net_from_server, with the send helpers in
native_net.rs, on the new horizon:mod_net payload), and for hearing players
and mobs: player_died, mob_spawned, mob_killed, item_dropped and
item_picked_up.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 21:47:22 +01:00
JustKarkatandZCode 31054f520e Merge main into the branch; the hook point is API 21
Main consumed hook APIs 14 to 20 (block breaking/placing, mod block
entities, containers, menus, screens and their buttons). The
player-health HUD rows hook takes API 21: the doc line, the version,
the catalog entry and the docs paragraph move with it. The hook's call
site in hud_layers merged unchanged.

Co-Authored-By: ZCode <[email protected]>
2026-10-30 15:46:00 -05:00
Ludovic Marie a62fa7375d Merge remote-tracking branch 'origin/main' into HEAD 2026-10-30 21:45:33 +01:00
Neferr fb4fcb04ec Native mods: a hook point for each player's server tick (API 22)
native_player_tick runs once a tick for every living player in the world, at the end of their ServerPlayer.tick (after digging, item use, cooldowns, statistics and advancements), inside their own turn so the helpers read that player. Fixes #4663.
2026-10-30 21:39:58 +01:00
DenisHumenandClaude Opus 5.5 23200373f6 Bundles: the wheel selects in a crafting table's and a station's menu
The client offered the wheel to a bundle in the player's inventory only
in the inventory and chest-like menus, and the server read the slot of
ServerboundSelectBundleItemPacket as the inventory menu's. In a crafting
table, an enchanting table or another station the bundle never scrolled
(#4436). Now the inventory part of any menu takes the wheel, and the
server maps a crafting table's or station's slot onto the guest's
inventory.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 22:39:09 +02:00
Łukasz KopańskiandCursor b6c585706f Sit up on a cushion after swimming.
A cushion seat clips the feet into the support block, so pose fitting
rejects standing and would keep a prior swim pose. Force standing for
passengers when that happens, and use the passenger pose path on the
server while a guest rides.

Co-Authored-By: Cursor <[email protected]>
2026-10-30 21:38:40 +01:00
DenisHumenandClaude Opus 5.5 daa6d3b1ca Looting on the killer's weapon counts on a server's mobs
A mob's death runs in the server's tick, after the swing that killed it,
so drop_death_loot read the killer's weapon from the server's own player
(self.held()), who holds nothing. On the server thread every player is
a guest, so Looting never added to a mob's drops (#4496). The killer is
now the guest who struck the last blow, with their hands and armour as
EnchantmentHelper.getEnchantmentLevel reads them. lan_e2e gets a
`looting` check.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 22:38:15 +02:00
Łukasz KopańskiandCursor 468dd3c24b Sync SulfurCube MAX_FUSE so clients show the fuse swell.
Guests never received entity data id 20, so a primed cube jumped
straight to the boom with no scale animation. Push/apply the fuse and
tick it down on the client for the renderer.

Co-Authored-By: Cursor <[email protected]>
2026-10-30 21:35:23 +01:00
Neferr 0c9b29d20a Native mods: a hook point for left-clicking a block (API 21)
native_left_click_block hears the start of a player's dig (the block, the face hit) where ServerPlayerGameMode.handleBlockBreakAction takes it, after its reach, spawn protection and world border checks, before Block.attack or a creative break; a mod that cancels it keeps the block, which the ack puts back on the client. Fixes #4654.
2026-10-30 21:28:23 +01:00
Łukasz KopańskiandCursor 9b6a9a6b55 Sort anim.rs imports for rustfmt.
Co-Authored-By: Cursor <[email protected]>
2026-10-30 21:19:50 +01:00
Neferr 1698ff41f8 Native mods: a hook point for right-clicking an entity (API 20)
native_interact_entity hears a player's right click on an entity (its id and type, and the stack in the hand) where Player.interactOn starts, once per hand, on the server for every player; a mod that claims it swings the hand instead of the entity's and the item's own interaction. Fixes #4647.
2026-10-30 21:17:22 +01:00
JoansitohandClaude Sonnet 5.5 7ee905eab2 Merge upstream/main into fix/skins-after-pack-reload
Adopt main's SkinSlots for skins: add SkinSlots::forget and call it, with
the map slots' forget, once the new atlas is installed.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-30 21:14:09 +01:00
GIGABAIT93andClaude Opus 5.5 2977badbb8 sync_riders: name what it leaves out, not what it keeps
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 22:13:32 +02:00
Ludovic MarieandClaude Opus 5.5 bfeb1e69a8 Merge origin/main; server-next: S-5 is done (owners.md), Appendix A is a snapshot
docs/README.md keeps main's smp.md and owners.md lines beside server-next.md
(DUzzL's review).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 21:13:14 +01:00
Ludovic MarieandClaude Opus 5.5 fc4641bc8e Shared loot tables: a table changed on disk is read again
rdbtCVS's review: the key held the root's path and the packs' files, not the
root's own files, so a loot table edited at the same path while an Items or
LootData still held the map got the old one. The key now also hashes each
root table's path, size and modification time; a test edits a table while
the first map is held.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 21:11:45 +01:00
GIGABAIT93andClaude Opus 5.5 563ce7338e Merge main; scale the rider seat before the rearing offset
passenger_attachment scales main's base_attachment, then adds
equine::rear_offset unscaled (AbstractHorse.getPassengerAttachmentPoint).
seat() moves above ride()'s doc comment; position_riders seats a mob on a
text display on the first pass only; sync_riders says why display mounts
aren't its concern.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 22:10:20 +02:00
Łukasz KopańskiandCursor 0d9dcfd247 rustfmt the seated-enderman anim test.
Co-Authored-By: Cursor <[email protected]>
2026-10-30 21:09:39 +01:00
JoansitohandClaude Sonnet 5.5 e10efca1bc horizon-threads: check the junction reparse buffer's length sums
The mount point buffer added name_bytes + 2 and + 12 in u16, which overflows
for paths near the 32k-character limit. Build it in a helper with checked
arithmetic that returns InvalidInput, so the caller falls back to copying,
and pin the layout with a Windows unit test.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-30 21:07:56 +01:00
JoansitohandClaude Sonnet 5.5 8ae79aaad4 Merge upstream/main into fix/windows-pack-reload-speed
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-30 21:07:28 +01:00
JoansitohandClaude Opus 5.5 3f38f88bee Arrows fly into whoever picks them up on servers and the server thread (#4486)
ClientPacketListener.handleTakeItemEntity adds an ItemPickupParticle for any
taken entity and plays the pickup sound where it was. A server's client only
did so for items and orbs: a taken arrow or trident vanished at once. It now
flies to its collector and sounds at the arrow, as on a LAN guest.

horizon-ctl's status counts the pickup particles by kind (`pickups`), and
lan_e2e's `arrow_pickup` check has each player pick up an arrow and both
clients draw it flying.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 21:04:30 +01:00
Łukasz KopańskiandCursor 88e36f9220 Retrigger verify after a flaky Mojang lookup in horizon-server lists.
Co-Authored-By: Cursor <[email protected]>
2026-10-30 21:03:40 +01:00
Łukasz KopańskiandCursor 355b5f099e Sit an enderman that rides a boat.
humanoid_pub ignored isPassenger, so EndermanModel never got the
humanoid riding pose before its limb clamp.

Co-Authored-By: Cursor <[email protected]>
2026-10-30 21:03:09 +01:00
Ludovic Marie f8f1679153 Merge remote-tracking branch 'origin/main' into HEAD 2026-10-30 21:00:18 +01:00
Jan PresandOpenCode d049c7a175 Place a rider ejected by an activator rail beside the cart
AbstractMinecart.activateMinecart ejects its passengers on a powered
activator rail, and getDismountLocationForPassenger puts them on the
nearest block. Horizon cleared the ride but left the player at the seat
position, so the cart appeared to keep its rider.

tick_cart_riding now runs the same dismount placement when the tick
cleared the ride, for the window's player and for a server player
(each body goes through this function).

Fixes #4562

Co-Authored-By: OpenCode (DeepSeek V4.1 Flash) <[email protected]>
2026-10-30 19:58:11 +00:00
Łukasz KopańskiandCursor 0c1b92ce82 Fix TNT bounce unit test attributes after a bad insert.
Co-Authored-By: Cursor <[email protected]>
2026-10-30 20:49:22 +01:00
Łukasz KopańskiandCursor d2839ff264 Bounce primed TNT when a slime piston hits it.
Fixes #4550: moveCollidedEntities' slime causeBounce skipped PrimedTnt,
so TNT sitting on slime did not launch when a piston pushed the block.

Co-Authored-By: Cursor <[email protected]>
2026-10-30 20:46:52 +01:00
DUzzL 0a568f21aa Add armor stand targets to the mace parity harness
Hits on a living armor stand now run through the same oracle and fixture
as mob hits: smash, Wind Burst, nearby knockback and weapon wear, with a
shared hit_armor_stand entry in the game. The stand's own wobble and break
effects are left out of the comparison.
2026-10-30 20:45:16 +01:00
apeirsandClaude Opus 5.5 24e36962aa Chunk uploads: a 2 ms cap per frame when the player set no budget
With Chunk Updates and Upload Budget at 0 (the defaults), update_world
uploaded every mesh finished that frame, so a burst of finished sections
landed in one frame. Without the player's budgets, a burst now goes through
the queued path and uploads stop once they took 2 ms of the frame (at least
one per frame), nearest sections first; a frame's batch of 8 or fewer still
uploads at once without queueing. The player's own budgets work as before.

Fixes #4605

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 20:19:47 +01:00
k3yhandClaude Opus 5.5 da4ded1d7c Windows Vulkan: wait for the acquire fence only with VSync (gfx-rs/wgpu#10714)
wgpu-hal 30 waits on Windows for a fence that vkAcquireNextImageKHR
signals, in every present mode. It was added for FIFO, where AMD and
NVIDIA drivers present through DXGI and stuttered without it
(gfx-rs/wgpu#8310). With VSync off (Immediate, Mailbox) the driver
signals that fence only once the GPU has finished the previous frame, so
get_current_texture held the CPU for the whole GPU frame and the GPU sat
idle while the next one was recorded: 72% busy with a shader pack on an
RX 7900 XT. Apply the upstream fix (gfx-rs/wgpu#10714, not in a release
yet), which creates the fence only for Fifo and FifoRelaxed.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 14:19:27 -05:00
kerim 669aa04e69 Merge branch 'main' into main 2026-10-30 20:19:03 +01:00
kerim 6c023bdca0 fix de.json 2026-10-30 20:13:31 +01:00
JustKarkatandZCode 83e8e0ba1f Native mods: the player-health HUD rows as a hook point
API 14 adds native_health_hud: once a frame the HUD draws the health rows,
the hook hears the layout's inputs and the screen's GUI size, and a mod that
answers with draws replaces all the rows — armour, hearts, food, air and the
heights above the hotbar. Nothing answered draws Horizon's own, and the
call is before the atlas re-borrow so the frame is unchanged for every mod
that does not answer.

This is the hook the colored hearts HUD mod needs (the extras' one-row
tinted layout replaces the rows); a mixin cannot reach HealthHud::layout or
hud_layers, whose bodies hold closures horizon-mixins refuses to inject
into.

Co-Authored-By: ZCode <[email protected]>
2026-10-30 14:10:44 -05:00
umcekoandClaude Opus 5.5 9765a0341d Port pack: item models only an item's overrides use are not items
Without the oracle (the mod browser's check), every models/item file
became an item, so 1.21.1's armour trim looks, which the armour's model
switches to through `overrides`, came over as items of their own:
Simplest Emerald Gear declared 49 items where it registers 9. A model
another item model's overrides name is a variant of that item now, and
gets neither a declaration nor an item definition.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 21:57:04 +03:00
umcekoandClaude Opus 5.5 21ec14c0b2 Port pack: armour of a mod's own material draws its own textures
Ported armour took the iron template's equippable, so worn it drew as
iron. Each armour material of the mod's namespaces now becomes a 26.3
equipment asset from its 1.21.1 layers (the models/armor layer textures
copied to textures/entity/equipment/humanoid and humanoid_leggings), and
the items' equippable names it with the material's equip sound. The
harness checks that the textures Horizon resolves for worn armour are the
jar's own: Simplest Emerald Gear's item stats 72/72.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 21:57:04 +03:00
Claude d63d89bb86 Show the armour stand preview in the smithing table
SmithingScreen.updateArmorStandPreview puts the result on a stand without
its base plate and with its arms (armour in its slot, anything else in the
off hand), drawn by extractEntityInInventory beside the slots. The world's
armour stand drawing is split out per stand so the screen can reuse it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Rx5M6NS763D2WVnb2HmcTH
2026-10-30 18:46:36 +00:00
gravitacia 574c600551 Use imported resource packs in launcher profiles
Preserve profile edits, allow resource-only play, and distinguish imported records from registry packs. Finish archive conflict checks and document the partial roadmap milestone.
2026-10-30 18:31:48 +00:00
gravitacia f7dc8dd714 Fetch indexed resource packs and report carry-over outcomes 2026-10-30 18:31:48 +00:00
gravitacia 6fa052b4e0 Carry embedded and instance resource packs into imports 2026-10-30 18:31:48 +00:00
Claude bec89a8927 Draw the parrots on the player's shoulders
A parrot that lands on its owner is kept in ShoulderEntityLeft/Right, but
nothing drew it, so it seemed to vanish. Port ParrotOnShoulderLayer and
AbstractClientPlayer.getParrotVariantOnShoulder: the parrot model in
ParrotModel.Pose.ON_SHOULDER with the player's walk animation, age and
head turn, 0.4 to the side and 1.5 (1.3 crouching) up the player's model,
on the player in third person and in the inventory preview.

Part of #3518.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Rx5M6NS763D2WVnb2HmcTH
2026-10-30 18:26:58 +00:00
levzzz 46c09f1c70 Merge remote-tracking branch 'hr/main' into fix/pr-3891 2026-10-30 23:24:03 +05:00
levzzzandClaude Sonnet 5.5 ae9a990929 Merge launcher/native-mods-on-by-default into native-mods-where
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-30 23:24:02 +05:00
levzzzandClaude Sonnet 5.5 a4a90ad0a1 Merge launcher/native-builds-stay-put into native-mods-where
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-30 23:23:31 +05:00
levzzzandClaude Sonnet 5.5 e06a5ced37 Merge main into native-builds-stay-put (version-mismatch build option alongside base_for)
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-30 23:22:37 +05:00
levzzzandClaude Sonnet 5.5 d2c4e9ac87 Merge main into native-mods-on-by-default; the version-mismatch panel moves to the Mods page's Native build row
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-30 23:20:29 +05:00
apeirsandClaude Opus 5.5 29b58bb0fc Trading: Space and Enter press the focused offer again (hold Space to refill)
AbstractButton.keyPressed presses the focused button on Enter, Space or
numpad Enter, key repeats included, and the offer button clicked last keeps
focus through slot clicks. Each press reruns MerchantScreen.postButtonClick
(tryMoveItems + SelectTrade), so holding Space refills the payment slots
after every trade. Horizon tracked the focus but no key pressed it, and
screens never saw key repeats. horizon-ctl's key command takes the same path.

lan_e2e: merchant-reselect trades three times from one offer click, on the
host and on a guest.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 19:18:31 +01:00
levzzzandClaude Sonnet 5.5 e7fae3d587 Launcher i18n: drop removed native-mods strings, add Polish for the new ones
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-30 23:17:25 +05:00
levzzzandClaude Sonnet 5.5 2e52f01d71 Merge main into native-mods-where
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-30 23:16:11 +05:00
DUzzL 3fa621d254 Save the previous velocity for remote players and test the elytra yaw lerp 2026-10-30 19:07:23 +01:00
levzzzandClaude Sonnet 5.5 ddf1be8050 Launcher i18n: drop removed native-mods strings, add Polish for the new ones
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-30 22:56:29 +05:00
levzzzandClaude Sonnet 5.5 32e8e51cfc Merge main into native-mods-on-by-default
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-30 22:53:10 +05:00
levzzzandClaude Opus 5.5 5f0ac95135 Native hooks doc: NeoForge's public documentation only, firing points from vanilla
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 22:51:38 +05:00
levzzz ca2955ef0c Merge main 2026-10-30 22:51:24 +05:00
MSedgeMC 0d31254815 Retarget ledger rows that are already ported
The port ledger is where AGENTS.md sends every contributor before parity
work, and thirteen rows still said missing for behaviour that is on main:
the spectral arrow's post-hurt effects and trail, the axolotl's bucket
hand-back and rehydration, the allay's note block memory and vibration
listener, the pillager's raid banner, and three splash potion methods.

Each now points at the function that ports it, verified against the 26.3
jar and the tree. Three pillager rows were transcribed from a branch that
is unreachable in vanilla: a white banner is a BannerItem, so pickUpItem
sends it to Raider.pickUpItem before wantsItem is ever consulted.
2026-10-30 23:12:22 +05:30
Kacpherek d848b1e05d Put guests in a changed default game mode when it is forced
Only a join or the world-options force switch applied the forced mode, so
/defaultgamemode or the default-mode button left guests in the old mode.
IntegratedServer.setWorldGameType and DefaultGameModeCommands.setMode call
updateGameModeBasedOnPermission / enforceGameTypeForPlayers, which sets every
online guest without game master permission to the new default.
2026-10-30 18:15:59 +01:00
Kacpherek c727c26612 Show the smithing table's onboarding tooltips on empty slots
Only the upgrade error tooltip existed, and it was one unwrapped line.
SmithingScreen.extractOnboardingTooltips shows Add Smithing Template over the
empty template slot, and the template's base or additions slot description
over an empty base or addition slot; every one is split at 115 pixels
(font.split(component, 115)).
2026-10-30 18:15:59 +01:00
Kacpherek 9e6453c457 Mark servers of another protocol as incompatible in the list
Every server that answered the ping showed ping bars and a player count.
ServerSelectionList.OnlineServerEntry sets State.INCOMPATIBLE when the
status protocol differs from the client's: the red version name replaces the
player count, the icon is server_list/incompatible, its tooltip reads
multiplayer.status.incompatible, and the player list stays on the name.
2026-10-30 18:15:59 +01:00
Kacpherek af84c3a547 Make Home and End in a book page move to the line's edges
Home and End jumped to the start and end of the whole page. In vanilla's
MultilineTextField.keyPressed they seek getCursorLineView().beginIndex and
endIndex, the visual line holding the caret; only Ctrl+Home and Ctrl+End go
to the page's ends.
2026-10-30 18:15:59 +01:00
Kacpherek 04f73f422a Re-read the held keys when the game takes the pointer back
A movement key pressed or kept down behind a screen did not count once the
screen closed, so the walk stopped until the key was pressed again.
MouseHandler.grabMouse calls KeyMapping.setAll off macOS
(InputQuirks.RESTORE_KEY_STATE_AFTER_MOUSE_GRAB), which sets every mapping
from the keys physically down, except sneak and sprint while they toggle.
2026-10-30 18:15:59 +01:00
Kacpherek 7886e3f5d7 Close the sign editor when the player walks out of reach
The editor only closed when its sign was removed (and only on a server's
client). AbstractSignEditScreen.tick closes it whenever isValid fails, which
also covers SignBlockEntity.playerIsTooFarAwayToEdit: eyes further than the
block interaction range plus 4 blocks. Both paths now run the same check.
2026-10-30 18:15:59 +01:00
Kacpherek e8e251df67 Grey out empty Items and Mobs tabs on the Statistics screen
An Items or Mobs tab with no rows could still be selected and showed an
empty list. StatsScreen.setTabActiveStateAndTooltip makes such a tab
inactive (grey label, no click) and gives it the gui.stats.none_found
tooltip (StatsScreen.java).
2026-10-30 18:15:59 +01:00
Kacpherek 1fb244e0a5 Show Take Book on a lectern only to players who may build
An adventure or spectator player saw Take Book on every lectern. Vanilla's
LecternScreen.createMenuControls adds Done and Take Book only when
player.mayBuild() holds, and otherwise falls back to BookViewScreen's single
wide Done button (LecternScreen.java).
2026-10-30 18:15:59 +01:00
Kacpherek 0bc5e0de9c World list: disable and mark worlds that cannot be played
Play stayed enabled for a world locked by another instance or from an incompatible series, Edit and Re-Create stayed enabled for a world whose files need upgrading, and the hover icon was always the join arrow. LevelSummary (isDisabled, primaryActionActive, canEdit, canRecreate, primaryActionMessage) and WorldSelectionList.WorldListEntry (canInteract, extractContent) grey those buttons out, show Upgrade and Play, ignore a double click or icon click on a disabled world, draw the error or marked join sprite with its tooltip, and tooltip the buttons of a world that needs its files fixed. The info line names an incompatible version in red and shows a backup world's version in italics, red for a downgrade.
2026-10-30 18:15:59 +01:00
Kacpherek 6557c0604c Re-Create keeps the world's data packs and alerts on an unreadable world
Re-Create World took the name, seed and options but none of the world's data packs, and a world whose level.dat would not read did nothing when the button was pressed. WorldSelectionList.WorldListEntry.recreateWorld (WorldSelectionList.java) copies the world's datapacks into the new screen's pack folder (CreateWorldScreen.createTempDataPackDirFromExistingWorld) and keeps its enabled packs, and on failure shows an AlertScreen with selectWorld.recreate.error.title and .text over the list.
2026-10-30 18:15:59 +01:00
Kacpherek f3a05ae1a3 Reopen the sound output when its device is lost or the default changes
Unplugging headphones or switching the system output left Horizon silent until restart: the stream's error callback only logged. SoundEngine.shouldChangeDevice (SoundEngine.java) reloads the engine when the open device disconnects, when the system default changes with no device chosen in the options, or when the chosen device comes back. Audio::tick now watches the stream's DeviceNotAvailable and looks at the default output once a second, then stops all sounds and opens the output again, as SoundEngine.reload does.
2026-10-30 18:15:59 +01:00
Kacpherek 6f0c7b1441 Send language, chat colors and particles in the client information
Settings::client_information filled only chat visibility, skin layers, main hand and server listing; the language stayed en_us, chat colours on and particles at All whatever the options said. Options.buildPlayerInformation (Options.java) sends languageCode, chatColors and particles as set.
2026-10-30 18:15:59 +01:00
Kacpherek bb1007fae9 Show the Amplified help tooltip on the world type button
Create New World's World tab showed no tooltip for Amplified. Vanilla (CreateWorldScreen.WorldTab, WorldCreationUiState.WorldTypeEntry.isAmplified) gives the type button the generator.minecraft.amplified.info tooltip whenever the selected preset is Amplified.
2026-10-30 18:15:59 +01:00
Kacpherek d5a8d23be6 Creative screen: switch to the survival inventory when creative ends
The creative inventory stayed open after the player left creative mode
(/gamemode survival, or a server's game mode change), so items could
still be taken from it. CreativeModeInventoryScreen.containerTick opens
an InventoryScreen once the player no longer hasInfiniteMaterials.
2026-10-30 18:15:59 +01:00
Kacpherek b5dace7edd Recipe book: dragging across the search box selects text
A press in the recipe book's search box placed the caret, but moving the
mouse with the button held did nothing. RecipeBookComponent.mouseDragged
forwards the drag to the search box while it is focused, and
EditBox.onDrag moves the selection end to the pointer.
2026-10-30 18:15:59 +01:00
Kacpherek e39901dc6f Recipe book: a narrow window's open book disables the slots under it
With the book open in a window under 379 px wide it covers the menu, yet
the slots under it could still be hovered and clicked, and an outside
click dropped the carried stack. AbstractRecipeBookScreen.isHovering is
false while the book is visible and widthTooNarrow, and its mouseClicked
returns true for every click in that state instead of passing it to
AbstractContainerScreen.
2026-10-30 18:15:59 +01:00
Kacpherek 963f465dc6 Recipe book: close after placing a recipe in a narrow window
In a window narrower than 379 px the book is not offset next to the menu,
and Horizon kept it open over the menu after a recipe was placed.
RecipeBookComponent.mouseClicked calls setVisible(false) after a placed
recipe when isOffsetNextToMainGUI is false, which stores the closed state
and sends the settings. A refused click (tryPlaceRecipe false) leaves it
open.
2026-10-30 18:15:59 +01:00
Kacpherek 0ada161e69 Container screens: a bundle's tooltip shows while carrying a stack
Hovering a bundle with a stack on the cursor showed no tooltip at all.
AbstractContainerScreen.extractTooltip shows the hovered item's tooltip
with a carried stack when its tooltip image says
showTooltipWithItemInHand, which ClientBundleTooltip does. Applied to
the inventory, container, station, trading, beacon and creative screens.
2026-10-30 18:15:59 +01:00
Kacpherek ca5315dc0d Bundle tooltip: show the selected item's name above the grid
The bundle tooltip drew the grid and the bar but not the box with the
selected item's name above it. ClientBundleTooltip.extractSelectedItemTooltip
(ClientBundleTooltip.java) draws the stack's styled hover name in a
tooltip of its own, centred on the component less 12, 15 above its top,
placed by DefaultTooltipPositioner (+12, -12, kept on screen).
2026-10-30 18:15:59 +01:00
Kacpherek 536fe04942 Container screens: draw the slot highlight sprites
The hovered slot got a flat 50% white square over its item. Vanilla draws
the 24x24 container/slot_highlight_back sprite behind the item and
slot_highlight_front over it, at the slot minus 4 (AbstractContainerScreen
.extractSlotHighlightBack and extractSlotHighlightFront), and skips slots
whose isHighlightable is false (the crafter's NonInteractiveResultSlot).
Done for the inventory, container, station, trading, beacon and creative
screens; the quick-craft drag preview keeps its 0x80ffffff fill as in
AbstractContainerScreen.extractSlot.
2026-10-30 18:15:59 +01:00
Kacpherek 14b5b031d3 Music Toast: the Now Playing toast with its music notes
The Music Toast option did nothing: the music manager queued show and
hide requests that nothing read, and no toast existed. ToastManager
makes a NowPlayingToast under Pause and Pause and Toast
(initializeMusicToast, setMusicToastDisplayState), shows it when a song
starts and hides it when music stops (showNowPlayingToast,
hideNowPlayingToast); NowPlayingToast.update times it out after five
seconds of Notification Time, extractToast draws the nine-slice
background, the music notes tinted by ColorLerper MUSIC_NOTE
(tickMusicNotes) and the song's language key in light grey. It slides
in from the left over every screen but the pause screen, which draws it
itself while music is audible (PauseScreen.rendersNowPlayingToast).
2026-10-30 18:15:58 +01:00
Kacpherek 397e947fac Advancement toast: wrap a long title and fade the label into it
A long advancement title stayed on one line at the toast's right edge.
AdvancementToast.extractRenderState (AdvancementToast.java) splits the
title at 125 pixels; with more than one line it shows the frame label
centred and fading out until 1.5 s of full visibility, then the title
lines centred and fading in over 0.3 s.
2026-10-30 18:15:58 +01:00
Kacpherek db2c7b799d Chat: grey Not Secure bar, Modified tag and Only Show Secure Chat
Player chat lines never carried a tag, so the grey bar for an unsigned
message and the Modified bar and icon for a server-edited one were
missing, and Only Show Secure Chat did nothing. ChatTrustLevel.evaluate
(ChatTrustLevel.java) calls a message not secure when it has no
signature or is older than seven minutes, modified when the signed
content is not in the line or the replacement uses another font, and
createTag turns that into a GuiMessageTag. ChatListener.showMessageToPlayer
drops not secure lines with the option on, and the player's own message
on their own server is always secure. ChatComponent shows the tag text
over the bar and the icon, and the icon on the hovered message.
2026-10-30 18:15:58 +01:00
Kacpherek bc005e8ac2 Title splash: sometimes show the player's name as NAME IS YOU
The title screen only ever drew a list entry. SplashManager.getSplash
(SplashManager.java), outside the three special dates, rolls
nextInt(size) == 42 and then shows the logged-in user's name in
upper case followed by " IS YOU" instead of a list entry.
2026-10-30 18:15:58 +01:00
Kacpherek be75260bc0 Show the Reconfiguring screen while a server reconfigures the client
The client kept drawing the old world while a proxy or server sent it back to
configuration. ClientPacketListener.handleConfigurationStart flushes the held
chat and clearClientLevel opens ServerReconfigScreen: connect.reconfiguring
over the panorama with a Disconnect button that only becomes active after
600 ticks (DISCONNECT_TIME); the layout is a vertical LinearLayout with cells
padded by 10. handleLogin replaces it with the loading screen.
2026-10-30 18:15:58 +01:00
Kacpherek f5f968df5c Nudge the player out of a block it stands inside
A player whose body corner sat in a solid block (a block placed or pushed
onto the player) was left there. LocalPlayer.aiStep calls
moveTowardsClosestSpace at the four corners (0.35 of the width out) unless
the player is a spectator or a passenger: a corner in a suffocating block
sets a 0.1 speed on the axis of the nearest side that is free (suffocatesAt,
LocalPlayer.java).
2026-10-30 18:15:58 +01:00
Kacpherek fd4c3e01e9 Keep sprinting along a wall you push into at a shallow angle
The local player's minor_horizontal_collision was a stub returning false,
so any bump into a wall stopped the sprint. LocalPlayer.
isHorizontalCollisionMinor compares the move the wall allowed with the
direction of xxa/zza turned by the yaw, and counts it minor when the angle
is under 0.13962634 radians (8 degrees); Player.shouldStopRunSprinting
ignores a minor collision.
2026-10-30 18:15:58 +01:00
Kacpherek bd19371acf Delay far firework sounds by their distance
Firework bursts played their blast and twinkle at once, however far they
were. ClientLevel.playSound with distanceDelay, as FireworkParticles passes
it, plays a sound beyond 10 blocks of the camera later, by sqrt(distance) /
40 seconds (SoundManager.playDelayed); drips stay immediate.
2026-10-30 18:15:58 +01:00
Kacpherek 4f3a68c450 Show the portal loading screen on a server's dimension change
A remote respawn always drew the panorama loading screen. Vanilla's
ClientPacketListener.handleRespawn picks a LevelLoadingScreen.Reason with
determineLevelLoadingReason (not after a death; the Nether or the End on
either side gives NETHER_PORTAL or END_PORTAL) and
LevelLoadingScreen.extractBackground draws the portal sprite or the End
backdrop for those instead of the blurred panorama.
2026-10-30 18:15:58 +01:00
Ludovic MarieandClaude Opus 5.5 78c2b92c5e /claim: an issue a pull request already fixes no longer counts toward the limit
rdbtCVS, 2026-10-30: a review can take 48 hours, so counting issues whose fix is already in a PR held contributors
back. The open-claims search adds -linked:pr (issues linked to a pull request by a closing reference).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 18:15:16 +01:00
Ludovic Marie fcfe236b92 Merge main into chore/claim-limit-8 2026-10-30 18:14:58 +01:00
Ludovic Marie 52a0865aac Merge main into perf/dedicated-no-client-tables 2026-10-30 18:02:21 +01:00
Ludovic Marie 19eeab4a2a Merge main into perf/dedicated-no-item-models 2026-10-30 18:02:19 +01:00
Ludovic Marie 714f7a76da Merge main into perf/dedicated-no-face-visibility 2026-10-30 18:02:17 +01:00
Сидоренко Егор АлекчеевичandCodex ca27b2de97 Merge main and preserve the upstream mimalloc allocator
Resolve the allocator and lockfile conflicts against 8f376a471. Keep
main's horizon_threads allocator, startup configuration, and dependency
settings unchanged. Retain windows-mimalloc as a compatibility no-op and
keep the independent, opt-in Segment Heap resource experiment.

Co-Authored-By: Codex (GPT-6) <[email protected]>
2026-10-30 19:50:35 +03:00
MSedgeMC 1d4c9fa4db Make an allay tell potions apart
AllayAi.allayConsidersItemEqual wants a stack with the same item and no
differing potion contents, so an allay carrying Swiftness ignores a Healing
potion on the ground. Horizon compared item ids only, so any allay picked up
every potion, and it kept only the id of what it carried, losing the
components on the way back out.
2026-10-30 22:14:04 +05:30
MSedgeMC 864f314abf Apply a spawn egg's components to the mob it spawns
EntityType.create finalizes the mob, then PostSpawnProcessor puts the
stack's implicit components on it, so an egg carrying chicken/variant=warm
spawns a warm chicken rather than the biome's. Horizon had the bucket half
of that hook and nothing for eggs: the stack never reached the mob.

The bucket loader becomes the shared item-to-mob hook, with arms for the
chicken, cow and pig variant and sound variant, the mooshroom variant and
the sheep colour, and both spawn paths call it after the mob is finalized.
2026-10-30 22:13:48 +05:30
MSedgeMC 971e8a90f0 Growl when a piglin brute starts a fight
PiglinBruteAi voices entity.piglin_brute.angry when the brute's activity
switches into the fight and then rolls the level random every tick at
0.0125, which comes to about one growl per eighty ticks while it fights.
Horizon had the activity machinery and the sound for piglins only, gated to
Piglin and Hoglin, so a brute's activity stayed idle and it never made a
sound.
2026-10-30 22:11:52 +05:30
rdbtCVSandClaude Opus 5.5 4cf3a14ba0 Launcher: keep the Resource packs tab, on Modrinth
Modrinth's resource packs work, so their tab stays, with its source switch
(Modrinth first). HORIZON_LAUNCHER_PAGE=resourcepacks opens it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 15:45:10 +00:00
Ludovic MarieandClaude Opus 5.5 234d5e1cd6 CONTRIBUTING: another project's code only when its license allows it
Ludovic, 2026-10-30, after arismoko's proposal in #contributors: reading and using another project's source is now
allowed, but only under MIT, MIT-0, BSD-2/3-Clause, 0BSD, ISC, zlib, Apache-2.0, Unlicense or CC0. Everything else
(GPL, LGPL like Iris, MPL, Polyform like Sodium, custom, closed, unlicensed) stays off limits, even to read. The
contributor checks the license at the commit and per file, names the project, commit and license in the PR, keeps
the notices and adds a THIRD_PARTY_NOTICES.md entry. The PR template gets an "Other projects' code" section.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 16:43:39 +01:00
rdbtCVSandClaude Opus 5.5 0416fe600c Launcher: hide the Mods page's sources and tabs that aren't usable yet
The Mods and Shader packs tabs search Horizon's registry only: no Modrinth /
CurseForge switch. The Modpacks, Resource packs and Data packs tabs are hidden;
Modpacks still opens from the sidebar (its tab shows while open) with its source
switch. A Java instance's Mods tab still searches Modrinth, with its filters.

Closes #4477

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 15:35:21 +00:00
Ludovic Marie 69d6254b70 Merge remote-tracking branch 'origin/main' into perf/dedicated-no-client-tables 2026-10-30 16:32:25 +01:00
Ludovic Marie fc485bb996 Merge remote-tracking branch 'origin/main' into perf/dedicated-no-item-models 2026-10-30 16:32:25 +01:00
Ludovic Marie 9ea981a2f3 Merge remote-tracking branch 'origin/main' into perf/dedicated-no-face-visibility 2026-10-30 16:32:24 +01:00
Ludovic MarieandClaude Opus 5.5 a78bee4642 /claim: hold up to 8 open issues, as on Kira
GitHub's /claim refused a 6th issue while Kira's Discord /claim allows 8 (raised from 3 on 10-25 at rdbtCVS's ask: a
contributor running several agents needs more). A claim counts until its issue closes, even with an open PR, so 5 left
DUzzL's agent stuck with every issue already fixed in a PR. One limit, 8, in both places and in CONTRIBUTING.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 16:16:38 +01:00
SlaVKsVolksandOpenAI Codex GPT-6.1 Sol 320778a3d2 fix(bench): reject incomparable benchmark reports
Check the documented comparison conditions before printing tables, and report missing or conflicting settings without producing a misleading comparison.

Co-Authored-By: OpenAI Codex GPT-6.1 Sol <[email protected]>
2026-10-30 11:12:46 -03:00
SlaVKsVolksandOpenAI Codex GPT-6.1 Sol b46c30af80 fix(port-ledger): support jar-only citation checks
Resolve declared and inherited fields from bytecode when source files are absent, while retaining source-based citation checks.

Co-Authored-By: OpenAI Codex GPT-6.1 Sol <[email protected]>
2026-10-30 10:53:44 -03:00
DUzzL ef4f8d3edc Run the weapon hit on an armor stand so a Wind Burst launches the attacker
Fixes #4404
2026-10-30 14:48:44 +01:00
levzzzandClaude Opus 5.5 ea678bc6e6 Docs: proposal to model native hook points on NeoForge 26.3 events
Names, firing points, sides and cancel contracts from NeoForge's 26.3.x events (no code
copied), a catalog field for the counterpart, how the hooks we have and the PRs in flight
map, a priority list, and the capability/menu shape for mod block entities.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 18:27:47 +05:00
ElyTheCatandAntigravity 95d06ac8cd perf(light): reuse worker scratch buffers and optimize flood-fill traversal
- Reuse states, sky, block, queue, and unpacking buffers via thread-local LightScratch.
- Fast-exit wavefront traversal when neighbor light is already >= level - 1.
- Hoist from_row occlusion table index and avoid Y-axis column checks in spread loop.
- Fast-path open sky ray stepping for empty air-to-air boundaries.
- Benchmark: 3267.62 µs/chunk -> 1371.04 µs/chunk (58.0% faster, 2.38x speedup).

Co-Authored-By: Antigravity <[email protected]>
2026-10-30 16:18:09 +03:30
DUzzL e2dbf8a03f Enable the input method in World Options only while a text box has focus 2026-10-30 12:11:18 +01:00
DUzzL 21bdf4f9a3 Accept committed IME text in the focused text field
Allow the window's input method only while a text box has focus and route
WindowEvent::Ime(Commit) to the same sinks as typed text. Preedit drawing and
the candidate window position are not handled yet.
2026-10-30 12:02:53 +01:00
MSedgeMC dec8429c3d Wire /place structure to the live level
PlaceCommand.placeStructure generates a start for the position's chunk with
a constant-true biome predicate, checks that every chunk of the start's box
is loaded, and runs placeInChunk over that box in the live level. Horizon
implemented /place template, /place feature and /place jigsaw, and the
structure arm validated the id and then always failed with
command.failed, which is the "unexpected error" the report shows.

The arm now generates the start through the existing structure machinery
with every biome valid (the command's own predicate, not worldgen's), reuses
place_in_chunk over the live-level feature world, and reports vanilla's
success and failure messages. LevelFeatureWorld also stores a template's
block-entity data now, so a placed chest keeps its loot table instead of
losing it.
2026-10-30 16:29:35 +05:30
ElyTheCatandAntigravity 1bea267634 perf(resident): bypass bounds lookup for inside columns and precompute column coordinates
When a column is completely inside the view frustum (inside == true),
skip bounds lookup and intersection testing for all of its sections.
Additionally, precompute column-invariant world coordinates (ox, oz,
min_x, min_z, and xz_sq) outside the section loop.

This eliminates the diagonal view frustum culling regression, reducing
diagonal traversal time from 84.5 µs (fallback) down to 79.5 µs.

Co-Authored-By: Antigravity <[email protected]>
2026-10-30 13:55:07 +03:30
ElyTheCatandAntigravity 1338b93815 test(resident): add tight bounds culling benchmark
Co-Authored-By: Antigravity <[email protected]>
2026-10-30 13:25:05 +03:30
Сидоренко Егор АлекчеевичandCodex 5f72e129b2 Merge main into mesh buffer reuse
Preserve layout-relative section coordinates and main's worker idle-memory
release while retaining bounded mesh buffers and worker scratch reuse.
Extend reuse regressions to custom vertical layouts.

Co-Authored-By: Codex (GPT-6) <[email protected]>
2026-10-30 12:46:35 +03:00
Сидоренко Егор АлекчеевичandCodex 5a453aac0f Merge main into Windows allocator options
Resolve Cargo.lock against e84a47c06 while preserving the independent,
off-by-default Windows allocator features and main's native-mod cleanup.

Co-Authored-By: Codex (GPT-6) <[email protected]>
2026-10-30 12:38:47 +03:00
TeiwazikandClaude Opus 5.5 5455bc98f4 Resource pack screen: find packs added to the folder while it is open
PackSelectionScreen watches resourcepacks/ and lists the packs again when its
contents change. Horizon listed them once, when the screen opened: a pack
copied in after needed the screen closed and opened again. The folder's
entries (name, size, write time) are now compared once a second while the
resource pack screen is open; on a change the screen is made again over the
new list, keeping the selection made on it so far. Create World's data packs,
on the same page, are left alone.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01NbhTrA2NFEcA5CdtUTS1eH
2026-10-30 10:29:11 +01:00
ElyTheCatandAntigravity 7c5de46635 Render: tight chunk section bounds for resident frustum culling
Compute the exact axis-aligned bounding box of a section's terrain mesh
vertices during meshing and use it during resident frustum culling.

Sections containing flat terrain (e.g. flat floors or water surfaces) or
geometry that does not touch the camera frustum are culled without drawing,
eliminating false positives from the fallback 16x16x16 bounding box.

Co-Authored-By: Antigravity <[email protected]>
2026-10-30 12:58:14 +03:30
MSedgeMC dd0a1e4972 Keep the sheep undercoat when the sheep is sheared
Vanilla's two wool layers disagree about shearing: SheepWoolLayer returns
early on a sheared sheep, while SheepWoolUndercoatLayer has no sheared
test at all (its guard is invisibility, jeb_ or a non-white colour, and
adult). Horizon gated both pushes behind one !sheared arm, so a sheared
dyed sheep drew nothing at all.

The sheared guard now wraps only the wool push; the undercoat keeps its
existing conditions and is pushed first, as before. Unsheared output is
unchanged, and the test asserts (model, texture, colour) for the sheared
dyed, sheared white, baby and unsheared cases.
2026-10-30 14:48:48 +05:30
Nguyễn Văn Trãi a24fe033cd Merge branch 'main' into docs/readme-launcher-screenshots 2026-10-30 16:02:24 +07:00
TeiwazikandClaude Opus 5.5 525d7366eb Pack overlay: the read flag has no use on Unix
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01NbhTrA2NFEcA5CdtUTS1eH
2026-10-30 09:44:43 +01:00
Sticky-Bug a2d7a9f6c5 options: enable Monochrome Logo option (darkMojangStudiosBackground)
Enable Opt::MonochromeLogo in options_ui so it can be toggled on the
Accessibility Settings screen.
In level_loading, define LoadingOverlay brand background colors
(LOGO_BACKGROUND_COLOR = 0xEF323D, LOGO_BACKGROUND_COLOR_DARK = 0x000000)
and draw_loading_overlay.
Use draw_loading_overlay in startup_menu and game reload overlay to fill
the frame with the brand background color selected by darkMojangStudiosBackground.
2026-10-30 14:05:05 +05:30
Ludovic Marie 50fd82435c Merge remote-tracking branch 'origin/main' into perf/shared-loot-tables 2026-10-30 09:19:17 +01:00
Ludovic MarieandClaude Opus 5.5 d3be73f9d0 Share one loot table map between Items and the loot data of the same root and packs
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 09:07:10 +01:00
Ludovic MarieandClaude Opus 5.5 4d42e8b877 Dedicated server: no block entity renderer or animate tables, which only frames read
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 09:02:47 +01:00
Ludovic MarieandClaude Opus 5.5 d12fd7341c Dedicated server: parse no item models, which only the item renderer bakes
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 08:58:54 +01:00
DUzzL 9ca7f51d05 Sneaking players descend through scaffolding on the server (#4254) 2026-10-30 08:55:14 +01:00
DenisHumenandClaude Opus 5.5 e17aabe322 A hit stands a sitting tame parrot up
Parrot.hurtServer calls setOrderedToSit(false) before
LivingEntity.hurtServer, as Wolf.hurtServer does. Horizon only did it
for wolves, and only after the damage landed, so a sitting parrot kept
sitting when hit, and a wolf hit inside its hurt frames kept sitting.
Both now stand up in accepts_damage, which runs where vanilla's override
does (after isInvulnerableTo, before the hurt frames).

Part of #3512 (row Parrot.hurtServer).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 09:52:54 +02:00
Ludovic MarieandClaude Opus 5.5 fb2fb00ec4 MeshTables: no occlusion faces from a server's empty visibility
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 08:42:32 +01:00
Ludovic MarieandClaude Opus 5.5 c24f9a1693 Dedicated server: no render face visibility, which only the mesher and block entity renderer read
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 08:35:22 +01:00
TeiwazikandClaude Opus 5.5 b91fb97b1c Pack overlay: stamp vanilla's files by their metadata on Windows
Without a change timestamp, Windows checked every file of a cached overlay by
its bytes, vanilla's included: tens of thousands of opens, each scanned by the
antivirus, took minutes on every resource reload. Vanilla's files now keep to
their size and write and creation times, as on Unix; the packs' own files are
still read. The marker version moves to 6.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01NbhTrA2NFEcA5CdtUTS1eH
2026-10-30 08:31:09 +01:00
Kacpherek 64b7e511b1 Play the minecart steps a server sends along the track
Horizon ignored ClientboundMoveMinecartPacket, which a server sends in place of move packets for minecarts on NewMinecartBehavior (the minecart_improvements experiment), so such a cart and a rider in it stayed where they were added until a teleport. Decode the packet's steps (MinecartStep: position, movement, yRot, xRot, weight) and play them as NewMinecartBehavior.lerpClientPositionAndRotation does: queued steps become the current ones over 3 ticks by their weights (getCurrentLerpStep), and the cart takes the position, movement and yaw they give at the end of each tick. A teleport puts such a cart there at once (its interpolation handler is NO_OP). The cart's pitch still comes from its rails.

Fixes #3796
2026-10-30 08:15:21 +01:00
Kacpherek d0c5f220bc Keep the destination of a portal trip running with a portal ticket
Horizon only lit the exit chunks long enough to land an entity that went through a portal, then nothing in that dimension ticked while no player was in it, so an item or mob stayed frozen there and never came back through. Vanilla places TicketType.PORTAL (300 ticks, radius 3, level 30 of both kinds, keeps the dimension active) on the exit chunk when the entity arrives (Entity.placePortalTicket via TeleportTransition.PLACE_PORTAL_TICKET and NetherPortalBlock.getExitPortal, EndPortalBlock.getPortalDestination). Add the ticket to the level's chunk tickets, tick the dimension while one is held and stream its area.

Fixes #3292
2026-10-30 08:11:41 +01:00
DenisHumenandClaude Opus 5.5 dc3d702e01 Creative armour swap gives the worn piece back to the hand
Equippable.swapWithEquipmentSlot: in creative a single item swaps with the
worn piece too (the hand gets copyAndClear of the worn stack, the slot a
copy), and from a larger stack the worn piece goes to the inventory. The
game kept the new piece in the hand and deleted the worn one, so the held
item never changed and the hand never played its swap animation.

Fixes #4150

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 09:08:00 +02:00
DenisHumenandClaude Opus 5.5 e3e2404a1f horizon-server: install the Windows logon task without admin rights
`service install` (the launcher's "Run in the background and at login"
switch) ran `schtasks /Create /SC ONLOGON`. That trigger fires at every
user's logon, and Windows lets only an administrator create it, so the
switch failed with "Access is denied" for a normal user.

Create the task from XML instead, with the logon trigger and the
principal naming the current user (LeastPrivilege, interactive token),
which needs no elevation. The task also drops schtasks' defaults that
would stop a server: the 72-hour run limit and not starting on battery,
and Task Scheduler restarts the supervisor a minute after it fails.

Fixes #3733

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 08:41:08 +02:00
d3grandoandClaude Opus 5.5 3e536cb541 Merge origin/main into fix-3061-pad
game/pad.rs: main dropped the unused mouse::Rotation import; this branch's keymapping::SNEAK import stays.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 13:15:22 +07:00
Kacpherek 85b5ff7294 Scale the view-blocking probe height with the player's scale
The block overlay (the dark stretched texture over the screen) probes eight points around the eye, 0.1 apart in height. Vanilla multiplies that by LivingEntity.getScale (LevelExtractor.getViewBlockingStateAndPos). Horizon used a fixed 0.1, so a player of scale 0.01, whose eye is 0.0162 above the feet, probed the ground block and got its overlay over the whole screen.

Part of #3809
2026-10-30 06:34:55 +01:00
GIGABAIT93andClaude Opus 5.5 531cb06614 Riders sit in their scale, and on text displays
An NPC plugin enlarges its fake players (minecraft:scale) and seats the
sitting ones on an invisible text display. Three gaps showed together:

- a vehicle's passenger attachment ignored its scale, so a name riding a
  1.5x NPC sat at 1.8 blocks, in its face (getDimensions scales the
  attachments with the box);
- players and mannequins had no vehicle attachment on a mob or a display
  (Avatar.DEFAULT_VEHICLE_ATTACHMENT, 0.6, scaled); only boats had it;
- a mob riding a text display kept the server's position for it instead
  of its seat (rideTick), so the plugin's teleport left it in the air.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 07:04:50 +02:00
Alexander KrylovandHermes Agent 58cf8aa10c Graphics screens: their text through the language table
The graphics screens' captions, values, headers, titles, cost tags, blocked
reasons and descriptions were English display text handed to the widgets, so
no key ever reached i18n. The text is the key now: labelled() translates a
caption and its value, the description is translated before it wraps, and the
headers, titles and buttons go through lang::get where they are drawn.
Numbers in values became templates the table can hold.

Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
2026-10-30 07:28:14 +03:00
DUzzL 6f654f9180 Launcher: keep --check-accounts as a hidden no-op for old scripts 2026-10-30 04:54:15 +01:00
DUzzL b636b37e9a Launcher: new servers check Minecraft accounts by default
The create screen no longer offers the offline choice; the server's
settings page still turns account checks off, and the CLI takes --offline.
2026-10-30 04:46:04 +01:00
DUzzL e8c32f6610 Run single-player use clicks after attack clicks within a tick
A place and a break in one click now replace the targeted block as in
vanilla's handleKeybinds: attack first, then use against the hit result
picked before the break. Fixes #4147.
2026-10-30 03:13:48 +01:00
spiderandClaude Opus 5.5 d87ead957e Far terrain: the dimension the player is in, not the server's level in place
The window built its far terrain from whichever level the server thread
had in place when it asked. Dying in the Nether and respawning in the
Overworld could catch the Nether there, and Nether far terrain stood around
the Overworld until the world was reopened. Levels::lod_source_in gives the
player's dimension's, in place or parked.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 03:12:23 +01:00
Alexander KrylovandHermes Agent 56402b95f3 Launcher: the language row is a dropdown, not a segment per language
Nine segments are wider than the row, which left its sentence a character
wide and wrapping one letter per line. The row shows the choice and a
menu now, and the sentence stays only while the language follows the
system's.

Co-Authored-By: Hermes Agent (Nous Research) <[email protected]>
2026-10-30 05:06:21 +03:00
asownerytandClaude Opus 5.5 7037d586ca Tamed pets no longer turn on the owner who hits them
Vanilla's TamableAnimal.canAttack refuses the pet's owner (isOwnedBy), so
HurtByTargetGoal never starts when the owner hits their wolf, cat or
parrot, and no target or anger follows. Horizon's player check
(Mob::spares_players) only knew the player-built iron golem, so a tamed
wolf hunted its owner after one hit (#4119). It now spares a
TamableAnimal's owner too, in every place that check is made.

NonTameRandomTargetGoal also checks isTame before its random interval
roll: the wolf's and cat's untamed-only target goals now gate before the
draw, so a tamed pet's random sequence follows vanilla.

mob_ai harness: a new `owned` flag (tamed by the scenario's player) and
the wolf_owner_hurt scenario.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 15:05:11 +13:00
DUzzL 3acfebb2fe Document the armor stand seat offset 2026-10-30 02:41:31 +01:00
DUzzL 77738c6356 Keep latched sneak and sprint across a short focus loss
Focus loss cleared the key set, which also held the keys synthesized from the sneak/sprint toggles. A quick alt-tab opens no pause screen, so nothing restored them. Re-sync both toggles after the clear. Fixes #4133.
2026-10-30 02:38:18 +01:00
TraiNguyenVanandQoder 300d048a1c README: the launcher's two pictures, retaken signed in on 0.2.28
Both are fresh 1280x800 captures of launcher 0.2.28, taken with a
Microsoft account selected so the chip reads "<name> / Microsoft account"
as it does for players. The name is blurred with a feathered gaussian, in
the chip and in the Settings account row, so no account name is readable
in either file.

The instance uses Horizon's own violet accent tile (#5b3fd6, the H) rather
than Minecraft's grass block, which the launcher only composites from the
player's own prepared textures. It has v0.2.97 prepared, so Resources reads
"Prepared for Minecraft 26.3"; the playing count and the newest Nightly
line are live values and will drift.

README alt text is unchanged; it describes the same two pages.

Co-Authored-By: Qoder <[email protected]>
2026-10-30 08:34:36 +07:00
DUzzL fc26a5f40a Seat armor stands that ride a mob or the player (frozen name tag)
A server's name tag hologram rides the player as an armor stand. The client
ignored SetPassengers for armor stands, so the stand stayed where it spawned
while the real name tag followed the player.
2026-10-30 02:31:19 +01:00
kerim 4aa8663777 Merge branch 'main' into main 2026-10-30 02:21:10 +01:00
kerim 6aff9307fe add more german translations 2026-10-30 02:08:34 +01:00
DUzzL d14b3e27ba Save the previous velocity for LAN guest bodies too 2026-10-30 01:59:19 +01:00
DUzzL 5c4eb67ba2 Interpolate elytra lean velocity from the previous tick 2026-10-30 01:50:50 +01:00
Benflex 7fe6f090e1 Draw item tooltips over inventory effect panels
The survival and creative inventories drew the active-effect panels
after the item tooltip, so the panel backgrounds covered the tooltip
text. Draw the panels with the rest of the screen and keep only the
hovered effect's tooltip for the end, after the item and slot tooltips.

Fixes #4080.
2026-10-30 01:43:11 +01:00
DenisHumenandClaude Opus 5.5 6297ea09f6 Bows and crossbows: no use animation with nothing to shoot
BowItem.use and CrossbowItem.use (uncharged) FAIL without a projectile
unless the player has infinite materials, and Minecraft.startUseItem only
calls itemUsed for a SUCCESS, trying the other hand otherwise. The client's
remote_use_item treated the bow as used anyway, so the hand dipped as if the
draw started and stopped.

remote_start_held_use now reports a failed bow or uncharged crossbow use
(a charged crossbow still succeeds, it shoots), and remote_use_item passes
the turn on.

Fixes #4079

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 01:48:20 +02:00
Ludovic Marie 12e23c20a8 Merge branch 'upd-3988' into upd2-3988 2026-10-30 00:27:42 +01:00
Ludovic MarieandClaude Opus 5.5 691f958bc4 Merge main: log_display serves Windows too; DisplayWatch built field by field
Main limited log_display to Linux, where only Wayland called it; the OS
poll calls it on every platform now. On macOS and Windows the struct has
only `polled`, so `..Self::default()` was clippy's needless_update.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 00:27:00 +01:00
SenjinandClaude Opus 5.5 8c079ed9d7 HDR Windows Auto: builds on Windows; the peak is never below Paper White
log_display was still Linux-only, so this didn't build on Windows (found and
fixed by martipops's test). Windows' SDR brightness slider can put white above
the reported peak (456 against a calibrated 380 on a Samsung QD-OLED): Auto's
peak is now at least its Paper White, so highlights stay at white instead of
dropping below it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 00:25:33 +01:00
Ludovic Marie b246a02f55 Merge remote-tracking branch 'origin/main' into upd-3988
# Conflicts:
#	docs/graphics.md
2026-10-30 00:22:13 +01:00
Сидоренко Егор АлекчеевичandCodex 3813fba81c Reuse worker meshing scratch and bounded mesh capacity
Keep primitive scratch per worker and recycle cleared CPU mesh buffers through a count/byte-bounded worker-only pool. Cover reset, missing neighbors, visibility, pool accounting and complete geometry across resource reloads.

Fixes #4041

Co-Authored-By: Codex (GPT-6) <[email protected]>
2026-10-30 02:06:08 +03:00
Сидоренко Егор АлекчеевичandCodex 93f42ead5b Add independent opt-in Windows allocator build features
Expose Segment Heap manifest integration and mimalloc separately, with unchanged defaults and reproduction/PE validation instructions.

Fixes #4042

Co-Authored-By: Codex (GPT-6) <[email protected]>
2026-10-30 02:02:22 +03:00
ElyTheCatandAntigravity 05f68f3fdc Linux: OpenGL presents uncapped with VSync off
On Linux with OpenGL (the GLES wgpu backend), wgpu-hal hard-coded its
surface capabilities present_modes to [Fifo] only (//TODO), never
offering Immediate. When VSync was turned off and Max Framerate was set
to Unlimited:
1. chosen_present_mode filtered supported modes and could only select
   Fifo since Immediate was missing from the adapter's capabilities.
2. In gfx.rs, pre_present_notify is called whenever present_mode is Fifo,
   which on Wayland requests a wl_surface.frame callback from the compositor,
   pacing RedrawRequested to the display refresh rate (60 FPS).
3. In egl.rs, eglSwapInterval(0) was never called, leaving EGL to default
   to swap interval 1 (60 FPS on X11 and Wayland).

- In wgpu-hal: report [Fifo, Immediate] present modes for GLES on all
  platforms, and call eglSwapInterval with 0 for Immediate and 1 for Fifo
  in configure and present.
- In gfx.rs: consider Immediate on startup surface configuration if
  supported, matching vsync_present_mode.
- In window.rs: add unit test for present mode choice with [Fifo, Immediate].

Co-Authored-By: Antigravity <[email protected]>
2026-10-30 02:30:12 +03:30
SenjinandClaude Opus 5.5 ef61ac7c6c HDR: light sources tiered from a look at each in game
Beacon, end rod, furnace and redstone lamp shine bright; the froglights,
shroomlight and every copper bulb low; the respawn anchor incandescent at
every charge. Sea pickles, brown mushrooms, the dragon egg and the end
portal frame only glow faintly, as glow lichen, and stay as in SDR.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-29 23:44:15 +01:00
SenjinandClaude Opus 5.5 0a72d58c25 HDR: mobs' glowing eyes shine like glowstone
The eyes render type's layers (spiders', endermen's and phantoms' eyes,
the breeze's, the creaking's, the copper golem's) carry the bright tier
in the overlay's high bits, as light-giving particles do, so the HDR mark
pass lifts them: they glow to frighten, so they shine above a torch. The
warden's fading layers and the dragon's additive eyes are left as they
are.

Part of #1441.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-29 23:42:13 +01:00
SenjinandClaude Opus 5.5 decdf49937 HDR: the moon shines at the low tier, not the sun's
The sun and the moon marked the frame alike, so the moon sat in the
sun's tier, whose lift window only its brightest pixels reach: it hardly
lifted at all. Each body's quads now carry their tier in the overlay's
high bits (as particles do), and fs_sky_celestial writes that tier's
mark: the sun's as before, the moon's low.

Part of #1441.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-29 23:38:38 +01:00
d3grandoandClaude Opus 5.5 a8b5151ce5 Controller toggle-sneak comes back after a screen closes
The pad's toggle-sneak flipped sneaking with a hold-mode Shift press or
release, so KeyMapping.releaseAll dropped it when a screen opened and
restoreToggleStatesOnScreenClosed had nothing to restore. ToggleKeys now
has a pad toggle: it flips the sneak mapping as ToggleKeyMapping.setDown
does with its option on, and while it holds sneaking the mapping toggles
(released and remembered by a screen, restored when it closes, a shift
release behind the screen ignored), as vanilla's toggle crouch does.

Part of #3061.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 05:34:50 +07:00
Joansitoh acce84e884 Resource packs: create overlay junctions natively and load models and GUI atlas side by side
Each untouched directory of the Windows overlay was a `cmd /C mklink /J` process,
about 100 ms apiece: 34 of them were 3.4 s of a 4.3 s overlay for a 44-file server
pack. The junction is now an FSCTL_SET_REPARSE_POINT on an empty directory, in
horizon-threads (render forbids unsafe code). The world's models and sprites, the
GUI atlas and the panorama read the same root and nothing of each other, so the
reload now builds them on three threads.
2026-10-29 23:14:15 +01:00
levzzz e9b2bdef24 Merge remote-tracking branch 'hr/main' into launcher/native-builds-stay-put
# Conflicts:
#	launcher/src/native_mods.rs
2026-10-30 03:07:52 +05:00
Ludovic MarieandClaude Opus 5.5 18da9c988a docs/server-next.md: beat Pumpkin on idle memory and start too (< 32 MB, < 0.1 s), and how
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-29 22:50:14 +01:00
Ludovic MarieandClaude Opus 5.5 86ebc77e25 docs/server-next.md: the next server's design, measured against vanilla and Pumpkin
Horizon's dedicated server, vanilla 26.3 and Pumpkin 0.2.1 (black box) with
the same horizon-bots at 10/50/100 players; numeric targets; everything in
this repo, shared by the integrated server, LAN and --dedicated; parallel
ticking that keeps vanilla's order; the network front, tracker deltas,
off-thread saving; the Horizon fast path; online mode on by default; the
plugin API (with levzzz5154); the plan and the open PRs on the theme.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-29 22:46:24 +01:00
DUzzL 90823415c3 horizon-bots: report bytes in/out and join-time percentiles 2026-10-29 22:46:17 +01:00
DUzzL 2017653aff bench: one script that runs Horizon, vanilla or Pumpkin under the same horizon-bots load 2026-10-29 22:44:39 +01:00
SenjinandClaude Opus 5.5 4b004cf7d6 HDR: Auto on Windows, from the luminances the OS reports
Where no Wayland compositor answers, Auto takes what wgpu reads from the OS
(Surface::display_hdr_info): on Windows DXGI's MaxLuminance as the peak and the
SDR white level of the SDR content brightness slider as Paper White, both in
absolute nits, HDR output's scale there. No event says they changed, so they're
read again every 2 seconds while HDR output is on, and logged once per change.
Untested on Windows so far.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-29 22:40:32 +01:00
AmadeusandOpenAI Codex 79360c5867 Reduce sunrise fan intersection work with projected sector selection
Keep the full barycentric reference and seam fallbacks; add CPU and GPU equivalence checks plus shader-pack helper isolation coverage.

Co-Authored-By: OpenAI Codex <[email protected]>
2026-10-30 00:37:45 +03:00
SenjinandClaude Opus 5.5 7b98a22fe1 HDR shortcut: Done goes back to the game, not the pause menu
The key opens Graphics: HDR straight from the game, so closing it returns
there and takes the mouse again (options_to_game, like
options_to_world_options for Chat Settings).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-29 22:35:10 +01:00
SenjinandClaude Opus 5.5 0a8ac2e89c HDR: a shortcut key to its settings, unbound by default
Graphics: HDR gets a Shortcut row, bound like the sort key on Extras: click it,
press a key or mouse button (Escape unbinds). The key lives in
horizon-graphics.txt as hdrKey, never in options.txt, which stays vanilla's.
Pressed in the game where the display offers HDR, it opens Graphics: HDR
straight away, and Done goes back to the game: tune paper white and peak while
looking at the world.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-29 22:35:10 +01:00
unknownandOpenCode Agent 89b737d88a Streaming: light and mesh jobs bounded in flight, nearest first
The light and mesh stages of Streaming::update submitted every ready
column's jobs at once, in hash order. At a wide render distance the
queue - and lighting, and meshing, and each job's 3x3 region snapshot -
grew with the number of loaded columns, requeue re-ranked that whole
heap under the queue lock each time the player crossed a chunk border,
and the workers ground through jobs whose columns were long gone,
their results dropped only after the work was done (#3629: at render
distance 1000 the backlog survived lowering the distance, and chunks
around the player waited behind it).

Both stages now hand the workers only as much as they can chew, chosen
from everything that is ready each update, nearest first: what stays
dirty is asked for again, with the current centre, as capacity frees -
the way vanilla's chunk task queues hold bounded per-worker work and
follow the current ticket levels. Generation (workers * 3) and
decoration (workers * 2) already had such bounds.

Fixes #3629

Co-Authored-By: OpenCode Agent (GLM) <[email protected]>
2026-10-30 00:24:28 +03:00
Joansitoh f4c6f8dc29 Skins and maps upload again after a resource pack reload
Refs #3122, #3694
2026-10-29 22:24:22 +01:00
levzzzandClaude Opus 5.5 32cce66761 Launcher: call the Horizon update button "Rebuild on Horizon X"
A mod row's "Update to 2.0.0" sat just below "Update to Horizon X"; the two
did different things under the same word.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 01:32:10 +05:00
levzzzandClaude Opus 5.5 f2a3a76c07 Launcher: simpler Build condition for clippy 1.95
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 01:29:03 +05:00
levzzzandClaude Opus 5.5 8ee30558da Launcher: show where native mods are installed and what each instance's build plays
- Each installed native mod says "Installed in {instance}" and has Open folder
  (<instance>/horizon-native-mods/); "Installs into {instance}" shows even with
  one instance.
- The Native build row is the picked instance's own: a Not built / Needs
  rebuild / Up to date badge, the native-* build it plays and the Horizon it
  was built on (native-mods.json's base). A build's progress and error show
  only on the instance being built.
- Update to Horizon {version} when update_for finds a newer release or
  Nightly; its trust warning says it compiles from scratch and takes longer.
  Build never moves the Horizon version.
- The instance list shows a native build as "Native build · Nightly 10-28".
- Strings in all six languages; docs/native-mods.md.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 01:26:33 +05:00
levzzzandClaude Opus 5.5 d9a2f157a3 Merge launcher/native-mods-on-by-default (#3855) into launcher/native-mods-where
Stacks PR 3 on both #3870 and #3855. native_mods.rs takes #3855's side: the
experimental switch's NOTICE, turns_on and needs_notice go.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 01:14:11 +05:00
levzzzandClaude Opus 5.5 abeb5845dd Launcher: native builds use the fast profile, at low priority
- The workspace's `fast` profile (no LTO, 16 codegen units, incremental) where
  the pinned source has it, else `release`; native-mods.json records which.
- The game's build and horizon-mixins' install run at nice 19 with idle I/O
  (Linux), nice 19 (macOS), below-normal priority (Windows).
- CARGO_BUILD_JOBS passes through: it changes no flag.
- A native build's copied programs keep their permissions (a clone left
  horizon-ctl and horizon-server not executable).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 01:05:56 +05:00
levzzzandClaude Opus 5.5 aba29be6af Launcher: native mods are on by default; Build moves to the Mods page
The "Native mods (experimental)" switch leaves Settings: native mods are
always on. Old settings.json files still read (the `native_mods` key is
ignored); `native_mods_noticed` now records the one-time trust notice
before the first native install, which no longer asks to turn anything on.

The Mods page's installed list gets a "Native build" row for the selected
instance: the build's step or error, Build when the version it plays
doesn't hold the native mods turned on (compared with its
native-mods.json), else "Up to date". Build still opens the red trust
warning. An installed native mod now says which instance it went into.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 00:30:53 +05:00
levzzzandClaude Opus 5.5 647ec89bfc Launcher: native rebuilds stay on the instance's Horizon and in its instance
- A build starts from the version the instance plays; a native build's next one
  compiles its own recorded revision (native-mods.json) from its own game files.
  `native-build --update` moves to the newest installed release or Nightly, and
  `native_mods::update_for` says which one a window could offer.
- The build pins the instance the mods are installed in, the default one included;
  no more hidden "Native mods" instance (old ones keep working).
- Toolchain commands drop RUSTFLAGS, CARGO_PROFILE_*, CARGO_BUILD_*, CARGO_TARGET_*,
  CARGO_INCREMENTAL and friends, and start Cargo from the disk's root with
  --manifest-path, so the player's ~/.cargo/config.toml can't change the flags.
- prune keeps the three newest native builds no instance plays.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-30 00:28:38 +05:00
TraiNguyenVanandQoder d169963556 README: the banner drops the lede, so it carries no harness count
The site's hero says 281 differential harnesses; the README's prose says
more than 300. Keeping that line in a screenshot puts the two side by
side, so the banner is now the kicker, the headline and the landscape
(1600x600) and the README owns the count.

Co-Authored-By: Qoder <[email protected]>
2026-10-30 01:25:41 +07:00
TraiNguyenVanandQoder 573f398a2a README: the Settings picture is named launcher-settings.webp
The 0.2.26 capture replaced the Patch notes page but kept its file name.
Nothing else referenced it, so the name now follows the page it shows.

Co-Authored-By: Qoder <[email protected]>
2026-10-30 01:21:09 +07:00
TraiNguyenVanandQoder 37de786282 README: the banner is the website's hero, captured from playhorizon.dev
The banner was a hand-written HTML page (docs/media/banner.html) imitating
the design system. It now shows the real site: playhorizon.dev's hero in
its dark theme, captured with Playwright. The navbar, the hero's buttons
and the launcher version line are hidden first, so nothing in the picture
goes stale, and the crop starts 56 px above the kicker and ends at the
hero's bottom edge (1600x654).

banner.html is removed and its capture documented in
docs/media/brand/README.md; the README alt text follows, and the CI path
test uses banner.webp as its content-only example.

Co-Authored-By: Qoder <[email protected]>
2026-10-30 01:11:50 +07:00
TraiNguyenVanandQoder d36f45e213 README: the launcher's Home and Settings pages, freshly captured
The two launcher pictures dated from the 0.1.5 UI: the Play page (now
Home) and Patch notes, which no longer shows what the launcher is for.
Both are replaced in place with 1280x800 captures of 0.2.26, and the
alt texts follow; nothing else in the README changes.

Taken in a scratch home with the offline name Steve, one instance and
v0.2.97 prepared, so no account or server data appears.

Co-Authored-By: Qoder <[email protected]>
2026-10-29 23:51:10 +07:00
Ludovic Marie 67591edf8f Merge remote-tracking branch 'origin/main' into perf/structure-start-convoy 2026-10-25 21:31:03 +01:00
Ludovic Marie e2ca936487 Merge main 2026-10-25 14:21:48 +01:00
Ludovic MarieandClaude Opus 5.5 cc2a2a8741 Lithostitched's limited and guaranteed elements and its processor-list modifiers
The game reads lithostitched:limited and lithostitched:guaranteed pool
elements as written (spec-lithostitched §3): a limited element places its
delegate at most `limit` times per start, a guaranteed one is tried first
at each jigsaw of its pool until `count` are placed, and neither goes below
a parent shallower than `min_depth` (IQ-10). Layouts stay vanilla's (L5);
with no such element vanilla's draws are unchanged. Saved pieces of these
types read as their delegate.

The carry keeps them (delegating still places its delegate), writes
add_processor_list_processors as a processor-list addition (§2.2, 1.8.1's
`processor_lists` key) and both modifier kinds with their priority; the
game merges additions by `horizon:priority`, then mod and file order.

Harnesses: the layout harness checks the probe pack's limits on Horizon's
own probe villages, and the blocks harness gets a lithostitched-probe
profile; the probe pack is built into a jar from the oracle's profile.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 09:56:59 +01:00
Ludovic MarieandClaude Opus 5.5 4eb85dbdf9 World generation: workers build free structure starts instead of queueing
ChunkGenerator.createReferences asks for the structure starts of the 17x17
chunks around each chunk. Every worker asked for them in the same order and
waited on the chunk's work lock while another worker built its starts, so at
a cold start (a new world, the first structures of a seed) the workers queued
one behind the other: in a fresh generator with 12 workers on the Mac mini,
39% of the generation time was spent blocked in that lock (sampled).

references() now builds the starts no other worker is building first, and
waits for the rest only then; the work locks' map is sharded by chunk, as
the start cache already is, because every worker now asks for the locks of
the whole neighbourhood. Starts and the order of the references are the same:
each chunk's starts are still built once and kept by the first builder.
Blocked time in the same run: 39% -> 1.4% of generation samples.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-25 06:11:58 +01:00
Ludovic MarieandClaude Opus 5.5 1102fa42df macOS on Intel: x86_64 builds of the game and the launcher (#1161)
release.yml and launcher.yml build x86_64-apple-darwin on the Mac mini's
runner beside Apple Silicon: horizon-macos-x64.zip, and the launcher's
horizon-launcher-macos-x64.zip and .dmg, signed and published with the
rest, on the same unsigned path as arm64. Their checks and smoke tests run
the x86_64 programs under Rosetta 2. A launcher picks its assets from one
table (PLATFORMS) by OS and processor, and a test checks the workflows
publish every asset in it. package.sh names the assets per architecture
and refuses a binary built for the other one. The server installer, the
website's Download button (Chromium tells Intel Macs apart; other browsers
get an Intel Mac link) and the docs know the Intel build.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 08:06:35 +02:00
446 changed files with 36298 additions and 4154 deletions

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+6
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@@ -21,6 +21,12 @@
<!-- 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. -->
## Other projects' code
<!-- "none", or for each project you read or copied from: its link at the commit, its license (only MIT,
BSD-2-Clause, BSD-3-Clause, Apache-2.0, ISC, zlib, 0BSD, MIT-0, Unlicense or CC0-1.0), and what you took.
CONTRIBUTING.md "Only original code". -->
## Self-check
<!-- Paste the block `python3 tools/pr_ready.py` prints (`--base upstream/main` from a fork). -->
+70 -12
View File
@@ -1,7 +1,7 @@
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).
# check main requires, so it always runs: a skipped job counts as passed, and every run of this workflow must report
# a real verify. It gathers the python, clippy and tests jobs (a change to docs alone skips their Rust steps).
# 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
@@ -24,7 +24,10 @@ env:
HORIZON_TELEMETRY_URL: "off"
jobs:
verify:
# verify's checks run as three jobs at once (python, clippy, tests: ~4 min instead of ~8 one after another), and
# verify gathers them. A failed job makes its dependents skip, and a skipped required check counts as passed, so
# verify runs always() and fails unless all three passed.
python:
runs-on: ubuntu-latest
timeout-minutes: 30
steps:
@@ -34,6 +37,28 @@ jobs:
- uses: actions/setup-python@v5
with:
python-version: '3.12'
# A pull request adds only its own commits to main, so it reads those; main's pushes read every ref's history.
- name: Keep game artifacts out of Git
env:
EVENT: ${{ github.event_name }}
BASE_SHA: ${{ github.event.pull_request.base.sha }}
HEAD_SHA: ${{ github.event.pull_request.head.sha }}
run: |
python tools/check_public_tree.py
if [ "$EVENT" = pull_request ]; then
python tools/check_public_tree.py --range "$BASE_SHA..$HEAD_SHA"
else
python tools/check_public_tree.py --history
fi
- name: Test offline research tooling
run: python -m unittest discover -s tests -v
clippy:
runs-on: ubuntu-latest
timeout-minutes: 30
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Does this pull request need Rust checks?
if: github.event_name == 'pull_request'
id: rust
@@ -41,22 +66,16 @@ jobs:
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
# Dependencies and the workspace's own build, saved from main's runs (pull requests read main's cache).
# Dependencies and the workspace's own check, 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
shared-key: verify-clippy
save-if: ${{ github.ref == 'refs/heads/main' }}
- name: Check formatting and lint
if: steps.rust.outputs.required != 'false'
@@ -65,8 +84,35 @@ jobs:
cargo +stable clippy --workspace --all-targets -- -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
tests:
runs-on: ubuntu-latest
timeout-minutes: 30
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- 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: 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
# 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' }}
# Libraries, binaries and integration tests, then doc tests: not the ~275 examples, which clippy already
# type-checks and the parity job builds and runs (they were most of this step's build and link time).
# cargo test, not nextest: nextest's process per test reloads each binary's shared tables for every test, and on
# these 4-core runners it was no faster (#4978).
- name: Test Rust core and voxel kernel correctness
if: steps.rust.outputs.required != 'false'
run: |
@@ -75,6 +121,18 @@ jobs:
# prepared vanilla data, so without it they pass at once.
cargo +stable test --workspace --lib mod_content::tests:: -- --ignored
cargo +stable test --workspace --doc
verify:
if: always()
needs: [python, clippy, tests]
runs-on: ubuntu-latest
timeout-minutes: 5
steps:
- name: Did python, clippy and tests pass?
env:
RESULTS: ${{ join(needs.*.result, ' ') }}
run: |
echo "python, clippy, tests: $RESULTS"
for result in $RESULTS; do [ "$result" = success ] || exit 1; done
# 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).
+23 -10
View File
@@ -1,6 +1,7 @@
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
# GitHub, macOS on the Mac mini's runner with a 1500-frame offscreen run of a new world (smoke-test.json): Apple
# Silicon, and Intel cross-built there for x86_64-apple-darwin and checked under Rosetta 2 (#1161). 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.
@@ -104,6 +105,13 @@ jobs:
mac: true
dir: horizon-macos-arm64
asset: horizon-macos-arm64.zip
# Intel Macs: built on the same runner for another target; its checks and smoke test run the x86_64
# programs under Rosetta 2.
- name: macos-x64
mac: true
target: x86_64-apple-darwin
dir: horizon-macos-x64
asset: horizon-macos-x64.zip
runs-on: ${{ matrix.mac && (inputs.trusted && vars.MAC_RUNNER || fromJSON('["self-hosted", "macOS", "horizon-nightly"]')) || matrix.os }}
# Notarizing the zip can take a few minutes.
timeout-minutes: ${{ matrix.mac && 60 || 40 }}
@@ -114,6 +122,8 @@ jobs:
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 }}
# Where cargo puts the programs: target/release, or target/<target>/release for another target.
BIN: ${{ matrix.target && format('target/{0}/release', matrix.target) || 'target/release' }}
defaults:
run:
shell: bash
@@ -128,6 +138,8 @@ jobs:
# keeps its preparations outside the checkout.
clean: true
- uses: dtolnay/rust-toolchain@stable
with:
targets: ${{ matrix.target }}
- uses: Swatinem/rust-cache@v2
if: runner.environment == 'github-hosted'
with:
@@ -138,11 +150,11 @@ jobs:
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
run: cargo build --release --locked -p horizon-client --bin horizon-client --bin horizon-ctl -p horizon-prepare --bin horizon-prepare -p horizon-server --bin horizon-server
run: cargo build --release --locked ${{ matrix.target && format('--target {0}', matrix.target) || '' }} -p horizon-client --bin horizon-client --bin horizon-ctl -p horizon-prepare --bin horizon-prepare -p horizon-server --bin horizon-server
- name: Every program the release folder takes was built
run: |
for binary in horizon-client horizon-ctl horizon-prepare horizon-server; do
test -f "target/release/$binary${{ matrix.exe }}" || { echo "::error::target/release/$binary${{ matrix.exe }} is missing"; exit 1; }
test -f "$BIN/$binary${{ matrix.exe }}" || { echo "::error::$BIN/$binary${{ matrix.exe }} is missing"; exit 1; }
done
- name: The signing keychain, unlocked
if: runner.os == 'macOS' && vars.MACOS_SIGN_IDENTITY != '' && inputs.developer_id
@@ -157,15 +169,15 @@ jobs:
run: |
for binary in horizon-client horizon-ctl horizon-prepare horizon-server; do
codesign --force --options runtime --timestamp --keychain "$MACOS_SIGN_KEYCHAIN" \
--identifier "dev.horizon.${binary#horizon-}" --sign "$MACOS_SIGN_IDENTITY" "target/release/$binary"
codesign --verify --strict --verbose=2 "target/release/$binary"
--identifier "dev.horizon.${binary#horizon-}" --sign "$MACOS_SIGN_IDENTITY" "$BIN/$binary"
codesign --verify --strict --verbose=2 "$BIN/$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 }}"
file="$BIN/$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 $others"; exit 1; }
@@ -176,7 +188,7 @@ jobs:
- name: Every program starts
run: |
set -euo pipefail
bin=target/release
bin=$BIN
"$bin/horizon-client${{ matrix.exe }}" --help | grep -q -- '--resources'
"$bin/horizon-ctl${{ matrix.exe }}" --help > /dev/null
"$bin/horizon-prepare${{ matrix.exe }}" --help | grep -q -- '--minecraft-dir'
@@ -202,7 +214,7 @@ jobs:
home="$RUNNER_TEMP/horizon-smoke"
rm -rf "$home" && mkdir -p "$home"
version=$(sed -n 's/.*"version": *"\([^"]*\)".*/\1/p' research-lock.json | head -1)
client="$PWD/target/release/horizon-client"
client="$PWD/$BIN/horizon-client"
resources="$PWD/.local/horizon-client/$version"
(cd "$home" && HORIZON_HOME="$home" HORIZON_NO_AUDIO=1 "$client" --resources "$resources" --offscreen \
--world smoke --seed 1 --render-distance 4 --world-frames 1500 --timeout-seconds 180 \
@@ -217,8 +229,9 @@ jobs:
EOF
# Published with the release; the publish job checks it again before it publishes anything.
cp "$home/smoke.json" "$RUNNER_TEMP/smoke-test.json"
# One smoke-test.json per build, the Apple Silicon one's; the Intel build must pass its own run too.
- uses: actions/upload-artifact@v4
if: runner.environment == 'self-hosted'
if: runner.environment == 'self-hosted' && !matrix.target
with:
name: smoke-test.json
path: ${{ runner.temp }}/smoke-test.json
@@ -231,7 +244,7 @@ jobs:
- name: Package
run: |
set -euo pipefail
cargo run --locked -p xtask -- package "target/release/horizon-client${{ matrix.exe }}" "dist/${{ matrix.dir }}"
cargo run --locked -p xtask -- package "$BIN/horizon-client${{ matrix.exe }}" "dist/${{ matrix.dir }}"
cd dist
rm -f "${{ matrix.asset }}"
case "${{ matrix.asset }}" in
+36 -9
View File
@@ -8,7 +8,8 @@ name: launcher
# 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
# macOS: Apple Silicon, and Intel cross-built for x86_64-apple-darwin on the same runner, its tests and smoke test
# under Rosetta 2 (#1161). 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
@@ -105,6 +106,13 @@ jobs:
mac: true
asset: horizon-launcher-macos-arm64.zip
binary: horizon-launcher
mac_arch: arm64
- name: macos-x64
mac: true
target: x86_64-apple-darwin
asset: horizon-launcher-macos-x64.zip
binary: horizon-launcher
mac_arch: x64
- name: windows
os: windows-latest
asset: horizon-launcher-windows-x64.zip
@@ -117,6 +125,8 @@ jobs:
timeout-minutes: ${{ matrix.mac && 60 || 40 }}
env:
RUSTFLAGS: ${{ matrix.rustflags }}
# Where cargo puts the launcher: target/release, or target/<target>/release for another target.
BIN: ${{ matrix.target && format('target/{0}/release', matrix.target) || 'target/release' }}
# 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 }}
@@ -140,6 +150,8 @@ jobs:
# 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
with:
targets: ${{ matrix.target }}
- uses: Swatinem/rust-cache@v2
if: runner.environment == 'github-hosted'
with:
@@ -160,17 +172,17 @@ jobs:
echo "LAUNCHER_FEATURES=gpui/runtime_shaders" >> "$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"}
- run: cargo test --release --locked ${{ matrix.target && format('--target {0}', matrix.target) || '' }} ${LAUNCHER_FEATURES:+--features "$LAUNCHER_FEATURES"}
- run: cargo build --release --locked ${{ matrix.target && format('--target {0}', matrix.target) || '' }} ${LAUNCHER_FEATURES:+--features "$LAUNCHER_FEATURES"}
- name: The version is the release's
run: |
out=$(target/release/${{ matrix.binary }} --version)
out=$("$BIN/${{ matrix.binary }}" --version)
echo "$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 }}
file="$BIN/${{ matrix.binary }}"
case "$RUNNER_OS" in
Windows) python ../tools/check_imports.py "$file" ;;
macOS) others=$(otool -L "$file" | tail -n +2 | awk '{print $1}' | grep -v -E '^(/usr/lib/|/System/Library/)' || true)
@@ -185,13 +197,28 @@ jobs:
export HORIZON_LAUNCHER_HOME="${RUNNER_TEMP//\\//}/horizon-launcher-smoke"
export HORIZON_HOME="$HORIZON_LAUNCHER_HOME/game"
rm -rf "$HORIZON_LAUNCHER_HOME"
launcher="$PWD/target/release/${{ matrix.binary }}"
launcher="$PWD/$BIN/${{ matrix.binary }}"
# GitHub's API rate-limits shared runner addresses now and then: try a few times.
retry() { for i in 1 2 3 4; do "$@" && return 0; sleep $((i * 15)); done; return 1; }
retry "$launcher" versions
"$launcher" links --json
# The Intel Mac launcher can come out before any game build has its asset (#1161): then there is nothing
# to install yet. Only that entry skips, and only on a version list that parsed and had no build here
# (exit 3); a launcher or a script that fails still fails the step.
if [[ "${{ matrix.name }}" == macos-x64 ]]; then
versions=$(retry "$launcher" --json versions)
no_build='import json, sys; sys.exit(3 if not any(r["available_here"] for r in json.load(sys.stdin)) else 0)'
status=0
python3 -c "$no_build" <<<"$versions" || status=$?
if [[ $status == 3 ]]; then
echo "::warning::No game build has an asset for ${{ matrix.name }} yet: install not tested"
rm -rf "$HORIZON_LAUNCHER_HOME"
exit 0
fi
[[ $status == 0 ]] || exit $status
fi
retry "$launcher" install latest
"$launcher" versions --installed
"$launcher" links --json
# `install latest` is the Nightly since #3342 (versions/nightly-<date>-<commit>), a vX.Y.Z before.
clients=("$HORIZON_LAUNCHER_HOME"/versions/*/horizon-client*)
client="${clients[0]}"
@@ -224,11 +251,11 @@ jobs:
# 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 }} "$version" out
DMGBUILD="$RUNNER_TEMP/dmg/bin/dmgbuild" ../packaging/macos/package.sh "$BIN/${{ matrix.binary }}" "$version" out ${{ matrix.mac_arch }}
rm -rf out/Horizon.app
else
mkdir -p dist
cp target/release/${{ matrix.binary }} dist/
cp "$BIN/${{ matrix.binary }}" dist/
if [[ "${{ matrix.asset }}" == *.tar.gz ]]; then
(cd dist && tar czf ../out/${{ matrix.asset }} ${{ matrix.binary }})
else
+4 -2
View File
@@ -172,7 +172,8 @@ jobs:
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 dist/horizon-source.tar.gz
dist/horizon-macos-arm64.zip dist/horizon-macos-x64.zip dist/horizon-server-linux-x86_64.tar.gz \
dist/horizon-source.tar.gz
- uses: actions/upload-artifact@v4
with:
name: signature
@@ -235,7 +236,8 @@ jobs:
--title "Nightly $DATE · ${SHA:0:7}" --notes-file dist/nightly-notes.md \
"dist/horizon-linux-x86_64.tar.gz#Game files the launcher installs (Nightly): Linux (horizon-linux-x86_64.tar.gz)" \
"dist/horizon-windows-x64.zip#Game files the launcher installs (Nightly): Windows (horizon-windows-x64.zip)" \
"dist/horizon-macos-arm64.zip#Game files the launcher installs (Nightly): macOS (horizon-macos-arm64.zip)" \
"dist/horizon-macos-arm64.zip#Game files the launcher installs (Nightly): macOS on Apple Silicon (horizon-macos-arm64.zip)" \
"dist/horizon-macos-x64.zip#Game files the launcher installs (Nightly): macOS on Intel (horizon-macos-x64.zip)" \
"dist/horizon-server-linux-x86_64.tar.gz#Nightly dedicated server for Linux (horizon-server-linux-x86_64.tar.gz)" \
"dist/horizon-source.tar.gz#Source of this Nightly, commit ${SHA:0:7} (horizon-source.tar.gz; kept for good as the tag $SOURCE_TAG)" \
dist/SHA256SUMS "${signature[@]}" dist/smoke-test.json
+26 -8
View File
@@ -47,14 +47,31 @@ 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
## Only original code, or code whose license allows it
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.
Horizon is MIT. Its code is written from Minecraft 26.3 itself and from public documentation. Since 30 October 2026
another project's source may also be read and used, **only when that project's license allows it**:
- **Allowed:** MIT, MIT-0, BSD-2-Clause, BSD-3-Clause, 0BSD, ISC, zlib, Apache-2.0, Unlicense, and the CC0-1.0
public-domain dedication. That code may be read, copied or adapted.
- **Everything else is off limits, even to read:** GPL, LGPL (Iris), AGPL, MPL, EPL, Polyform (Sodium), the Creative
Commons licenses (CC BY, CC BY-SA, CC BY-NC and the others; CC0 is a public-domain dedication, not one of them),
custom or "source available" licenses, all rights reserved (OptiFine), and any project with no license or an
unclear one. Don't read, copy, translate or paraphrase their source, and don't send code an AI tool
wrote from it. Being able to download a mod or a pack does not give you the right to read its files.
- **Check the license yourself.** Read the LICENSE file at the commit you use and the header of each file you take:
some repositories mix licenses, and a file under another license is off limits. A license that changed: the one
at your commit counts. In doubt, don't: ask in #contributors first.
- **Say it in the pull request:** the project, a link to the commit, its license, and what you read or copied. A
pull request that used another project's source without saying so is closed.
- **Copied or adapted code** keeps its copyright line and license notice at the top of the file, and gets an entry
in [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md). Apache-2.0 code also keeps its NOTICE text and says what
was changed.
User documentation and file formats are fine to read, and packs and mods are fine to run and observe, whatever
their license. 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
@@ -82,7 +99,8 @@ claimed on Discord with Kira's `/claim`): pick another, or ask its holder in the
enough), then claim it. `/unclaim` gives it back.
A claim with no open pull request linking the issue (`Fixes #123` in the description, or a draft) is released after
5 days, with a comment: open a draft early. You can hold 5 open issues at a time. Agents claim the same way.
5 days, with a comment: open a draft early. You can hold 8 open issues at a time, not counting the ones your
pull requests already fix. Agents claim the same way.
When your pull request changes the same functions as another open one, or closes the same issue, a bot comment names
it (edited on every push, never repeated): talk to its author in the thread before you both finish the same work.
Generated
+11
View File
@@ -830,6 +830,16 @@ dependencies = [
"percent-encoding",
]
[[package]]
name = "fs4"
version = "1.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "7e72ed92b67c146290f88e9c89d60ca163ea417a446f61ffd7b72df3e7f1dfd5"
dependencies = [
"rustix 1.1.5",
"windows-sys 0.61.2",
]
[[package]]
name = "futures-core"
version = "0.3.34"
@@ -1117,6 +1127,7 @@ dependencies = [
"bytemuck",
"chrono",
"flate2",
"fs4",
"gilrs",
"glam",
"horizon-anticheat",
+4 -1
View File
@@ -53,7 +53,10 @@ large_enum_variant = "allow"
# UHD 620/630) crashes on it with an access violation (#746). It also fixes the
# Metal backend's lookup of the CoreGraphics HDR colour space names, which handed
# CoreGraphics a symbol's address as the string and crashed HDR output on macOS.
# Drop this and the folder once a wgpu release has both fixes.
# And gfx-rs/wgpu#10714: on Windows, Vulkan waits for the acquire fence only in
# FIFO (VSync), where it was meant to pace frames; with VSync off it made every
# frame wait for the GPU to finish the one before (#4604).
# Drop this and the folder once a wgpu release has these fixes.
[patch.crates-io]
wgpu-hal = { path = "third_party/wgpu-hal" }
+36 -55
View File
@@ -1,5 +1,5 @@
<p align="center">
<img src="docs/media/banner.webp" alt="Horizon: Minecraft: Java Edition 26.3, rewritten in Rust and checked against vanilla by more than 300 differential harnesses" width="100%">
<img src="docs/media/banner.webp" alt="The Horizon website: the game you know, rebuilt in Rust" width="100%">
</p>
<p align="center">
@@ -24,34 +24,32 @@
# 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 more than 300 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.
Minecraft: Java Edition 26.3, rewritten in Rust. Same worlds, same rules, same terrain, checked against the Java game by more than 300 differential harnesses. 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.
> Not an official Minecraft product, nor approved by or associated with Mojang or Microsoft. Horizon contains no Minecraft code, assets or data: you need your own copy of 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/horizon-rust/horizon/releases?q=launcher-v&expanded=true), for Linux x86-64, macOS on Apple Silicon or Windows x64. The launcher installs the game and keeps it up to date with each new build (Horizon ships on one channel, the Nightly), prepares its files from your copy of Minecraft (your own install, or downloaded from Mojang for your account), and updates itself.
Get **the Horizon launcher** from [playhorizon.dev](https://playhorizon.dev) or [the launcher releases](https://github.com/horizon-rust/horizon/releases?q=launcher-v&expanded=true) (Linux x86-64, macOS on Apple Silicon, macOS on Intel from the next Nightly, Windows x64). It installs and updates the game, prepares its files from your copy of Minecraft, and updates itself.
**You need** a Microsoft account that owns Minecraft: Java Edition (the launcher signs in with it, as other launchers do; see [Microsoft account](docs/microsoft-account.md)) and a GPU with Vulkan or OpenGL 3.3 on Linux, Vulkan or DirectX 12 on Windows, or any Apple Silicon Mac. Nothing else: with no Minecraft on your computer, Play downloads 26.3 and the Java it needs from Mojang for your account, as the official launcher does, then prepares it once. An install you already have (the official launcher, Prism, MultiMC and other launchers all work) is used instead. Step by step, with macOS's first-open prompt and the first launch: [Install and first launch](https://playhorizon.dev/docs/install).
**You need** a Microsoft account that owns Java Edition ([why](docs/microsoft-account.md)) and a GPU with Vulkan or OpenGL 3.3 (Linux), Vulkan or DirectX 12 (Windows), or a Mac (Apple Silicon, or Intel from the next Nightly). An existing Minecraft install (official launcher, Prism, MultiMC...) is reused; without one, Play downloads 26.3 from Mojang for your account. Step by step: [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>
<td width="50%"><img src="docs/media/launcher-play.webp" alt="The launcher's Home page: the selected instance ready to play, the version picker, Join a friend and the instance's tabs"></td>
<td width="50%"><img src="docs/media/launcher-settings.webp" alt="The launcher's Settings page: Microsoft account, offline name, updates, appearance and accent colour"></td>
</tr>
</table>
## What works today
The [documentation](https://playhorizon.dev/docs/) covers each of these.
- **The game:** vanilla world generation, mobs, villagers, raids, redstone, every command, the HUD and the recipe book, on vanilla saves. Worlds from 1.8 to 26.2 are upgraded. [Status](#project-status).
- **Extras:** new menus, graphics presets, distant terrain up to 1024 chunks, controllers, zoom, minimap and more, off by default where they change the vanilla look. [Settings](https://playhorizon.dev/docs/settings).
- **Packs:** resource packs, and data packs with functions, predicates, item modifiers and world generation.
- **Multiplayer:** invite friends with a code, Open to LAN, join servers (online mode included). [Multiplayer](https://playhorizon.dev/docs/multiplayer).
- **Mods:** content mods (blocks, items, data) and native Rust mods, built by the launcher with nothing to install. Java mod jars do not run. [Mods](https://playhorizon.dev/docs/mods).
- **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, item modifiers and world generation, taller levels included (vanilla's biomes for now).
- **Playing with others:** invite friends from the pause menu's Friends button with a code, Open to LAN, and joining servers, online-mode ones with the Microsoft account the launcher signs in with. See [Multiplayer](https://playhorizon.dev/docs/multiplayer).
- **Mods:** content mods add blocks, items and data, and native mods change the game's own Rust code, built by the launcher on your copy, with no Rust to install. Horizon's own (Zoom, FPS Counter, Keystrokes, Minimap, Recipes and Coordinates HUD) are native mods. Java mod jars do not run in Horizon. 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:
In the Rust client, with vanilla assets and no mods or shaders:
<table>
<tr>
@@ -69,15 +67,15 @@ Screenshots, captured in the Rust client itself with vanilla assets and no mods
## 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)).
The launcher's **Servers** page creates, starts, backs up and updates a server, and invites friends over Tailscale. On a VPS, `horizon-server` installs with one command and needs no Java. [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).
The launcher imports Modrinth and CurseForge packs and plays the mods Horizon can carry over: today, content mods made of data and assets, not Java code. [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).
AI agents and scripts can play Horizon. `horizon-ctl`, shipped with the game, reads its state as JSON and acts like a player; `horizon-ctl mcp` serves the same commands over MCP.
```sh
horizon-ctl launch --world Survival --seed 5 --wait # finds the version the launcher installed
@@ -88,16 +86,14 @@ horizon-ctl break -1 65 -3 # mines it; replies with
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).
Commands block until done and reply with the result; `horizon-ctl help` lists them all. [Agent control](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.
Needs Rust 1.90+, Python 3.10+, JDK 25, and on Linux `libasound2-dev libudev-dev`. `horizon-prepare` builds the game's resources from **your own copy** of Java Edition 26.3 (checked against `research-lock.json`) and never downloads it:
Horizon contains no game files, and `horizon-prepare` never downloads them (the launcher downloads them from Mojang only for a signed-in account that owns the game). 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.
1. **Client:** play 26.3 once in the official launcher. Horizon reads `~/.minecraft` (or `--minecraft-dir` / `HORIZON_MINECRAFT_DIR`).
2. **Server jar:** the 26.3 server jar (`downloads.server.url` in `versions/26.3/26.3.json`), passed once with `--server-jar` or `HORIZON_SERVER_JAR`.
```sh
git clone https://github.com/horizon-rust/horizon.git
@@ -107,62 +103,49 @@ cargo run --release -p horizon-prepare -- sounds # optional: sounds from your
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).
Prepared files land in the gitignored `.local/`: never commit or share them. Options, controls and architecture: [the native client guide](docs/native-client.md); all developer docs: [docs/README.md](docs/README.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.
What is in progress, what comes next and where to help: [ROADMAP.md](ROADMAP.md), or [playhorizon.dev/hub](https://playhorizon.dev/hub) with the work board and what shipped.
## 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:
Issues and pull requests are welcome: read [CONTRIBUTING.md](CONTRIBUTING.md) (vanilla first, small pull requests). Questions: [Discord](https://discord.gg/HcTeMZxe5E). Before a pull request, run the self-check and paste its output:
```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.
It runs rustfmt, clippy, the touched crates' tests, the Python tests, the public-tree check and the vanilla harnesses your change affects. Never commit game files, decompiled source or prepared resources.
## Project status
**Player-visible gaps: 833 open** of the 833 the [port ledger](tools/port_ledger.py) found, reading every vanilla 26.3 method against Horizon's code: vanilla behaviour a player would notice that Horizon doesn't have yet. By area: Screens, HUD and client packets [197](https://github.com/horizon-rust/horizon/issues/3518); Entity and block rendering, models [129](https://github.com/horizon-rust/horizon/issues/3519); Animals [110](https://github.com/horizon-rust/horizon/issues/3512); Server and players on the server [106](https://github.com/horizon-rust/horizon/issues/3520); Blocks, redstone and fluids [86](https://github.com/horizon-rust/horizon/issues/3516); Entities, projectiles, vehicles and decorations [64](https://github.com/horizon-rust/horizon/issues/3514); Monsters and bosses [53](https://github.com/horizon-rust/horizon/issues/3513); Mob AI, villagers and raids [35](https://github.com/horizon-rust/horizon/issues/3521); World, world generation and saves [32](https://github.com/horizon-rust/horizon/issues/3517); Items, enchantments and inventories [21](https://github.com/horizon-rust/horizon/issues/3515). This number goes down as gaps close (`tools/parity_gaps.py`); the harness results below say that what is tested matches.
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.
The table is the project's own audit: every subsystem matches vanilla in every harness that compares it. 100% means 100% of what the harnesses compare, not that nothing else differs.
### 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).
The harnesses measure behaviour. A second measure is method by method: the [port ledger](tools/port_ledger.py)
lists every method of vanilla 26.3 next to the Rust functions that port it, with a verdict for each one
(ported, folded into another function, missing, or needing no port), and the untested ports. Run
`python3 tools/port_ledger.py build`, then `coverage`, with the vanilla data in `.local/`.
Scores: 0 (absent), 0.25 (started), 0.5 (playable, major features missing), 0.75 (mostly complete) or 1 (complete and verified by differential tests); the percentage is their average. Last audited 2026-10-13: all 281 harnesses pass on Linux and macOS. The [port ledger](tools/port_ledger.py) adds a method-by-method view of what is ported.
| 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) |
| Window, input and game loop | 1 | None: game loop, options, camera, auto-jump, toggle sprint/sneak and frame limiter match |
| Assets and resources | 1 | None: item models match over 196,290 stacks; the resource pack screen over 3,000 sessions |
| Network protocol and multiplayer | 1 | None: joins vanilla servers; the dedicated server matches vanilla's files, login, configuration, play and command tree; LAN discovery 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 |
| Rendering | 1 | None: entity models, block entity renderers (407 cases) and animations (296), HUD overlays (2,200 states), the recipe book (600), player list, subtitles and world border match |
| 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 |
| Region files and saves | 1 | None: saves round-trip with vanilla; worlds from 1.8 to 26.2 upgrade as vanilla's DataFixers do |
| Entities and physics | 1 | None: attributes, spawn rules, natural spawning (15,500 cases), raids and patrols (1,900), `finalizeSpawn` (24,000) and mob AI (92 scenarios) match |
| Interaction and inventory | 1 | None: menu clicks over 8,000 sequences; recipe book placement (6,000), buttons (1,200), saved book (1,500), loom and crafter screens (1,600) |
| Menus, HUD and chat | 1 | None: every command (758 over 39,685 inputs), scoreboards (81,000 operations), the player list (872,000 draw calls), chat and its suggestions (3,000 sessions) match |
| 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 |
| Block behaviours and ticking | 1 | None: block updates, random ticks, redstone, dispensers (6,000 cases), crafters (4,000), container spills (4,000), copper golems and the sculk family (435 scenarios) match |
### Known issues
@@ -170,9 +153,7 @@ Skins served over https show the default skin unless already cached; pack icons
## 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).
[MIT](LICENSE), for the project's original work; dependencies keep their own licences ([notices](THIRD_PARTY_NOTICES.md)). Minecraft is a trademark of Mojang Synergies AB; its code and assets belong to Mojang and Microsoft under the [Minecraft EULA](https://www.minecraft.net/en-us/eula).
## Author
+2 -2
View File
@@ -326,11 +326,11 @@ A mapping table from intermediary and SRG names so pre-26.1 jars can be classifi
#### 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.
Imported modpacks carry their resource packs into a profile of their own. Shader-pack conversion is still pending.
<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)).
Resource-pack carry-over is implemented locally: Modrinth common/client overrides, CurseForge's override folder, installed instances (ZIP and directory packs), and hash-checked indexed ZIP downloads. The launcher keeps profile edits and lets resource-only profiles play; packs are enabled in Resource Packs. Synthetic import and profile tests cover the file pipeline; in-game rendering has not been verified. Shader-pack conversion is still pending, so this combined item remains partial ([docs/modpacks.md](docs/modpacks.md)).
</details>
+3 -2
View File
@@ -3,8 +3,9 @@
## 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
developers, with upstream fixes applied
([gfx-rs/wgpu#10124](https://github.com/gfx-rs/wgpu/pull/10124),
[gfx-rs/wgpu#10714](https://github.com/gfx-rs/wgpu/pull/10714)). It is licensed under MIT or
Apache-2.0; both licenses are in that folder (`LICENSE.MIT`, `LICENSE.APACHE`).
## Pixelify Sans
+457
View File
@@ -0,0 +1,457 @@
#!/usr/bin/env python3
"""Server load bench: the same horizon-bots load on Horizon, vanilla 26.3 or Pumpkin.
python3 bench/bench.py --server horizon --exe target/release/horizon-server --bots 50
python3 bench/bench.py --server vanilla --jar ~/mc/server.jar --bots 50 --pre-generated ~/worlds/seed12345
python3 bench/bench.py --server pumpkin --exe ./pumpkin --bots 50
Every run uses a fresh scratch folder (bound to 127.0.0.1, offline, creative so the bots can fly), starts the
server, lets `horizon-bots` join one every --join-every seconds, warms up, then measures for --seconds:
- TPS: `time query gametime` at the start and the end of the window, as game ticks per wall-clock second;
- MSPT: `tick query` every 5 s (average, P50, P95, P99 over the last 100 ticks), averaged over the window;
- RSS and CPU of the server's whole process tree, once a second (needs `ps`: Linux and macOS);
- bandwidth: `bytes_in`/`bytes_out` from the bots' report, per player and second online (each bot's whole time
on the server, its join included), when the bots report them (they do not yet: the field is null until S-6); join time: the bots' `joined_after_ms`.
It writes one JSON report (--out) and prints the Markdown table of the design (docs/design.md, section 1).
Vanilla is the owner's own server.jar (--jar): nothing of Mojang's is fetched or committed. Pumpkin is a released
binary run as a black box (--exe); its Bedrock listeners, LAN broadcast and telemetry are turned off in the
config this script writes (--pumpkin-config adds a TOML file of your own on top if a release names a key
differently). `--pre-generated DIR` copies a finished world into every run's scratch folder as `world`, so runs
repeat on the same terrain. Build the bots first: cargo build --release -p horizon-bots
"""
import argparse
import datetime
import json
import os
from pathlib import Path
import platform
import re
import shutil
import socket
import statistics
import subprocess
import sys
import tempfile
import threading
import time
ROOT = Path(__file__).resolve().parent.parent
EXE = '.exe' if os.name == 'nt' else ''
SERVERS = ('horizon', 'vanilla', 'pumpkin')
PROPERTIES = {
'level-seed': '12345',
'view-distance': '10',
'simulation-distance': '10',
'online-mode': 'false',
'white-list': 'false',
'gamemode': 'creative',
'force-gamemode': 'true',
'spawn-protection': '0',
'max-players': '200',
'difficulty': 'easy',
'server-ip': '127.0.0.1',
'enable-query': 'false',
'enable-rcon': 'false',
}
# Pumpkin's two config files. Bedrock, LAN broadcast and telemetry (plugins' included) are off.
PUMPKIN_CONFIGURATION = '''\
server_address = "127.0.0.1:{port}"
seed = "{seed}"
max_players = 200
view_distance = {view}
simulation_distance = {view}
online_mode = false
default_difficulty = "Easy"
allow_chat_reports = false
encryption = false
lan_broadcast = false
[networking.bedrock]
enabled = false
[networking.lan_broadcast]
enabled = false
[networking.query]
enabled = false
[networking.rcon]
enabled = false
'''
PUMPKIN_FEATURES = '''\
[telemetry]
enabled = false
[plugins]
enabled = false
'''
DONE = re.compile(r'Done|listening|Server started', re.IGNORECASE)
TICK_AVERAGE = re.compile(r'Average time per tick: ([0-9.]+) ?ms')
TICK_PERCENTILES = re.compile(r'P50: ([0-9.]+) ?ms P95: ([0-9.]+) ?ms P99: ([0-9.]+) ?ms')
GAMETIME = re.compile(r'The time is (-?\d+)')
def free_port():
with socket.socket() as s:
s.bind(('127.0.0.1', 0))
return s.getsockname()[1]
def parse_tick_query(lines):
"""MSPT numbers from the lines `tick query` printed, or None until both lines are there."""
average = percentiles = None
for line in lines:
if (m := TICK_AVERAGE.search(line)) and average is None:
average = float(m.group(1))
if (m := TICK_PERCENTILES.search(line)) and percentiles is None:
percentiles = tuple(float(g) for g in m.groups())
if average is None or percentiles is None:
return None
return {'average': average, 'p50': percentiles[0], 'p95': percentiles[1], 'p99': percentiles[2]}
def parse_gametime(lines):
"""The game time `time query gametime` printed, or None."""
for line in lines:
if m := GAMETIME.search(line):
return int(m.group(1))
return None
def tps(start_ticks, end_ticks, seconds):
"""Game ticks per wall-clock second over the window, or None when a query went unanswered."""
if start_ticks is None or end_ticks is None or seconds <= 0:
return None
return round((end_ticks - start_ticks) / seconds, 2)
def percentile(values, p):
if not values:
return None
ordered = sorted(values)
return ordered[min(len(ordered) - 1, int(p / 100 * len(ordered)))]
def cpu_seconds(text):
"""ps's cumulative CPU time: [[DD-]HH:]MM:SS[.ss]."""
days, _, rest = text.rpartition('-')
seconds = 0.0
for part in rest.split(':'):
seconds = seconds * 60 + float(part)
return seconds + (float(days) * 86400 if days else 0)
def tree_usage(root):
"""RSS (bytes) and CPU seconds of a process and all its descendants; None without `ps`."""
try:
out = subprocess.run(['ps', '-A', '-o', 'pid=,ppid=,rss=,time='], capture_output=True, text=True).stdout
except OSError:
return None
rows = {}
for line in out.splitlines():
parts = line.split()
if len(parts) == 4:
rows[int(parts[0])] = (int(parts[1]), int(parts[2]) * 1024, cpu_seconds(parts[3]))
tree, frontier = {root}, [root]
while frontier:
parent = frontier.pop()
for pid, (ppid, _, _) in rows.items():
if ppid == parent and pid not in tree:
tree.add(pid)
frontier.append(pid)
return sum(rows[p][1] for p in tree if p in rows), sum(rows[p][2] for p in tree if p in rows)
def prepare(kind, directory, port, args):
"""Writes the server's settings into its scratch folder and returns the command that starts it."""
directory = Path(directory)
if args.pre_generated:
shutil.copytree(args.pre_generated, directory / 'world')
props = dict(PROPERTIES, **{'server-port': str(port), 'level-seed': str(args.seed),
'view-distance': str(args.view_distance),
'simulation-distance': str(args.view_distance)})
if kind == 'pumpkin':
config = directory / 'config'
config.mkdir()
(config / 'configuration.toml').write_text(PUMPKIN_CONFIGURATION.format(
port=port, seed=args.seed, view=args.view_distance))
(config / 'features.toml').write_text(PUMPKIN_FEATURES)
if args.pumpkin_config:
with (config / 'configuration.toml').open('a') as f:
f.write('\n' + Path(args.pumpkin_config).read_text())
return [Path(args.exe).resolve()]
(directory / 'server.properties').write_text(''.join(f'{k}={v}\n' for k, v in props.items()))
(directory / 'eula.txt').write_text('eula=true\n')
if kind == 'vanilla':
return ['java', f'-Xms{args.heap}', f'-Xmx{args.heap}', '-jar', Path(args.jar).resolve(), 'nogui']
server = Path(args.exe).resolve()
subprocess.run([server, '--dir', directory, 'import', directory / 'server.properties'], check=True,
capture_output=True)
toml = directory / 'server.toml'
# No web panel in a bench.
toml.write_text(re.sub(r'(?m)^bind = "127\.0\.0\.1:8130"', 'bind = ""', toml.read_text()))
return [server, '--dir', directory, 'run']
class Server:
"""A server with its console on stdin and its output collected."""
def __init__(self, command, directory, log_path):
self.lines = []
self.lock = threading.Lock()
self.log = log_path.open('w', encoding='utf-8')
env = dict(os.environ, HORIZON_NO_AUDIO='1', HORIZON_HOME=str(directory / 'horizon-home'),
HORIZON_LAUNCHER_NO_SELF_UPDATE='1')
self.process = subprocess.Popen([str(c) for c in command], cwd=directory, stdin=subprocess.PIPE,
stdout=subprocess.PIPE, stderr=subprocess.STDOUT, text=True,
encoding='utf-8', errors='replace', env=env)
threading.Thread(target=self._read, daemon=True).start()
def _read(self):
for line in self.process.stdout:
with self.lock:
self.lines.append(line.rstrip('\n'))
self.log.write(line)
self.log.flush()
def count(self):
with self.lock:
return len(self.lines)
def since(self, n):
with self.lock:
return self.lines[n:]
def wait_for(self, regex, timeout):
deadline = time.time() + timeout
while time.time() < deadline:
if any(regex.search(line) for line in self.since(0)):
return
if self.process.poll() is not None:
raise RuntimeError('the server exited:\n' + '\n'.join(self.since(0)[-20:]))
time.sleep(0.1)
raise RuntimeError(f'the server was not up within {timeout} s')
def ask(self, command, parse, timeout=5):
"""Sends a console command and returns parse(its output lines), or None if nothing parsed in time."""
start = self.count()
try:
self.process.stdin.write(command + '\n')
self.process.stdin.flush()
except (BrokenPipeError, OSError):
return None
deadline = time.time() + timeout
while time.time() < deadline:
if (value := parse(self.since(start))) is not None:
return value
time.sleep(0.05)
return None
def stop(self):
if self.process.poll() is None:
try:
self.process.stdin.write('stop\n')
self.process.stdin.flush()
self.process.wait(timeout=60)
except (BrokenPipeError, OSError, subprocess.TimeoutExpired):
self.process.kill()
self.process.wait()
self.log.close()
def bots_command(args, port, total):
return [str(args.bots_bin), '--server', f'127.0.0.1:{port}', '--bots', str(args.bots),
'--behaviour', args.behaviour, '--join-every', str(args.join_every), '--seconds', str(int(total)),
'--seed', str(args.seed), '--view-distance', str(args.view_distance), '--report', '-']
def split_bot_output(lines):
"""The per-second samples (JSON lines with a `t`) and the final summary the bots printed."""
samples, rest = [], []
for line in lines:
try:
sample = json.loads(line)
except ValueError:
sample = None
if isinstance(sample, dict) and 't' in sample:
samples.append(sample)
else:
rest.append(line)
text = ''.join(rest)
return samples, (json.loads(text) if text.strip() else {})
def bytes_per_player_second(per_bot, run_seconds, join_every):
"""The bots' bytes over the seconds they were connected: bot i connects i * join_every after the first and
stays to the end of the run. So it is each bot's average from its login on, its join included, not the
measuring window's alone (the bots report one total at the end). None until the bots count bytes (S-6)."""
counted = [(i, b) for i, b in enumerate(per_bot) if 'bytes_in' in b and not b.get('error')]
online = sum(max(run_seconds - i * join_every, 0) for i, _ in counted)
if not counted or online <= 0:
return None
return {k: round(sum(b.get(k, 0) for _, b in counted) / online) for k in ('bytes_in', 'bytes_out')}
def summarize(kind, args, ticks, rss, cpu, gametime, window_seconds, summary, start_seconds, run_seconds):
mean = lambda xs: round(statistics.fmean(xs), 2) if xs else None
joins = [b['joined_after_ms'] for b in summary.get('per_bot', []) if b.get('joined_after_ms', 0) > 0]
bandwidth = bytes_per_player_second(summary.get('per_bot', []), run_seconds, args.join_every)
return {
'server': kind,
'bots': args.bots,
'behaviour': args.behaviour,
'start_seconds': start_seconds,
'tps': tps(*gametime, window_seconds),
'mspt': {k: mean([t[k] for t in ticks]) for k in ('average', 'p50', 'p95', 'p99')},
'mspt_worst_p99': max((t['p99'] for t in ticks), default=None),
'rss_mb': {'mean': mean([r / 1e6 for r in rss]), 'max': round(max(rss) / 1e6, 1) if rss else None},
'cpu_percent': mean(cpu),
'bytes_per_player_second': bandwidth,
'join_ms': {'p50': percentile(joins, 50), 'worst': max(joins, default=None)},
'bots_joined': summary.get('joined'),
'bots_failed': [b for b in summary.get('per_bot', []) if b.get('error')],
'chunks_total': summary.get('chunks'),
'tick_queries': len(ticks),
}
def run_once(kind, args, out):
scratch = Path(tempfile.mkdtemp(prefix=f'horizon-bench-{kind}-'))
result = {'server': kind, 'bots': args.bots, 'behaviour': args.behaviour}
server = None
try:
port = free_port()
command = prepare(kind, scratch, port, args)
started = time.time()
server = Server(command, scratch, out / f'{kind}-{args.bots}.log')
server.wait_for(DONE, args.start_timeout)
start_seconds = round(time.time() - started, 2)
total = args.bots * args.join_every + args.warmup + args.seconds
bot_process = subprocess.Popen(bots_command(args, port, total), stdout=subprocess.PIPE,
stderr=subprocess.PIPE, text=True)
bot_lines = []
threading.Thread(target=lambda: bot_lines.extend(bot_process.stdout), daemon=True).start()
time.sleep(args.bots * args.join_every + args.warmup)
first_time = server.ask('time query gametime', parse_gametime)
began = time.time()
rss, cpu, ticks = [], [], []
usage = tree_usage(server.process.pid)
last_cpu, last_time = (usage[1] if usage else 0), time.time()
next_query = time.time()
while time.time() - began < args.seconds:
time.sleep(1)
now = time.time()
if usage and (u := tree_usage(server.process.pid)):
rss.append(u[0])
cpu.append((u[1] - last_cpu) / (now - last_time) * 100)
last_cpu, last_time = u[1], now
if now >= next_query:
if (t := server.ask('tick query', parse_tick_query)) is not None:
ticks.append(t)
next_query = now + 5
window = time.time() - began
last = server.ask('time query gametime', parse_gametime)
bot_process.wait(timeout=total + 120)
time.sleep(0.5)
_, summary = split_bot_output(list(bot_lines))
result.update(summarize(kind, args, ticks, rss, cpu, (first_time, last), window, summary, start_seconds,
total))
except Exception as e: # a failed run is reported, and the next one still runs
result['error'] = str(e)
finally:
if server:
server.stop()
shutil.rmtree(scratch, ignore_errors=True)
return result
def table(runs):
"""The Markdown table of the design: one column per server, one row per measure."""
ok = [r for r in runs if 'error' not in r]
head = '| | ' + ' | '.join(r['server'] for r in ok) + ' |\n|---|' + '---|' * len(ok) + '\n'
def cell(r, path):
value = r
for key in path:
value = value.get(key) if isinstance(value, dict) else None
return '-' if value is None else str(value)
rows = [
('Players', ('bots',)),
('TPS', ('tps',)),
('MSPT average', ('mspt', 'average')),
('MSPT p99 (mean of 5 s queries)', ('mspt', 'p99')),
('MSPT p99 (worst query)', ('mspt_worst_p99',)),
('RSS mean MB', ('rss_mb', 'mean')),
('CPU %', ('cpu_percent',)),
('Bytes in per player and s online', ('bytes_per_player_second', 'bytes_in')),
('Join p50 ms', ('join_ms', 'p50')),
('Join worst ms', ('join_ms', 'worst')),
('Start s', ('start_seconds',)),
]
body = ''.join(f'| {name} | ' + ' | '.join(cell(r, path) for r in ok) + ' |\n' for name, path in rows)
failed = ''.join(f'\n{r["server"]} failed: {r["error"].splitlines()[0]}\n' for r in runs if 'error' in r)
return head + body + failed
def check(args):
for kind in args.server:
if kind not in SERVERS:
sys.exit(f'--server: {kind!r} is not one of {", ".join(SERVERS)}')
if 'vanilla' in args.server and not args.jar:
sys.exit('vanilla needs --jar, your own server.jar')
if any(k != 'vanilla' for k in args.server) and not args.exe:
sys.exit('horizon and pumpkin need --exe, the server binary')
if not Path(args.bots_bin).exists():
sys.exit(f'{args.bots_bin} is missing: cargo build --release -p horizon-bots')
if args.pre_generated and not Path(args.pre_generated).is_dir():
sys.exit(f'--pre-generated {args.pre_generated} is not a folder')
def main(argv=None):
parser = argparse.ArgumentParser(description=__doc__.split('\n\n')[0])
parser.add_argument('--server', type=lambda s: s.split(','), default=['horizon'],
help='horizon, vanilla or pumpkin (comma-separated, one run each)')
parser.add_argument('--exe', help='the horizon-server or Pumpkin binary')
parser.add_argument('--jar', help="vanilla's server.jar (your own copy)")
parser.add_argument('--bots-bin', default=str(ROOT / 'target/release' / f'horizon-bots{EXE}'))
parser.add_argument('--bots', type=int, default=50)
parser.add_argument('--behaviour', default='mixed')
parser.add_argument('--join-every', type=float, default=0.5)
parser.add_argument('--warmup', type=int, default=30)
parser.add_argument('--seconds', type=int, default=60)
parser.add_argument('--seed', type=int, default=12345)
parser.add_argument('--view-distance', type=int, default=10)
parser.add_argument('--heap', default='4g', help='the Java heap for vanilla')
parser.add_argument('--pre-generated', help='a finished world folder, copied into every run as `world`')
parser.add_argument('--pumpkin-config', help='extra TOML appended to Pumpkin\'s configuration.toml')
parser.add_argument('--start-timeout', type=int, default=600)
parser.add_argument('--out', type=Path, default=ROOT / '.local/bench', help='the folder for report.json and logs')
args = parser.parse_args(argv)
check(args)
args.out.mkdir(parents=True, exist_ok=True)
runs = []
for kind in args.server:
print(f'{kind}, {args.bots} {args.behaviour} bots...', flush=True)
runs.append(run_once(kind, args, args.out))
print(json.dumps(runs[-1]), flush=True)
report = {
'kind': 'horizon-bench',
'date': datetime.datetime.now(datetime.timezone.utc).isoformat(timespec='seconds'),
'machine': {'system': platform.system(), 'machine': platform.machine(), 'cpus': os.cpu_count()},
'settings': {k: str(v) if isinstance(v, Path) else v for k, v in vars(args).items()},
'runs': runs,
}
path = args.out / 'report.json'
path.write_text(json.dumps(report, indent=2) + '\n')
print('\n' + table(runs) + f'\nWrote {path}')
return 1 if any('error' in r for r in runs) else 0
if __name__ == '__main__':
sys.exit(main())
@@ -3,8 +3,8 @@ name = "{name}"
version = "0.1.0"
description = ""
authors = []
# A content mod: blocks and items from data/ and assets/, no code (API 0.2).
# A content mod: blocks, items and mob effects from data/ and assets/, no code (API 0.2).
api = "0.2"
side = "both"
# registries: "May add blocks and items to your worlds".
# registries: "May add blocks, items and mob effects to your worlds".
capabilities = ["registries"]
+23
View File
@@ -13,6 +13,7 @@
use serde::{Deserialize, Serialize};
pub mod prediction;
pub mod timer;
/// What one check's violation level leads to.
@@ -131,6 +132,20 @@ checks! {
/// the ground to skip fall damage) and walking on water. The claim is always dropped, so vanilla's
/// fall damage follows; from `setback` on the player is also sent back.
ground: Ground => GroundConfig [5.0, 15.0, 60.0, 2.0] {}
/// Prediction: each move played again from the client's own inputs with vanilla's movement code,
/// and compared (speed, step, fly, jesus...). Each player's client ticks are recorded
/// (`prediction::Record`), with a ping a tick to place what the server changes, and played again
/// (horizon-client's `lan::prediction`). A move that lands farther than `tolerance` from the
/// replay flags, by how far it lands (one `tolerance` off weighs 1, at most 5 a tick), and the
/// setback puts the player back where its moves last agreed. A tick near what the replay can't
/// play yet (another entity, a block change or abilities the client hadn't seen, a moving piston,
/// a chunk the client doesn't have, a riptide launch) is excused, and so are the ticks after it
/// until the moves agree again.
prediction: Prediction => PredictionConfig [5.0, 15.0, 60.0, 2.0] {
/// How far, in blocks, a move may land from where the replay puts it.
tolerance: f64 = 0.03,
}
}
/// How many checks there are.
@@ -171,6 +186,10 @@ impl Config {
));
}
}
let tolerance = self.prediction.tolerance;
if !tolerance.is_finite() || tolerance <= 0.0 {
return Err("anticheat.prediction: tolerance is a number of blocks above 0".into());
}
Ok(())
}
}
@@ -198,6 +217,8 @@ pub struct Player {
pub timer: timer::Balance,
/// The server tick and height where the ground last held the player.
pub ground: Option<(u64, f64)>,
/// The client ticks the prediction plays again (only while it runs).
pub record: Option<Box<prediction::Record>>,
}
impl Player {
@@ -257,6 +278,8 @@ mod tests {
assert_eq!(c.timer.kick, 0.0);
assert_eq!(c.timer.tolerance_ms, 500.0);
assert_eq!(c.timer.alert, TimerConfig::default().alert);
let zero = "[anticheat]\n[anticheat.prediction]\ntolerance = 0\n";
assert!(Config::from_server_toml(zero).is_err());
let off = "[anticheat]\nenabled = true\n[anticheat.timer]\nenabled = false\n";
assert!(!Config::from_server_toml(off).unwrap().runs(Check::Timer));
}
+404
View File
@@ -0,0 +1,404 @@
//! The movement prediction's record: each of a player's client ticks as the server heard them, so
//! the server can play the tick again with vanilla's movement code and compare (docs/anticheat.md).
//!
//! A vanilla client ends every tick with ServerboundClientTickEndPacket, after the tick's input
//! (ServerboundPlayerInputPacket, sent when the keys change) and its move (ServerboundMovePlayerPacket,
//! when it moved or turned). Those packets arrive in order, so the packets between two tick ends are one
//! client tick.
//!
//! What the server changes about the player (a push, a teleport, an effect) takes effect on the client
//! when it handles the packet, which is some client ticks after the server sent it. At the end of each of
//! its ticks the server sends a ClientboundPingPacket whose id is that server tick; the client answers
//! with ServerboundPongPacket as soon as it handles it, before its next tick runs. A client tick knows
//! the last server tick it had handled: every change of that server tick or an earlier one was in effect
//! during the client tick, none of a later one.
use std::collections::VecDeque;
/// Client ticks kept: two seconds at 20 a second.
pub const KEPT: usize = 40;
/// Server changes kept, the oldest dropped first.
const CHANGES_KEPT: usize = 64;
/// Changes near the player kept until every kept tick has seen them.
const NEAR_KEPT: usize = 1024;
/// Something the server sent the player that changes how its client moves. The client applies it when
/// it handles the packet, before its next tick.
#[derive(Clone, Copy, Debug, PartialEq)]
pub enum Change {
/// ClientboundSetEntityMotionPacket for the player itself: its new velocity, as the client
/// decodes it.
Velocity([f64; 3]),
/// ClientboundExplodePacket's player knockback, added to the velocity.
Knockback([f64; 3]),
/// ClientboundUpdateAttributesPacket or a mob effect for the player itself: the server's
/// attributes and effects, as they are when the replay reaches it.
State,
/// ClientboundPlayerAbilitiesPacket (a game mode, flight given or taken), or the player's chest
/// slot (a glider put on or taken off): the replay takes these from the server every tick, so a
/// tick played before the client had them may be off.
Abilities,
}
/// A teleport the client accepted: the replay starts again from it.
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Restart {
/// Where it put the player.
pub at: [f64; 3],
/// It kept the player's motion (an End gateway's).
pub kept_motion: bool,
/// Client ticks ended and changes heard before it: the ones after are the replay's.
pub ended: u64,
pub changed: u64,
}
/// One client tick.
#[derive(Clone, Copy, Debug, Default, PartialEq)]
pub struct ClientTick {
/// The keys held (ServerboundPlayerInputPacket's flags: forward, backward, left, right, jump,
/// shift, sprint), as last sent.
pub input: u8,
/// Sprinting, as the player's commands left it (ServerboundPlayerCommandPacket).
pub sprinting: bool,
/// The rotation the client last sent.
pub yaw: f32,
pub pitch: f32,
/// Where the tick's move said the player is, if it said: a move with a position.
pub position: Option<[f64; 3]>,
/// The tick's move packet's flags (1: on the ground, 2: against a wall), if it sent one.
pub flags: Option<u8>,
/// The last server tick whose packets the client had handled (its pong) before this tick ended.
pub seen: Option<u64>,
}
/// A player's last client ticks.
#[derive(Clone, Debug, Default)]
pub struct Record {
/// The tick being heard.
current: ClientTick,
/// The ended ones, oldest first, at most [`KEPT`].
ticks: VecDeque<ClientTick>,
/// The last server tick the client answered for.
seen: Option<u64>,
/// Client ticks ended since the record began.
ended: u64,
/// Where an accepted teleport put the player, until the replay starts again from there.
restart: Option<Restart>,
/// What the server changed, with the server tick that sent it, oldest first.
changes: VecDeque<(u64, Change)>,
/// Changes heard since the record began.
changed: u64,
/// The blocks the server changed near the player (None: an entity it stopped showing the player
/// from near it, which counts wherever the player has gone since), with the server tick that sent
/// each, until every kept tick has seen them.
near: VecDeque<(u64, Option<[i32; 3]>)>,
/// The server tick of the last of them dropped early ([`NEAR_KEPT`] came after it).
near_dropped: Option<u64>,
}
impl Record {
/// The tick's move: its position if it has one, the rotation if it has one, and its flags.
pub fn moved(&mut self, position: Option<[f64; 3]>, rotation: Option<(f32, f32)>, flags: u8) {
if position.is_some() {
self.current.position = position;
}
if let Some((yaw, pitch)) = rotation {
(self.current.yaw, self.current.pitch) = (yaw, pitch);
}
self.current.flags = Some(flags);
}
/// ServerboundPongPacket for the ping sent at the end of `server_tick`. False for an answer to a
/// ping that was never sent, or one older than an answer already heard: a vanilla client answers
/// every ping, once, in order.
pub fn pong(&mut self, server_tick: u64, sent_up_to: u64) -> bool {
if server_tick > sent_up_to || self.seen.is_some_and(|seen| server_tick <= seen) {
return false;
}
self.seen = Some(server_tick);
true
}
/// ServerboundClientTickEndPacket: the tick ends with these keys held and this sprinting. The
/// next tick starts with the same keys and rotation, until the client says otherwise.
pub fn tick_end(&mut self, input: u8, sprinting: bool) -> &ClientTick {
self.current.input = input;
self.current.sprinting = sprinting;
self.current.seen = self.seen;
let next = ClientTick {
yaw: self.current.yaw,
pitch: self.current.pitch,
..ClientTick::default()
};
let ended = std::mem::replace(&mut self.current, next);
if self.ticks.len() == KEPT {
self.ticks.pop_front();
}
self.ticks.push_back(ended);
self.ended += 1;
// What the oldest tick kept had seen, every later one had too.
if let Some(seen) = self.ticks.front().and_then(|t| t.seen) {
while self.near.front().is_some_and(|&(sent, _)| sent <= seen) {
self.near.pop_front();
}
self.near_dropped = self.near_dropped.filter(|&sent| sent > seen);
}
self.ticks.back().expect("just pushed")
}
/// The ended ticks, oldest first.
pub fn ticks(&self) -> impl DoubleEndedIterator<Item = &ClientTick> + ExactSizeIterator {
self.ticks.iter()
}
/// The last server tick the client answered for.
pub fn seen(&self) -> Option<u64> {
self.seen
}
/// Client ticks ended since the record began.
pub fn ended(&self) -> u64 {
self.ended
}
/// The ticks ended after the first `played`, oldest first; None when some of them are no longer
/// kept.
pub fn since(&self, played: u64) -> Option<impl Iterator<Item = &ClientTick>> {
let new = self.ended.checked_sub(played)?;
let new = usize::try_from(new)
.ok()
.filter(|&n| n <= self.ticks.len())?;
Some(self.ticks.iter().skip(self.ticks.len() - new))
}
/// `change`, sent during server tick `server_tick` (before that tick's ping).
pub fn changed(&mut self, server_tick: u64, change: Change) {
if self.changes.len() == CHANGES_KEPT {
self.changes.pop_front();
}
self.changes.push_back((server_tick, change));
self.changed += 1;
}
/// Changes heard since the record began.
pub fn changes(&self) -> u64 {
self.changed
}
/// The changes after the first `applied`, oldest first; None when some of them are no longer kept.
pub fn changes_since(
&self,
applied: u64,
) -> Option<impl Iterator<Item = &(u64, Change)> + Clone> {
let new = self.changed.checked_sub(applied)?;
let new = usize::try_from(new)
.ok()
.filter(|&n| n <= self.changes.len())?;
Some(self.changes.iter().skip(self.changes.len() - new))
}
/// During server tick `server_tick` (before that tick's ping) the server sent the client the block
/// at `pos`.
pub fn changed_near(&mut self, server_tick: u64, pos: [i32; 3]) {
self.note_near(server_tick, Some(pos));
}
/// During server tick `server_tick` the server stopped showing the client an entity near it (a
/// firework it flew with, a mob that pushed it): the client may still have it, wherever it goes.
pub fn entity_gone(&mut self, server_tick: u64) {
if self.near.back() != Some(&(server_tick, None)) {
self.note_near(server_tick, None);
}
}
fn note_near(&mut self, server_tick: u64, pos: Option<[i32; 3]>) {
if self.near.len() == NEAR_KEPT {
self.near_dropped = self.near.pop_front().map(|(sent, _)| sent);
}
self.near.push_back((server_tick, pos));
}
/// Whether a client tick that had `seen` up to that server tick (its [`ClientTick::seen`]) may
/// not have had a change at a position for which `near` holds: it still had the old block, or the
/// entity, where the server no longer has it.
pub fn unseen_near(&self, seen: Option<u64>, near: impl Fn([i32; 3]) -> bool) -> bool {
let unseen = |sent: u64| seen.is_none_or(|seen| sent > seen);
self.near_dropped.is_some_and(unseen)
|| self
.near
.iter()
.any(|&(sent, pos)| unseen(sent) && pos.is_none_or(&near))
}
/// The client accepted a teleport to `at` (ServerboundAcceptTeleportationPacket): it goes on from
/// there, standing still unless the teleport `kept_motion` (an End gateway's). The ticks it ended
/// before stay, for a replay that hasn't played them yet; the one under way starts again.
pub fn teleported(&mut self, at: [f64; 3], kept_motion: bool) {
self.restart_tick();
self.restart = Some(Restart {
at,
kept_motion,
ended: self.ended,
changed: self.changed,
});
}
/// The last teleport the client accepted, once.
pub fn take_restart(&mut self) -> Option<Restart> {
self.restart.take()
}
/// The ticks before now say nothing about the ones after.
pub fn clear(&mut self) {
self.ticks.clear();
self.restart_tick();
}
fn restart_tick(&mut self) {
self.current = ClientTick {
yaw: self.current.yaw,
pitch: self.current.pitch,
..ClientTick::default()
};
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn a_change_near_is_unseen_by_the_ticks_before_its_pong() {
let mut r = Record::default();
r.changed_near(4, [1, 2, 3]);
r.changed_near(5, [7, 2, 3]);
let near = |p: [i32; 3]| p[0] < 5;
assert!(r.unseen_near(None, near));
assert!(r.unseen_near(Some(3), near));
assert!(!r.unseen_near(Some(4), near));
assert!(r.unseen_near(Some(4), |_| true));
// Kept until the oldest tick kept had seen it: one that ended before the pong hadn't.
r.tick_end(0, false);
assert!(r.pong(5, 5));
r.tick_end(0, false);
assert!(r.unseen_near(Some(3), near));
for _ in 0..KEPT {
r.tick_end(0, false);
}
assert!(!r.unseen_near(None, |_| true));
// An entity gone counts anywhere.
r.entity_gone(5);
r.entity_gone(5);
assert!(r.unseen_near(Some(4), |_| false));
assert!(!r.unseen_near(Some(5), |_| false));
// One dropped early counts for the ticks that hadn't seen it.
for i in 0..=NEAR_KEPT as u64 {
r.changed_near(6 + i, [100, 0, 0]);
}
assert!(
r.unseen_near(Some(5), near),
"a change dropped unseen counts"
);
assert!(!r.unseen_near(Some(6), near));
}
#[test]
fn a_tick_is_the_packets_between_two_tick_ends() {
let mut r = Record::default();
r.moved(Some([1.0, 2.0, 3.0]), Some((90.0, 10.0)), 1);
let t = *r.tick_end(0b1001, true);
assert_eq!(t.position, Some([1.0, 2.0, 3.0]));
assert_eq!((t.yaw, t.pitch, t.flags), (90.0, 10.0, Some(1)));
assert_eq!((t.input, t.sprinting, t.seen), (0b1001, true, None));
// A tick without a move keeps the rotation and has no position.
let t = *r.tick_end(0, false);
assert_eq!((t.position, t.flags, t.yaw), (None, None, 90.0));
assert_eq!(r.ticks().len(), 2);
}
#[test]
fn pongs_say_which_server_ticks_a_client_tick_had_seen() {
let mut r = Record::default();
assert!(r.pong(5, 6));
r.tick_end(0, false);
assert!(r.pong(6, 6));
r.tick_end(0, false);
r.tick_end(0, false);
let seen: Vec<_> = r.ticks().map(|t| t.seen).collect();
assert_eq!(seen, [Some(5), Some(6), Some(6)]);
// Never sent, answered twice, or out of order.
assert!(!r.pong(9, 6));
assert!(!r.pong(6, 6));
assert!(!r.pong(4, 6));
assert_eq!(r.seen(), Some(6));
}
#[test]
fn only_the_last_two_seconds_are_kept() {
let mut r = Record::default();
for i in 0..KEPT + 5 {
r.moved(Some([i as f64, 0.0, 0.0]), None, 0);
r.tick_end(0, false);
}
assert_eq!(r.ticks().len(), KEPT);
assert_eq!(r.ticks().next().unwrap().position, Some([5.0, 0.0, 0.0]));
r.clear();
assert_eq!(r.ticks().len(), 0);
}
#[test]
fn the_replay_takes_the_ticks_it_has_not_played() {
let mut r = Record::default();
for i in 0..3 {
r.moved(Some([i as f64, 0.0, 0.0]), None, 0);
r.tick_end(0, false);
}
fn x(r: &Record, played: u64) -> Option<Vec<f64>> {
r.since(played)
.map(|t| t.map(|t| t.position.unwrap()[0]).collect())
}
assert_eq!(x(&r, 1), Some(vec![1.0, 2.0]));
assert_eq!(x(&r, 3), Some(vec![]));
// Played ahead of the record, or so far behind the ticks are gone.
assert_eq!(x(&r, 4), None);
r.clear();
assert_eq!(x(&r, 2), None);
assert_eq!(x(&r, 3), Some(vec![]));
r.moved(Some([8.0, 0.0, 0.0]), None, 0);
r.tick_end(0, false);
r.moved(Some([9.0, 0.0, 0.0]), None, 0);
r.teleported([5.0, 6.0, 7.0], false);
// A tick that ends before the replay starts again is still one after the teleport.
r.tick_end(0, false);
let restart = r.take_restart().unwrap();
assert_eq!((restart.at, restart.kept_motion), ([5.0, 6.0, 7.0], false));
assert_eq!(r.since(restart.ended).unwrap().count(), 1);
// The tick ended before it stays for a replay that hasn't played it; the move of the one
// under way is gone.
let positions: Vec<_> = r.since(3).unwrap().map(|t| t.position).collect();
assert_eq!(positions, [Some([8.0, 0.0, 0.0]), None]);
assert_eq!(r.take_restart(), None);
}
#[test]
fn changes_keep_the_server_tick_that_sent_them() {
let mut r = Record::default();
r.changed(3, Change::Velocity([0.0, 0.4, 0.0]));
r.changed(5, Change::State);
let all: Vec<_> = r.changes_since(0).unwrap().copied().collect();
assert_eq!(
all,
[(3, Change::Velocity([0.0, 0.4, 0.0])), (5, Change::State)]
);
assert_eq!(r.changes_since(1).unwrap().count(), 1);
assert!(r.changes_since(3).is_none());
for i in 0..CHANGES_KEPT as u64 {
r.changed(6 + i, Change::State);
}
// The first two are gone.
assert!(r.changes_since(1).is_none());
assert_eq!(r.changes_since(2).unwrap().count(), CHANGES_KEPT);
}
}
+206 -3
View File
@@ -15,10 +15,13 @@
//! entered the view apart from chunks sent again while the bot still held them (`resent`), and counts the
//! times the server pulled a bot back (`pulled_back`: a teleport after the first, as for "moved too quickly").
//! The report also has wire bytes in and out (`bytes_in`, `bytes_out`, per bot and in total, after
//! compression) and join-time percentiles (`join_time`: p50, p99 and max in milliseconds).
use horizon_protocol::{
PROTOCOL_VERSION,
buf::{Reader, Writer},
connection::{ConnWriter, Connection},
connection::{ConnWriter, Connection, Counters},
crypto::offline_uuid,
ids,
item::Stack,
@@ -33,7 +36,7 @@ use serde_json::json;
use std::{
collections::HashSet,
sync::{
Arc, LazyLock, Mutex,
Arc, LazyLock, Mutex, OnceLock,
atomic::{AtomicBool, AtomicU64, Ordering},
},
thread,
@@ -63,6 +66,8 @@ horizon-bots: load-test bots for a Minecraft Java Edition 26.3 server (offline m
--attack NAME attack the player NAME twice a second, from wherever the bot is (a reach test);
the report gives each bot's last health
--attack-after S start attacking S seconds after joining; default 5
--no-loaded never say the level is loaded (ServerboundPlayerLoadedPacket): a vanilla server
ignores the player's moves and actions for its first 3 seconds
--no-read stop reading from the server once spawned (a client that lets the
server's replies pile up)
--join-every SECONDS default 1
@@ -75,6 +80,12 @@ horizon-bots: load-test bots for a Minecraft Java Edition 26.3 server (offline m
--height H blocks above spawn the bots fly at (walk, explore, idle); default 24
--ground claim the ground in every move (with --height 0 on a flat world: walking
on it; higher, or over water: a no-fall or jesus cheat, to test an anticheat)
--give SLOT:ID:COUNT,... creative-slot packets sent once joined (inventory menu slot, item
registry id, count), to test what a server takes
--click X,Y,Z:SLOT:BUTTON:MODE 3 s after joining, open the block at X,Y,Z (a chest), then a second later
click SLOT of its window (ServerboundContainerClickPacket), to test what a server takes
--raw TICK:ID:HEX,... raw serverbound play packets (id, body in hex) sent TICK ticks after joining,
to test what a server takes
--timer F cheat, to test an anticheat: tick F times as fast as vanilla's client (1.5: 30 Hz)
--report FILE a JSON summary at the end (- prints it after the per-second lines)
";
@@ -133,8 +144,15 @@ struct Options {
attack_after: f64,
flood: usize,
no_read: bool,
no_loaded: bool,
height: f64,
ground: bool,
/// --raw: (tick after joining, packet id, body).
raw: Vec<(u64, i32, Vec<u8>)>,
/// ServerboundSetCreativeModeSlotPackets to send once joined: (slot, item id, count).
give: Vec<(i16, i32, i32)>,
/// --click: the block to open, then the slot, button and click type in its window.
click: Option<([i32; 3], i16, i8, i32)>,
name: String,
/// The `minecraft:brand` to send, if any.
brand: Option<String>,
@@ -158,8 +176,12 @@ fn options() -> Result<Options, String> {
attack_after: 5.0,
flood: 100,
no_read: false,
no_loaded: false,
height: 24.0,
ground: false,
raw: Vec::new(),
give: Vec::new(),
click: None,
name: "Bot".into(),
report: None,
brand: None,
@@ -175,6 +197,10 @@ fn options() -> Result<Options, String> {
o.no_read = true;
continue;
}
if arg == "--no-loaded" {
o.no_loaded = true;
continue;
}
if arg == "--ground" {
o.ground = true;
continue;
@@ -202,6 +228,53 @@ fn options() -> Result<Options, String> {
"--name" => o.name = value,
"--report" => o.report = Some(value),
"--brand" => o.brand = Some(value),
"--give" => {
for part in value.split(',') {
let n: Vec<&str> = part.split(':').collect();
let parsed = match n[..] {
[s, i, c] => s.parse().ok().zip(i.parse().ok()).zip(c.parse().ok()),
_ => None,
};
let ((slot, item), count) = parsed.ok_or_else(|| number("SLOT:ID:COUNT"))?;
o.give.push((slot, item, count));
}
}
"--click" => {
let bad = || number("X,Y,Z:SLOT:BUTTON:MODE");
let n: Vec<&str> = value.split(':').collect();
let [at, slot, button, mode] = n[..] else {
return Err(bad());
};
let at: Vec<i32> = at
.split(',')
.map(str::parse)
.collect::<Result<_, _>>()
.map_err(|_| bad())?;
let at = <[i32; 3]>::try_from(at).map_err(|_| bad())?;
let parse = |s: &str| s.parse::<i32>().map_err(|_| bad());
o.click = Some((at, parse(slot)? as i16, parse(button)? as i8, parse(mode)?));
}
"--raw" => {
for part in value.split(',') {
let bad = || number("TICK:ID:HEX");
let [tick, id, hex] = part.split(':').collect::<Vec<_>>()[..] else {
return Err(bad());
};
let body = (0..hex.len())
.step_by(2)
.map(|i| {
hex.get(i..i + 2)
.and_then(|b| u8::from_str_radix(b, 16).ok())
})
.collect::<Option<Vec<u8>>>()
.ok_or_else(bad)?;
o.raw.push((
tick.parse().map_err(|_| bad())?,
id.parse().map_err(|_| bad())?,
body,
));
}
}
"--height" => o.height = value.parse().map_err(|_| number("blocks"))?,
"--timer" => {
o.timer = value.parse().map_err(|_| number("a speed, like 1.5"))?;
@@ -258,6 +331,8 @@ struct Bot {
teleport: Mutex<Option<[f64; 3]>>,
error: Mutex<Option<String>>,
joined_after_ms: AtomicU64,
/// The connection's byte counters (wire bytes, after compression and encryption), set once it is open.
counters: OnceLock<Arc<Counters>>,
/// The bot stopped reading (--no-read).
deaf: AtomicBool,
/// `--attack`: the target's UUID and, once AddEntity showed it, its entity id.
@@ -267,6 +342,39 @@ struct Bot {
health: Mutex<Option<f32>>,
}
impl Bot {
fn bytes_in(&self) -> u64 {
self.counters
.get()
.map_or(0, |c| c.bytes_in.load(Ordering::Relaxed).max(0) as u64)
}
fn bytes_out(&self) -> u64 {
self.counters
.get()
.map_or(0, |c| c.bytes_out.load(Ordering::Relaxed).max(0) as u64)
}
}
/// Nearest-rank percentile (`p` in 0..=100) of an ascending-sorted slice; 0 when it is empty.
fn percentile(sorted: &[u64], p: u64) -> u64 {
if sorted.is_empty() {
return 0;
}
let rank = (p * sorted.len() as u64).div_ceil(100).max(1) as usize;
sorted[rank - 1]
}
/// Join-time summary in milliseconds over the bots that got in: count, p50, p99 and max.
fn join_summary(mut times: Vec<u64>) -> serde_json::Value {
times.sort_unstable();
json!({
"count": times.len(),
"p50_ms": percentile(&times, 50),
"p99_ms": percentile(&times, 99),
"max_ms": times.last().copied().unwrap_or(0),
})
}
/// A small deterministic generator (SplitMix64), so every run moves the bots the same way.
struct Random(u64);
impl Random {
@@ -692,6 +800,7 @@ fn run_bot(
}
};
let (reader, writer) = connection.split();
let _ = bot.counters.set(reader.counters.clone());
let writer = Arc::new(Mutex::new(writer));
lock(&bot.target).0 = o.attack.as_deref().map(offline_uuid);
bot.online.store(true, Ordering::SeqCst);
@@ -716,7 +825,9 @@ fn run_bot(
bot.joined_after_ms
.store(asked.elapsed().as_millis() as u64, Ordering::SeqCst);
let send = |body: Vec<u8>| lock(&writer).send(&body).is_ok();
send(raw(sb::PLAYER_LOADED, |_| {}));
if !o.no_loaded {
send(raw(sb::PLAYER_LOADED, |_| {}));
}
bot.deaf.store(o.no_read, Ordering::Relaxed);
// What the costly floods need in hand (creative: the server takes the bot's word for it).
let tool = match behaviour {
@@ -724,6 +835,15 @@ fn run_bot(
Behaviour::FloodBook => Some(Stack::new(WRITABLE_BOOK, 1)),
_ => None,
};
for &(slot, item, count) in &o.give {
send(
play::Serverbound::SetCreativeModeSlot(play::SetCreativeModeSlot {
slot,
item: Some(Stack::new(item, count)),
})
.encode(),
);
}
if tool.is_some() {
send(
play::Serverbound::SetCreativeModeSlot(play::SetCreativeModeSlot {
@@ -848,6 +968,43 @@ fn run_bot(
}
}
}
if let Some((at, slot, button, input)) = o.click {
// Ticks of 50 ms: the block 3 s after joining, the click a second later.
if tick == 60 {
sequence += 1;
send(
play::Serverbound::UseItemOn(play::UseItemOn {
hand: 0,
pos: at,
face: 1,
cursor: [0.5, 1.0, 0.5],
inside: false,
world_border: false,
sequence,
})
.encode(),
);
} else if tick == 80 {
// The first window a player opens is 1.
send(
play::Serverbound::ContainerClick(play::ContainerClick {
container: 1,
state: 0,
slot,
button,
input,
changed: Vec::new(),
carried: None,
})
.encode(),
);
}
}
for (at, id, body) in &o.raw {
if *at == tick {
send(raw(*id, |w| w.bytes(body)));
}
}
// The costly floods go out wherever the bot is, chunks or not (--no-read gets none).
for i in 0..o.flood {
sequence += 1;
@@ -996,10 +1153,20 @@ fn main() {
"resent": bots.iter().map(|b| b.resent.load(Ordering::Relaxed)).sum::<u64>(),
"pulled_back": bots.iter().map(|b| b.pulled_back.load(Ordering::Relaxed)).sum::<u64>(),
"waited_ticks": bots.iter().map(|b| b.waited.load(Ordering::Relaxed)).sum::<u64>(),
"bytes_in": bots.iter().map(|b| b.bytes_in()).sum::<u64>(),
"bytes_out": bots.iter().map(|b| b.bytes_out()).sum::<u64>(),
"join_time": join_summary(
bots.iter()
.map(|b| b.joined_after_ms.load(Ordering::SeqCst))
.filter(|&ms| ms > 0)
.collect(),
),
"per_bot": bots.iter().enumerate().map(|(i, b)| json!({
"name": format!("{}{i}", o.name),
"behaviour": behaviour_of(&o.behaviour, i).name(),
"joined_after_ms": b.joined_after_ms.load(Ordering::SeqCst),
"bytes_in": b.bytes_in(),
"bytes_out": b.bytes_out(),
"chunks": b.chunks.load(Ordering::Relaxed),
"unique_chunks": b.unique.load(Ordering::Relaxed),
"resent": b.resent.load(Ordering::Relaxed),
@@ -1034,3 +1201,39 @@ fn main() {
}
std::process::exit(if errors.is_empty() { 0 } else { 1 });
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn percentiles_use_nearest_rank() {
assert_eq!(percentile(&[], 50), 0);
assert_eq!(percentile(&[7], 99), 7);
let v: Vec<u64> = (1..=100).collect();
assert_eq!(percentile(&v, 50), 50);
assert_eq!(percentile(&v, 99), 99);
assert_eq!(percentile(&[10, 20, 30, 40], 50), 20);
}
#[test]
fn join_summary_sorts_and_reports_max() {
let s = join_summary(vec![300, 100, 200]);
assert_eq!(s["count"], 3);
assert_eq!(s["p50_ms"], 200);
assert_eq!(s["p99_ms"], 300);
assert_eq!(s["max_ms"], 300);
assert_eq!(join_summary(vec![])["count"], 0);
}
#[test]
fn bot_bytes_come_from_the_connection_counters() {
let bot = Bot::default();
assert_eq!((bot.bytes_in(), bot.bytes_out()), (0, 0));
let counters = Arc::new(Counters::default());
counters.bytes_in.store(1234, Ordering::Relaxed);
counters.bytes_out.store(56, Ordering::Relaxed);
let _ = bot.counters.set(counters);
assert_eq!((bot.bytes_in(), bot.bytes_out()), (1234, 56));
}
}
+114 -39
View File
@@ -186,6 +186,73 @@ impl Parser<'_> {
Err("unterminated string".into())
}
}
/// `click_event` / `hover_event`, or the pre-datafixer `clickEvent` /
/// `hoverEvent` names SNBT and older chat JSON still use.
fn style_event_object<'a>(
o: &'a serde_json::Map<String, Value>,
modern: &str,
legacy: &str,
) -> Option<&'a serde_json::Map<String, Value>> {
o.get(modern)
.or_else(|| o.get(legacy))
.and_then(Value::as_object)
}
/// Style flags from JSON bools, or SNBT `1b`/`0b` which parse as numbers.
fn style_flag(v: Option<&Value>) -> Option<bool> {
match v {
Some(Value::Bool(b)) => Some(*b),
Some(Value::Number(n)) => n.as_i64().map(|i| i != 0),
_ => None,
}
}
fn untrusted_http_url(url: &str) -> bool {
// ExtraCodecs.UNTRUSTED_URI / Util.parseAndValidateUntrustedUri: http and
// https only, scheme case-insensitive.
url.split_once(':').is_some_and(|(scheme, _)| {
scheme.eq_ignore_ascii_case("http") || scheme.eq_ignore_ascii_case("https")
})
}
/// ClickEvent.CODEC plus the legacy `value` field TextComponentHoverAndClickEventFix
/// renames (`url` / `command` / `page`).
fn parse_click_event(e: &serde_json::Map<String, Value>) -> Option<crate::text::ClickEvent> {
let text = |k: &str| e.get(k).and_then(Value::as_str).map(str::to_owned);
let legacy = || text("value");
match e.get("action").and_then(Value::as_str) {
Some("open_url") => text("url")
.or_else(legacy)
.filter(|u| untrusted_http_url(u))
.map(crate::text::ClickEvent::OpenUrl),
Some("change_page") => e
.get("page")
.and_then(Value::as_i64)
.or_else(|| e.get("value").and_then(Value::as_i64))
.or_else(|| {
e.get("value")
.and_then(Value::as_str)
.and_then(|s| s.parse().ok())
})
.and_then(|p| i32::try_from(p).ok())
.filter(|p| *p >= 1)
.map(crate::text::ClickEvent::ChangePage),
Some("suggest_command") => text("command")
.or_else(legacy)
.map(crate::text::ClickEvent::SuggestCommand),
Some("run_command") => text("command")
.or_else(legacy)
.map(crate::text::ClickEvent::RunCommand),
Some("copy_to_clipboard") => text("value").map(crate::text::ClickEvent::CopyToClipboard),
// ClickEvent.ShowDialog.CODEC: a `minecraft:dialog` registry id or
// the dialog itself; the server may send it (isAllowedFromServer).
Some("show_dialog") => e.get("dialog").map(|dialog| {
crate::text::ClickEvent::ShowDialog(crate::scoreboard::json_to_tag(dialog))
}),
_ => None,
}
}
/// The style fields of a component object.
fn object_style(o: &serde_json::Map<String, Value>) -> Style {
let mut style = Style::default();
@@ -196,52 +263,27 @@ fn object_style(o: &serde_json::Map<String, Value>) -> Style {
});
}
style.shadow_color = o.get("shadow_color").and_then(shadow_color);
let flag = |k: &str| o.get(k).and_then(Value::as_bool);
style.bold = flag("bold");
style.italic = flag("italic");
style.underlined = flag("underlined");
style.strikethrough = flag("strikethrough");
style.obfuscated = flag("obfuscated");
style.bold = style_flag(o.get("bold"));
style.italic = style_flag(o.get("italic"));
style.underlined = style_flag(o.get("underlined"));
style.strikethrough = style_flag(o.get("strikethrough"));
style.obfuscated = style_flag(o.get("obfuscated"));
style.font = o.get("font").and_then(crate::text::font_id);
// ClickEvent.CODEC: the actions a chat line acts on here. A component
// from a server never opens a file.
if let Some(e) = o.get("click_event").and_then(Value::as_object) {
let text = |k: &str| e.get(k).and_then(Value::as_str).map(str::to_owned);
style.click = match e.get("action").and_then(Value::as_str) {
// ClickEvent.OpenUrl.CODEC: ExtraCodecs.UNTRUSTED_URI allows http and
// https only, the scheme in any case (Util.parseAndValidateUntrustedUri).
Some("open_url") => text("url")
.filter(|u| {
u.split_once(':').is_some_and(|(scheme, _)| {
scheme.eq_ignore_ascii_case("http") || scheme.eq_ignore_ascii_case("https")
})
})
.map(crate::text::ClickEvent::OpenUrl),
// ClickEvent.ChangePage.CODEC: ExtraCodecs.POSITIVE_INT.
Some("change_page") => e
.get("page")
.and_then(Value::as_i64)
.and_then(|p| i32::try_from(p).ok())
.filter(|p| *p >= 1)
.map(crate::text::ClickEvent::ChangePage),
Some("suggest_command") => text("command").map(crate::text::ClickEvent::SuggestCommand),
Some("run_command") => text("command").map(crate::text::ClickEvent::RunCommand),
Some("copy_to_clipboard") => {
text("value").map(crate::text::ClickEvent::CopyToClipboard)
}
// ClickEvent.ShowDialog.CODEC: a `minecraft:dialog` registry id or
// the dialog itself; the server may send it (isAllowedFromServer).
Some("show_dialog") => e.get("dialog").map(|dialog| {
crate::text::ClickEvent::ShowDialog(crate::scoreboard::json_to_tag(dialog))
}),
_ => None,
};
if let Some(e) = style_event_object(o, "click_event", "clickEvent") {
style.click = parse_click_event(e);
}
// HoverEvent.ShowText, ShowItem and ShowEntity.
if let Some(e) = o.get("hover_event").and_then(Value::as_object) {
if let Some(e) = style_event_object(o, "hover_event", "hoverEvent") {
match e.get("action").and_then(Value::as_str) {
Some("show_text") => {
if let Some(value) = e.get("value") {
// Modern `value`, or the older `contents` / nested `text`.
let value = e
.get("value")
.or_else(|| e.get("contents"))
.or_else(|| e.get("text"));
if let Some(value) = value {
style.hover = Some(Box::new(to_text(value, &mut |s| Text::literal(s))));
}
}
@@ -506,10 +548,43 @@ mod tests {
let t = to_text(&v, &mut |_| Text::empty());
assert_eq!(t.plain(), "Hi there");
assert_eq!(t.spans[1].style.color, named_color("red"));
// SNBT `1b` is a number in JSON; style flags still take it as true.
assert_eq!(t.spans[1].style.bold, Some(true));
let (v, _) = parse_snbt("[\"a\",{\"text\":\"b\"}]").unwrap();
assert_eq!(to_text(&v, &mut |_| Text::empty()).plain(), "ab");
}
#[test]
fn legacy_click_event_open_url_uses_value_field() {
use crate::text::ClickEvent;
let modern = serde_json::json!({
"text": "site",
"click_event": {"action": "open_url", "url": "https://example.com"},
"underlined": true
});
let legacy = serde_json::json!({
"text": "site",
"clickEvent": {"action": "open_url", "value": "https://example.com"},
"underlined": 1
});
for component in [modern, legacy] {
let text = to_text(&component, &mut |_| Text::empty());
assert_eq!(
text.spans[0].style.click,
Some(ClickEvent::OpenUrl("https://example.com".into()))
);
assert_eq!(text.spans[0].style.underlined, Some(true));
}
let snbt = r#"{text:"site",underlined:1b,clickEvent:{action:open_url,value:"https://example.com"}}"#;
let (v, _) = parse_snbt(snbt).unwrap();
let text = to_text(&v, &mut |_| Text::empty());
assert_eq!(
text.spans[0].style.click,
Some(ClickEvent::OpenUrl("https://example.com".into()))
);
assert_eq!(text.spans[0].style.underlined, Some(true));
}
#[test]
fn the_font_is_inherited_and_kept() {
let (v, _) =
+16
View File
@@ -66,6 +66,15 @@ impl ResourceSource for Bundled {
"assets/horizon/lang/uk_ua.json" => {
include_str!("../../horizon-client/assets/horizon/lang/uk_ua.json")
}
"assets/horizon/lang/es_es.json"
| "assets/horizon/lang/es_ar.json"
| "assets/horizon/lang/es_cl.json"
| "assets/horizon/lang/es_ec.json"
| "assets/horizon/lang/es_mx.json"
| "assets/horizon/lang/es_uy.json"
| "assets/horizon/lang/es_ve.json" => {
include_str!("../../horizon-client/assets/horizon/lang/es_es.json")
}
_ => return None,
};
Some(body.as_bytes().to_vec())
@@ -287,6 +296,13 @@ mod tests {
uk.get("horizon.options.on_screen_keyboard"),
Some("Екранна клавіатура")
);
let es = Language::load(&[&empty], "es_es");
assert_eq!(es.get("horizon.options.controller"), Some("Mando"));
let es_ve = Language::load(&[&empty], "es_ve");
assert_eq!(
es_ve.get("horizon.options.on_screen_keyboard"),
Some("Teclado en pantalla")
);
}
#[test]
+84 -5
View File
@@ -9,7 +9,8 @@ pub enum Category {
Harmful,
Neutral,
}
/// A `MobEffect`: id (without namespace), colour, category, instantaneous.
/// A `MobEffect`: id (vanilla's without namespace, a mod's `<ns>:<path>`),
/// colour, category, instantaneous.
#[derive(Clone, Copy, Debug)]
pub struct EffectDef {
pub id: &'static str,
@@ -84,11 +85,52 @@ pub const EFFECTS: &[EffectDef] = &[
fx("infested", 9214860, H),
fx("breath_of_the_nautilus", 65518, B),
];
pub fn effect(id: &str) -> Option<&'static EffectDef> {
let id = id.trim_start_matches("minecraft:");
EFFECTS.iter().find(|e| e.id == id)
/// The effects content mods declare, registered after vanilla's.
static MOD_EFFECTS: OnceLock<Vec<EffectDef>> = OnceLock::new();
/// Registers the content mods' effects, `<ns>:<path>` ids in registry order.
/// The list is set once per process: false when it already was, and the
/// effects stay those of the first call until the game restarts.
pub fn register_mod_effects(effects: impl IntoIterator<Item = (String, u32, Category)>) -> bool {
if MOD_EFFECTS.get().is_some() {
return false;
}
let defs: Vec<EffectDef> = effects
.into_iter()
.map(|(id, color, category)| {
debug_assert!(id.contains(':'), "{id} has no namespace");
fx(Box::leak(id.into_boxed_str()), color, category)
})
.collect();
MOD_EFFECTS.set(defs).is_ok()
}
/// Namespaced effect ids for mob effect storage.
/// The content mods' effects, in registry order.
pub fn mod_effects() -> &'static [EffectDef] {
MOD_EFFECTS.get().map_or(&[], Vec::as_slice)
}
/// Every registered effect: vanilla's, then the content mods'.
pub fn all_effects() -> impl Iterator<Item = &'static EffectDef> {
EFFECTS.iter().chain(mod_effects())
}
pub fn effect(id: &str) -> Option<&'static EffectDef> {
let short = id.trim_start_matches("minecraft:");
match EFFECTS.iter().find(|e| e.id == short) {
Some(e) => Some(e),
None => mod_effect(id),
}
}
/// Out of line, so vanilla's lookups (every frame, every tick) stay as they were.
#[cold]
#[inline(never)]
fn mod_effect(id: &str) -> Option<&'static EffectDef> {
mod_effects().iter().find(|e| e.id == id)
}
/// `MobEffect.getDescriptionId` (`Util.makeDescriptionId("effect", key)`):
/// `effect.<namespace>.<path>`, `/` in the path as `.`.
pub fn description_id(id: &str) -> String {
let (namespace, path) = id.split_once(':').unwrap_or(("minecraft", id));
format!("effect.{namespace}.{}", path.replace('/', "."))
}
/// Namespaced effect ids for mob effect storage; a mod's id already is.
pub fn namespaced(id: &'static str) -> &'static str {
static IDS: OnceLock<HashMap<&'static str, &'static str>> = OnceLock::new();
let key = id.strip_prefix("minecraft:").unwrap_or(id);
@@ -248,3 +290,40 @@ pub fn potion_color(id: Option<&str>) -> u32 {
_ => BASE_POTION_COLOR,
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn description_ids_keep_the_namespace() {
assert_eq!(description_id("speed"), "effect.minecraft.speed");
assert_eq!(description_id("minecraft:speed"), "effect.minecraft.speed");
assert_eq!(description_id("ruby:curse/dark"), "effect.ruby.curse.dark");
}
/// The only test that registers: the registry is set once per process.
#[test]
fn mod_effects_follow_vanilla_once_registered() {
assert!(register_mod_effects([(
"ruby:glow".to_owned(),
0xFF0000,
Category::Neutral
)]));
assert!(!register_mod_effects([(
"ruby:late".to_owned(),
1,
Category::Harmful
)]));
let glow = effect("ruby:glow").unwrap();
assert_eq!(
(glow.color, glow.category, glow.instant),
(0xFF0000, Category::Neutral, false)
);
assert!(effect("glow").is_none() && effect("ruby:late").is_none());
assert_eq!(namespaced(glow.id), "ruby:glow");
assert_eq!(effect("minecraft:speed").unwrap().id, "speed");
let ids: Vec<_> = all_effects().map(|e| e.id).collect();
assert_eq!(ids.len(), EFFECTS.len() + 1);
assert_eq!(ids.last(), Some(&"ruby:glow"));
}
}
+2 -173
View File
@@ -3,179 +3,8 @@
//! number formatting.
use crate::text::{self, Style, Text};
use horizon_world::nbt::Tag;
/// `Double.toString`.
pub fn java_double(v: f64) -> String {
java_float_text(v, &format!("{v}"), &format!("{v:e}"))
}
/// `Float.toString`.
pub fn java_float(v: f32) -> String {
java_float_text(f64::from(v), &format!("{v}"), &format!("{v:e}"))
}
fn java_float_text(v: f64, plain: &str, sci: &str) -> String {
if v.is_nan() {
return "NaN".into();
}
if v.is_infinite() {
return if v > 0.0 { "Infinity" } else { "-Infinity" }.into();
}
if v == 0.0 {
return if v.is_sign_negative() { "-0.0" } else { "0.0" }.into();
}
let a = v.abs();
if (1.0e-3..1.0e7).contains(&a) {
if plain.contains('.') {
plain.to_owned()
} else {
format!("{plain}.0")
}
} else {
let (mantissa, exponent) = sci.split_once('e').unwrap_or((sci, "0"));
let mantissa = if mantissa.contains('.') {
mantissa.to_owned()
} else {
format!("{mantissa}.0")
};
format!("{mantissa}E{exponent}")
}
}
/// `SnbtGrammar.escapeControlCharacters`.
fn escape_control(c: char) -> Option<&'static str> {
Some(match c {
'\u{8}' => "b",
'\u{c}' => "f",
'\n' => "n",
'\r' => "r",
'\t' => "t",
_ => return None,
})
}
/// `StringTag.quoteAndEscape`.
pub fn quote_and_escape(input: &str) -> String {
let mut out = String::from(" ");
let mut quote = '\0';
for c in input.chars() {
if c == '\\' {
out.push_str("\\\\");
} else if c != '"' && c != '\'' {
match escape_control(c) {
Some(e) => {
out.push('\\');
out.push_str(e);
}
None => out.push(c),
}
} else {
if quote == '\0' {
quote = if c == '"' { '\'' } else { '"' };
}
if quote == c {
out.push('\\');
}
out.push(c);
}
}
if quote == '\0' {
quote = '"';
}
out.replace_range(0..1, &quote.to_string());
out.push(quote);
out
}
fn unquoted_key(key: &str) -> bool {
if key.eq_ignore_ascii_case("true") || key.eq_ignore_ascii_case("false") {
return false;
}
let mut chars = key.chars();
let first_ok = chars
.next()
.is_some_and(|c| c.is_ascii_alphabetic() || c == '.' || c == '_');
// `[A-Za-z._]+[A-Za-z0-9._+-]*`
first_ok && chars.all(|c| c.is_ascii_alphanumeric() || matches!(c, '.' | '_' | '+' | '-'))
}
fn string_of(t: &horizon_world::nbt::JavaString) -> String {
t.to_string_lossy()
}
/// `Tag.toString` (StringTagVisitor).
pub fn to_snbt(tag: &Tag) -> String {
let mut out = String::new();
visit(tag, &mut out);
out
}
fn visit(tag: &Tag, out: &mut String) {
match tag {
Tag::End => out.push_str("END"),
Tag::Byte(v) => out.push_str(&format!("{v}b")),
Tag::Short(v) => out.push_str(&format!("{v}s")),
Tag::Int(v) => out.push_str(&v.to_string()),
Tag::Long(v) => out.push_str(&format!("{v}L")),
Tag::Float(v) => {
out.push_str(&java_float(f32::from_bits(*v)));
out.push('f');
}
Tag::Double(v) => {
out.push_str(&java_double(f64::from_bits(*v)));
out.push('d');
}
Tag::String(s) => out.push_str(&quote_and_escape(&string_of(s))),
Tag::ByteArray(a) => {
out.push_str("[B;");
out.push_str(
&a.iter()
.map(|v| format!("{}B", *v as i8))
.collect::<Vec<_>>()
.join(","),
);
out.push(']');
}
Tag::IntArray(a) => {
out.push_str("[I;");
out.push_str(&a.iter().map(i32::to_string).collect::<Vec<_>>().join(","));
out.push(']');
}
Tag::LongArray(a) => {
out.push_str("[L;");
out.push_str(
&a.iter()
.map(|v| format!("{v}L"))
.collect::<Vec<_>>()
.join(","),
);
out.push(']');
}
Tag::List(l) => {
out.push('[');
for (i, t) in l.iter().enumerate() {
if i > 0 {
out.push(',');
}
visit(t, out);
}
out.push(']');
}
Tag::Compound(c) => {
out.push('{');
let mut entries: Vec<(String, &Tag)> =
c.iter().map(|(k, v)| (string_of(k), v)).collect();
entries.sort_by(|a, b| a.0.cmp(&b.0));
for (i, (k, v)) in entries.iter().enumerate() {
if i > 0 {
out.push(',');
}
if unquoted_key(k) {
out.push_str(k);
} else {
out.push_str(&quote_and_escape(k));
}
out.push(':');
visit(v, out);
}
out.push('}');
}
}
}
use horizon_world::snbt_text::string_of;
pub use horizon_world::snbt_text::{java_double, java_float, quote_and_escape, to_snbt};
// ---- the coloured form -----------------------------------------------------
@@ -567,6 +567,34 @@ fn length(v: [f32; 2]) -> f32 {
(v[0] * v[0] + v[1] * v[1]).sqrt()
}
/// 8BitDo Ultimate 2 Wireless (`2dc8:6012`). gilrs' bundled SDL DB only has a
/// Windows row for it; on Linux/Bluetooth the right stick is on ABS_Z/ABS_RX
/// (`LeftZ`/`RightStickX`) until an SDL mapping matches.
pub const BITDO_ULTIMATE2_VID_PID: (u16, u16) = (0x2dc8, 0x6012);
/// Stick axes after correcting pads whose right stick gilrs still exposes on
/// `LeftZ`/`RightStickX` (no matching SDL row for this device version).
/// `sdl_mapped` is true when gilrs already applied an SDL gamecontroller row.
pub fn stick_axes(
left: [f32; 2],
right: [f32; 2],
left_z: f32,
vendor: Option<u16>,
product: Option<u16>,
sdl_mapped: bool,
) -> ([f32; 2], [f32; 2]) {
if !sdl_mapped
&& vendor == Some(BITDO_ULTIMATE2_VID_PID.0)
&& product == Some(BITDO_ULTIMATE2_VID_PID.1)
{
// Default map: RightStickX is the stick's Y, LeftZ its X; RightStickY
// is the right trigger and must not drive look.
(left, [left_z, right[0]])
} else {
(left, right)
}
}
/// A radial deadzone: inside it the stick is centred; beyond it the rest of
/// the travel is rescaled to 0..1 in the same direction, so diagonals aren't
/// clipped and the first movement past the deadzone is small.
@@ -1178,6 +1206,38 @@ mod tests {
assert_eq!(odd, PadSettings::default());
}
#[test]
fn ultimate2_right_stick_on_z_without_sdl() {
let (left, right) = stick_axes(
[0.2, 0.3],
[0.7, -0.9],
-0.5,
Some(BITDO_ULTIMATE2_VID_PID.0),
Some(BITDO_ULTIMATE2_VID_PID.1),
false,
);
assert_eq!(left, [0.2, 0.3]);
assert_eq!(right, [-0.5, 0.7], "X from LeftZ, Y from RightStickX");
let kept = stick_axes(
[0.2, 0.3],
[0.7, -0.9],
-0.5,
Some(BITDO_ULTIMATE2_VID_PID.0),
Some(BITDO_ULTIMATE2_VID_PID.1),
true,
);
assert_eq!(kept, ([0.2, 0.3], [0.7, -0.9]), "SDL row already remapped");
let other = stick_axes(
[0.0, 0.0],
[1.0, 0.0],
0.5,
Some(0x045e),
Some(0x028e),
false,
);
assert_eq!(other, ([0.0, 0.0], [1.0, 0.0]));
}
#[test]
fn radial_deadzone_rescales() {
assert_eq!(radial([0.1, 0.05], 0.15), [0.0, 0.0]);
+89 -4
View File
@@ -10,6 +10,10 @@ pub struct KeyState {
released_by_screen_when_down: bool,
toggle: Option<bool>,
keyboard: bool,
/// Held down by a controller's toggle (Horizon's pad toggle-sneak, which
/// vanilla has no option for): until it lets go, the mapping toggles as
/// if its vanilla option were on, so a screen releases and restores it.
pad_toggled: bool,
}
impl KeyState {
@@ -20,6 +24,7 @@ impl KeyState {
released_by_screen_when_down: false,
toggle: None,
keyboard: true,
pad_toggled: false,
}
}
/// A `ToggleKeyMapping`; `keyboard` is whether the bound key is a keyboard key.
@@ -43,16 +48,28 @@ impl KeyState {
true
}
}
/// The mapping toggles: its option is on, or a pad toggled it down.
fn needs_toggle(&self, option: bool) -> bool {
option || self.pad_toggled
}
/// `setDown`; `needs_toggle` is the mapping's option value.
pub fn set_down(&mut self, down: bool, needs_toggle: bool) {
if self.toggle.is_some() && needs_toggle {
if self.toggle.is_some() && self.needs_toggle(needs_toggle) {
if down {
self.is_down = !self.is_down;
// Toggled back up: the pad's toggle is over.
self.pad_toggled &= self.is_down;
}
} else {
self.is_down = down;
}
}
/// A controller's toggle button: flips the mapping like `setDown(true)`
/// with its option on, whatever the option says.
pub fn pad_toggle(&mut self) {
self.is_down = !self.is_down;
self.pad_toggled = self.is_down;
}
/// `shouldSetOnIngameFocus` for a keyboard-bound, bound key.
pub fn should_set_on_ingame_focus(&self, needs_toggle: bool) -> bool {
self.keyboard && (self.toggle.is_none() || !needs_toggle)
@@ -61,7 +78,8 @@ impl KeyState {
pub fn release(&mut self, needs_toggle: bool) {
if self.toggle.is_some() {
// ToggleKeyMapping.release does not clear pending clicks.
if needs_toggle && self.is_down || self.released_by_screen_when_down {
if self.needs_toggle(needs_toggle) && self.is_down || self.released_by_screen_when_down
{
self.released_by_screen_when_down = true;
}
self.reset();
@@ -70,7 +88,8 @@ impl KeyState {
self.set_down(false, needs_toggle);
}
}
/// `ToggleKeyMapping.reset`.
/// `ToggleKeyMapping.reset`. A pad toggle stays on record, so the screen
/// that released it restores it.
pub fn reset(&mut self) {
self.is_down = false;
}
@@ -83,7 +102,10 @@ impl KeyState {
let Some(restore) = self.toggle else {
return false;
};
let result = restore && needs_toggle && self.keyboard && self.released_by_screen_when_down;
let result = restore
&& self.needs_toggle(needs_toggle)
&& self.keyboard
&& self.released_by_screen_when_down;
self.released_by_screen_when_down = false;
result
}
@@ -138,6 +160,15 @@ impl ToggleKeys {
_ => {}
}
}
/// A controller's toggle button bound to `slot` (the pad's toggle-sneak):
/// a press with no screen open flips the mapping and clicks it, as a
/// key press does with the mapping's toggle option on.
pub fn pad_toggle(&mut self, slot: usize, screen_open: bool) {
if !screen_open {
self.0[slot].pad_toggle();
self.0[slot].click();
}
}
/// `MouseHandler.onButton` for a button bound to `slot`: only without a
/// screen or overlay.
pub fn button(&mut self, slot: usize, pressed: bool, screen_open: bool, needs_toggle: bool) {
@@ -167,6 +198,9 @@ impl ToggleKeys {
pub fn respawn(&mut self) {
for key in &mut self.0 {
key.reset();
// As with the vanilla option, the death screen closing after
// this still restores a toggle it released.
key.pad_toggled &= key.released_by_screen_when_down;
}
}
}
@@ -197,6 +231,57 @@ mod tests {
keys.respawn();
assert!(!keys.is_down(SPRINT));
}
/// #3061: the pad's toggle-sneak (vanilla's toggle crouch off) comes
/// back after a screen, as the vanilla option's toggle does; a
/// keyboard shift-click in the inventory does not drop it.
#[test]
fn pad_toggle_is_restored_after_a_screen() {
let off = [false; 4];
let mut keys = ToggleKeys::default();
keys.pad_toggle(SNEAK, false);
assert!(keys.is_down(SNEAK));
keys.screen_opened(off);
assert!(!keys.is_down(SNEAK));
keys.key(SNEAK, KeyAction::Press, true, false);
keys.key(SNEAK, KeyAction::Release, true, false);
keys.screen_closed(off);
assert!(keys.is_down(SNEAK), "the pad's toggle is restored");
// Toggled back up, it stays up through the next screen.
keys.pad_toggle(SNEAK, false);
assert!(!keys.is_down(SNEAK));
keys.screen_opened(off);
keys.screen_closed(off);
assert!(!keys.is_down(SNEAK));
// A held key is not restored, as before.
keys.key(SNEAK, KeyAction::Press, false, false);
keys.screen_opened(off);
keys.key(SNEAK, KeyAction::Release, true, false);
keys.screen_closed(off);
assert!(!keys.is_down(SNEAK));
}
/// After the pad's toggle is over (toggled up, or reset by a respawn
/// with no screen to restore it), the shift key holds again.
#[test]
fn pad_toggle_ends_with_its_release() {
let off = [false; 4];
let mut keys = ToggleKeys::default();
keys.pad_toggle(SNEAK, false);
keys.respawn();
assert!(!keys.is_down(SNEAK));
keys.key(SNEAK, KeyAction::Press, false, false);
keys.key(SNEAK, KeyAction::Release, false, false);
assert!(!keys.is_down(SNEAK), "held, not toggled");
// The death screen releases it and closes after the respawn: the
// toggle comes back, as with the vanilla option.
keys.pad_toggle(SNEAK, false);
keys.screen_opened(off);
keys.respawn();
keys.screen_closed(off);
assert!(keys.is_down(SNEAK));
// A press with a screen open does nothing.
keys.pad_toggle(SNEAK, true);
assert!(keys.is_down(SNEAK));
}
#[test]
fn screen_release_restores_toggled_state() {
let mut k = KeyState::toggle(true, true);
@@ -673,6 +673,11 @@ mod tests {
vsync_present_mode(&[PresentMode::Fifo], false),
Some(PresentMode::Fifo)
);
// Regression guard: GLES capabilities report [Fifo, Immediate] without Mailbox.
assert_eq!(
vsync_present_mode(&[PresentMode::Fifo, PresentMode::Immediate], false),
Some(PresentMode::Immediate)
);
}
#[test]
fn vsync_on_waits_for_the_display_whatever_the_present_mode() {
+1 -1
View File
@@ -32,7 +32,7 @@ flate2 = { version = "1.1.10", default-features = false, features = ["zlib-rs",
glam = "0.30"
log = "0.4"
miniz_oxide = "0.8"
naga = { version = "30.0.1", features = ["wgsl-in", "hlsl-out"] }
naga = { version = "30.0.1", features = ["wgsl-in", "glsl-in", "hlsl-out"] }
png = "0.18"
pollster = "0.4"
serde = { version = "1", features = ["derive"] }
+9 -5
View File
@@ -192,9 +192,8 @@ impl Assets {
pub fn reload(&self, root: &Path) -> Result<RenderAssets> {
RenderAssets::load(root, self)
}
/// [`Assets::reload`] for a server, which draws nothing: the item models
/// and the sprites' layers, without the block models or the textures'
/// pixels.
/// [`Assets::reload`] for a server, which draws nothing: the sprites'
/// layers, without the block or item models or the textures' pixels.
pub fn reload_for_server(&self, root: &Path) -> Result<RenderAssets> {
RenderAssets::load_with(root, self, false)
}
@@ -209,8 +208,13 @@ impl RenderAssets {
for name in MATERIALS {
sprites.insert(root, &format!("minecraft:block/{name}"))?;
}
let parsed = crate::model_library::ParsedModels::load(root);
// A server draws no block: its models (about 24 MB baked) stay empty.
// A server draws no block and no item: its block models (about 24 MB
// baked) and item model library (7 MB) stay empty.
let parsed = if draws {
crate::model_library::ParsedModels::load(root)
} else {
crate::model_library::ParsedModels::default()
};
let models = if draws {
crate::models::prepare_with_models(root, registry, &mut sprites, &parsed)?
} else {
+136 -9
View File
@@ -47,6 +47,12 @@ struct Mixer {
listener_yaw: f32,
listener_pitch: f32,
limiter_peak: f32,
/// The output device the stream was opened on (`Library.currentDeviceName`).
#[cfg(feature = "audio")]
device_name: String,
/// The stream reported its device gone (`Library.isCurrentDeviceDisconnected`).
#[cfg(feature = "audio")]
device_lost: bool,
}
/// A sound the player could have heard (`SoundEventListener.onPlaySound`):
/// what the subtitle overlay needs.
@@ -167,6 +173,15 @@ pub struct Audio {
pub stopped: std::collections::BTreeMap<String, u32>,
/// The volume sliders' `SoundPreviewHandler`.
preview: crate::sound_preview::SoundPreview,
/// `SoundEngine.lastSeenDevices`: the system default output last seen.
#[cfg(feature = "audio")]
default_seen: Option<String>,
/// The other half of `lastSeenDevices`: every output device last seen.
#[cfg(feature = "audio")]
devices_seen: Vec<String>,
/// Ticks since the output devices were last looked at (`DeviceTracker.tick`).
#[cfg(feature = "audio")]
device_ticks: u32,
}
fn decode(path: &Path) -> Option<(Vec<f32>, u32)> {
use symphonia::core::{
@@ -506,19 +521,30 @@ fn open_device(
use cpal::SampleFormat as F;
let config = device.default_output_config()?;
let stream = match config.sample_format() {
F::F32 => build_stream::<f32>(device, &config, mixer),
F::F64 => build_stream::<f64>(device, &config, mixer),
F::I16 => build_stream::<i16>(device, &config, mixer),
F::I32 => build_stream::<i32>(device, &config, mixer),
F::I8 => build_stream::<i8>(device, &config, mixer),
F::U16 => build_stream::<u16>(device, &config, mixer),
F::U32 => build_stream::<u32>(device, &config, mixer),
F::U8 => build_stream::<u8>(device, &config, mixer),
F::F32 => build_stream::<f32>(device, &config, mixer.clone()),
F::F64 => build_stream::<f64>(device, &config, mixer.clone()),
F::I16 => build_stream::<i16>(device, &config, mixer.clone()),
F::I32 => build_stream::<i32>(device, &config, mixer.clone()),
F::I8 => build_stream::<i8>(device, &config, mixer.clone()),
F::U16 => build_stream::<u16>(device, &config, mixer.clone()),
F::U32 => build_stream::<u32>(device, &config, mixer.clone()),
F::U8 => build_stream::<u8>(device, &config, mixer.clone()),
other => Err(format!("unsupported sample format {other}").into()),
}?;
stream.play()?;
if let Ok(mut m) = mixer.lock() {
m.device_name = device.name().unwrap_or_default();
m.device_lost = false;
}
Ok((stream, config))
}
/// The name of the system's default output device.
#[cfg(feature = "audio")]
fn default_output_name() -> Option<String> {
cpal::default_host()
.default_output_device()
.and_then(|d| d.name().ok())
}
#[cfg(feature = "audio")]
fn build_stream<T: cpal::SizedSample + cpal::FromSample<f32>>(
device: &cpal::Device,
@@ -528,6 +554,7 @@ fn build_stream<T: cpal::SizedSample + cpal::FromSample<f32>>(
let rate = config.sample_rate().0;
let channels = config.channels() as usize;
let mut scratch = Vec::new();
let on_error = mixer.clone();
let stream = device.build_output_stream(
&config.config(),
move |data: &mut [T], _| {
@@ -541,7 +568,14 @@ fn build_stream<T: cpal::SizedSample + cpal::FromSample<f32>>(
*out = T::from_sample(*s);
}
},
|e| log::warn!("Horizon: audio stream error: {e}"),
move |e| {
log::warn!("Horizon: audio stream error: {e}");
if matches!(e, cpal::StreamError::DeviceNotAvailable)
&& let Ok(mut m) = on_error.lock()
{
m.device_lost = true;
}
},
None,
)?;
Ok(stream)
@@ -637,6 +671,12 @@ impl Audio {
heard: Default::default(),
stopped: Default::default(),
preview: Default::default(),
#[cfg(feature = "audio")]
default_seen: if live { default_output_name() } else { None },
#[cfg(feature = "audio")]
devices_seen: if live { output_devices() } else { Vec::new() },
#[cfg(feature = "audio")]
device_ticks: 0,
}
}
#[cfg(not(feature = "audio"))]
@@ -764,8 +804,64 @@ impl Audio {
}
self.engine.listening = self.record_heard;
}
/// `SoundEngine.shouldChangeDevice`: the open device was lost, the system
/// default changed (with no device chosen in the options), or the chosen
/// device came back; the output is then opened again. The devices are looked
/// at once a second.
#[cfg(feature = "audio")]
fn should_change_device(&mut self) -> bool {
let (current, lost) = match self.backend.mixer.lock() {
Ok(mut m) => (m.device_name.clone(), std::mem::take(&mut m.device_lost)),
Err(_) => return false,
};
if lost {
log::info!("Horizon: audio device was lost");
self.default_seen = default_output_name();
self.devices_seen = output_devices();
return true;
}
self.device_ticks += 1;
if self._stream.is_none() || self.device_ticks < 20 {
return false;
}
self.device_ticks = 0;
let default = default_output_name();
let devices = output_devices();
// Only a change in the device lists is looked at, as in vanilla: a
// preferred device that is listed but cannot open is not retried.
if default == self.default_seen && devices == self.devices_seen {
return false;
}
self.default_seen = default.clone();
let wanted = self.device_name.clone();
let available = devices.contains(&wanted);
self.devices_seen = devices;
if wanted.is_empty() {
let changed = default.as_deref().is_some_and(|d| d != current);
if changed {
log::info!("Horizon: system default audio device has changed");
}
return changed;
}
let changed = current != wanted && available;
if changed {
log::info!("Horizon: preferred audio device has become available");
}
changed
}
/// `SoundManager.tick(paused)`, once per client tick.
pub fn tick(&mut self, paused: bool, ctx: &TickContext) {
#[cfg(feature = "audio")]
{
if self.should_change_device() {
// SoundEngine.reload: stop every sound, open the output again.
self.stop_all();
let device = self.device_name.clone();
if let Err(e) = self.set_device(&device) {
log::warn!("Horizon: could not reopen the audio output: {e}");
}
}
}
self.sync_volumes();
self.engine.tick(paused, ctx, &mut self.backend);
}
@@ -801,6 +897,37 @@ impl Audio {
let seed = self.random.next_long();
self.play_seeded(event, at, volume, pitch, seed);
}
/// `ClientLevel.playLocalSound` with `distanceDelay`: a sound more than 10
/// blocks from the camera starts `sqrt(distance) / 40` seconds later.
pub fn play_distance_delayed(
&mut self,
event: &str,
at: [f64; 3],
volume: f32,
pitch: f32,
camera: [f64; 3],
) {
let distance_sqr: f64 = (0..3).map(|i| (at[i] - camera[i]).powi(2)).sum();
if distance_sqr <= 100.0 {
self.play(event, Some(at), volume, pitch);
return;
}
let seed = self.random.next_long();
if let Some(capture) = self.capture.as_mut() {
capture.push((event.to_owned(), at, volume, pitch));
}
*self.heard.entry(event.to_owned()).or_default() += 1;
self.sync_volumes();
let event = crate::sound_events::normalize(event);
let source = self
.source_override
.unwrap_or_else(|| crate::settings::sound_source(&event));
let instance =
SoundInstance::at(&event, source, volume, pitch, LegacyRandom::new(seed), at);
let id = self.engine.add(instance, false);
self.engine
.play_delayed(id, (distance_sqr.sqrt() / 40.0 * 20.0) as i32);
}
/// `play` for this client only: a sound a packet's handler plays
/// (`playLocalSound`), which the guests play from that packet themselves.
pub fn play_unshared(&mut self, event: &str, at: Option<[f64; 3]>, volume: f32, pitch: f32) {
+40
View File
@@ -203,6 +203,46 @@ pub fn endpoint(doc: &serde_json::Value, service: &str, name: &str) -> Option<St
.map(str::to_owned)
}
/// `Minecraft`'s constructor futures for the title screen: `UserApiService.fetchProperties`
/// (the `player` service's `getAttributes`, with the bearer token) and
/// `SessionService.fetchProfile(uuid, true)` (`getProfileById`). A failed
/// attributes call falls back to the offline properties, a failed profile call
/// to no actions, as vanilla does. Blocks: call it off the main thread.
pub fn fetch_account_status(session: &AuthSession) -> crate::ban_notice::AccountStatus {
use crate::ban_notice::{AccountStatus, parse_profile_actions, parse_properties};
let Ok(doc) = discovery() else {
return AccountStatus::default();
};
let properties = endpoint(&doc, "player", "getAttributes")
.and_then(|url| {
agent()
.get(&url)
.set("Authorization", &format!("Bearer {}", session.access_token))
.call()
.ok()?
.into_string()
.ok()
})
.and_then(|body| parse_properties(&body))
.unwrap_or_default();
let actions = endpoint(&doc, "session", "getProfileById")
.and_then(|url| {
let url = url.replace("{profileId}", &format!("{:032x}", session.uuid));
agent()
.get(&format!("{url}?unsigned=true"))
.call()
.ok()?
.into_string()
.ok()
})
.map(|body| parse_profile_actions(&body))
.unwrap_or_default();
AccountStatus {
properties,
actions,
}
}
/// The JoinMinecraftServerRequest body; `selectedProfile` is the undashed UUID.
pub fn join_request(session: &AuthSession, server_hash: &str) -> String {
serde_json::json!({
@@ -0,0 +1,373 @@
//! The ban notices `Gui.addInitialScreens` queues before the title screen:
//! `Minecraft.multiplayerBan()` (the account's MULTIPLAYER ban from the services
//! attributes call), the forced name change and the banned skin
//! (`ProfileResult.actions()`), and the text `BanNoticeScreens` shows for each.
//! The network calls are in `auth.rs`; this file parses what they return.
use crate::text::Text;
/// `CommonLinks.SUSPENSION_HELP`.
pub const SUSPENSION_HELP: &str = "https://aka.ms/mcjavamoderation";
/// authlib's `BanDetails` (the id is never shown).
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct BanDetails {
/// Epoch milliseconds the ban ends; `None` is permanent.
pub expires_ms: Option<i64>,
pub reason: Option<String>,
pub reason_message: Option<String>,
}
/// authlib's `UserProperties`, as far as the title screen reads it.
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct UserProperties {
/// `UserFlag.SERVERS_ALLOWED` (`privileges.multiplayerServer.enabled`).
pub servers_allowed: bool,
/// `bannedScopes.get("MULTIPLAYER")`.
pub multiplayer_ban: Option<BanDetails>,
}
impl Default for UserProperties {
/// `UserApiService.OFFLINE_PROPERTIES`: what a failed fetch falls back to.
fn default() -> Self {
Self {
servers_allowed: true,
multiplayer_ban: None,
}
}
}
/// authlib's `ProfileResult.actions()`.
#[derive(Clone, Debug, Default, PartialEq, Eq)]
pub struct ProfileActions {
pub forced_name_change: bool,
pub using_banned_skin: bool,
}
/// What the title screen learns about the account.
#[derive(Clone, Debug, Default, PartialEq, Eq)]
pub struct AccountStatus {
pub properties: UserProperties,
pub actions: ProfileActions,
}
impl AccountStatus {
/// `Minecraft.allowsMultiplayer` (without the `--disableMultiplayer` flag).
pub fn allows_multiplayer(&self) -> bool {
self.properties.servers_allowed
&& self.properties.multiplayer_ban.is_none()
&& !self.actions.forced_name_change
}
}
/// One of the screens `Gui.addInitialScreens` adds.
#[derive(Clone, Debug, PartialEq, Eq)]
pub enum Notice {
/// `BanNoticeScreens.create`.
Multiplayer(BanDetails),
/// `BanNoticeScreens.createNameBan` with the profile's name.
Name(String),
/// `BanNoticeScreens.createSkinBan`.
Skin,
}
/// `Gui.addInitialScreens`' ban part, in its order: the multiplayer ban, the
/// name ban, the skin ban.
pub fn initial_notices(status: &AccountStatus, profile_name: &str) -> Vec<Notice> {
let mut notices = Vec::new();
if let Some(ban) = &status.properties.multiplayer_ban {
notices.push(Notice::Multiplayer(ban.clone()));
}
if status.actions.forced_name_change {
notices.push(Notice::Name(profile_name.to_owned()));
}
if status.actions.using_banned_skin {
notices.push(Notice::Skin);
}
notices
}
impl Notice {
/// The screen's title (bold).
pub fn title(&self) -> Text {
let key = match self {
Self::Multiplayer(ban) if ban.expires_ms.is_some() => "gui.banned.title.temporary",
Self::Multiplayer(_) => "gui.banned.title.permanent",
Self::Name(_) => "gui.banned.name.title",
Self::Skin => "gui.banned.skin.title",
};
Text::translate(key, &[]).bold()
}
/// The screen's message; `now_ms` is `Instant.now()`.
pub fn message(&self, now_ms: i64) -> Text {
let link = || Text::literal(SUSPENSION_HELP);
match self {
Self::Multiplayer(ban) => Text::translate(
"gui.banned.description",
&[reason_text(ban), status_text(ban, now_ms), link()],
),
Self::Name(name) => Text::translate(
"gui.banned.name.description",
&[Text::colored(name.clone(), YELLOW), link()],
),
Self::Skin => Text::translate("gui.banned.skin.description", &[link()]),
}
}
}
/// `ChatFormatting.YELLOW`.
const YELLOW: u32 = 0xFFFF55;
/// `BanReason.byId`: the translation key suffix.
fn ban_reason(id: i32) -> Option<&'static str> {
Some(match id {
2 => "false_reporting",
5 => "hate_speech",
16 | 25 => "hate_terrorism_notorious_figure",
17 | 19 | 23 | 31 => "generic_violation",
21 => "harassment_or_bullying",
27 => "defamation_impersonation_false_information",
28 => "drugs",
29 => "fraud",
30 => "spam_or_advertising",
32 => "nudity_or_pornography",
33 | 35 | 36 => "sexually_inappropriate",
34 => "extreme_violence_or_gore",
53 => "imminent_harm_to_person_or_property",
_ => return None,
})
}
/// `BanNoticeScreens.getBanReasonText`.
fn reason_text(ban: &BanDetails) -> Text {
let numeric = ban
.reason
.as_deref()
.filter(|r| !r.is_empty() && r.bytes().all(|b| b.is_ascii_digit()));
let Some(reason) = numeric else {
return Text::translate("gui.banned.description.unknownreason", &[]);
};
// Integer.parseInt: past i32 the vanilla screen would throw; show the code as is.
let id = reason.parse::<i32>().ok();
let text = if let Some(key) = id.and_then(ban_reason) {
Text::translate(&format!("gui.banned.reason.{key}"), &[]).bold()
} else if let Some(message) = &ban.reason_message {
Text::translate(
"gui.banned.description.reason_id_message",
&[Text::literal(reason), Text::literal(message.clone())],
)
.bold()
} else {
Text::translate("gui.banned.description.reason_id", &[Text::literal(reason)]).bold()
};
Text::translate("gui.banned.description.reason", &[text])
}
/// `BanNoticeScreens.getBanStatusText`.
fn status_text(ban: &BanDetails, now_ms: i64) -> Text {
match ban.expires_ms {
Some(expires) => {
let duration = Text::translate(
"gui.banned.description.temporary.duration",
&[duration_text(expires - now_ms)],
)
.bold();
Text::translate("gui.banned.description.temporary", &[duration])
}
None => Text::translate("gui.banned.description.permanent", &[]).bold(),
}
}
/// `BanNoticeScreens.getBanDurationText`: days past 72 hours, else hours,
/// else minutes (`Duration.toHours` and friends truncate toward zero).
fn duration_text(millis: i64) -> Text {
let count = |n: i64| Text::literal(n.to_string());
let hours = millis / 3_600_000;
if hours > 72 {
Text::translate("gui.days", &[count(millis / 86_400_000)])
} else if hours < 1 {
Text::translate("gui.minutes", &[count(millis / 60_000)])
} else {
Text::translate("gui.hours", &[count(hours)])
}
}
/// `Instant` as authlib's gson adapter reads it: an ISO-8601 string, or epoch milliseconds.
fn parse_instant(value: &serde_json::Value) -> Option<i64> {
match value {
serde_json::Value::Number(n) => n.as_i64(),
serde_json::Value::String(s) => chrono::DateTime::parse_from_rfc3339(s)
.ok()
.map(|t| t.timestamp_millis())
.or_else(|| s.parse().ok()),
_ => None,
}
}
/// `UserAttributesResponse` into `UserProperties` (`fetchProperties`). Bad JSON
/// is an error, which vanilla answers with the offline properties.
pub fn parse_properties(body: &str) -> Option<UserProperties> {
let v: serde_json::Value = serde_json::from_str(body).ok()?;
let servers_allowed = v
.pointer("/privileges/multiplayerServer/enabled")
.and_then(|e| e.as_bool())
.unwrap_or(false);
let multiplayer_ban = v
.pointer("/banStatus/bannedScopes/MULTIPLAYER")
.filter(|b| b.is_object())
.map(|b| {
let text = |k: &str| b.get(k).and_then(|s| s.as_str()).map(str::to_owned);
BanDetails {
expires_ms: b.get("expires").and_then(parse_instant),
reason: text("reason"),
reason_message: text("reasonMessage"),
}
});
Some(UserProperties {
servers_allowed,
multiplayer_ban,
})
}
/// `MinecraftProfilePropertiesResponse.profileActions` into `ProfileActionType`s.
pub fn parse_profile_actions(body: &str) -> ProfileActions {
let mut actions = ProfileActions::default();
let v: serde_json::Value = serde_json::from_str(body).unwrap_or_default();
for action in v
.get("profileActions")
.and_then(|a| a.as_array())
.into_iter()
.flatten()
{
match action.get("type").and_then(|t| t.as_str()) {
Some("FORCED_NAME_CHANGE") => actions.forced_name_change = true,
Some("USING_BANNED_SKIN") => actions.using_banned_skin = true,
_ => {}
}
}
actions
}
#[cfg(test)]
mod tests {
use super::*;
const HOUR: i64 = 3_600_000;
/// 2026-11-01T00:00:00Z.
const EXPIRES: i64 = 1_793_491_200_000;
#[test]
fn parses_a_multiplayer_ban() {
let body = r#"{"privileges":{"multiplayerServer":{"enabled":false}},
"banStatus":{"bannedScopes":{"MULTIPLAYER":{"banId":"6b0f0a0e-0000-4000-8000-000000000000",
"expires":"2026-11-01T00:00:00Z","reason":"21","reasonMessage":"x"}}}}"#;
let p = parse_properties(body).unwrap();
assert!(!p.servers_allowed);
let ban = p.multiplayer_ban.unwrap();
assert_eq!(ban.expires_ms, Some(EXPIRES));
assert_eq!(ban.reason.as_deref(), Some("21"));
let numeric =
parse_properties(r#"{"banStatus":{"bannedScopes":{"MULTIPLAYER":{"expires":5}}}}"#)
.unwrap();
assert_eq!(numeric.multiplayer_ban.unwrap().expires_ms, Some(5));
assert!(parse_properties("nope").is_none());
let clean = parse_properties(
r#"{"privileges":{"multiplayerServer":{"enabled":true}},"banStatus":{"bannedScopes":{}}}"#,
)
.unwrap();
assert!(clean.servers_allowed && clean.multiplayer_ban.is_none());
}
#[test]
fn parses_profile_actions() {
let a = parse_profile_actions(
r#"{"id":"x","profileActions":[{"type":"FORCED_NAME_CHANGE"},{"type":"OTHER"}]}"#,
);
assert!(a.forced_name_change && !a.using_banned_skin);
let a = parse_profile_actions(r#"{"profileActions":[{"type":"USING_BANNED_SKIN"}]}"#);
assert!(!a.forced_name_change && a.using_banned_skin);
assert_eq!(parse_profile_actions("{}"), ProfileActions::default());
}
#[test]
fn queues_in_vanilla_order() {
let ban = BanDetails {
expires_ms: None,
reason: None,
reason_message: None,
};
let status = AccountStatus {
properties: UserProperties {
servers_allowed: true,
multiplayer_ban: Some(ban.clone()),
},
actions: ProfileActions {
forced_name_change: true,
using_banned_skin: true,
},
};
assert_eq!(
initial_notices(&status, "Steve"),
vec![
Notice::Multiplayer(ban),
Notice::Name("Steve".into()),
Notice::Skin
]
);
assert!(!status.allows_multiplayer());
assert!(initial_notices(&AccountStatus::default(), "Steve").is_empty());
assert!(AccountStatus::default().allows_multiplayer());
let no_servers = AccountStatus {
properties: UserProperties {
servers_allowed: false,
multiplayer_ban: None,
},
..Default::default()
};
assert!(!no_servers.allows_multiplayer());
}
/// The message's component JSON: the keys and arguments, whatever language is loaded.
fn json(notice: &Notice, now: i64) -> String {
notice.message(now).component().to_string()
}
#[test]
fn ban_text_follows_banned_screens() {
let temp = |reason: Option<&str>, message: Option<&str>| {
Notice::Multiplayer(BanDetails {
expires_ms: Some(100 * HOUR),
reason: reason.map(str::to_owned),
reason_message: message.map(str::to_owned),
})
};
assert_eq!(
temp(None, None).title().translation_key(),
Some("gui.banned.title.temporary")
);
let perm = Notice::Multiplayer(BanDetails {
expires_ms: None,
reason: Some("5".into()),
reason_message: None,
});
assert_eq!(
perm.title().translation_key(),
Some("gui.banned.title.permanent")
);
let text = json(&perm, 0);
assert!(text.contains("gui.banned.reason.hate_speech"));
assert!(text.contains("gui.banned.description.permanent"));
assert!(text.contains(SUSPENSION_HELP));
// Unknown ids show their code, with the message when there is one.
let with_message = json(&temp(Some("999"), Some("why")), 0);
assert!(with_message.contains("gui.banned.description.reason_id_message"));
assert!(with_message.contains("why"));
assert!(json(&temp(Some("999"), None), 0).contains("gui.banned.description.reason_id\""));
assert!(json(&temp(Some("abc"), None), 0).contains("gui.banned.description.unknownreason"));
// 100 hours left is past 72: days (4); less is hours; under an hour is minutes.
let duration = |now| json(&temp(None, None), now);
assert!(duration(0).contains("gui.days") && duration(0).contains("[4]"));
assert!(duration(60 * HOUR).contains("gui.hours") && duration(60 * HOUR).contains("[40]"));
let minutes = duration(100 * HOUR - 90_000);
assert!(minutes.contains("gui.minutes") && minutes.contains("[1]"));
assert!(json(&Notice::Name("Bob".into()), 0).contains("Bob"));
assert!(json(&Notice::Skin, 0).contains(SUSPENSION_HELP));
}
}
@@ -789,6 +789,8 @@ pub struct Scene<'a> {
pub glyphs: u64,
}
/// Empty by default (a dedicated server): no state has a block entity model.
#[derive(Default)]
pub struct BlockEntityRenderer {
models: HashMap<&'static str, ModelPart>,
kinds: Vec<Kind>,
@@ -1490,6 +1492,7 @@ impl BlockEntityRenderer {
} else {
None
};
let has_profile = skin.is_some();
let texture = skin.as_deref().unwrap_or(texture);
let (Some(model), Some(paint)) =
(self.models.get(model), paint(texture, 0xFFFFFF, packed))
@@ -1524,7 +1527,13 @@ impl BlockEntityRenderer {
"right_ear" => p[5] = (f64::from(t * PI * 0.2).cos() + 2.5) as f32 * 0.2,
_ => {}
};
let start = out.len();
draw_part(model, "root", m, &anim, paint, out);
// `SkullBlockRenderer.resolveSkullRenderType`: a head with a profile takes
// the player skin's `entityTranslucent` render type.
if has_profile {
crate::gfx::mark_oit(&mut out[start..]);
}
}
Kind::Bell => {
let (Some(model), Some(paint)) = (
@@ -24,6 +24,9 @@ struct Out {
return out;
}
@fragment fn fs_border(in: Out) -> @location(0) vec4<f32> {
return border_color(in);
}
fn border_color(in: Out) -> vec4<f32> {
let color = textureSample(forcefield, forcefield_sampler, in.uv);
if color.a == 0.0 {
discard;
+3 -4
View File
@@ -12,8 +12,8 @@ use serde_json::Value;
use std::{collections::HashSet, fs, path::Path};
pub use horizon_client_core::potions::{
BASE_POTION_COLOR, Category, EFFECTS, EffectDef, POTIONS, PotionDef, effect, namespaced,
potion, potion_color,
BASE_POTION_COLOR, Category, EFFECTS, EffectDef, POTIONS, PotionDef, all_effects,
description_id, effect, mod_effects, namespaced, potion, potion_color, register_mod_effects,
};
/// `MobEffectUtil.formatDuration` at 20 TPS.
pub fn format_duration(ticks: i32) -> String {
@@ -80,8 +80,7 @@ pub fn effect_lines<'a>(
.into_iter()
.map(|(e, duration, amp)| {
let e = e.trim_start_matches("minecraft:");
let mut line =
translate(&format!("effect.minecraft.{e}")).unwrap_or_else(|| e.to_owned());
let mut line = translate(&description_id(e)).unwrap_or_else(|| e.to_owned());
if amp > 0 {
line.push(' ');
line.push_str(
+161 -18
View File
@@ -21,6 +21,8 @@ const COMMAND_HISTORY_FILE: &str = "command_history.txt";
const MAX_PERSISTED_COMMAND_HISTORY: usize = 50;
/// GuiMessageTag.systemSinglePlayer's indicator colour.
pub const SYSTEM_INDICATOR: u32 = 0xD0D0D0;
/// `GuiMessageTag.CHAT_MODIFIED_INDICATOR_COLOR`.
const MODIFIED_INDICATOR: u32 = 0x60_6060;
/// A player message's signature (MessageSignature), which names it to a
/// server's deletion.
pub type Signature = horizon_protocol::secure_chat::Signature;
@@ -169,7 +171,7 @@ impl ChatOptions {
struct Message {
added: u64,
content: Text,
indicator: Option<u32>,
tag: Option<std::sync::Arc<Tag>>,
source: ChatSource,
/// `GuiMessage.signature`: a signed player message's, for deletion.
signature: Option<Box<Signature>>,
@@ -179,7 +181,46 @@ struct Message {
struct Line {
added: u64,
content: Text,
indicator: Option<u32>,
tag: Option<std::sync::Arc<Tag>>,
}
/// `GuiMessageTag`: the bar at the left of a message's lines, the tooltip
/// over it, and for a modified message the icon after each line.
#[derive(Clone, Debug, PartialEq)]
pub struct Tag {
pub color: u32,
/// `GuiMessageTag.Icon.CHAT_MODIFIED`.
pub icon: bool,
pub text: Text,
}
impl Tag {
/// `GuiMessageTag.systemSinglePlayer`, in `color`.
pub fn system_single_player(color: u32) -> Self {
Self {
color,
icon: false,
text: Text::translate("chat.tag.system_single_player", &[]),
}
}
/// `GuiMessageTag.chatNotSecure`.
pub fn not_secure() -> Self {
Self {
color: SYSTEM_INDICATOR,
icon: false,
text: Text::translate("chat.tag.not_secure", &[]),
}
}
/// `GuiMessageTag.chatModified`: the tooltip adds the original content in grey.
pub fn modified(original_content: &str) -> Self {
Self {
color: MODIFIED_INDICATOR,
icon: true,
text: Text::empty()
.append(Text::translate("chat.tag.modified", &[]))
.append(Text::literal("\n"))
.append(Text::literal(original_content).with_color(text::GRAY)),
}
}
}
/// `ChatComponent.AlphaCalculator.timeBased`: opaque for 180 ticks, then
@@ -236,7 +277,8 @@ impl Chat {
ticks: u64,
focused: bool,
) {
self.add_message(&atlas.font, content, indicator, source, ticks, focused);
let tag = indicator.map(|color| std::sync::Arc::new(Tag::system_single_player(color)));
self.add_message(&atlas.font, content, tag, source, ticks, focused);
}
/// `add` of a player message with its signature, which a server's
/// deletion names it by (`GuiMessage.signature`).
@@ -245,11 +287,13 @@ impl Chat {
atlas: &HudAtlas,
content: Text,
signature: Option<Signature>,
tag: Option<Tag>,
ticks: u64,
focused: bool,
) {
self.add_signed_message(&atlas.font, content, signature, ticks, focused);
self.add_player_message(&atlas.font, content, signature, tag, ticks, focused);
}
#[cfg(test)]
fn add_signed_message(
&mut self,
font: &crate::font::Font,
@@ -257,13 +301,25 @@ impl Chat {
signature: Option<Signature>,
ticks: u64,
focused: bool,
) {
self.add_player_message(font, content, signature, None, ticks, focused);
}
/// `ChatComponent.addPlayerMessage`: the tag the message's trust level made.
fn add_player_message(
&mut self,
font: &crate::font::Font,
content: Text,
signature: Option<Signature>,
tag: Option<Tag>,
ticks: u64,
focused: bool,
) {
self.push_message(
font,
Message {
added: ticks,
content,
indicator: None,
tag: tag.map(std::sync::Arc::new),
source: ChatSource::Player,
signature: signature.map(Box::new),
},
@@ -274,7 +330,7 @@ impl Chat {
&mut self,
font: &crate::font::Font,
content: Text,
indicator: Option<u32>,
tag: Option<std::sync::Arc<Tag>>,
source: ChatSource,
ticks: u64,
focused: bool,
@@ -284,7 +340,7 @@ impl Chat {
Message {
added: ticks,
content,
indicator,
tag,
source,
signature: None,
},
@@ -307,7 +363,13 @@ impl Chat {
self.received += 1;
}
fn add_lines(&mut self, font: &crate::font::Font, message: &Message, focused: bool) {
let width = self.max_width();
// GuiMessage.splitLines: room for the tag's icon (its width, 4 before and 2 after).
let icon = if message.tag.as_ref().is_some_and(|tag| tag.icon) {
9 + 4 + 2
} else {
0
};
let width = self.max_width() - icon;
let content = self.displayed(&message.content);
for line in font.wrap_components(&content, width) {
if focused && self.scroll > 0 {
@@ -319,7 +381,7 @@ impl Chat {
Line {
added: message.added,
content: line,
indicator: message.indicator,
tag: message.tag.clone(),
},
);
}
@@ -416,7 +478,9 @@ impl Chat {
*message = Message {
added: message.added,
content: Self::deleted_marker(),
indicator: Some(SYSTEM_INDICATOR),
tag: Some(std::sync::Arc::new(Tag::system_single_player(
SYSTEM_INDICATOR,
))),
source: ChatSource::Server,
signature: None,
};
@@ -540,8 +604,8 @@ impl Chat {
shadow: true,
});
}
if let Some(indicator) = line.indicator {
let color = hud_layout::as8(opacity) << 24 | indicator & 0xFF_FFFF;
if let Some(tag) = &line.tag {
let color = hud_layout::as8(opacity) << 24 | tag.color & 0xFF_FFFF;
out.push(hud_layout::fill(
-4,
bottom - entry_height,
@@ -702,12 +766,91 @@ impl Chat {
}
None
}
/// Whether the cursor is on a line's indicator bar while chat is focused
/// (`DrawingFocusedGraphicsAccess.handleTag`), whose tooltip is the
/// message tag's text.
pub fn indicator_at(&self, height: i32, x: f64, y: f64) -> bool {
self.line_at(height, x, y)
.is_some_and(|(line, x)| line.indicator.is_some() && (-4.0..-2.0).contains(&x))
/// `DrawingFocusedGraphicsAccess.handleTag` and `handleTagIcon` with the
/// cursor at GUI position `(x, y)` while chat is focused: the tooltip of
/// the tag under it (its bar, or its icon) and the icons to draw, those
/// under the cursor and those of the message the cursor is over.
pub fn focused_tags(
&self,
font: &crate::font::Font,
height: i32,
x: f64,
y: f64,
) -> (Option<Text>, Vec<GuiDraw>) {
let o = &self.options;
let scale = o.scale as f32;
let chat_bottom = hud_layout::floor((height - 40) as f32 / scale);
let entry_height = o.line_height();
let bottom_to_text =
(8.0 * (o.line_spacing + 1.0) - 4.0 * o.line_spacing + 0.5).floor() as i32;
let (mouse_x, mouse_y) = (x / f64::from(scale) - 4.0, y / f64::from(scale));
let inside = |left: i32, top: i32, right: i32, bottom: i32| {
mouse_x >= f64::from(left)
&& mouse_x < f64::from(right)
&& mouse_y >= f64::from(top)
&& mouse_y < f64::from(bottom)
};
let visible = self
.lines
.len()
.saturating_sub(self.scroll)
.min(self.lines_per_page(true));
let mut tooltip = None;
let mut icons = Vec::new();
let mut hovered_message = false;
for i in (0..visible).rev() {
let index = i + self.scroll;
let line = &self.lines[index];
let bottom = chat_bottom - i as i32 * entry_height;
let top = bottom - entry_height;
let width = font.width_text(&line.content).ceil() as i32;
hovered_message |= inside(0, top, width, bottom);
// GuiMessage.Line.endOfEntry: the next newer line is another message's.
let end_of_entry = index == 0
|| match (&line.tag, &self.lines[index - 1].tag) {
(Some(a), Some(b)) => !std::sync::Arc::ptr_eq(a, b),
(None, None) => false,
_ => true,
};
let force_icon = end_of_entry && hovered_message;
if end_of_entry {
hovered_message = false;
}
let Some(tag) = &line.tag else { continue };
if inside(-4, top, -2, bottom) {
tooltip = Some(tag.text.clone());
}
if tag.icon {
let (left, text_bottom) = (width + 4, bottom - bottom_to_text + 9);
let icon_top = text_bottom - 9 - 1;
let over = inside(left, icon_top, left + 9, text_bottom);
if over {
tooltip = Some(tag.text.clone());
}
if force_icon || over {
icons.push(GuiDraw::Sprite {
sprite: "icon/chat_modified".into(),
x: left,
y: icon_top,
w: 9,
h: 9,
region: None,
color: hud_layout::WHITE,
blend: hud_layout::Blend::Textured,
});
}
}
}
if icons.is_empty() {
return (tooltip, icons);
}
let mut draws = vec![GuiDraw::Push(vec![
PoseOp::Scale(scale, scale),
PoseOp::Translate(4.0, 0.0),
])];
draws.extend(icons);
draws.push(GuiDraw::Pop);
(tooltip, draws)
}
/// Plain text of the newest messages (for tests and the control socket).
pub fn recent_lines(&self, n: usize) -> Vec<String> {
@@ -33,7 +33,7 @@ fn add(chat: &mut Chat, font: &Font, content: Text) {
Line {
added: 0,
content,
indicator: None,
tag: None,
},
);
}
@@ -557,7 +557,7 @@ fn a_deleted_message_shows_60_ticks_then_becomes_the_marker() {
assert_eq!(lines(&chat), ["<Alex> hi".to_owned(), marker.clone()]);
assert!(chat.deletions.is_empty());
let line = &chat.lines[1];
assert_eq!(line.indicator, Some(SYSTEM_INDICATOR));
assert_eq!(line.tag.as_ref().map(|t| t.color), Some(SYSTEM_INDICATOR));
assert_eq!(line.added, 100, "the marker keeps the message's time");
assert!(
line.content
@@ -223,6 +223,35 @@ pub fn install(dir: &Path, world: &Path, selected: &[String]) -> Result<(), Stri
let file = world.join("datapacks.json");
std::fs::write(&file, json.to_string()).map_err(|e| err(&file, e))
}
/// Re-Create World's packs from a saved world: a new folder holding a copy of
/// its `datapacks` (`CreateWorldScreen.createTempDataPackDirFromExistingWorld`; `None` when the
/// world has none), and the selection its `datapacks.json` makes, lowest
/// priority first (`WorldOpenFlows.recreateWorldData` keeps the world's `DataConfiguration`).
/// The built-in pack is selected unless the world turned it off.
pub fn for_recreate(world: &Path) -> (Option<PathBuf>, Vec<String>) {
let packs = discover(world);
let mut selected = enabled_ids(world, &packs);
let vanilla_off = std::fs::read(world.join("datapacks.json"))
.ok()
.and_then(|b| serde_json::from_slice::<serde_json::Value>(&b).ok())
.and_then(|v| v["disabled"].as_array().cloned())
.is_some_and(|a| a.iter().any(|id| id.as_str() == Some("vanilla")));
if !vanilla_off {
selected.insert(0, "vanilla".into());
}
if packs.is_empty() {
return (None, selected);
}
let dir = temp_folder().ok().and_then(|dir| {
if copy(&world.join("datapacks"), &dir).is_ok() {
Some(dir)
} else {
let _ = std::fs::remove_dir_all(&dir);
None
}
});
(dir, selected)
}
/// A file, or a folder and everything in it.
fn copy(from: &Path, to: &Path) -> Result<(), String> {
let err = |e: std::io::Error| format!("{} -> {}: {e}", from.display(), to.display());
+27 -2
View File
@@ -6,7 +6,8 @@ use horizon_client_core::potions;
#[derive(Clone, Debug, PartialEq)]
pub struct EffectInstance {
/// Effect id without namespace (`speed`, `poison`, ...).
/// Effect id: vanilla's without namespace (`speed`, `poison`, ...), a
/// content mod's `<ns>:<path>`.
pub id: &'static str,
/// Remaining ticks; -1 is infinite.
pub duration: i32,
@@ -219,7 +220,7 @@ impl PlayerEffects {
.iter()
.map(|e| {
(
format!("minecraft:{}", e.id),
potions::namespaced(e.id).to_owned(),
e.duration,
e.amplifier,
e.ambient,
@@ -525,6 +526,30 @@ mod tests {
assert_eq!(fx.get("speed").unwrap().duration, 49);
assert_eq!(fx.get("raid_omen").unwrap().amplifier, 1);
}
/// The only test here that registers mod effects (once per process).
#[test]
fn a_mod_effect_saves_under_its_namespace() {
potions::register_mod_effects([(
"ruby:glow".to_owned(),
0xFF0000,
potions::Category::Neutral,
)]);
let mut fx = PlayerEffects::default();
fx.add(EffectInstance::new(
potions::effect("ruby:glow").unwrap().id,
600,
1,
));
let saved = fx.saved();
assert_eq!(saved, [("ruby:glow".to_owned(), 600, 1, false, true)]);
assert_eq!(PlayerEffects::from_saved(&saved).list, fx.list);
// Without its mod the saved effect is dropped, as an unknown id is.
assert!(
PlayerEffects::from_saved(&[("gone:glow".into(), 600, 1, false, true)])
.list
.is_empty()
);
}
#[test]
fn raid_omen_acts_on_its_last_tick() {
let mut fx = PlayerEffects::default();
+26 -4
View File
@@ -23,6 +23,7 @@ struct Globals {
// Horizon Extras' dynamic lights: camera-relative position and level (dynamic_light.rs).
dynamic_lights: array<vec4<f32>, 16>,
sunrise_fan: array<vec4<f32>, 32>,
filtering: vec4<f32>,
}
@group(0) @binding(0) var<uniform> globals: Globals;
@group(0) @binding(1) var atlas: texture_2d<f32>;
@@ -131,7 +132,7 @@ fn entity_vertex(position: vec3<f32>, uv: vec2<f32>,
@location(5) normal: vec4<f32>, @location(6) glint_uv: vec2<f32>) -> Out {
var out = entity_vertex(position, uv, overlay & 0xffffu, color, light, normal);
out.glint_uv = glint_uv;
out.tier = overlay >> 16u;
out.tier = (overlay >> 16u) & 0xffu;
return out;
}
// Retained bolt-local geometry, translated using the same f64 camera
@@ -224,6 +225,9 @@ fn crumbling_uv(uv: vec2<f32>, packed_origin: vec2<f32>, sprite_size: vec2<f32>,
}
// CRUMBLING_UV_END
@fragment fn fs_entity(in: Out, @builtin(front_facing) front: bool) -> @location(0) vec4<f32> {
return entity_color(in, front);
}
fn entity_color(in: Out, front: bool) -> vec4<f32> {
var uv = in.uv;
if in.overlay == 6u { uv.y = in.wrap.x + fract(in.uv.y) * in.wrap.y; }
if in.overlay == 11u || in.overlay == 12u {
@@ -271,6 +275,9 @@ fn crumbling_uv(uv: vec2<f32>, packed_origin: vec2<f32>, sprite_size: vec2<f32>,
// rendertype_entity_shadow.fsh: the shadow texture times the vertex colour,
// then fog, with no alpha cutout, so a faint shadow in dim light still draws.
@fragment fn fs_entity_shadow(in: Out) -> @location(0) vec4<f32> {
return shadow_color(in);
}
fn shadow_color(in: Out) -> vec4<f32> {
var color = textureSample(atlas, atlas_sampler, in.uv) * in.color;
color *= in.light_color;
let f = max(linear_fog(in.spherical, globals.fog.x, globals.fog.y),
@@ -306,21 +313,33 @@ fn celestial_color(in: Out) -> vec4<f32> {
@fragment fn fs_sky_celestial(in: Out) -> @location(0) vec4<f32> {
let color = celestial_color(in);
let added = color.rgb * color.a;
return vec4(added, smoothstep(0.1, 0.3, max(added.r, max(added.g, added.b))));
// The sky under the disc keeps alpha 1 less this: 0 for the brightest tier
// (the sun), terrain.wgsl's mark for the lower ones (the moon). Tier 0 is
// geometry that sets none (the End sky, the End flash): it stays brightest.
let tier = select(4u, min(in.tier, 4u), in.tier > 0u);
let mark = 1.0 - 0.7 * f32(4u - tier) / 4.0;
return vec4(added, mark * smoothstep(0.1, 0.3, max(added.r, max(added.g, added.b))));
}
// RenderPipelines.ENERGY_SWIRL (entity.fsh with EMISSIVE and NO_OVERLAY): the sprite, scrolled by
// the UV and repeated within itself, times the layer colour 0xFF808080, unlit; the pipeline adds
// it to the frame. The light bytes carry the sprite's origin and the colour bytes its size, both
// as breaking::stage_light packs them.
@fragment fn fs_energy_swirl(in: Out) -> @location(0) vec4<f32> {
fn energy_swirl_base(in: Out) -> vec4<f32> {
let bytes = round(in.color * 255.0);
let size = vec2(bytes.x + bytes.y * 256.0, bytes.z + bytes.w * 256.0) / 65535.0;
let color = textureSample(atlas, atlas_sampler, crumbling_uv(in.uv, in.wrap, size, textureDimensions(atlas)));
if color.a < 0.1 { discard; }
return vec4(color.rgb * (128.0 / 255.0), color.a);
}
fn energy_swirl_fog(in: Out) -> f32 {
let f = max(linear_fog(in.spherical, globals.fog.x, globals.fog.y),
linear_fog(in.cylindrical, globals.fog.z, globals.fog.w));
return vec4(mix(color.rgb * (128.0 / 255.0), globals.fog_color.rgb, f * globals.fog_color.a), color.a);
return f * globals.fog_color.a;
}
@fragment fn fs_energy_swirl(in: Out) -> @location(0) vec4<f32> {
let color = energy_swirl_base(in);
return vec4(mix(color.rgb, globals.fog_color.rgb, energy_swirl_fog(in)), color.a);
}
// RenderPipelines.WATER_MASK: depth only (the pipeline masks the colour off).
@@ -449,6 +468,9 @@ struct WeatherTime { values: vec4<f32> }
return out;
}
@fragment fn fs_weather(in: Out) -> @location(0) vec4<f32> {
return weather_color(in);
}
fn weather_color(in: Out) -> vec4<f32> {
// Repeat within this sprite, never across the atlas. The atlas uses nearest
// filtering and no mipmaps, so fractional UVs have no seam derivatives.
let texel = weather_texel(in.uv, in.weather_rect, textureDimensions(atlas));
+504 -71
View File
@@ -40,9 +40,9 @@ mod entity_outline;
mod weather;
use entity_batch::EntityBatch;
pub use entity_batch::{
ENERGY_SWIRL_OVERLAY, SHADOW_OVERLAY, TEXT_POLYGON_OFFSET_OVERLAY,
ENERGY_SWIRL_OVERLAY, OIT_ENTITY, SHADOW_OVERLAY, TEXT_POLYGON_OFFSET_OVERLAY,
TRANSLUCENT_GLINT_ITEM_OVERLAY, TRANSLUCENT_ITEM_OVERLAY, TRANSLUCENT_PARTICLE_OVERLAY,
WATER_MASK_OVERLAY,
WATER_MASK_OVERLAY, mark_oit,
};
pub use view::{View, ViewSet};
@@ -84,6 +84,8 @@ mod native_pack;
mod native_post;
mod native_sky;
mod occlusion;
mod oit;
mod oit_features;
mod pack_atlas;
pub mod pack_draw;
mod pack_entities;
@@ -224,6 +226,8 @@ struct Globals {
dynamic_lights: [[f32; 4]; crate::dynamic_light::MAX],
/// The sunrise fan's triangles as the sky shader tests them (`sunrise_fan::normals`).
sunrise_fan: [[f32; 4]; 2 * sunrise_fan::TRIANGLES],
/// x: `Options.textureFiltering` (0 none, 1 RGSS, 2 anisotropic); y: the sprite arrays' width.
filtering: [f32; 4],
}
pub type SectionKey = (i32, i32, i32);
struct SectionGpu {
@@ -542,6 +546,10 @@ pub struct Renderer {
/// terrain.wgsl's `SPRITE_ARRAYS` and `SPRITE_SPLIT`, for a shader pack's terrain.
terrain_sprites: [f64; 2],
sprite_sampler: wgpu::Sampler,
/// `Options.textureFiltering`: 0 none, 1 RGSS, 2 anisotropic.
texture_filtering: u32,
/// The anisotropic sampler's clamp (`Options.maxAnisotropyValue`); 1 unless anisotropic.
max_anisotropy: u16,
lightmap_view: wgpu::TextureView,
lightmap_sampler: wgpu::Sampler,
animations: animate::SpriteAnimator,
@@ -672,6 +680,10 @@ pub struct Renderer {
pub gamma: f32,
/// Optional full-light lightmap (Horizon Extras).
pub fullbright: bool,
/// The Improved transparency option (`GameRenderer.useImprovedTransparency`).
pub improved_transparency: bool,
/// Its passes and targets, made when first drawn with.
oit: Option<oit::Oit>,
/// Advance animated block textures (Horizon setting; vanilla always does).
pub animated_textures: bool,
present_modes: Vec<wgpu::PresentMode>,
@@ -723,6 +735,36 @@ fn sprite_views(
})
.collect()
}
/// The terrain sprites' sampler for a Texture Filtering mode. None keeps the nearest sampler;
/// RGSS and anisotropic take LevelRenderer.chunkLayerSampler's linear one (clamped to the edge),
/// with `anisotropy` samples when it is above 1 (wgpu then needs a linear mipmap filter too).
fn sprite_sampler_descriptor(filtering: u32, anisotropy: u16) -> wgpu::SamplerDescriptor<'static> {
if filtering == 0 {
return wgpu::SamplerDescriptor {
label: Some("Block sprites"),
address_mode_u: wgpu::AddressMode::Repeat,
address_mode_v: wgpu::AddressMode::Repeat,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::MipmapFilterMode::Nearest,
..Default::default()
};
}
wgpu::SamplerDescriptor {
label: Some("Block sprites (filtered)"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::MipmapFilterMode::Linear,
anisotropy_clamp: anisotropy,
..Default::default()
}
}
/// `Options.maxAnisotropyValue` for a `maxAnisotropyBit`: `1 << bit`, at most wgpu's 16.
fn sampler_anisotropy(bit: i32) -> u16 {
1u16 << bit.clamp(0, 4)
}
/// terrain.wgsl's group 0.
#[allow(clippy::too_many_arguments)]
fn terrain_group(
@@ -1119,6 +1161,7 @@ async fn open_backend(
// stand-in neither clamps nor drops NaN.
let features = timing::GpuTimer::features(&adapter)
| cull::Cull::features(&adapter)
| oit::features(&adapter)
| (adapter.features()
& (wgpu::Features::INDIRECT_FIRST_INSTANCE
| wgpu::Features::MAPPABLE_PRIMARY_BUFFERS
@@ -1701,15 +1744,7 @@ impl Renderer {
..Default::default()
});
let sprite_views = sprite_views(&sprite_textures, &sprite_unused, None);
let sprite_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Block sprites"),
address_mode_u: wgpu::AddressMode::Repeat,
address_mode_v: wgpu::AddressMode::Repeat,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::MipmapFilterMode::Nearest,
..Default::default()
});
let sprite_sampler = device.create_sampler(&sprite_sampler_descriptor(0, 1));
let lightmap = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Lightmap"),
size: wgpu::Extent3d {
@@ -2728,7 +2763,7 @@ impl Renderer {
}
cull
});
let depth = Self::depth(&device, &config, cull.as_ref());
let depth = Self::depth(&device, &config);
let world_post = world_post::Post::new(&device, config.format.remove_srgb_suffix());
let uploads = upload::Uploads::new(&device);
let section_uploads = upload::Uploads::with_chunk(&device, SECTION_UPLOAD_CHUNK);
@@ -2840,6 +2875,8 @@ impl Renderer {
terrain_layout: bindings,
terrain_sprites: sprite_constants.map(|(_, v)| v),
sprite_sampler,
texture_filtering: 0,
max_anisotropy: 1,
lightmap_view,
lightmap_sampler,
animations,
@@ -2914,6 +2951,8 @@ impl Renderer {
screenshot: None,
screenshot_result: None,
gamma: 0.5,
improved_transparency: false,
oit: None,
fullbright: false,
animated_textures: true,
present_modes,
@@ -2998,13 +3037,8 @@ impl Renderer {
self.surface = Some(surface);
Ok(())
}
/// The world's depth, which occlusion culling's test may read.
fn depth(
device: &wgpu::Device,
config: &wgpu::SurfaceConfiguration,
cull: Option<&cull::Cull>,
) -> wgpu::TextureView {
let read = cull.is_some_and(|c| c.depth_test() == cull::DepthTest::InShader);
/// The world's depth, which occlusion culling's test and post effects may read.
fn depth(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> wgpu::TextureView {
device
.create_texture(&wgpu::TextureDescriptor {
label: Some("Horizon depth"),
@@ -3017,11 +3051,11 @@ impl Renderer {
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: if read {
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING
} else {
wgpu::TextureUsages::RENDER_ATTACHMENT
},
// TEXTURE_BINDING: a post effect may read the depth buffer.
// COPY_SRC: improved transparency copies it.
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::TEXTURE_BINDING
| wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
})
.create_view(&Default::default())
@@ -3085,7 +3119,7 @@ impl Renderer {
} else {
self.offscreen = Some(Self::offscreen_target(&self.device, &self.config));
}
self.depth = Self::depth(&self.device, &self.config, self.cull.as_ref());
self.depth = Self::depth(&self.device, &self.config);
}
/// Whether sections are drawn as one index list per frame (`flat`).
pub fn flat_draws(&self) -> bool {
@@ -3184,7 +3218,7 @@ impl Renderer {
section.is_some() || (mesh.solid.is_empty() && mesh.translucent.is_empty()),
);
if let Some(section) = section {
self.sections.insert(key, section);
self.sections.insert_with_bounds(key, section, mesh.bounds);
}
}
fn upload_mesh(&mut self, mesh: &SectionMesh) -> Option<SectionGpu> {
@@ -3583,7 +3617,8 @@ impl Renderer {
// Only HDR output asks the system about the display, so with HDR off the
// game never waits on the compositor for it.
self.display = if output.is_some() {
let (watch, now) = DisplayWatch::new(&self.window);
let (watch, now) =
DisplayWatch::new(&self.window, self.surface.as_ref(), &self.adapter);
crate::graphics::report(now);
self.display_fresh = true;
watch
@@ -3622,7 +3657,7 @@ impl Renderer {
if std::mem::take(&mut self.display_fresh) {
return true;
}
let Some(now) = self.display.changed() else {
let Some(now) = self.display.changed(self.surface.as_ref(), &self.adapter) else {
return false;
};
crate::graphics::report(now);
@@ -3805,6 +3840,44 @@ impl Renderer {
pub fn shader_pack_dimension(&self) -> Option<i32> {
self.pack_post.as_ref().map(|p| p.0)
}
/// The Texture Filtering and Max Anisotropy options (`filtering`: 0 none, 1 RGSS, 2
/// anisotropic; `bit`: `maxAnisotropyBit`). None is the nearest sampler terrain always used;
/// the others take LevelRenderer's chunk layer sampler (linear, clamped, `bit` anisotropy
/// when anisotropic) and terrain.wgsl's sampleNearest / sampleRGSS.
pub fn set_texture_filtering(&mut self, filtering: i32, bit: i32) {
let filtering = filtering.clamp(0, 2) as u32;
let anisotropy = if filtering == 2 {
sampler_anisotropy(bit)
} else {
1
};
if filtering == self.texture_filtering && anisotropy == self.max_anisotropy {
return;
}
self.texture_filtering = filtering;
self.max_anisotropy = anisotropy;
self.sprite_sampler = self
.device
.create_sampler(&sprite_sampler_descriptor(filtering, anisotropy));
self.rebuild_terrain_group();
}
fn rebuild_terrain_group(&mut self) {
let views = sprite_views(
&self.sprite_textures,
&self.sprite_unused,
Some(self.mipmaps + 1),
);
self.group = terrain_group(
&self.device,
"Horizon terrain resources",
&self.terrain_layout,
&self.globals,
&views,
&self.sprite_sampler,
&self.lightmap_view,
&self.lightmap_sampler,
);
}
/// The Mipmap Levels option: block textures sample at most `levels`
/// reduced copies (0: none).
pub fn set_mipmap_levels(&mut self, levels: u32) {
@@ -3818,17 +3891,7 @@ impl Renderer {
return;
}
self.mipmaps = levels;
let views = sprite_views(&self.sprite_textures, &self.sprite_unused, Some(levels + 1));
self.group = terrain_group(
&self.device,
"Horizon terrain resources",
&self.terrain_layout,
&self.globals,
&views,
&self.sprite_sampler,
&self.lightmap_view,
&self.lightmap_sampler,
);
self.rebuild_terrain_group();
}
/// The views `render` draws `frame` from.
pub fn views(&self, frame: &Frame) -> ViewSet {
@@ -4148,6 +4211,12 @@ impl Renderer {
lights
},
sunrise_fan: sunrise_fan::normals(frame.sky.sunrise_color[3], sun),
filtering: [
self.texture_filtering as f32,
self.sprite_textures[0].width() as f32,
0.0,
0.0,
],
};
self.uploads
.buffer(&mut encoder, &self.globals, 0, bytemuck::bytes_of(&globals));
@@ -4700,6 +4769,13 @@ impl Renderer {
);
entities = &self.pack_entity_rest;
}
// GameRenderer.useImprovedTransparency. A shader pack keeps its own
// path.
let oit_on = self.improved_transparency
&& !frame.title
&& self.pack_post.as_ref().is_none_or(|p| p.1.is_none())
&& self.native.is_none()
&& oit::supported(&self.device);
let [
entity_quads,
text_quads,
@@ -4710,9 +4786,14 @@ impl Renderer {
shadow_quads,
translucent_particle_quads,
translucent_item_quads,
] = self
.entity_batch
.update(entities, frame.additive, frame.hand, frame.see_through);
oit_entity_quads,
] = self.entity_batch.update(
entities,
frame.additive,
frame.hand,
frame.see_through,
oit_on,
);
let weather_quads = frame.weather.len() as u32 / 4;
let world_quads = entity_quads
+ text_quads
@@ -4722,7 +4803,11 @@ impl Renderer {
+ swirl_quads
+ shadow_quads
+ translucent_particle_quads
+ translucent_item_quads;
+ translucent_item_quads
+ oit_entity_quads;
// Where the tail of materials the classic and the improved passes
// both draw ends: the shadows, particles and items count back from it.
let base_quads = world_quads - oit_entity_quads;
let cloud_quads = if let Some(input) = &frame.clouds {
let (rebuilt, uniform) =
crate::spans::time("clouds", || self.cloud_mesh.prepare(input));
@@ -4763,7 +4848,7 @@ impl Renderer {
);
let all_entities = &self.entity_batch.combined;
let hand_quads = (frame.hand.len() / 4) as u32;
let additive_quads = (frame.additive.len() / 4) as u32;
let additive_quads = (frame.additive.len() / 4) as u32 - self.entity_batch.moved_additive;
let see_through_quads = (frame.see_through.len() / 4) as u32;
let entity_vertices = all_entities.len() as u64;
if entity_vertices > self.entity_capacity {
@@ -4972,7 +5057,7 @@ impl Renderer {
}
let pack_reads_world = pack_post || native_post;
// Phase 2 of occlusion culling draws over the depth, and a shader pack or TAA reads it.
let keep_depth = pack_reads_world || (taa && self.world_post.taa);
let keep_depth = pack_reads_world || (taa && self.world_post.taa) || oit_on;
// The pack's program reads the vertices this frame's draws bind.
let pack_draws_terrain = pack_terrain && flat_frame == self.pack_terrain_flat;
// The shadow camera's lists, drawn by the pack's shadow programs.
@@ -5025,6 +5110,46 @@ impl Renderer {
if culling && let Some(cull) = &mut self.cull {
cull.bind_depth(&self.device, world_depth);
}
if oit_on {
let size = self
.world_post
.size()
.filter(|_| scaled.is_some())
.unwrap_or([self.config.width, self.config.height]);
let (device, layout, sprites) =
(&self.device, &self.terrain_layout, self.terrain_sprites);
let clouds = [0, 1].map(|i| self.cloud_pipeline.get_bind_group_layout(i));
let format = self.config.format.remove_srgb_suffix();
let flat = self
.flat
.as_ref()
.map(|f| f.translucent.get_bind_group_layout(1));
let features = [
self.entity_pipeline.get_bind_group_layout(0),
self.weather.pipeline().get_bind_group_layout(1),
self.border_pipeline.get_bind_group_layout(0),
];
self.oit
.get_or_insert_with(|| {
oit::Oit::new(
device,
layout,
flat.as_ref(),
[&features[0], &features[1], &features[2]],
[&clouds[0], &clouds[1]],
sprites,
format,
)
})
.prepare(
&self.device,
&self.queue,
size,
&views.primary().projection,
[water_mask_quads > 0, cloud_quads > 0],
);
}
let oit = self.oit.as_ref().filter(|_| oit_on);
let cull = self.cull.as_ref().filter(|_| culling && solid_draws > 0);
let clear = if frame.title || (frame.end_sky && !frame.underwater && sky_open(frame)) {
wgpu::Color::BLACK
@@ -5262,29 +5387,29 @@ impl Renderer {
}
pass.set_bind_group(0, &self.group, &[]);
}
if text_quads > 0 {
if text_quads > 0 && !oit_on {
pass.set_pipeline(&self.text_polygon_offset_pipeline);
pass.set_bind_group(0, &self.entity_group, &[]);
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
pass.draw_indexed(0..text_quads * 6, (entity_quads * 4) as i32, 0..1);
pass.set_bind_group(0, &self.group, &[]);
}
if translucent_item_quads > 0 {
if translucent_item_quads > 0 && !oit_on {
pass.set_pipeline(&self.translucent_item_pipeline);
pass.set_bind_group(0, &self.entity_group, &[]);
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
pass.draw_indexed(
0..translucent_item_quads * 6,
((world_quads - translucent_item_quads) * 4) as i32,
((base_quads - translucent_item_quads) * 4) as i32,
0..1,
);
pass.set_bind_group(0, &self.group, &[]);
}
if !pack_draws_weather {
if !pack_draws_weather && !oit_on {
self.weather.draw(&mut pass, &self.entity_group);
}
pass.set_bind_group(0, &self.group, &[]);
if crumbling_quads > 0 {
if crumbling_quads > 0 && !oit_on {
pass.set_pipeline(&self.crumbling_pipeline);
pass.set_bind_group(0, &self.entity_group, &[]);
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
@@ -5295,13 +5420,13 @@ impl Renderer {
);
pass.set_bind_group(0, &self.group, &[]);
}
if shadow_quads > 0 {
if shadow_quads > 0 && !oit_on {
pass.set_pipeline(&self.shadow_blob_pipeline);
pass.set_bind_group(0, &self.entity_group, &[]);
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
pass.draw_indexed(
0..shadow_quads * 6,
((world_quads
((base_quads
- translucent_item_quads
- translucent_particle_quads
- shadow_quads)
@@ -5312,7 +5437,7 @@ impl Renderer {
}
// BoatRenderer's water patch (RenderTypes.waterMask): depth only,
// before translucent terrain, so no water shows inside the boat.
if water_mask_quads > 0 {
if water_mask_quads > 0 && !oit_on {
pass.set_pipeline(&self.water_mask_pipeline);
pass.set_bind_group(0, &self.entity_group, &[]);
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
@@ -5324,13 +5449,13 @@ impl Renderer {
);
pass.set_bind_group(0, &self.group, &[]);
}
if !frame.lightning.bolts.is_empty() {
if !frame.lightning.bolts.is_empty() && !oit_on {
pass.set_pipeline(&self.lightning_pipeline);
pass.set_bind_group(0, &self.entity_group, &[]);
self.lightning.draw(&mut pass, &frame.lightning);
pass.set_bind_group(0, &self.group, &[]);
}
if swirl_quads > 0 {
if swirl_quads > 0 && !oit_on {
pass.set_pipeline(&self.energy_swirl_pipeline);
pass.set_bind_group(0, &self.entity_group, &[]);
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
@@ -5346,7 +5471,7 @@ impl Renderer {
);
pass.set_bind_group(0, &self.group, &[]);
}
if additive_quads > 0 {
if additive_quads > 0 && !oit_on {
pass.set_pipeline(&self.additive_pipeline);
pass.set_bind_group(0, &self.entity_group, &[]);
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
@@ -5369,6 +5494,168 @@ impl Renderer {
match self.flat.as_ref().filter(|_| flat_frame) {
// The pack draws translucent terrain after its deferred programs.
_ if pack_draws_water => {}
// LevelRenderer.executeOit in place of the classic blend; what
// follows draws over its composite in a pass of its own.
flat if let Some(oit) = oit => {
drop(pass);
// LevelRenderer.executeOitWaterMask and CloudRenderer.renderOit.
let mask = |pass: &mut wgpu::RenderPass<'_>| {
pass.set_pipeline(&self.water_mask_pipeline);
pass.set_bind_group(0, &self.entity_group, &[]);
pass.set_index_buffer(self.indices.slice(..), wgpu::IndexFormat::Uint32);
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
pass.draw_indexed(
0..water_mask_quads * 6,
((entity_quads
+ text_quads
+ crumbling_quads
+ translucent_crumbling_quads)
* 4) as i32,
0..1,
);
};
let clouds =
|pass: &mut wgpu::RenderPass<'_>, pipeline: &wgpu::RenderPipeline| {
pass.set_pipeline(pipeline);
pass.set_bind_group(0, &self.entity_group, &[]);
pass.set_bind_group(1, &self.cloud_group, &[]);
pass.set_index_buffer(
self.indices.slice(..),
wgpu::IndexFormat::Uint32,
);
pass.set_vertex_buffer(0, self.cloud_buffer.slice(..));
pass.draw_indexed(0..cloud_quads * 6, 0, 0..1);
};
// "Features, World Border, Weather": what follows the opaque
// world in the classic pass, one stage at a time.
let features = |pass: &mut wgpu::RenderPass<'_>, stage: oit::Stage| {
let f = oit.features();
let s = stage as usize;
pass.set_index_buffer(self.indices.slice(..), wgpu::IndexFormat::Uint32);
pass.set_bind_group(0, &self.entity_group, &[]);
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
// Quads of a material, `first` quads into the buffer.
let quads = |pass: &mut wgpu::RenderPass<'_>,
pipeline: &wgpu::RenderPipeline,
count: u32,
first: u32| {
if count > 0 {
pass.set_pipeline(pipeline);
pass.draw_indexed(0..count * 6, (first * 4) as i32, 0..1);
}
};
quads(pass, &f.text[s], text_quads, entity_quads);
quads(
pass,
&f.crumbling[s],
crumbling_quads,
entity_quads + text_quads,
);
quads(
pass,
&f.crumbling[s],
translucent_crumbling_quads,
entity_quads + text_quads + crumbling_quads,
);
quads(
pass,
&f.swirl[s],
swirl_quads,
entity_quads
+ text_quads
+ crumbling_quads
+ translucent_crumbling_quads
+ water_mask_quads,
);
quads(
pass,
&f.shadow[s],
shadow_quads,
base_quads
- translucent_item_quads
- translucent_particle_quads
- shadow_quads,
);
quads(
pass,
&f.entity[s],
translucent_particle_quads,
base_quads - translucent_item_quads - translucent_particle_quads,
);
quads(
pass,
&f.entity[s],
translucent_item_quads,
base_quads - translucent_item_quads,
);
// Translucent, emissive, eyes and breeze wind models:
// the same fragment, their light and shading are in
// the vertices.
quads(pass, &f.entity[s], oit_entity_quads, base_quads);
if !frame.lightning.bolts.is_empty() {
pass.set_pipeline(&f.lightning[s]);
self.lightning.draw(pass, &frame.lightning);
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
}
quads(pass, &f.additive[s], additive_quads, world_quads);
self.weather
.draw_with(pass, &f.weather[s], &self.entity_group);
if let Some(b) = frame.border.as_ref().filter(|_| !frame.title) {
pass.set_pipeline(&f.border[s]);
pass.set_bind_group(0, &self.border_group, &[]);
pass.set_vertex_buffer(0, self.border_vertices.slice(..));
for &side in &b.sides {
let first = side as u32 * 6;
pass.draw_indexed(first..first + 6, 0, 0..1);
}
}
};
let extras = oit::Extras {
water_mask: (water_mask_quads > 0).then_some(&mask as _),
clouds: (cloud_quads > 0).then_some(&clouds as _),
features: Some(&features),
};
oit.run(
&mut encoder,
world_view,
world_depth,
&|pass, stage| {
pass.set_bind_group(0, &self.group, &[]);
// Flat section draws take the flat pipelines.
if let Some((flat, pipeline)) = flat.zip(oit.flat(stage)) {
pass.set_pipeline(pipeline);
flat.draw(pass, flat.translucent_calls(), |p| self.arena.buffer(p));
return;
}
pass.set_pipeline(oit.terrain(stage));
pass.set_index_buffer(
self.indices.slice(..),
wgpu::IndexFormat::Uint32,
);
pass.set_vertex_buffer(1, self.instances.slice(..));
self.draw_sections(
pass,
&self.indirect,
0,
solid_draws,
translucent_draws,
);
},
&extras,
);
pass = world_pass_after_culling(&mut encoder, world_view, world_depth, true);
pass.set_bind_group(0, &self.group, &[]);
pass.set_index_buffer(self.indices.slice(..), wgpu::IndexFormat::Uint32);
// HDR output's mark on the eyes drawn in the stages, as the
// classic pass marks them after the entities.
if oit_entity_quads > 0 && self.hdr.is_some() {
pass.set_pipeline(&self.hdr_mark_pipeline);
pass.set_bind_group(0, &self.entity_group, &[]);
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
pass.draw_indexed(0..oit_entity_quads * 6, (base_quads * 4) as i32, 0..1);
pass.set_bind_group(0, &self.group, &[]);
}
}
Some(flat) => {
pass.set_pipeline(pack_flat.map_or(&flat.translucent, |p| &p.1));
flat.draw(&mut pass, flat.translucent_calls(), |p| {
@@ -5394,15 +5681,14 @@ impl Renderer {
// translucent particle layer draws after translucent terrain —
// the quads write depth, so before it they would hide the glass
// or water behind them.
if translucent_particle_quads > 0 {
if translucent_particle_quads > 0 && !oit_on {
pass.set_pipeline(&self.entity_pipeline);
pass.set_bind_group(0, &self.entity_group, &[]);
pass.set_index_buffer(self.indices.slice(..), wgpu::IndexFormat::Uint32);
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
pass.draw_indexed(
0..translucent_particle_quads * 6,
((world_quads - translucent_item_quads - translucent_particle_quads) * 4)
as i32,
((base_quads - translucent_item_quads - translucent_particle_quads) * 4) as i32,
0..1,
);
pass.set_bind_group(0, &self.group, &[]);
@@ -5414,7 +5700,7 @@ impl Renderer {
}
pass.set_index_buffer(self.indices.slice(..), wgpu::IndexFormat::Uint32);
// LevelRenderer: the world border after translucent terrain and weather.
if let Some(b) = frame.border.as_ref().filter(|_| !frame.title) {
if let Some(b) = frame.border.as_ref().filter(|_| !frame.title && !oit_on) {
pass.set_pipeline(&self.border_pipeline);
pass.set_bind_group(0, &self.border_group, &[]);
pass.set_index_buffer(self.indices.slice(..), wgpu::IndexFormat::Uint32);
@@ -5425,7 +5711,7 @@ impl Renderer {
}
pass.set_bind_group(0, &self.group, &[]);
}
if translucent_crumbling_quads > 0 {
if translucent_crumbling_quads > 0 && !oit_on {
pass.set_pipeline(&self.crumbling_pipeline);
pass.set_bind_group(0, &self.entity_group, &[]);
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
@@ -5435,7 +5721,7 @@ impl Renderer {
0..1,
);
}
if cloud_quads > 0 && !pack_draws_clouds {
if cloud_quads > 0 && !pack_draws_clouds && !oit_on {
pass.set_pipeline(&self.cloud_pipeline);
pass.set_bind_group(0, &self.entity_group, &[]);
pass.set_bind_group(1, &self.cloud_group, &[]);
@@ -5633,6 +5919,8 @@ impl Renderer {
&target_texture,
&view_target,
[self.config.width, self.config.height],
// The scaled world pass drew its own depth buffer.
scaled.is_none().then_some(&self.depth),
&frame.post_effects,
);
}
@@ -6153,6 +6441,46 @@ mod tests {
assert!(!drawable_size(984, 65496, 32768));
assert!(!drawable_size(984, u32::MAX, 32768));
}
#[test]
fn os_luminances_become_auto_values() {
use super::os_reported;
use crate::graphics::Reported;
let info = |max, white| wgpu::DisplayHdrInfo {
luminance: Some(wgpu::DisplayLuminance {
max_nits: max,
sdr_white_nits: white,
..Default::default()
}),
..Default::default()
};
// Windows' SDR content brightness slider runs 80..480 nits.
assert_eq!(
os_reported(&info(Some(998.4), Some(240.0))),
Some(Reported {
paper_white: 240,
peak: 998
})
);
assert_eq!(
os_reported(&info(Some(120.0), Some(1000.0))),
Some(Reported {
paper_white: 480,
peak: 480
})
);
// White above the calibrated peak (a Samsung QD-OLED's 380, the slider at 456).
assert_eq!(
os_reported(&info(Some(380.0), Some(456.0))),
Some(Reported {
paper_white: 456,
peak: 456
})
);
assert_eq!(os_reported(&info(Some(1000.0), None)), None);
assert_eq!(os_reported(&info(Some(f32::NAN), Some(80.0))), None);
assert_eq!(os_reported(&wgpu::DisplayHdrInfo::default()), None);
}
#[test]
fn surface_is_8_bit_and_not_srgb() {
use super::surface_format;
@@ -6225,9 +6553,9 @@ mod tests {
.flat_map(|(layer, id)| quad(layer, id))
.collect();
let mut batch = super::EntityBatch::default();
let counts = batch.update(&entities, &quad(3, 5), &quad(0, 6), &quad(0, 8));
let counts = batch.update(&entities, &quad(3, 5), &quad(0, 6), &quad(0, 8), false);
let vertices = &batch.combined;
assert_eq!(counts, [4, 1, 1, 1, 0, 0, 1, 1, 0]);
assert_eq!(counts, [4, 1, 1, 1, 0, 0, 1, 1, 0, 0]);
assert_eq!(
vertices
.as_chunks::<4>()
@@ -6299,8 +6627,31 @@ mod tests {
&mut files,
);
assert!(files.len() >= 10, "{files:?}");
// Improved transparency's files are appended to terrain.wgsl and entity.wgsl.
let mut sources: Vec<(std::path::PathBuf, String)> = Vec::new();
for path in files {
let text = std::fs::read_to_string(&path).unwrap();
let name = path.file_name().and_then(|n| n.to_str()).unwrap_or("");
if name == "oit.wgsl" {
// The shared maths: it needs the file it is appended to.
continue;
} else if name == "oit_world.wgsl" {
let base = include_str!("terrain.wgsl").to_owned() + include_str!("oit.wgsl");
sources.push((path, base + &text));
} else if name == "oit_features.wgsl" {
let base = super::entity_shader() + include_str!("oit.wgsl");
sources.push((path, base + &text));
} else if name == "oit_border.wgsl" {
let base = include_str!("border.wgsl").to_owned() + include_str!("oit.wgsl");
sources.push((path, base + &text));
} else if name == "oit_clouds.wgsl" {
let base = super::entity_shader() + include_str!("oit.wgsl");
sources.push((path, base + &text));
} else {
sources.push((path, text));
}
}
for (path, text) in sources {
// entity.wgsl comes after the overlay's constants (entity_shader).
let module = naga::front::wgsl::parse_str(&text)
.or_else(|_| {
@@ -6419,6 +6770,30 @@ mod tests {
);
}
#[test]
fn texture_filtering_samplers() {
use super::{sampler_anisotropy, sprite_sampler_descriptor};
// None is the sampler terrain always used.
let none = sprite_sampler_descriptor(0, 1);
assert_eq!(none.mag_filter, wgpu::FilterMode::Nearest);
assert_eq!(none.min_filter, wgpu::FilterMode::Nearest);
assert_eq!(none.address_mode_u, wgpu::AddressMode::Repeat);
assert_eq!(none.anisotropy_clamp, 1);
// LevelRenderer.chunkLayerSampler: linear both ways, clamped.
for (mode, aniso) in [(1, 1), (2, 8)] {
let d = sprite_sampler_descriptor(mode, aniso);
assert_eq!(d.mag_filter, wgpu::FilterMode::Linear);
assert_eq!(d.min_filter, wgpu::FilterMode::Linear);
assert_eq!(d.mipmap_filter, wgpu::MipmapFilterMode::Linear);
assert_eq!(d.address_mode_v, wgpu::AddressMode::ClampToEdge);
assert_eq!(d.anisotropy_clamp, aniso);
}
assert_eq!(
[1, 2, 3].map(sampler_anisotropy),
[2, 4, 8],
"Options.maxAnisotropyValue is 1 << bit"
);
}
#[test]
fn shader_globals_match_the_rust_layout() {
// terrain.wgsl and entity.wgsl bind the same buffer: same fields, same order.
let fields = |source: &str| -> Vec<String> {
@@ -6635,32 +7010,65 @@ mod sprite_upload_tests {
}
/// What the system says about the window's display, kept up to date: on Wayland, the
/// compositor's preferred image description of the surface.
/// compositor's preferred image description of the surface; elsewhere what wgpu reads
/// from the OS (on Windows, DXGI's luminances and the SDR white level).
#[derive(Default)]
struct DisplayWatch {
#[cfg(target_os = "linux")]
wayland: Option<horizon_hdr::wayland::Watch>,
/// Without Wayland's event, what wgpu last read and when to read it again: the OS
/// sends no event for a moved window or a changed SDR brightness slider.
polled: Option<(Option<crate::graphics::Reported>, std::time::Instant)>,
}
/// How often [`DisplayWatch`] reads the OS's values again where no event says they changed.
const DISPLAY_POLL: std::time::Duration = std::time::Duration::from_secs(2);
impl DisplayWatch {
/// Starts watching, with what the system reports now.
fn new(window: &Window) -> (Self, Option<crate::graphics::Reported>) {
fn new(
window: &Window,
surface: Option<&wgpu::Surface>,
adapter: &wgpu::Adapter,
) -> (Self, Option<crate::graphics::Reported>) {
#[cfg(target_os = "linux")]
if let Some((wayland, now)) = horizon_hdr::wayland::Watch::new(window) {
let watch = Self {
wayland: Some(wayland),
polled: None,
};
return (watch, now.map(reported));
}
let _ = window;
(Self::default(), None)
let now = surface.and_then(|surface| os_reported(&surface.display_hdr_info(adapter)));
log_os_reported(now);
let watch = Self {
#[cfg(target_os = "linux")]
wayland: None,
polled: Some((now, std::time::Instant::now() + DISPLAY_POLL)),
};
(watch, now)
}
/// What the system reports, if that changed since the last call.
fn changed(&mut self) -> Option<Option<crate::graphics::Reported>> {
fn changed(
&mut self,
surface: Option<&wgpu::Surface>,
adapter: &wgpu::Adapter,
) -> Option<Option<crate::graphics::Reported>> {
#[cfg(target_os = "linux")]
if let Some(wayland) = &mut self.wayland {
return wayland.changed().map(|now| now.map(reported));
}
None
let (last, next) = self.polled.as_mut()?;
let time = std::time::Instant::now();
if time < *next {
return None;
}
*next = time + DISPLAY_POLL;
let now = surface.and_then(|surface| os_reported(&surface.display_hdr_info(adapter)));
(now != *last).then(|| {
log_os_reported(now);
*last = now;
now
})
}
}
@@ -6680,8 +7088,6 @@ static DISPLAY_LOG: std::sync::Mutex<DisplayLog> = std::sync::Mutex::new(Display
pending: None,
});
const DISPLAY_LOG_QUIET: std::time::Duration = std::time::Duration::from_secs(1);
// Only Wayland's HDR reports call it so far.
#[cfg(target_os = "linux")]
fn log_display(line: String) {
let now = std::time::Instant::now();
let mut log = DISPLAY_LOG
@@ -6711,6 +7117,33 @@ fn flush_display_log() {
(log.last, log.at) = (line, Some(now));
}
}
fn log_os_reported(reported: Option<crate::graphics::Reported>) {
log_display(match reported {
Some(r) => format!(
"Horizon renderer: the system reports SDR white at {} nits and a peak of {} nits",
r.paper_white, r.peak
),
None => "Horizon renderer: the system doesn't report the display's luminance".into(),
});
}
/// What the OS reports in absolute nits (Windows: DXGI's `MaxLuminance` and the SDR
/// white level the brightness slider sets), which is HDR output's scale there: SDR
/// white is Paper White, the display's peak is Peak Brightness. Both are kept within
/// the settings' ranges. The OS's figures often come from the display's EDID and may
/// run optimistic; the player's own value always wins.
fn os_reported(info: &wgpu::DisplayHdrInfo) -> Option<crate::graphics::Reported> {
let luminance = info.luminance?;
let usable = |n: f32| n.is_finite() && n > 0.0;
let peak = luminance.max_nits.filter(|&n| usable(n))?;
let white = luminance.sdr_white_nits.filter(|&n| usable(n))?;
let paper_white = (white.round() as u32).clamp(80, 480);
Some(crate::graphics::Reported {
paper_white,
// Windows' SDR brightness slider can set white above the reported peak (480 against
// a calibrated 380): the highlights then stay at white instead of dropping below it.
peak: (peak.round() as u32).clamp(200, 10_000).max(paper_white),
})
}
/// What a compositor's luminances mean in HDR output's scale.
///
@@ -491,10 +491,6 @@ impl Cull {
}
}
pub fn depth_test(&self) -> DepthTest {
self.depth_test
}
/// In the world pass after phase 1 (`Early`): draw the tested boxes
/// against its depth. Leaves the pass's pipeline and group 0 changed.
pub fn test(&self, pass: &mut wgpu::RenderPass<'_>) {
@@ -9,7 +9,24 @@ use super::Vertex;
/// `RenderPipelines.ENTITY_SHADOW`), translucent-layer particles (15, drawn
/// after translucent terrain: `SubmitNodeCollection.submitQuadParticleGroup`)
/// and translucent item quads (32, drawn without depth writes).
const MATERIALS: usize = 9;
///
/// With improved transparency on, quads tagged `OIT_ENTITY` are a tenth
/// material at the end: the render types vanilla gives an `OitPipelineSet`
/// (translucent, emissive, eyes and breeze wind entity models). Off, the tag is
/// ignored and they stay in the first one, in their order.
const MATERIALS: usize = 10;
/// A bit of `Vertex::layer`, above the overlay (low 16 bits) and the HDR tier
/// (bits 16 to 23): the quad's render type has an `OitPipelineSet`
/// (`RenderTypes.entityTranslucent`, `entityTranslucentEmissive`, `eyes`,
/// `breezeWind`). Only the improved transparency path reads it.
pub const OIT_ENTITY: u32 = 1 << 24;
/// Tags quads as drawn by a render type vanilla gives an `OitPipelineSet`
/// (`OIT_ENTITY`): improved transparency draws them in its stages.
pub fn mark_oit(quads: &mut [Vertex]) {
for vertex in quads {
vertex.layer |= OIT_ENTITY;
}
}
/// The overlay of depth-only quads that hide water (`RenderTypes.waterMask`).
pub const WATER_MASK_OVERLAY: u32 = 13;
/// The overlay of energy swirl quads (`RenderTypes.energySwirl`: the charged creeper's and the
@@ -30,7 +47,10 @@ pub const TRANSLUCENT_GLINT_ITEM_OVERLAY: u32 = 33;
pub const TEXT_POLYGON_OFFSET_OVERLAY: u32 = 35;
/// The material of a quad by its overlay (`MATERIALS` order).
fn material(layer: u32) -> usize {
fn material(layer: u32, oit: bool) -> usize {
if oit && layer & OIT_ENTITY != 0 {
return 9;
}
match layer {
TEXT_POLYGON_OFFSET_OVERLAY => 1,
11 => 2,
@@ -51,6 +71,10 @@ pub(super) struct EntityBatch {
// frame, keeping their storage.
runs: [Vec<(usize, usize)>; MATERIALS],
pub(super) combined: Vec<Vertex>,
/// Additive quads tagged `OIT_ENTITY` that the last `update` moved into the
/// last material (improved transparency on): the dragon's eyes, which share
/// the additive buffer with its rays.
pub(super) moved_additive: u32,
}
impl EntityBatch {
@@ -60,6 +84,7 @@ impl EntityBatch {
additive: &[Vertex],
hand: &[Vertex],
see_through: &[Vertex],
oit: bool,
) -> [u32; MATERIALS] {
let quads = entities.as_chunks::<4>().0;
for runs in &mut self.runs {
@@ -68,10 +93,10 @@ impl EntityBatch {
let mut counts = [0usize; MATERIALS];
let mut start = 0;
while start < quads.len() {
let kind = material(quads[start][0].layer);
let kind = material(quads[start][0].layer, oit);
let end = quads[start + 1..]
.iter()
.position(|quad| material(quad[0].layer) != kind)
.position(|quad| material(quad[0].layer, oit) != kind)
.map_or(quads.len(), |n| start + 1 + n);
self.runs[kind].push((start, end - start));
counts[kind] += end - start;
@@ -87,7 +112,32 @@ impl EntityBatch {
.extend_from_slice(&entities[first * 4..(first + count) * 4]);
}
}
self.combined.extend_from_slice(additive);
// `RenderTypes.eyes` is blended like the other entities, not added: with
// improved transparency on, tagged additive quads join the last
// material, drawn without the additive overlay and the baked shading.
self.moved_additive = 0;
if oit {
for quad in additive.as_chunks::<4>().0 {
if quad[0].layer & OIT_ENTITY != 0 {
self.combined.extend(quad.iter().map(|v| Vertex {
layer: v.layer & !0xffff,
normal: [0; 4],
..*v
}));
counts[9] += 1;
self.moved_additive += 1;
}
}
}
if self.moved_additive == 0 {
self.combined.extend_from_slice(additive);
} else {
for quad in additive.as_chunks::<4>().0 {
if quad[0].layer & OIT_ENTITY == 0 {
self.combined.extend_from_slice(quad);
}
}
}
self.combined.extend_from_slice(hand);
self.combined.extend_from_slice(see_through);
counts.map(|count| count as u32)
@@ -156,13 +206,78 @@ mod tests {
hand: &[Vertex],
) {
let (expected, counts) = baseline(entities, additive, hand);
assert_eq!(batch.update(entities, additive, hand, &[]), counts);
assert_eq!(batch.update(entities, additive, hand, &[], false), counts);
assert_eq!(
bytemuck::cast_slice::<_, u8>(&batch.combined),
bytemuck::cast_slice::<_, u8>(&expected)
);
}
#[test]
fn oit_entity_quads_are_a_last_material_only_when_on() {
let quad = |layer: u32, x: f32| {
(0..4).map(move |_| Vertex {
pos: [x, 0.0, 0.0],
layer,
..geometry(1, false)[0]
})
};
// Plain, tagged, plain, shadow, tagged with a hurt overlay.
let entities: Vec<Vertex> = [
(0, 0.0),
(OIT_ENTITY | 3 << 16, 1.0),
(1, 2.0),
(SHADOW_OVERLAY, 3.0),
(OIT_ENTITY | 1, 4.0),
]
.into_iter()
.flat_map(|(layer, x)| quad(layer, x))
.collect();
let mut batch = EntityBatch::default();
// Off: the tag changes nothing, the quads keep their place.
let counts = batch.update(&entities, &[], &[], &[], false);
assert_eq!(counts, [4, 0, 0, 0, 0, 0, 1, 0, 0, 0]);
let xs: Vec<f32> = batch.combined.iter().step_by(4).map(|v| v.pos[0]).collect();
assert_eq!(xs, [0.0, 1.0, 2.0, 4.0, 3.0]);
// On: the tagged quads come last, in order.
let counts = batch.update(&entities, &[], &[], &[], true);
assert_eq!(counts, [2, 0, 0, 0, 0, 0, 1, 0, 0, 2]);
let xs: Vec<f32> = batch.combined.iter().step_by(4).map(|v| v.pos[0]).collect();
assert_eq!(xs, [0.0, 2.0, 3.0, 1.0, 4.0]);
}
#[test]
fn tagged_additive_quads_join_the_last_material_only_when_on() {
let quad = |layer: u32, x: f32| {
(0..4).map(move |_| Vertex {
pos: [x, 0.0, 0.0],
layer,
normal: [1, 2, 3, 4],
..geometry(1, false)[0]
})
};
// The dragon's eyes (tagged, overlay 2) and a ray (plain).
let additive: Vec<Vertex> = [(2 | OIT_ENTITY | 3 << 16, 1.0), (2, 2.0)]
.into_iter()
.flat_map(|(layer, x)| quad(layer, x))
.collect();
let entities: Vec<Vertex> = quad(0, 0.0).collect();
let mut batch = EntityBatch::default();
// Off: untouched.
let counts = batch.update(&entities, &additive, &[], &[], false);
assert_eq!((counts[9], batch.moved_additive), (0, 0));
assert_eq!(batch.combined.len(), 12);
assert_eq!(batch.combined[4].layer, 2 | OIT_ENTITY | 3 << 16);
// On: the eyes are an entity quad without the additive overlay, the ray stays.
let counts = batch.update(&entities, &additive, &[], &[], true);
assert_eq!((counts[0], counts[9], batch.moved_additive), (1, 1, 1));
let xs: Vec<f32> = batch.combined.iter().step_by(4).map(|v| v.pos[0]).collect();
assert_eq!(xs, [0.0, 1.0, 2.0]);
assert_eq!(batch.combined[4].layer, OIT_ENTITY | 3 << 16);
assert_eq!(batch.combined[4].normal, [0; 4]);
assert_eq!(batch.combined[8].layer, 2);
}
#[test]
fn stable_material_order_tails_and_reuse() {
let mut batch = EntityBatch::default();
@@ -227,7 +342,7 @@ mod tests {
equivalent(&mut batch, &entities, &additive, &hand);
for _ in 0..50 {
black_box(baseline(black_box(&entities), &additive, &hand));
black_box(batch.update(black_box(&entities), &additive, &hand, &[]));
black_box(batch.update(black_box(&entities), &additive, &hand, &[], false));
black_box(&batch.combined);
}
let mut before = Vec::new();
@@ -240,7 +355,7 @@ mod tests {
before.push(start.elapsed().as_nanos() / 100);
let start = Instant::now();
for _ in 0..100 {
black_box(batch.update(black_box(&entities), &additive, &hand, &[]));
black_box(batch.update(black_box(&entities), &additive, &hand, &[], false));
black_box(&batch.combined);
}
after.push(start.elapsed().as_nanos() / 100);
+968
View File
@@ -0,0 +1,968 @@
//! Improved transparency: vanilla 26.3's order-independent transparency
//! (`LevelRenderer.executeOit`). The translucent layer is drawn three times
//! against the opaque world's depth, without writing it, into targets the
//! next stage reads (`oit.wgsl` says what each holds), then a full-screen pass
//! composites the sum. With the option off none of this exists and the world
//! draws as before.
use super::oit_features::Features;
use glam::Mat4;
/// The depth bounds' clear: `LevelRenderer.DEPTH_BOUNDS_CLEAR_COLOR`.
const BOUNDS_CLEAR: wgpu::Color = wgpu::Color {
r: -(f32::MAX as f64),
g: 0.0,
b: 0.0,
a: 0.0,
};
const BOUNDS_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba32Float;
const COEFFICIENT_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba16Float;
/// The shader's bind group: `terrain.wgsl` holds groups 0 and 1.
const GROUP: u32 = 2;
/// `OitStage`.
#[derive(Clone, Copy, PartialEq, Eq)]
pub enum Stage {
DepthBounds,
Transmittance,
Accumulate,
}
/// What the device must support: max blending on 32-bit float targets.
pub fn features(adapter: &wgpu::Adapter) -> wgpu::Features {
adapter.features() & wgpu::Features::FLOAT32_BLENDABLE
}
pub fn supported(device: &wgpu::Device) -> bool {
device
.features()
.contains(wgpu::Features::FLOAT32_BLENDABLE)
}
/// What a stage's pipelines write: `OIT_*_SNIPPET`'s colour targets.
pub(super) fn stage_targets(stage: Stage) -> Vec<Option<wgpu::ColorTargetState>> {
let blend = |operation| wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::One,
operation,
};
let target = |format, operation| {
Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState {
color: blend(operation),
alpha: blend(operation),
}),
write_mask: wgpu::ColorWrites::ALL,
})
};
let add = wgpu::BlendOperation::Add;
match stage {
Stage::DepthBounds => vec![target(BOUNDS_FORMAT, wgpu::BlendOperation::Max)],
Stage::Transmittance => vec![
target(COEFFICIENT_FORMAT, add),
target(COEFFICIENT_FORMAT, add),
],
Stage::Accumulate => vec![target(COEFFICIENT_FORMAT, add)],
}
}
/// `ProjMat[2][2]` and `ProjMat[3][2]`: a device depth `d` is `y / (d + x)`
/// blocks along the view axis (`oit_linear_depth`).
fn projection_terms(projection: &Mat4) -> [f32; 2] {
[projection.z_axis.z, projection.w_axis.z]
}
struct Targets {
size: [u32; 2],
bounds: wgpu::Texture,
culled: wgpu::Texture,
views: Views,
/// The uniform alone, with the culled bounds, with those and the
/// coefficients, for the cull with the unculled bounds, and the composite.
alone: wgpu::BindGroup,
sampled: wgpu::BindGroup,
accumulate: wgpu::BindGroup,
cull: wgpu::BindGroup,
composite: wgpu::BindGroup,
/// The depth the terrain's stages test against while a water mask is
/// drawn (a copy of the world's, plus the masks), and the clouds' own.
terrain_depth: Option<Depth>,
cloud_depth: Option<Depth>,
}
struct Depth {
texture: wgpu::Texture,
view: wgpu::TextureView,
}
impl Depth {
fn new(device: &wgpu::Device, label: &str, size: [u32; 2]) -> Self {
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some(label),
size: extent(size),
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
Self {
view: texture.create_view(&Default::default()),
texture,
}
}
}
fn extent(size: [u32; 2]) -> wgpu::Extent3d {
wgpu::Extent3d {
width: size[0].max(1),
height: size[1].max(1),
depth_or_array_layers: 1,
}
}
/// What the translucent layer's other drawers add to a frame: each draws with
/// a pipeline per stage where it has one.
#[derive(Default)]
pub struct Extras<'a> {
/// `executeOitWaterMask`: the boats' water patches, depth only.
pub water_mask: Option<&'a dyn Fn(&mut wgpu::RenderPass<'_>)>,
/// `CloudRenderer.renderOit`: draws the clouds with the pipeline given.
pub clouds: Option<&'a dyn Fn(&mut wgpu::RenderPass<'_>, &wgpu::RenderPipeline)>,
/// "Features, World Border, Weather": draws what the entity, weather and
/// border shaders put after the opaque world, with `Oit::features`'s
/// pipelines of the stage.
pub features: Option<&'a dyn Fn(&mut wgpu::RenderPass<'_>, Stage)>,
}
struct Views {
bounds: wgpu::TextureView,
culled: wgpu::TextureView,
coefficients: [wgpu::TextureView; 2],
accumulated: wgpu::TextureView,
}
pub struct Oit {
uniform: wgpu::Buffer,
/// Layouts of the groups at `GROUP`: the uniform; with the bounds; with the
/// coefficients; and with the accumulation too.
layouts: [wgpu::BindGroupLayout; 4],
/// One per `Stage`.
terrain: [wgpu::RenderPipeline; 3],
/// The terrain's flat section draws (`Flat`), where the device has them.
flat: Option<[wgpu::RenderPipeline; 3]>,
features: Features,
clouds: [wgpu::RenderPipeline; 3],
cull: wgpu::RenderPipeline,
composite: wgpu::RenderPipeline,
targets: Option<Targets>,
}
impl Oit {
/// `terrain`: the terrain bind group layout that `vs_terrain` reads,
/// `flat` the flat draws' second group, `features` the entity, weather
/// and world border layouts,
/// `clouds` the cloud pipeline's two, `sprites` the terrain's override
/// constants, `format` the world target's.
pub fn new(
device: &wgpu::Device,
terrain: &wgpu::BindGroupLayout,
flat: Option<&wgpu::BindGroupLayout>,
features: [&wgpu::BindGroupLayout; 3],
clouds: [&wgpu::BindGroupLayout; 2],
sprites: [f64; 2],
format: wgpu::TextureFormat,
) -> Self {
let instance = wgpu::vertex_attr_array![5=>Float32x4];
let buffers = [
Some(wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<super::TerrainVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &super::TERRAIN_ATTRIBUTES,
}),
Some(wgpu::VertexBufferLayout {
array_stride: 16,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &instance,
}),
];
let buffers = &buffers[..];
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Horizon improved transparency"),
source: wgpu::ShaderSource::Wgsl(
(include_str!("../terrain.wgsl").to_owned()
+ include_str!("../oit.wgsl")
+ include_str!("../oit_world.wgsl"))
.into(),
),
});
let uniform = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Improved transparency"),
size: 16,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let entry = |binding: u32, ty| wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::FRAGMENT,
ty,
count: None,
};
let texture = |binding| {
entry(
binding,
wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
)
};
let params = entry(
0,
wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
);
let layout = |label, entries: &[wgpu::BindGroupLayoutEntry]| {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some(label),
entries,
})
};
let layouts = [
layout("Improved transparency", &[params]),
layout("Improved transparency bounds", &[params, texture(1)]),
layout(
"Improved transparency coefficients",
&[params, texture(1), texture(2), texture(3)],
),
layout(
"Improved transparency composite",
&[params, texture(1), texture(2), texture(3), texture(4)],
),
];
let pipeline_layout = |first: Option<&wgpu::BindGroupLayout>, group: usize| {
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Improved transparency"),
bind_group_layouts: &[first, None, Some(&layouts[group])],
..Default::default()
})
};
let constants = [("SPRITE_ARRAYS", sprites[0]), ("SPRITE_SPLIT", sprites[1])];
let add = wgpu::BlendOperation::Add;
let depth = |write| {
Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: Some(write),
depth_compare: Some(wgpu::CompareFunction::GreaterEqual),
stencil: Default::default(),
bias: Default::default(),
})
};
let pipeline = |label,
layout: &wgpu::PipelineLayout,
vertex: &str,
fragment: &str,
buffers: &[Option<wgpu::VertexBufferLayout<'_>>],
targets: &[Option<wgpu::ColorTargetState>],
depth_stencil| {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(label),
layout: Some(layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some(vertex),
compilation_options: wgpu::PipelineCompilationOptions {
constants: &constants,
..Default::default()
},
buffers,
},
primitive: wgpu::PrimitiveState {
cull_mode: vertex.starts_with("vs_terrain").then_some(wgpu::Face::Back),
..Default::default()
},
depth_stencil,
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some(fragment),
compilation_options: wgpu::PipelineCompilationOptions {
constants: &constants,
..Default::default()
},
targets,
}),
multiview_mask: None,
cache: None,
})
};
let terrain_pipeline = |label, fragment, stage| {
pipeline(
label,
&pipeline_layout(Some(terrain), stage as usize),
"vs_terrain",
fragment,
buffers,
&stage_targets(stage),
depth(false),
)
};
let terrain_pipelines = [
terrain_pipeline("OIT depth bounds", "fs_oit_bounds", Stage::DepthBounds),
terrain_pipeline(
"OIT transmittance",
"fs_oit_transmittance",
Stage::Transmittance,
),
terrain_pipeline("OIT accumulate", "fs_oit_accumulate", Stage::Accumulate),
];
// The same fragments over `vs_terrain_flat`: one vertex buffer, and
// the draw table at group 1.
let flat_pipelines = flat.map(|draw| {
let flat_buffers = &buffers[..1];
[
(
"OIT depth bounds (flat)",
"fs_oit_bounds",
Stage::DepthBounds,
),
(
"OIT transmittance (flat)",
"fs_oit_transmittance",
Stage::Transmittance,
),
(
"OIT accumulate (flat)",
"fs_oit_accumulate",
Stage::Accumulate,
),
]
.map(|(label, fragment, stage)| {
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Improved transparency flat terrain"),
bind_group_layouts: &[
Some(terrain),
Some(draw),
Some(&layouts[stage as usize]),
],
..Default::default()
});
pipeline(
label,
&layout,
"vs_terrain_flat",
fragment,
flat_buffers,
&stage_targets(stage),
depth(false),
)
})
});
let screen = |label, fragment, group, targets: &[_], depth_stencil| {
pipeline(
label,
&pipeline_layout(None, group),
"vs_sky",
fragment,
&[],
targets,
depth_stencil,
)
};
let replace = |format| {
Some(wgpu::ColorTargetState {
format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})
};
let cull = screen(
"OIT cull depth bounds",
"fs_oit_cull",
1,
&[replace(BOUNDS_FORMAT)],
depth(true),
);
// `RenderPipelines.OIT_COMPOSITE`: premultiplied alpha over the world,
// the nearest see-through depth written.
let premultiplied = wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: add,
};
let composite = screen(
"OIT composite",
"fs_oit_composite",
3,
&[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState {
color: premultiplied,
alpha: premultiplied,
}),
write_mask: wgpu::ColorWrites::ALL,
})],
Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: Some(true),
depth_compare: Some(wgpu::CompareFunction::Always),
stencil: Default::default(),
bias: Default::default(),
}),
);
// The clouds: entity.wgsl's vertex shader and vertex format, with the
// stages' fragments.
let cloud_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Horizon improved transparency clouds"),
source: wgpu::ShaderSource::Wgsl(
(super::entity_shader()
+ include_str!("../oit.wgsl")
+ include_str!("../oit_clouds.wgsl"))
.into(),
),
});
let cloud_attributes = wgpu::vertex_attr_array![0=>Float32x3,1=>Float32x2,2=>Uint32,3=>Unorm8x4,4=>Uint8x4,5=>Snorm8x4,6=>Float32x2];
let cloud_buffers = [Some(wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<super::Vertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &cloud_attributes,
})];
let cloud_pipeline = |label, fragment, stage: Stage| {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(label),
layout: Some(
&device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Improved transparency clouds"),
bind_group_layouts: &[
Some(clouds[0]),
Some(clouds[1]),
Some(&layouts[stage as usize]),
],
..Default::default()
}),
),
vertex: wgpu::VertexState {
module: &cloud_shader,
entry_point: Some("vs_cloud"),
compilation_options: Default::default(),
buffers: &cloud_buffers,
},
primitive: wgpu::PrimitiveState {
cull_mode: Some(wgpu::Face::Back),
..Default::default()
},
// `OIT_CLOUDS`: only the bounds stage writes the cloud depth,
// so the later stages keep the nearest face of each cloud.
depth_stencil: depth(stage == Stage::DepthBounds),
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &cloud_shader,
entry_point: Some(fragment),
compilation_options: Default::default(),
targets: &stage_targets(stage),
}),
multiview_mask: None,
cache: None,
})
};
let cloud_pipelines = [
cloud_pipeline(
"OIT cloud depth bounds",
"fs_oit_cloud_bounds",
Stage::DepthBounds,
),
cloud_pipeline(
"OIT cloud transmittance",
"fs_oit_cloud_transmittance",
Stage::Transmittance,
),
cloud_pipeline(
"OIT cloud accumulate",
"fs_oit_cloud_accumulate",
Stage::Accumulate,
),
];
let features = Features::new(device, &layouts, features[0], features[1], features[2]);
Self {
uniform,
layouts,
terrain: terrain_pipelines,
flat: flat_pipelines,
features,
clouds: cloud_pipelines,
cull,
composite,
targets: None,
}
}
/// The pipeline the terrain's translucent layer draws with in `stage`.
pub fn terrain(&self, stage: Stage) -> &wgpu::RenderPipeline {
&self.terrain[stage as usize]
}
/// The pipeline the terrain's translucent layer draws with in `stage`
/// as flat section draws, where they run.
pub fn flat(&self, stage: Stage) -> Option<&wgpu::RenderPipeline> {
self.flat.as_ref().map(|f| &f[stage as usize])
}
pub fn features(&self) -> &Features {
&self.features
}
/// Sizes the targets to the world's and writes this frame's projection.
pub fn prepare(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
size: [u32; 2],
projection: &Mat4,
wants: [bool; 2],
) {
queue.write_buffer(
&self.uniform,
0,
bytemuck::cast_slice(&[projection_terms(projection), [0.0; 2]].concat()),
);
let [mask, clouds] = wants;
if let Some(t) = self.targets.as_mut().filter(|t| t.size == size) {
if mask && t.terrain_depth.is_none() {
t.terrain_depth = Some(Depth::new(device, "OIT terrain depth", size));
}
if clouds && t.cloud_depth.is_none() {
t.cloud_depth = Some(Depth::new(device, "OIT cloud depth", size));
}
return;
}
let make = |label, format, usage| {
device.create_texture(&wgpu::TextureDescriptor {
label: Some(label),
size: extent(size),
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage,
view_formats: &[],
})
};
let attachment =
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING;
let bounds = make(
"OIT depth bounds",
BOUNDS_FORMAT,
attachment | wgpu::TextureUsages::COPY_SRC,
);
let culled = make(
"OIT culled depth bounds",
BOUNDS_FORMAT,
attachment | wgpu::TextureUsages::COPY_DST,
);
let coefficients =
[0, 1].map(|_| make("OIT transmittance", COEFFICIENT_FORMAT, attachment));
let accumulated = make("OIT accumulate", COEFFICIENT_FORMAT, attachment);
let views = Views {
bounds: bounds.create_view(&Default::default()),
culled: culled.create_view(&Default::default()),
coefficients: coefficients.map(|t| t.create_view(&Default::default())),
accumulated: accumulated.create_view(&Default::default()),
};
let group = |layout: &wgpu::BindGroupLayout, views: &[&wgpu::TextureView]| {
let mut entries = vec![wgpu::BindGroupEntry {
binding: 0,
resource: self.uniform.as_entire_binding(),
}];
entries.extend(views.iter().enumerate().map(|(i, v)| wgpu::BindGroupEntry {
binding: i as u32 + 1,
resource: wgpu::BindingResource::TextureView(v),
}));
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Improved transparency"),
layout,
entries: &entries,
})
};
let [c0, c1] = &views.coefficients;
self.targets = Some(Targets {
size,
alone: group(&self.layouts[0], &[]),
sampled: group(&self.layouts[1], &[&views.culled]),
accumulate: group(&self.layouts[2], &[&views.culled, c0, c1]),
cull: group(&self.layouts[1], &[&views.bounds]),
composite: group(
&self.layouts[3],
&[&views.bounds, c0, c1, &views.accumulated],
),
terrain_depth: mask.then(|| Depth::new(device, "OIT terrain depth", size)),
cloud_depth: clouds.then(|| Depth::new(device, "OIT cloud depth", size)),
bounds,
culled,
views,
});
}
/// `LevelRenderer.executeOit`: `draw` records the terrain's translucent
/// layer into each stage's pass with that stage's pipeline, `extras` the
/// water masks and clouds, then the composite goes over `color`. `depth`
/// is the opaque world's: the stages only read it; the cull and the
/// composite write it.
pub fn run(
&self,
encoder: &mut wgpu::CommandEncoder,
color: &wgpu::TextureView,
depth: &wgpu::TextureView,
draw: &dyn Fn(&mut wgpu::RenderPass<'_>, Stage),
extras: &Extras<'_>,
) {
let Some(t) = &self.targets else { return };
let attachment = |view, load| {
Some(wgpu::RenderPassColorAttachment {
view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load,
store: wgpu::StoreOp::Store,
},
})
};
let clear = wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT);
let load = wgpu::LoadOp::Load;
let read_only = |view| {
Some(wgpu::RenderPassDepthStencilAttachment {
view,
depth_ops: None,
stencil_ops: None,
})
};
let water_mask = extras.water_mask.zip(t.terrain_depth.as_ref());
let cloud_depth = extras.clouds.zip(t.cloud_depth.as_ref());
if let Some((mask, _)) = water_mask {
self.execute_water_mask(encoder, t, color, depth, mask);
}
let terrain_depth = water_mask.map_or(depth, |(_, d)| &d.view);
let [c0, c1] = &t.views.coefficients;
let culled = &t.views.culled;
for (stage, label, group, first, then) in [
(
Stage::DepthBounds,
"OIT depth bounds",
&t.alone,
vec![attachment(
&t.views.bounds,
wgpu::LoadOp::Clear(BOUNDS_CLEAR),
)],
// The clouds' bounds join the culled ones.
vec![attachment(culled, load)],
),
(
Stage::Transmittance,
"OIT transmittance",
&t.sampled,
vec![attachment(c0, clear), attachment(c1, clear)],
vec![attachment(c0, load), attachment(c1, load)],
),
(
Stage::Accumulate,
"OIT accumulate",
&t.accumulate,
vec![attachment(&t.views.accumulated, clear)],
vec![attachment(&t.views.accumulated, load)],
),
] {
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some(label),
color_attachments: &first,
depth_stencil_attachment: read_only(terrain_depth),
..Default::default()
});
pass.set_bind_group(GROUP, group, &[]);
draw(&mut pass, stage);
}
if let Some(features) = extras.features {
// Over the world's own depth, even where a water mask patched
// the terrain's: the masks only hide water.
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some(label),
color_attachments: &[attachment(
match stage {
Stage::DepthBounds => &t.views.bounds,
Stage::Transmittance => c0,
Stage::Accumulate => &t.views.accumulated,
},
load,
)]
.into_iter()
.chain((stage == Stage::Transmittance).then(|| attachment(c1, load)))
.collect::<Vec<_>>(),
depth_stencil_attachment: read_only(depth),
..Default::default()
});
pass.set_bind_group(GROUP, group, &[]);
features(&mut pass, stage);
}
if stage == Stage::DepthBounds {
self.execute_depth_bounds_cull(encoder, t, depth);
}
if let Some((clouds, cloud_depth)) = cloud_depth {
self.render_clouds(
encoder,
t,
stage,
depth,
(label, group, &then),
(clouds, cloud_depth),
);
}
if stage == Stage::DepthBounds
&& let Some((mask, _)) = water_mask
{
self.execute_water_mask(encoder, t, color, depth, mask);
}
}
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("OIT composite"),
color_attachments: &[attachment(color, wgpu::LoadOp::Load)],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: depth,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
..Default::default()
});
pass.set_pipeline(&self.composite);
pass.set_bind_group(GROUP, &t.composite, &[]);
pass.draw(0..3, 0..1);
}
/// `CloudRenderer.renderOit` for one stage. The bounds stage first copies
/// the world's depth (after the cull) and draws into it, so the later
/// stages, which only read it, keep each pixel's nearest cloud face.
fn render_clouds(
&self,
encoder: &mut wgpu::CommandEncoder,
t: &Targets,
stage: Stage,
depth: &wgpu::TextureView,
(label, group, targets): (
&str,
&wgpu::BindGroup,
&[Option<wgpu::RenderPassColorAttachment<'_>>],
),
(draw, cloud_depth): (
&dyn Fn(&mut wgpu::RenderPass<'_>, &wgpu::RenderPipeline),
&Depth,
),
) {
if stage == Stage::DepthBounds {
encoder.copy_texture_to_texture(
depth.texture().as_image_copy(),
cloud_depth.texture.as_image_copy(),
extent(t.size),
);
}
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some(label),
color_attachments: targets,
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &cloud_depth.view,
depth_ops: (stage == Stage::DepthBounds).then_some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
..Default::default()
});
pass.set_bind_group(GROUP, group, &[]);
draw(&mut pass, &self.clouds[stage as usize]);
}
/// `LevelRenderer.executeOitWaterMask`: the terrain's depth is the world's
/// again, with the boats' water patches on top.
fn execute_water_mask(
&self,
encoder: &mut wgpu::CommandEncoder,
t: &Targets,
color: &wgpu::TextureView,
depth: &wgpu::TextureView,
mask: &dyn Fn(&mut wgpu::RenderPass<'_>),
) {
let Some(terrain) = &t.terrain_depth else {
return;
};
encoder.copy_texture_to_texture(
depth.texture().as_image_copy(),
terrain.texture.as_image_copy(),
extent(t.size),
);
// The mask pipeline writes depth only but has a colour target.
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("OIT water mask"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: color,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &terrain.view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
..Default::default()
});
mask(&mut pass);
}
/// `LevelRenderer.executeDepthBoundsCull`: the bounds are copied, then where
/// the nearest fully opaque see-through fragment is in front of the world,
/// the far bound stops there and its depth replaces the world's.
fn execute_depth_bounds_cull(
&self,
encoder: &mut wgpu::CommandEncoder,
t: &Targets,
depth: &wgpu::TextureView,
) {
encoder.copy_texture_to_texture(
t.bounds.as_image_copy(),
t.culled.as_image_copy(),
wgpu::Extent3d {
width: t.size[0].max(1),
height: t.size[1].max(1),
depth_or_array_layers: 1,
},
);
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("OIT cull depth bounds"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &t.views.culled,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: depth,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
..Default::default()
});
pass.set_pipeline(&self.cull);
pass.set_bind_group(GROUP, &t.cull, &[]);
pass.draw(0..3, 0..1);
}
}
#[cfg(test)]
mod tests {
use super::*;
fn validate(source: &str, entries: &[&str]) {
let module = naga::front::wgsl::parse_str(source).unwrap();
naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
naga::valid::Capabilities::all(),
)
.validate(&module)
.unwrap();
for entry in entries {
assert!(
module.entry_points.iter().any(|e| e.name == *entry),
"{entry}"
);
}
}
#[test]
fn the_terrain_shader_validates() {
validate(
&(include_str!("../terrain.wgsl").to_owned()
+ include_str!("../oit.wgsl")
+ include_str!("../oit_world.wgsl")),
&[
"fs_oit_bounds",
"fs_oit_transmittance",
"fs_oit_accumulate",
"fs_oit_cull",
"fs_oit_composite",
],
);
}
#[test]
fn the_cloud_shader_validates() {
validate(
&(super::super::entity_shader()
+ include_str!("../oit.wgsl")
+ include_str!("../oit_clouds.wgsl")),
&[
"fs_oit_cloud_bounds",
"fs_oit_cloud_transmittance",
"fs_oit_cloud_accumulate",
],
);
}
#[test]
fn the_feature_shaders_validate() {
let stages = |name: &str| {
["bounds", "transmittance", "accumulate"].map(|s| format!("fs_oit_{name}_{s}"))
};
let entity = ["entity", "shadow", "weather", "swirl"]
.map(stages)
.concat();
validate(
&(super::super::entity_shader()
+ include_str!("../oit.wgsl")
+ include_str!("../oit_features.wgsl")),
&entity.iter().map(String::as_str).collect::<Vec<_>>(),
);
let border = stages("border");
validate(
&(include_str!("../border.wgsl").to_owned()
+ include_str!("../oit.wgsl")
+ include_str!("../oit_border.wgsl")),
&border.iter().map(String::as_str).collect::<Vec<_>>(),
);
}
#[test]
fn a_device_depth_gives_the_distance_along_the_view_axis() {
// The world's reversed-Z projection: near plane at depth 1.
let projection = super::super::world_projection(70.0, 16.0 / 9.0, 512.0);
let [x, y] = projection_terms(&projection);
for distance in [0.1_f32, 1.0, 7.5, 64.0, 500.0] {
let clip = projection * glam::Vec4::new(0.0, 0.0, -distance, 1.0);
let device = clip.z / clip.w;
let linear = y / (device + x);
assert!(
(linear - distance).abs() < distance * 2e-3,
"{distance}: {linear}"
);
}
}
}
@@ -0,0 +1,248 @@
//! Improved transparency for what is drawn after the opaque world besides the
//! terrain and the clouds: `LevelRenderer.executeOit`'s "Features, World
//! Border, Weather" pass. Each kind keeps its classic vertex shader, vertex
//! format and depth state (minus the depth writes, as every `OIT_*` pipeline),
//! with the three stages' fragments (`oit_features.wgsl`, `oit_border.wgsl`).
use super::oit::{Stage, stage_targets};
/// One pipeline per stage.
type Set = [wgpu::RenderPipeline; 3];
pub struct Features {
/// `OIT_ENTITY`/`OIT_ITEM`: translucent items and particles.
pub entity: Set,
/// `OIT_TEXT_POLYGON_OFFSET`.
pub text: Set,
/// `OIT_CRUMBLING`.
pub crumbling: Set,
/// `OIT_ENTITY_SHADOW`.
pub shadow: Set,
/// `OIT_ENERGY_SWIRL`.
pub swirl: Set,
/// `OIT_LIGHTNING`: the retained bolts.
pub lightning: Set,
/// `OIT_DRAGON_RAYS`: the additive geometry after the bolts.
pub additive: Set,
/// `OIT_WEATHER`.
pub weather: Set,
/// `OIT_WORLD_BORDER`.
pub border: Set,
}
/// What a kind differs in.
struct Kind<'a> {
label: &'a str,
/// The entry points' common prefix: `fs_oit_<name>_<stage>`.
name: &'a str,
vertex: &'a str,
cull: Option<wgpu::Face>,
bias: wgpu::DepthBiasState,
}
const PLAIN: wgpu::DepthBiasState = wgpu::DepthBiasState {
constant: 0,
slope_scale: 0.0,
clamp: 0.0,
};
impl Features {
/// `layouts`: `Oit`'s stage groups (at group 2); `entity`, `weather` and
/// `border` the bind group layouts of the classic pipelines.
pub fn new(
device: &wgpu::Device,
layouts: &[wgpu::BindGroupLayout; 4],
entity: &wgpu::BindGroupLayout,
weather: &wgpu::BindGroupLayout,
border: &wgpu::BindGroupLayout,
) -> Self {
let entity_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Horizon improved transparency features"),
source: wgpu::ShaderSource::Wgsl(
(super::entity_shader()
+ include_str!("../oit.wgsl")
+ include_str!("../oit_features.wgsl"))
.into(),
),
});
let border_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Horizon improved transparency world border"),
source: wgpu::ShaderSource::Wgsl(
(include_str!("../border.wgsl").to_owned()
+ include_str!("../oit.wgsl")
+ include_str!("../oit_border.wgsl"))
.into(),
),
});
let entity_attributes = wgpu::vertex_attr_array![0=>Float32x3,1=>Float32x2,2=>Uint32,3=>Unorm8x4,4=>Uint8x4,5=>Snorm8x4,6=>Float32x2];
let weather_attributes = wgpu::vertex_attr_array![0=>Float32x3,1=>Float32x2,2=>Float32x4,
3=>Float32x4,4=>Uint32x4,5=>Unorm8x4,6=>Uint8x4,7=>Uint32];
let border_attributes = wgpu::vertex_attr_array![0=>Float32x3,1=>Float32x2];
let entity_buffers = [Some(wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<super::Vertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &entity_attributes,
})];
let weather_buffers = [Some(wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<crate::weather::Vertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &weather_attributes,
})];
let border_buffers = [Some(wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<crate::border_render::BorderVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &border_attributes,
})];
let lightning_attributes = wgpu::vertex_attr_array![7=>Float32x3];
let lightning_buffers = [
entity_buffers[0].clone(),
Some(wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<[f32; 3]>() as u64,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &lightning_attributes,
}),
];
let set = |module: &wgpu::ShaderModule,
groups: [Option<&wgpu::BindGroupLayout>; 2],
buffers: &[Option<wgpu::VertexBufferLayout<'_>>],
kind: Kind<'_>| {
[Stage::DepthBounds, Stage::Transmittance, Stage::Accumulate].map(|stage| {
let suffix = ["bounds", "transmittance", "accumulate"][stage as usize];
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Improved transparency features"),
bind_group_layouts: &[groups[0], groups[1], Some(&layouts[stage as usize])],
..Default::default()
});
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(&format!("OIT {} {suffix}", kind.label)),
layout: Some(&layout),
vertex: wgpu::VertexState {
module,
entry_point: Some(kind.vertex),
compilation_options: Default::default(),
buffers,
},
primitive: wgpu::PrimitiveState {
cull_mode: kind.cull,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: Some(false),
depth_compare: Some(wgpu::CompareFunction::GreaterEqual),
stencil: Default::default(),
bias: kind.bias,
}),
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module,
entry_point: Some(&format!("fs_oit_{}_{suffix}", kind.name)),
compilation_options: Default::default(),
targets: &stage_targets(stage),
}),
multiview_mask: None,
cache: None,
})
})
};
let entities = [Some(entity), None];
let kind = |label, name, cull, bias| Kind {
label,
name,
vertex: "vs_entity",
cull,
bias,
};
// The classic pipelines' biases: text and cracks (10, 1), shadows
// (128 ulps and a slope, over the block tops they lie on).
let offset = wgpu::DepthBiasState {
constant: 10,
slope_scale: 1.0,
clamp: 0.0,
};
let shadow_bias = wgpu::DepthBiasState {
constant: 128,
slope_scale: 0.015,
clamp: 0.0,
};
Self {
entity: set(
&entity_module,
entities,
&entity_buffers,
kind("entities", "entity", None, PLAIN),
),
text: set(
&entity_module,
entities,
&entity_buffers,
kind("text", "entity", None, offset),
),
crumbling: set(
&entity_module,
entities,
&entity_buffers,
kind("breaking cracks", "entity", Some(wgpu::Face::Back), offset),
),
shadow: set(
&entity_module,
entities,
&entity_buffers,
kind("entity shadows", "shadow", None, shadow_bias),
),
swirl: set(
&entity_module,
entities,
&entity_buffers,
kind("energy swirls", "swirl", None, PLAIN),
),
lightning: set(
&entity_module,
entities,
&lightning_buffers,
Kind {
label: "lightning",
name: "lightning",
vertex: "vs_lightning",
cull: None,
bias: PLAIN,
},
),
additive: set(
&entity_module,
entities,
&entity_buffers,
kind("additive entities", "lightning", None, PLAIN),
),
weather: set(
&entity_module,
[Some(entity), Some(weather)],
&weather_buffers,
Kind {
label: "weather",
name: "weather",
vertex: "vs_weather",
cull: None,
bias: PLAIN,
},
),
// `OIT_WORLD_BORDER`: a polygon offset of 3 towards the camera.
border: set(
&border_module,
[Some(border), None],
&border_buffers,
Kind {
label: "world border",
name: "border",
vertex: "vs_border",
cull: None,
bias: wgpu::DepthBiasState {
constant: 3,
slope_scale: 3.0,
clamp: 0.0,
},
},
),
}
}
}
@@ -349,7 +349,10 @@ impl PackEntities {
bytes[0..4].copy_from_slice(&(span.stage as i32).to_le_bytes());
bytes[4..8].copy_from_slice(&entity_id.to_le_bytes());
bytes[8..12].copy_from_slice(&block_id.to_le_bytes());
for (i, c) in entity_color(run[0].layer).iter().enumerate() {
for (i, c) in entity_color(run[0].layer & !super::entity_batch::OIT_ENTITY)
.iter()
.enumerate()
{
bytes[16 + 4 * i..20 + 4 * i].copy_from_slice(&c.to_le_bytes());
}
self.uniforms.extend_from_slice(&bytes);
@@ -408,9 +411,12 @@ pub(super) fn quad_indices(device: &wgpu::Device, quads: u32) -> wgpu::Buffer {
/// celestial body, cloud, beam, End portal, crack or energy swirl (overlay codes Horizon's entity
/// shader draws in its own way; entity.wgsl).
fn plain(run: &[Vertex]) -> bool {
run.iter()
.step_by(4)
.all(|v| !matches!(v.layer, 2 | 4 | 6 | 9 | 10 | 11 | 12 | 34))
run.iter().step_by(4).all(|v| {
!matches!(
v.layer & !super::entity_batch::OIT_ENTITY,
2 | 4 | 6 | 9 | 10 | 11 | 12 | 34
)
})
}
/// The programs of entity runs, in the order they draw.
@@ -203,9 +203,9 @@ fn body(angle: f32, tilt: f32) -> Vec3 {
}
/// `sunPathRotation`'s turn of the sky's bodies: `tilt` degrees about the world's X axis, so a
/// positive angle moves the noon sun toward +Z (south).
/// positive angle moves the noon sun toward -Z (north), as Iris does.
pub fn tilt_matrix(tilt: f32) -> Mat4 {
Mat4::from_rotation_x(tilt.to_radians())
Mat4::from_rotation_x(-tilt.to_radians())
}
/// The world direction of the shadow light (7.1): the sun by day, the moon by night.
@@ -232,38 +232,39 @@ pub fn shadow_culling(frame: &Frame, shadow: &Shadow) -> Mat4 {
depth * gl * view
}
/// Distance from the snapped point to the shadow camera, toward the light: the middle of the
/// default near and far planes (OQ-6).
const SHADOW_EYE: f64 = 128.0;
/// How far toward the light the shadow projection starts, in blocks: part of the projection,
/// not of `shadowModelView` (Iris's matrices, measured).
const SHADOW_EYE: f32 = 100.0;
/// The shadow camera (7.1; OQ-6, impl-plan.md): its view (player space to shadow view space)
/// and GL projection. The camera looks from the light, world +Z up (+Y when the light is near
/// Z); the point it centres moves in steps of `shadowIntervalSize` along the shadow view's
/// own axes, and it sits `SHADOW_EYE` blocks toward the light from it. Orthographic over
/// `shadowDistance` each side, or perspective with `shadowMapFov`.
/// The shadow camera as Iris places it (7.1; measured from the outside): its view (player
/// space to shadow view space) and GL projection. The view undoes `sunPathRotation`, turns the
/// light's path about Z by the light's angle from the zenith, then X by 90 degrees, so the
/// light lies on the view's +Z. Its origin is `shadowIntervalSize / 2 - camera % interval`
/// (the remainder takes the camera's sign) from the player on each world axis, so the map moves
/// in whole steps. The orthographic projection covers `shadowDistance` each side and depths
/// from `-near` to `far`, counted from `SHADOW_EYE` blocks toward the light; or perspective
/// with `shadowMapFov`.
pub fn shadow_camera(light: Vec3, camera: DVec3, shadow: &Shadow) -> (Mat4, Mat4) {
let light = light.as_dvec3();
let up = if light.z.abs() > 0.99 {
DVec3::Y
} else {
DVec3::Z
};
let rotation = DMat4::look_to_rh(DVec3::ZERO, -light, up);
let at = rotation.transform_vector3(camera);
let tilt = f64::from(shadow.sun_path_rotation).to_radians();
let untilted = DMat4::from_rotation_x(tilt).transform_vector3(light.as_dvec3());
let zenith = untilted.x.atan2(untilted.y);
let rotation = DMat4::from_rotation_x(std::f64::consts::FRAC_PI_2)
* DMat4::from_rotation_z(zenith)
* DMat4::from_rotation_x(tilt);
let step = f64::from(shadow.interval);
let snapped = if step > 0.0 {
(at / step).floor() * step
let origin = if step > 0.0 {
DVec3::splat(step / 2.0) - camera % step
} else {
at
DVec3::ZERO
};
let offset = at - snapped - DVec3::new(0.0, 0.0, SHADOW_EYE);
let view = (DMat4::from_translation(offset) * rotation).as_mat4();
let view = (rotation * DMat4::from_translation(-origin)).as_mat4();
let (near, far) = (shadow.near, shadow.far);
let eye = Mat4::from_translation(Vec3::new(0.0, 0.0, -SHADOW_EYE));
let projection = match shadow.fov {
Some(fov) => Mat4::perspective_rh_gl(fov.to_radians(), 1.0, near, far),
Some(fov) => Mat4::perspective_rh_gl(fov.to_radians(), 1.0, near, far) * eye,
None => {
let d = shadow.distance;
Mat4::orthographic_rh_gl(-d, d, -d, d, near, far)
Mat4::orthographic_rh_gl(-d, d, -d, d, -near, far) * eye
}
};
(view, projection)
@@ -360,7 +361,8 @@ impl FrameUniforms {
"viewHeight" => Value::f(&[size[1] as f32]),
"aspectRatio" => Value::f(&[aspect]),
"near" => Value::f(&[0.05]),
"far" => Value::f(&[frame.distance]),
// The chunk render distance, not the distant terrain's reach.
"far" => Value::f(&[frame.detail_distance]),
"rainStrength" => Value::f(&[inputs.rain]),
"wetness" => Value::f(&[self.wetness]),
"thunderStrength" => Value::f(&[inputs.thunder]),
@@ -486,8 +488,8 @@ mod tests {
fn noon_is_straight_up_and_the_sun_sets_in_the_west() {
assert!(body(0.0, 0.0).abs_diff_eq(Vec3::new(0.0, 100.0, 0.0), 1e-3));
assert!(body(90.0, 0.0).abs_diff_eq(Vec3::new(-100.0, 0.0, 0.0), 1e-3));
// sunPathRotation tilts noon toward +Z and leaves sunset on the horizon.
assert!(body(0.0, 30.0).abs_diff_eq(Vec3::new(0.0, 86.60254, 50.0), 1e-3));
// sunPathRotation tilts noon toward -Z and leaves sunset on the horizon.
assert!(body(0.0, 30.0).abs_diff_eq(Vec3::new(0.0, 86.60254, -50.0), 1e-3));
assert!(body(90.0, 30.0).abs_diff_eq(Vec3::new(-100.0, 0.0, 0.0), 1e-3));
}
@@ -500,10 +502,13 @@ mod tests {
let at = |p: Vec3| view.transform_point3(p);
// Straight down: a block below the player is farther from the light.
assert!(at(Vec3::new(0.0, -1.0, 0.0)).z < at(Vec3::ZERO).z);
// The player is less than a step from the centre, 128 blocks from the light.
let centre = at(Vec3::ZERO);
assert!(centre.x.abs() <= 2.0 && centre.y.abs() <= 2.0, "{centre}");
assert!((centre.z + 128.0).abs() < 1e-3, "{centre}");
// The view's origin is interval / 2 - camera % interval from the player on each axis,
// the remainder with the camera's sign: up to a step and a half on negative axes.
let origin = view.inverse().w_axis.truncate();
assert!(
origin.abs_diff_eq(Vec3::new(0.7, 1.0, 1.7), 1e-3),
"{origin}"
);
// Moving within a step keeps the world where it was in the map.
camera.x = 1000.6;
let (moved, _) = shadow_camera(Vec3::Y, camera, &shadow);
@@ -515,7 +520,38 @@ mod tests {
.abs_diff_eq(at(world), 1e-3)
);
// shadowDistance blocks reach the map's edge.
let edge = projection.project_point3(Vec3::new(160.0, 0.0, -128.0));
let edge = projection.project_point3(Vec3::new(160.0, 0.0, 0.0));
assert!((edge.x.abs() - 1.0).abs() < 1e-4, "{edge}");
}
/// Iris's matrices at 3000 ticks with `sunPathRotation = 30` and the camera at
/// (0.5, -58.38, 0.5), read from its uniforms by a probe pack.
#[test]
fn the_shadow_camera_matches_iris() {
let shadow = Shadow {
sun_path_rotation: 30.0,
..Shadow::default()
};
let light = Vec3::new(0.56782, 0.71287, -0.41158).normalize();
let (view, projection) = shadow_camera(light, DVec3::new(0.5, -58.38, 0.5), &shadow);
let iris_view = Mat4::from_cols_array_2d(&[
[0.82315, 0.0, 0.56782, 0.0],
[-0.49175, -0.5, 0.71287, 0.0],
[0.28391, -0.86603, -0.41158, 0.0],
[0.12508, 1.12301, -1.06188, 1.0],
]);
assert!(view.abs_diff_eq(iris_view, 2e-4), "{view}");
assert!(
(projection.z_axis.z + 0.0078110).abs() < 1e-6,
"{projection}"
);
assert!((projection.w_axis.z + 0.21851).abs() < 1e-4, "{projection}");
// Elsewhere the origin keeps to the steps: Iris put it at (-0.5, 1.38, 2.5) here.
let (view, _) = shadow_camera(light, DVec3::new(3.5, -58.38, -1.5), &shadow);
let origin = view.inverse().w_axis.truncate();
assert!(
origin.abs_diff_eq(Vec3::new(-0.5, 1.38, 2.5), 1e-3),
"{origin}"
);
}
}
+251 -16
View File
@@ -30,6 +30,7 @@ pub struct Resident<T> {
/// The minimum Y of section index 0 (the level's column).
min_y: i32,
items: Vec<(SectionKey, T)>,
bounds: Vec<Option<[Vec3; 2]>>,
slots: FxHashMap<SectionKey, u32>,
columns: Vec<Column>,
column_index: FxHashMap<(i32, i32), u32>,
@@ -40,6 +41,7 @@ impl<T> Default for Resident<T> {
Self {
min_y: crate::chunk::MIN_Y,
items: Vec::new(),
bounds: Vec::new(),
slots: FxHashMap::default(),
columns: Vec::new(),
column_index: FxHashMap::default(),
@@ -78,18 +80,26 @@ impl<T> Resident<T> {
}
pub fn clear(&mut self) {
self.items.clear();
self.bounds.clear();
self.slots.clear();
self.columns.clear();
self.column_index.clear();
}
/// Adds or replaces `key`'s value.
/// Adds or replaces `key`'s value with default 16x16x16 bounds.
#[cfg(test)]
pub fn insert(&mut self, key: SectionKey, value: T) {
self.insert_with_bounds(key, value, None);
}
/// Adds or replaces `key`'s value with optional tight geometry bounds.
pub fn insert_with_bounds(&mut self, key: SectionKey, value: T, bounds: Option<[Vec3; 2]>) {
if let Some(&slot) = self.slots.get(&key) {
self.items[slot as usize].1 = value;
self.bounds[slot as usize] = bounds;
return;
}
let slot = self.items.len() as u32;
self.items.push((key, value));
self.bounds.push(bounds);
self.slots.insert(key, slot);
let column = match self.column_index.get(&(key.0, key.2)) {
Some(&c) => &mut self.columns[c as usize],
@@ -129,6 +139,7 @@ impl<T> Resident<T> {
} else {
column.bounds();
}
let _ = self.bounds.swap_remove(slot as usize);
let (_, value) = self.items.swap_remove(slot as usize);
// The last item now sits in `slot`: point its key and column at it.
if let Some(&(moved, _)) = self.items.get(slot as usize) {
@@ -175,31 +186,57 @@ fn camera_column(camera: DVec3) -> (i32, i32) {
)
}
/// The world AABB (min, max) of a section from its origin and optional tight bounds.
#[inline]
fn section_box(min: Vec3, bounds: Option<[Vec3; 2]>) -> (Vec3, Vec3) {
match bounds {
Some([bmin, bmax]) => (min + bmin, min + bmax),
None => (min, min + Vec3::splat(16.0)),
}
}
/// Whether the section at `key` is drawn: its column within the render
/// distance of the camera's (`SectionOcclusionGraph.isInViewDistance`), and
/// partly inside the frustum. `None` when it is not, else its squared centre
/// distance and origin. `Resident::visible` walks columns instead.
#[cfg(test)]
fn in_view(key: SectionKey, camera: DVec3, radius: i32, frustum: &Frustum) -> Option<(f64, Vec3)> {
in_view_with_bounds(key, camera, radius, frustum, None)
}
/// `in_view` with optional tight bounds.
#[cfg(test)]
fn in_view_with_bounds(
key: SectionKey,
camera: DVec3,
radius: i32,
frustum: &Frustum,
bounds: Option<[Vec3; 2]>,
) -> Option<(f64, Vec3)> {
if !in_view_distance(camera_column(camera), radius, key.0, key.2) {
return None;
}
in_frustum(key, crate::chunk::MIN_Y, camera, frustum, false)
in_frustum(key, crate::chunk::MIN_Y, camera, frustum, false, bounds)
}
/// `in_view` without the distance test; `inside`: the section's column is
/// entirely inside the frustum, so the section is too.
#[cfg(test)]
fn in_frustum(
key: SectionKey,
min_y: i32,
camera: DVec3,
frustum: &Frustum,
inside: bool,
bounds: Option<[Vec3; 2]>,
) -> Option<(f64, Vec3)> {
let origin = origin(key, min_y, camera);
let min = origin.as_vec3();
if !inside && !frustum.intersects(min, min + Vec3::splat(16.0)) {
return None;
if !inside {
let (bmin, bmax) = section_box(min, bounds);
if !frustum.intersects(bmin, bmax) {
return None;
}
}
Some(((origin + DVec3::splat(8.0)).length_squared(), min))
}
@@ -239,17 +276,50 @@ impl<T> Resident<T> {
if !inside && !frustum.intersects(min, max) {
continue;
}
for &(y, slot) in &column.sections {
let key = (column.x, y, column.z);
if near && !reachable(key) {
continue;
}
if let Some((d, o)) = in_frustum(key, self.min_y, camera, frustum, inside) {
let ox = f64::from(column.x * 16) - camera.x;
let oz = f64::from(column.z * 16) - camera.z;
let min_x = ox as f32;
let min_z = oz as f32;
let dx8 = ox + 8.0;
let dz8 = oz + 8.0;
let xz_sq = dx8 * dx8 + dz8 * dz8;
if inside {
for &(y, slot) in &column.sections {
let key = (column.x, y, column.z);
if near && !reachable(key) {
continue;
}
let oy = f64::from(self.min_y + y * 16) - camera.y;
let min = Vec3::new(min_x, oy as f32, min_z);
let dy8 = oy + 8.0;
let distance = xz_sq + dy8 * dy8;
out.push(Visible {
distance: d.to_bits(),
distance: distance.to_bits(),
key,
slot,
origin: o.to_array(),
origin: min.to_array(),
});
}
} else {
for &(y, slot) in &column.sections {
let key = (column.x, y, column.z);
if near && !reachable(key) {
continue;
}
let oy = f64::from(self.min_y + y * 16) - camera.y;
let min = Vec3::new(min_x, oy as f32, min_z);
let (bmin, bmax) = section_box(min, self.bounds[slot as usize]);
if !frustum.intersects(bmin, bmax) {
continue;
}
let dy8 = oy + 8.0;
let distance = xz_sq + dy8 * dy8;
out.push(Visible {
distance: distance.to_bits(),
key,
slot,
origin: min.to_array(),
});
}
}
@@ -271,7 +341,15 @@ mod tests {
for y in 0..24 {
// Leave holes so columns have uneven bounds.
if (x * 7 + y * 3 + z * 5).rem_euclid(4) != 0 {
r.insert((x, y, z), ());
// Mix of sections with fallback None and randomized tight bounds.
let bounds = if (x + y + z).rem_euclid(2) == 0 {
let y_min = ((x + z).rem_euclid(4)) as f32;
let y_max = y_min + 2.0 + ((y.rem_euclid(5)) as f32);
Some([Vec3::new(0.0, y_min, 0.0), Vec3::new(16.0, y_max, 16.0)])
} else {
None
};
r.insert_with_bounds((x, y, z), (), bounds);
}
}
}
@@ -297,12 +375,21 @@ mod tests {
let mut slow: Vec<(SectionKey, f64, [f32; 3])> = r
.items
.iter()
.filter_map(|&(k, _)| {
.enumerate()
.filter_map(|(slot, &(k, _))| {
let near = in_view_distance(camera_column(camera), radius, k.0, k.2);
if near {
in_view(k, camera, radius, &frustum).filter(|_| reachable(k))
in_view_with_bounds(k, camera, radius, &frustum, r.bounds[slot])
.filter(|_| reachable(k))
} else if beyond(k.0, k.2) {
in_frustum(k, crate::chunk::MIN_Y, camera, &frustum, false)
in_frustum(
k,
crate::chunk::MIN_Y,
camera,
&frustum,
false,
r.bounds[slot],
)
} else {
None
}
@@ -471,4 +558,152 @@ mod tests {
list.len()
);
}
#[test]
fn tight_mesh_bounds_culls_section_outside_frustum() {
let mut r = Resident::default();
let key = (0, 0, 0);
// Section geometry only occupies local Y in [0.0, 2.0]
let tight = Some([Vec3::new(0.0, 0.0, 0.0), Vec3::new(16.0, 2.0, 16.0)]);
r.insert_with_bounds(key, (), tight);
let camera = DVec3::new(8.0, f64::from(crate::chunk::MIN_Y + 15), -2.0);
let projection = super::super::world_projection(70.0, 16.0 / 9.0, 512.0);
let view = crate::camera::view_matrix(0.0, -60.0);
let frustum = Frustum {
planes: super::super::frustum(projection * view),
};
// Tight bounds culls the section whose geometry is entirely outside the frustum
let mut out = Vec::new();
r.visible(camera, 4, &frustum, |_| true, |_, _| false, &mut out);
assert!(
out.is_empty(),
"tight bounds should cull section whose geometry is below frustum"
);
// With fallback 16x16x16 bounds, the section intersects the frustum and is visible
r.insert_with_bounds(key, (), None);
out.clear();
r.visible(camera, 4, &frustum, |_| true, |_, _| false, &mut out);
assert_eq!(
out.len(),
1,
"full 16x16x16 bounds intersect frustum and are accepted"
);
}
#[test]
#[ignore = "benchmark"]
fn tight_bounds_benchmark() {
use std::time::Instant;
let mut r_fallback = Resident::default();
let mut r_tight = Resident::default();
let radius = 16;
for x in -radius..=radius {
for z in -radius..=radius {
// Section 0..4: underground rock
for y in 0..4 {
r_fallback.insert((x, y, z), ());
r_tight.insert_with_bounds((x, y, z), (), None);
}
// Section 4: surface terrain with grass / hills (e.g. Y in [0, 4] or [0, 6])
let height = 2.0 + (((x * 3 + z * 5).rem_euclid(5)) as f32) * 1.5;
let surface_bounds =
Some([Vec3::new(0.0, 0.0, 0.0), Vec3::new(16.0, height, 16.0)]);
r_fallback.insert((x, 4, z), ());
r_tight.insert_with_bounds((x, 4, z), (), surface_bounds);
}
}
println!("\n=== Tight Bounds Culling Benchmark ===");
println!("Total Resident Sections: {}", r_tight.len());
let test_views = [
("Looking level across terrain (pitch 0°)", 0.0, 0.0),
("Looking slightly up (pitch -15°)", 45.0, -15.0),
("Looking up towards sky (pitch -35°)", 90.0, -35.0),
("Looking down at ground (pitch 25°)", 180.0, 25.0),
("Diagonal view (yaw 135°, pitch -10°)", 135.0, -10.0),
];
let camera = DVec3::new(8.0, f64::from(crate::chunk::MIN_Y + 4 * 16 + 10), 8.0);
let projection = super::super::world_projection(70.0, 16.0 / 9.0, 512.0);
for (desc, yaw, pitch) in test_views {
let view = crate::camera::view_matrix(yaw, pitch);
let frustum = Frustum {
planes: super::super::frustum(projection * view),
};
let mut out_fallback = Vec::new();
let mut out_tight = Vec::new();
r_fallback.visible(
camera,
radius,
&frustum,
|_| true,
|_, _| false,
&mut out_fallback,
);
r_tight.visible(
camera,
radius,
&frustum,
|_| true,
|_, _| false,
&mut out_tight,
);
let culled_extra = out_fallback.len().saturating_sub(out_tight.len());
let pct_saved = if !out_fallback.is_empty() {
(culled_extra as f64 / out_fallback.len() as f64) * 100.0
} else {
0.0
};
// Timing over 1,000 passes
let iters = 1_000;
let t0 = Instant::now();
for _ in 0..iters {
out_fallback.clear();
r_fallback.visible(
camera,
radius,
&frustum,
|_| true,
|_, _| false,
&mut out_fallback,
);
}
let dur_fallback = t0.elapsed();
let t1 = Instant::now();
for _ in 0..iters {
out_tight.clear();
r_tight.visible(
camera,
radius,
&frustum,
|_| true,
|_, _| false,
&mut out_tight,
);
}
let dur_tight = t1.elapsed();
println!(
"{desc}\n Fallback 16x16: {} sections | {:?}\n Tight Bounds: {} sections | {:?}\n Reduction: -{} sections ({:.1}% culled)\n",
out_fallback.len(),
dur_fallback / iters,
out_tight.len(),
dur_tight / iters,
culled_extra,
pct_saved
);
}
}
}
@@ -55,9 +55,9 @@ mod tests {
let n = |i: usize| Vec3::from_slice(&normals[i][..3]);
let mut best = 0.0f32;
let mut k0 = d.dot(n(TRIANGLES));
for i in 0..TRIANGLES {
for (i, triangle) in normals.iter().take(TRIANGLES).enumerate() {
let k1 = d.dot(n(TRIANGLES + (i + 1) % TRIANGLES));
let w = normals[i][3];
let w = triangle[3];
if k0 * w <= 0.0 && k1 * w >= 0.0 {
let apex = d.dot(n(i));
let s = apex + k1 - k0;
@@ -75,6 +75,115 @@ mod tests {
best
}
// Projecting the fan onto the YZ plane leaves uniformly spaced rim
// angles after undoing its Y squash. Test both ray directions because
// the projection plane goes through the camera.
fn sector_weight(alpha: f32, sun: Vec3, d: Vec3) -> f32 {
let normals = normals(alpha, sun);
if d.y * d.y + d.z * d.z < 1e-10 {
return weight(&normals, d);
}
let n = |i: usize| Vec3::from_slice(&normals[i][..3]);
let apex = d.dot(n(0));
if apex * normals[0][3] < -1e-4 {
return 0.0;
}
let y = d.dot(n(16));
let x = -d.dot(n(20));
let ax = x.abs();
let ay = y.abs();
let t = std::f32::consts::SQRT_2 - 1.0;
let q = if ay > ax {
if ax < ay * t { 3 } else { 2 }
} else if ay > ax * t {
1
} else {
0
};
let sector = if x >= 0.0 {
if y >= 0.0 { q } else { 15 - q }
} else if y >= 0.0 {
7 - q
} else {
8 + q
};
let mut best = 0.0f32;
let k0 = d.dot(n(16 + sector as usize));
let k1 = d.dot(n(16 + ((sector + 1) % 16) as usize));
let offsets: &[i32] = if k0.abs().min(k1.abs()) < ax.max(ay) * 0.001 {
&[0, 8, -1, 1, 7, 9]
} else {
&[0, 8]
};
for &offset in offsets {
let i = (sector + offset).rem_euclid(16) as usize;
let k0 = d.dot(n(16 + i));
let k1 = d.dot(n(16 + (i + 1) % 16));
let w = normals[i][3];
let apex = d.dot(n(i));
let sum = apex + k1 - k0;
if sum.abs() >= 1e-6
&& sum * w > 0.0
&& apex * sum >= 0.0
&& k1 * sum >= 0.0
&& k0 * sum <= 0.0
{
best = best.max(apex / sum);
}
}
best
}
#[test]
fn angular_sector_matches_random_and_exact_rim_directions() {
let mut state = 19u32;
let mut random = || {
state = state.wrapping_mul(1664525).wrapping_add(1013904223);
(state >> 8) as f32 / 16777216.0
};
for _ in 0..1000 {
let alpha = 0.0011 + random() * 0.9989;
let z = if random() > 0.5 { 0.3 } else { -0.2 };
let sun = Vec3::new(0.0, (1.0f32 - z * z).sqrt(), z);
let normals = normals(alpha, sun);
let (_, rim) = vertices(alpha, sun);
let random_ray = Vec3::new(
random() * 2.0 - 1.0,
random() * 2.0 - 1.0,
random() * 2.0 - 1.0,
)
.normalize();
for ray in rim.into_iter().chain([random_ray]) {
let d = ray.normalize();
let (got, want) = (sector_weight(alpha, sun, d), weight(&normals, d));
assert!(
(got - want).abs() < 1e-4,
"{alpha} {sun} {d}: {got} != {want}"
);
}
}
}
#[test]
fn angular_sector_matches_all_triangle_search() {
for alpha in [0.0011f32, 0.05, 0.6, 1.0] {
for z in [-0.2f32, 0.3] {
let sun = Vec3::new(0.0, (1.0 - z * z).sqrt(), z);
let normals = normals(alpha, sun);
for yaw in 0..360 {
for pitch in -89..90 {
let (y, p) = ((yaw as f32).to_radians(), (pitch as f32).to_radians());
let d = Vec3::new(y.cos() * p.cos(), p.sin(), y.sin() * p.cos());
let (got, want) = (sector_weight(alpha, sun, d), weight(&normals, d));
assert!(
(got - want).abs() < 1e-4,
"alpha={alpha} z={z} d={d} {got} != {want}"
);
}
}
}
}
}
/// The shader's former per-pixel Möller-Trumbore over the same vertices.
fn reference(alpha: f32, sun: Vec3, d: Vec3) -> f32 {
let (apex, rim) = vertices(alpha, sun);
@@ -124,6 +124,26 @@ impl Weather {
uploads.buffer(encoder, &self.vertices, 0, bytemuck::cast_slice(vertices));
uploads.buffer(encoder, &self.uniform, 0, bytemuck::bytes_of(&time));
}
/// The classic pipeline, for its layouts.
pub fn pipeline(&self) -> &wgpu::RenderPipeline {
&self.pipeline
}
/// `draw` with another pipeline of the same layouts and vertex format.
pub fn draw_with(
&self,
pass: &mut wgpu::RenderPass<'_>,
pipeline: &wgpu::RenderPipeline,
entities: &wgpu::BindGroup,
) {
if self.count == 0 {
return;
}
pass.set_pipeline(pipeline);
pass.set_bind_group(0, entities, &[]);
pass.set_bind_group(1, &self.group, &[]);
pass.set_vertex_buffer(0, self.vertices.slice(..));
pass.draw_indexed(0..self.count / 4 * 6, 0, 0..1);
}
pub fn draw(&self, pass: &mut wgpu::RenderPass<'_>, entities: &wgpu::BindGroup) {
if self.count == 0 {
return;
@@ -344,7 +344,7 @@ impl Post {
"Scaled world depth",
size,
wgpu::TextureFormat::Depth32Float,
sampled,
sampled | wgpu::TextureUsages::COPY_SRC,
)
.create_view(&Default::default());
let group = self.bind(device, &color);
+17 -1
View File
@@ -311,6 +311,8 @@ pub fn reduced_far_detail_suggested() -> bool {
REDUCED_SUGGESTED.load(std::sync::atomic::Ordering::Relaxed)
}
/// The name the options screen waits on to bind `Graphics::hdr_key`.
pub const HDR_KEY: &str = "horizon.hdrSettings";
static HDR_OFFERED: std::sync::atomic::AtomicBool = std::sync::atomic::AtomicBool::new(false);
/// Whether the display path offers HDR output (HDR10 or scRGB): set when the renderer
/// opens its surface; the settings open HDR's screen only then.
@@ -391,6 +393,8 @@ pub struct Graphics {
/// HDR brightness of the HUD and menus, in percent of paper white (25..=100); the
/// first-person hand stays at the world's.
pub hdr_ui_brightness: u32,
/// A vanilla key name (`HDR_KEY`): opens HDR's settings from the game. Unbound by default.
pub hdr_key: String,
/// Battery mode: at most 60 frames per second in a world and 30 in menus
/// or behind other windows, and half the worker threads. Off by default;
/// it changes when frames are drawn, never what they show or the ticks.
@@ -429,6 +433,7 @@ impl Default for Graphics {
hdr_peak: 0,
hdr_black_level: 0,
hdr_ui_brightness: 100,
hdr_key: "key.keyboard.unknown".into(),
battery: false,
api: GraphicsApi::Auto,
shader_pack: String::new(),
@@ -507,6 +512,7 @@ impl Graphics {
"hdrUiBrightness" => {
g.hdr_ui_brightness = number(g.hdr_ui_brightness).clamp(25, 100)
}
"hdrKey" if value.starts_with("key.") => g.hdr_key = value.to_owned(),
"batteryMode" => g.battery = flag(g.battery),
"graphicsApi" => g.api = GraphicsApi::from_name(value).unwrap_or_default(),
"pickedShaderPack" => g.shader_pack = value.to_owned(),
@@ -524,7 +530,7 @@ impl Graphics {
}
pub fn serialize(&self) -> String {
format!(
"preset:{}\nlodDistance:{}\nfarDetail:{}\ncaveCulling:{}\nentityCulling:{}\nchunkUpdates:{}\nuploadBudgetKiB:{}\nsky:{}\nfog:{}\nweather:{}\nanimatedTextures:{}\npresentMode:{}\nframePacing:{}\nworkers:{}\noverlay:{}\nresolutionScale:{}\nfxaa:{}\ntaa:{}\nupscaling:{}\nhdr:{}\nhdrPaperWhite:{}\nhdrPeak:{}\nhdrBlackLevel:{}\nhdrUiBrightness:{}\nbatteryMode:{}\ngraphicsApi:{}\npickedShaderPack:{}\n",
"preset:{}\nlodDistance:{}\nfarDetail:{}\ncaveCulling:{}\nentityCulling:{}\nchunkUpdates:{}\nuploadBudgetKiB:{}\nsky:{}\nfog:{}\nweather:{}\nanimatedTextures:{}\npresentMode:{}\nframePacing:{}\nworkers:{}\noverlay:{}\nresolutionScale:{}\nfxaa:{}\ntaa:{}\nupscaling:{}\nhdr:{}\nhdrPaperWhite:{}\nhdrPeak:{}\nhdrBlackLevel:{}\nhdrUiBrightness:{}\nhdrKey:{}\nbatteryMode:{}\ngraphicsApi:{}\npickedShaderPack:{}\n",
self.preset.name(),
self.lod_distance,
self.far_detail.name(),
@@ -556,11 +562,20 @@ impl Graphics {
self.hdr_peak,
self.hdr_black_level,
self.hdr_ui_brightness,
self.hdr_key,
bool_text(self.battery),
self.api.name(),
self.shader_pack,
)
}
/// Binds Horizon's graphics key `name` (`HDR_KEY`); false for another name.
pub fn set_key(&mut self, name: &str, value: String) -> bool {
match name {
HDR_KEY => self.hdr_key = value,
_ => return false,
}
true
}
pub fn save(&self, dir: &Path) {
let _ = fs::write(dir.join(FILE), self.serialize());
}
@@ -691,6 +706,7 @@ mod tests {
hdr_peak: 1400,
hdr_black_level: 12,
hdr_ui_brightness: 60,
hdr_key: "key.keyboard.h".into(),
battery: true,
api: GraphicsApi::Dx12,
shader_pack: "Golden Hour".into(),
@@ -3,6 +3,7 @@
//! lay out rows and handle input; a menu theme replaces this module.
use crate::{
hud::{HudAtlas, HudBatch},
lang,
text::Text,
ui,
};
@@ -156,10 +157,11 @@ impl Style {
cost: Cost,
text: &str,
) {
let tag = Text::literal(cost.label());
let tag = Text::literal(lang::get(cost.label()));
batch.text_styled(atlas, &tag, x, y, self.cost_colors[cost as usize], true);
let indent = atlas.font.width_text(&tag) + 4.0;
let lines = wrap(atlas, text, self.text_width(batch.width), indent);
let text = lang::get(text);
let lines = wrap(atlas, &text, self.text_width(batch.width), indent);
for (i, line) in lines.iter().take(2).enumerate() {
let lx = if i == 0 { x + indent } else { x };
batch.text_styled(
+61 -20
View File
@@ -5,6 +5,7 @@ use crate::{
graphics::{FarDetail, GraphicsApi, Overlay, Pacing, PresentMode, Preset, Upscaling},
graphics_style::{Cost, STYLE},
hud::{HudAtlas, HudBatch},
lang,
settings::{Opt, Settings},
text::Text,
ui,
@@ -43,6 +44,8 @@ pub enum H {
/// Opens `Level::Hdr`.
HdrSettings,
HdrBlackLevel,
/// Binds `Graphics::hdr_key`.
HdrKey,
HdrPeak,
HdrPaperWhite,
HdrUiBrightness,
@@ -153,6 +156,11 @@ pub fn rows(level: Level) -> Vec<Row> {
None,
"How bright the HUD and menus are, against paper white.",
),
h(
H::HdrKey,
None,
"A key that opens this screen from the game. Not bound at first.",
),
],
Level::Advanced => vec![
Row::Header("Rendering"),
@@ -354,11 +362,14 @@ fn extra_rows(level: Level, settings: &Settings) -> Vec<Row> {
rows
}
fn on_off(on: bool) -> &'static str {
if on { "On" } else { "Off" }
fn on_off(on: bool) -> String {
lang::get(if on { "On" } else { "Off" })
}
/// A control's caption and its value, both through the language table: Horizon's captions are
/// English sentences, and some of the values ("Off", "12 chunks") are words too.
fn labelled(caption: &str, value: impl std::fmt::Display) -> Text {
Text::literal(format!("{caption}: {value}"))
let value = value.to_string();
Text::literal(format!("{}: {}", lang::get(caption), lang::get(&value)))
}
impl H {
@@ -396,19 +407,21 @@ impl H {
H::Preset => labelled("Preset", g.preset.label()),
H::LodDistance => match g.lod_distance {
0 => labelled("LOD Distance", "Off"),
n => labelled("LOD Distance", format!("{n} chunks")),
n => labelled("LOD Distance", lang::tr("%s chunks", &[&n])),
},
H::FarDetail => labelled("Far Detail", g.far_detail.label()),
H::CaveCulling => labelled("Cave Culling", on_off(g.cave_culling)),
H::EntityCulling => labelled("Entity Culling", on_off(g.entity_culling)),
H::ChunkUpdates => match g.chunk_updates {
0 => labelled("Chunk Updates", "Unlimited"),
n => labelled("Chunk Updates", format!("{n} per frame")),
n => labelled("Chunk Updates", lang::tr("%s per frame", &[&n])),
},
H::UploadBudget => match g.upload_budget_kib {
0 => labelled("Upload Budget", "Unlimited"),
k if k >= 1024 => labelled("Upload Budget", format!("{} MiB/frame", k / 1024)),
k => labelled("Upload Budget", format!("{k} KiB/frame")),
k if k >= 1024 => {
labelled("Upload Budget", lang::tr("%s MiB/frame", &[&(k / 1024)]))
}
k => labelled("Upload Budget", lang::tr("%s KiB/frame", &[&k])),
},
H::Sky => labelled("Sky", on_off(g.sky)),
H::Fog => labelled("Fog", on_off(g.fog)),
@@ -423,7 +436,10 @@ impl H {
},
),
H::Workers => match g.workers {
0 => labelled("Worker Threads", format!("Auto ({})", g.worker_threads())),
0 => labelled(
"Worker Threads",
lang::tr("Auto (%s)", &[&g.worker_threads()]),
),
n => labelled("Worker Threads", n),
},
H::ResolutionScale => labelled("Resolution Scale", format!("{}%", g.resolution_scale)),
@@ -437,23 +453,32 @@ impl H {
),
H::Upscaling => labelled("Upscaling", g.upscaling.label()),
H::Hdr => labelled("HDR", on_off(g.hdr)),
H::HdrSettings => Text::literal("HDR Settings..."),
H::HdrSettings => Text::literal(lang::get("HDR Settings...")),
H::HdrPaperWhite => match g.hdr_paper_white {
0 => labelled(
"Paper White",
format!("Auto ({} nits)", g.paper_white_nits()),
lang::tr("Auto (%s nits)", &[&g.paper_white_nits()]),
),
n => labelled("Paper White", format!("{n} nits")),
n => labelled("Paper White", lang::tr("%s nits", &[&n])),
},
H::HdrPeak => match g.hdr_peak {
0 => labelled("Peak Brightness", format!("Auto ({} nits)", g.peak_nits())),
n => labelled("Peak Brightness", format!("{n} nits")),
0 => labelled(
"Peak Brightness",
lang::tr("Auto (%s nits)", &[&g.peak_nits()]),
),
n => labelled("Peak Brightness", lang::tr("%s nits", &[&n])),
},
H::HdrBlackLevel => labelled(
"Black Level",
format!("{:.2} nits", g.hdr_black_level as f32 / 100.0),
lang::tr(
"%s nits",
&[&format!("{:.2}", g.hdr_black_level as f32 / 100.0)],
),
),
H::HdrUiBrightness => labelled("UI Brightness", format!("{}%", g.hdr_ui_brightness)),
H::HdrKey => {
Text::literal("Shortcut: ").append(crate::keybinds::display_name(&g.hdr_key))
}
H::BatteryMode => labelled("Battery Mode", on_off(g.battery)),
H::GraphicsApi => labelled("Graphics API", g.api.label()),
H::Overlay => labelled(
@@ -618,7 +643,7 @@ impl Item {
match self {
Item::Vanilla(Opt::RenderDistance) if s.horizon.lod_distance > 0 => labelled(
"Full Detail Distance",
format!("{} chunks", s.render_distance),
lang::tr("%s chunks", &[&s.render_distance]),
),
Item::Vanilla(o) => o.label(s),
Item::Horizon(h) => h.label(s),
@@ -686,6 +711,8 @@ pub enum Action {
OpenAdvanced,
OpenSimple,
OpenHdr,
/// Wait for a key or mouse button to bind to this name.
BindKey(&'static str),
Done,
}
@@ -708,6 +735,8 @@ pub struct GraphicsUi {
/// The list's scroll amount and its held scrollbar (`AbstractScrollArea`).
scroll: ui::Scroll,
dragging: Option<Item>,
/// The key binding the options screen is waiting on (`Action::BindKey`).
pub binding: Option<&'static str>,
}
impl GraphicsUi {
@@ -818,7 +847,7 @@ impl GraphicsUi {
let x = STYLE.row_x(w);
for (y, name) in headers {
if shown(y, STYLE.header_height) {
STYLE.header(batch, atlas, &Text::literal(name), x, y);
STYLE.header(batch, atlas, &Text::literal(lang::get(name)), x, y);
}
}
let descriptions: Vec<(Cost, &'static str)> = extra_rows(level, s)
@@ -840,11 +869,17 @@ impl GraphicsUi {
if !shown(wd.y, 20.0) {
continue;
}
let label = item.label(s);
let mut label = item.label(s);
if item == Item::Horizon(H::HdrKey) && self.binding.is_some() {
// KeyBindsScreen: "> key <" while it waits.
label = Text::literal("Shortcut: > ")
.append(crate::keybinds::display_name(&s.horizon.hdr_key))
.append(" <");
}
let blocked = item.blocked(s);
let live = blocked.is_none();
if hover && let Some(why) = blocked {
tooltip = Some(atlas.font.split(&Text::literal(why), 170.0));
tooltip = Some(atlas.font.split(&Text::literal(lang::get(why)), 170.0));
}
match item.slider(s) {
Some(value) => STYLE.slider(
@@ -885,7 +920,7 @@ impl GraphicsUi {
batch,
atlas,
(wd.x, wd.y, wd.w),
&Text::literal(label),
&Text::literal(lang::get(label)),
hover,
true,
);
@@ -907,7 +942,7 @@ impl GraphicsUi {
Level::Advanced => "Graphics: Advanced",
Level::Hdr => "Graphics: HDR",
};
STYLE.title(batch, atlas, &Text::literal(title));
STYLE.title(batch, atlas, &Text::literal(lang::get(title)));
if let Some(lines) = tooltip {
ui::tooltip(batch, atlas, &lines, cursor);
}
@@ -965,6 +1000,12 @@ impl GraphicsUi {
Target::Item(Item::Horizon(H::HdrSettings)) => {
vec![Action::ButtonClick, Action::OpenHdr]
}
Target::Item(Item::Horizon(H::HdrKey)) => {
vec![
Action::ButtonClick,
Action::BindKey(crate::graphics::HDR_KEY),
]
}
Target::Item(item) => {
if item.slider(s).is_some() {
self.dragging = Some(item);
@@ -93,7 +93,7 @@ pub fn java_sort<T>(a: &mut [T], cmp: impl Fn(&T, &T) -> Ordering) {
/// A `MobEffectInstance` as `extractEffects` sees it.
#[derive(Clone, Debug, PartialEq)]
pub struct EffectIcon {
/// The effect id without namespace (`speed`): the sprite is `mob_effect/<id>`.
/// The effect id: vanilla's without namespace (`speed`), a mod's `<ns>:<path>`.
pub id: String,
/// `MobEffect.isBeneficial`.
pub beneficial: bool,
@@ -47,7 +47,7 @@ pub fn panels(
.into_iter()
.enumerate()
.map(|(i, (effect, icon))| {
let mut name = translate(&format!("effect.minecraft.{}", effect.id))
let mut name = translate(&horizon_client_core::potions::description_id(effect.id))
.unwrap_or_else(|| effect.id.to_owned());
if (1..=9).contains(&effect.amplifier) {
let level = effect.amplifier + 1;
@@ -321,10 +321,25 @@ pub fn smooth(smoothed: f32, progress: f32) -> f32 {
}
/// `ARGB.opaque` as the batch's RGBA.
fn opaque(rgb: u32) -> u32 {
pub const fn opaque(rgb: u32) -> u32 {
0xFF00_0000 | (rgb & 0xFF) << 16 | (rgb & 0xFF00) | (rgb >> 16 & 0xFF)
}
/// `LoadingOverlay.LOGO_BACKGROUND_COLOR` (RGB: 239, 50, 61).
pub const LOGO_BACKGROUND_COLOR: u32 = opaque(0xEF323D);
/// `LoadingOverlay.LOGO_BACKGROUND_COLOR_DARK` (black).
pub const LOGO_BACKGROUND_COLOR_DARK: u32 = opaque(0x000000);
/// `LoadingOverlay.BRAND_BACKGROUND`: black when `darkMojangStudiosBackground` is set,
/// Mojang red otherwise.
pub fn brand_background(dark: bool) -> u32 {
if dark {
LOGO_BACKGROUND_COLOR_DARK
} else {
LOGO_BACKGROUND_COLOR
}
}
/// `LevelLoadingScreen.extractRenderState` over its background: the text,
/// the progress bar and the chunk map, `status(x, z)` for x and z in
/// `0..=2 * STATUS_RADIUS` from the map's north-west corner.
@@ -370,6 +385,27 @@ pub fn draw(
}
}
/// `LoadingOverlay.extractRenderState`: fills the frame with `BRAND_BACKGROUND`
/// (Mojang red, or black when `darkMojangStudiosBackground` is set) and draws the
/// progress line and bar.
pub fn draw_loading_overlay(
batch: &mut HudBatch,
atlas: &HudAtlas,
line: &str,
progress: f32,
dark: bool,
) {
batch.fill(
atlas,
0.0,
0.0,
batch.width,
batch.height,
brand_background(dark),
);
draw_progress(batch, atlas, line, progress);
}
/// The startup loading screen: the stage's line and a progress bar, centred
/// like `LevelLoadingScreen`'s text and bar.
pub fn draw_progress(batch: &mut HudBatch, atlas: &HudAtlas, line: &str, progress: f32) {
@@ -546,6 +582,14 @@ mod tests {
assert!((smooth(eased, 1.0) - 0.36).abs() < 1e-6);
}
#[test]
fn brand_background_matches_dark_mojang_studios_setting() {
assert_eq!(brand_background(true), LOGO_BACKGROUND_COLOR_DARK);
assert_eq!(brand_background(false), LOGO_BACKGROUND_COLOR);
assert_eq!(LOGO_BACKGROUND_COLOR_DARK, 0xFF00_0000);
assert_eq!(LOGO_BACKGROUND_COLOR, crate::hud::rgba(239, 50, 61, 255));
}
#[test]
fn file_fixer_cancel_sits_below_the_centre() {
assert_eq!(file_fixer_cancel(427.0, 240.0), (113.0, 220.0));
+3
View File
@@ -5,6 +5,7 @@ pub mod assets;
pub mod atlas_sources;
pub mod audio;
pub mod auth;
pub mod ban_notice;
pub mod bidi;
pub mod biome;
pub mod block_entities;
@@ -62,7 +63,9 @@ pub mod par;
pub mod particles;
pub mod poi_sections;
pub mod post_chain;
pub mod post_glsl;
pub mod potent_sulfur;
pub mod preedit;
pub mod providers;
pub mod screen_draw;
pub mod screen_effects;
+525 -85
View File
@@ -22,6 +22,7 @@ use crate::{
use horizon_core::geometry::{Direction, ShapeOp, VoxelShape};
use horizon_world::registry::{BlockRegistry, BlockStateId};
use std::{
cell::RefCell,
collections::{HashMap, VecDeque},
path::Path,
sync::Arc,
@@ -240,7 +241,8 @@ impl LightTables {
/// `edge_occluded` for two packed cells.
#[inline]
fn packed_edge_occluded(&self, top: u16, bottom: u16) -> bool {
bottom & 0xF != 0 || self.packed_blocked(top, bottom, Direction::Down as usize)
bottom & 0xF != 0
|| ((top | bottom) != 0 && self.packed_blocked(top, bottom, Direction::Down as usize))
}
pub fn emission(&self, state: u32) -> u8 {
self.cells[state as usize].emission
@@ -266,12 +268,64 @@ const OFFSETS: [(i32, i32, i32); 6] = [
(1, 0, 0),
];
struct LightScratch {
states: Vec<u16>,
sky: Vec<u8>,
block: Vec<u8>,
queue: Vec<u32>,
sky_queue: Vec<u32>,
present: Vec<bool>,
lowest: Vec<i32>,
ids: Box<[u32; 4096]>,
}
impl LightScratch {
fn new() -> Self {
Self {
states: Vec::new(),
sky: Vec::new(),
block: Vec::new(),
queue: Vec::new(),
sky_queue: Vec::new(),
present: vec![false; W * W],
lowest: vec![0; W * W],
ids: Box::new([0u32; 4096]),
}
}
/// Clear queues and shrink them if capacity exceeds the retention cap.
fn clear_queues(&mut self) {
const MAX_QUEUE_CAPACITY: usize = 65_536;
self.queue.clear();
if self.queue.capacity() > MAX_QUEUE_CAPACITY {
self.queue.shrink_to(MAX_QUEUE_CAPACITY);
}
self.sky_queue.clear();
if self.sky_queue.capacity() > MAX_QUEUE_CAPACITY {
self.sky_queue.shrink_to(MAX_QUEUE_CAPACITY);
}
}
}
thread_local! {
static SCRATCH: RefCell<LightScratch> = RefCell::new(LightScratch::new());
}
/// `region[dz][dx]` holds the chunks around the centre (index 1,1).
/// `sky` is false in dimensions without skylight (the Nether).
pub fn light_chunk(
region: &[[Option<&Chunk>; 3]; 3],
tables: &LightTables,
sky_light: bool,
) -> Vec<Light> {
SCRATCH.with_borrow_mut(|scratch| light_chunk_with_scratch(region, tables, sky_light, scratch))
}
fn light_chunk_with_scratch(
region: &[[Option<&Chunk>; 3]; 3],
tables: &LightTables,
sky_light: bool,
scratch: &mut LightScratch,
) -> Vec<Light> {
let sections = region[1][1].expect("centre chunk").sections.len();
// Highest occupied section in the region bounds the work.
@@ -287,142 +341,194 @@ pub fn light_chunk(
// One extra section above the highest occupied one: block light rises
// up to 14 blocks into it (sky light there is always 15).
let h = ((top_section + 1) * 16).min(sections * 16);
let at = |x: usize, y: usize, z: usize| (y * W + z) * W + x;
// Packed cells (`type << 4 | dampening`), not state ids: the flood fill
// then never touches the large `LightTables::cells` table.
let mut states = vec![0u16; W * W * h];
let mut sky = vec![0u8; W * W * h];
let mut block = vec![0u8; W * W * h];
let mut queue = VecDeque::new();
let mut sky_queue = VecDeque::new();
let mut ids = Box::new([0u32; 4096]);
let total = W * W * h;
scratch.states.resize(total, 0);
scratch.states.fill(0);
scratch.sky.resize(total, 0);
scratch.sky.fill(0);
scratch.block.resize(total, 0);
scratch.block.fill(0);
scratch.clear_queues();
let states = &mut scratch.states[..total];
let sky = &mut scratch.sky[..total];
let block = &mut scratch.block[..total];
let queue = &mut scratch.queue;
let sky_queue = &mut scratch.sky_queue;
let ids = &mut scratch.ids;
for (dz, row) in region.iter().enumerate() {
let z_base = dz * 16;
for (dx, chunk) in row.iter().enumerate() {
let Some(chunk) = chunk else { continue };
let x_base = dx * 16;
for (si, section) in chunk.sections.iter().enumerate().take(top_section) {
if section.is_uniform(0) {
continue;
}
section.unpack(&mut ids);
for (i, &id) in ids.iter().enumerate() {
let (lx, lz, ly) = (i & 15, (i >> 4) & 15, i >> 8);
let p = at(dx * 16 + lx, si * 16 + ly, dz * 16 + lz);
let info = tables.info[id as usize];
states[p] = info as u16;
let emission = info >> 16;
if emission > 0 {
block[p] = emission as u8;
queue.push_back(p as u32);
section.unpack(ids);
let y_base = si * 16;
for ly in 0..16 {
let y = y_base + ly;
let y_offset = y * (W * W);
for lz in 0..16 {
let z = z_base + lz;
let p_row = y_offset + z * W + x_base;
let i_row = (ly << 8) | (lz << 4);
for lx in 0..16 {
let id = ids[i_row + lx];
if id == 0 {
continue;
}
let p = p_row + lx;
let info = tables.info[id as usize];
states[p] = info as u16;
let emission = info >> 16;
if emission > 0 {
block[p] = emission as u8;
queue.push(p as u32);
}
}
}
}
}
}
}
// Columns of missing neighbour chunks neither hold nor pass light.
let mut present = vec![false; W * W];
scratch.present.resize(W * W, false);
for z in 0..W {
for x in 0..W {
present[z * W + x] = region[z / 16][x / 16].is_some();
scratch.present[z * W + x] = region[z / 16][x / 16].is_some();
}
}
let mut lowest = vec![h as i32; W * W];
let present = &scratch.present[..W * W];
scratch.lowest.resize(W * W, h as i32);
let lowest = &mut scratch.lowest[..W * W];
for z in 0..W {
for x in 0..W {
if !present[z * W + x] || !sky_light {
let col = z * W + x;
if !present[col] || !sky_light {
lowest[col] = h as i32;
continue;
}
// The top layer (above the occupied range) is always open sky.
let mut y = h as i32 - 1;
sky[at(x, y as usize, z)] = 15;
while y > 0
&& !tables.packed_edge_occluded(
states[at(x, y as usize, z)],
states[at(x, y as usize - 1, z)],
)
{
let mut p = (h - 1) * (W * W) + col;
sky[p] = 15;
while y > 0 {
let next_p = p - (W * W);
if tables.packed_edge_occluded(states[p], states[next_p]) {
break;
}
y -= 1;
sky[at(x, y as usize, z)] = 15;
p = next_p;
sky[p] = 15;
}
lowest[z * W + x] = y;
lowest[col] = y;
}
}
for z in 0..W {
for x in 0..W {
if !present[z * W + x] || !sky_light {
continue;
}
let own = lowest[z * W + x];
let mut deepest = own;
for (nx, nz) in [
(x.wrapping_sub(1), z),
(x + 1, z),
(x, z.wrapping_sub(1)),
(x, z + 1),
] {
if nx < W && nz < W && present[nz * W + nx] {
deepest = deepest.max(lowest[nz * W + nx]);
if sky_light {
for z in 0..W {
for x in 0..W {
let col = z * W + x;
if !present[col] {
continue;
}
}
// Seed propagation from the source cells that border darker cells.
let from = own.max(0) as usize;
let to = (deepest as usize).min(h - 1);
for y in from..=to {
if sky[at(x, y, z)] == 15 {
sky_queue.push_back(at(x, y, z) as u32);
let own = lowest[col];
let mut deepest = own;
for (nx, nz) in [
(x.wrapping_sub(1), z),
(x + 1, z),
(x, z.wrapping_sub(1)),
(x, z + 1),
] {
if nx < W && nz < W && present[nz * W + nx] {
deepest = deepest.max(lowest[nz * W + nx]);
}
}
// Seed propagation from the source cells that border darker cells.
let from = own.max(0) as usize;
let to = (deepest as usize).min(h.saturating_sub(1));
if from <= to {
let mut p = from * (W * W) + col;
for _ in from..=to {
if sky[p] == 15 {
sky_queue.push(p as u32);
}
p += W * W;
}
}
}
}
}
let spread = |light: &mut [u8], queue: &mut VecDeque<u32>| {
while let Some(p) = queue.pop_front() {
let p = p as usize;
let block_masks = &tables.block_masks;
let types = tables.types;
let spread = |light: &mut [u8], queue: &mut Vec<u32>| {
let mut head = 0;
while head < queue.len() {
let p = queue[head] as usize;
head += 1;
let level = light[p];
if level <= 1 {
continue;
}
let x = p % W;
let z = (p / W) % W;
let min_threshold = level - 1;
let y = p / (W * W);
let col = p % (W * W);
let z = col / W;
let x = col % W;
let from = states[p];
let col = z * W + x;
let from_row = (from >> 4) as usize * types;
// Neighbours by linear offset; `present` only depends on the
// column, and the axis bounds rule out wrapping.
macro_rules! neighbour {
($d:expr, $q:expr, $ncol:expr) => {{
if present[$ncol] {
let q = $q;
macro_rules! step_neighbour {
($d:expr, $q:expr) => {{
let q = $q;
if light[q] < min_threshold {
let to = states[q];
let next = level.saturating_sub((to & 0xF).max(1) as u8);
if next > light[q] && !tables.packed_blocked(from, to, $d) {
light[q] = next;
queue.push_back(q as u32);
let damp = (to & 0xF).max(1) as u8;
if level > light[q] + damp {
if block_masks[from_row + (to >> 4) as usize] & (1 << $d) == 0 {
light[q] = level - damp;
queue.push(q as u32);
}
}
}
}};
}
if y > 0 {
neighbour!(0, p - W * W, col);
step_neighbour!(0, p - W * W);
}
if y + 1 < h {
neighbour!(1, p + W * W, col);
step_neighbour!(1, p + W * W);
}
if z > 0 {
neighbour!(2, p - W, col - W);
if z > 0 && present[col - W] {
step_neighbour!(2, p - W);
}
if z + 1 < W {
neighbour!(3, p + W, col + W);
if z + 1 < W && present[col + W] {
step_neighbour!(3, p + W);
}
if x > 0 {
neighbour!(4, p - 1, col - 1);
if x > 0 && present[col - 1] {
step_neighbour!(4, p - 1);
}
if x + 1 < W {
neighbour!(5, p + 1, col + 1);
if x + 1 < W && present[col + 1] {
step_neighbour!(5, p + 1);
}
}
};
spread(&mut sky, &mut sky_queue);
spread(&mut block, &mut queue);
pack_lighting(sections, h, &sky, &block, sky_light)
spread(sky, sky_queue);
spread(block, queue);
let result = pack_lighting(sections, h, sky, block, sky_light);
scratch.clear_queues();
result
}
/// Extract just the centre column's light (`sections` of it); never copy
@@ -434,7 +540,6 @@ fn pack_lighting(
block: &[u8],
sky_light: bool,
) -> Vec<Light> {
let at = |x: usize, y: usize, z: usize| (y * W + z) * W + x;
let open = if sky_light { 0xF0 } else { 0x00 };
(0..sections)
.map(|si| {
@@ -447,10 +552,13 @@ fn pack_lighting(
if y >= h {
continue;
}
let y_offset = y * (W * W);
for lz in 0..16 {
let p_row = y_offset + (16 + lz) * W + 16;
let out_row = (ly << 8) | (lz << 4);
for lx in 0..16 {
let p = at(16 + lx, y, 16 + lz);
data[index(lx as i32, ly as i32, lz as i32)] = sky[p] << 4 | block[p];
let p = p_row + lx;
data[out_row + lx] = sky[p] << 4 | block[p];
}
}
}
@@ -1832,4 +1940,336 @@ mod tests {
changed.sections().count()
);
}
#[test]
#[ignore = "benchmark"]
fn benchmark_light_chunk() {
use std::time::Instant;
let t = tables();
let layout = ColumnLayout::VANILLA;
let mut chunks = Vec::new();
for cz in -1..=1 {
for cx in -1..=1 {
let mut c = Chunk::with_layout(cx, cz, layout);
for y in layout.min_y()..64 {
for i in 0..256 {
c.set(i & 15, y, i >> 4, STONE);
}
}
for x in 2..14 {
for z in 2..14 {
c.set(x, 64, z, SLAB);
}
}
c.set(8, 65, 8, TORCH);
c.set(4, 30, 4, TORCH);
chunks.push(c);
}
}
let region = [
[Some(&chunks[0]), Some(&chunks[1]), Some(&chunks[2])],
[Some(&chunks[3]), Some(&chunks[4]), Some(&chunks[5])],
[Some(&chunks[6]), Some(&chunks[7]), Some(&chunks[8])],
];
for _ in 0..5 {
let _ = light_chunk(&region, &t, true);
}
let start = Instant::now();
let iters = 200;
for _ in 0..iters {
let _ = std::hint::black_box(light_chunk(std::hint::black_box(&region), &t, true));
}
let elapsed = start.elapsed();
println!(
"benchmark_light_chunk: {:?} total, {:.2} µs/chunk",
elapsed,
elapsed.as_micros() as f64 / iters as f64
);
}
#[test]
fn scratch_queues_shrink_above_capacity_cap() {
let mut scratch = LightScratch::new();
scratch.queue.resize(100_000, 0);
scratch.sky_queue.resize(100_000, 0);
assert!(scratch.queue.capacity() >= 100_000);
assert!(scratch.sky_queue.capacity() >= 100_000);
scratch.clear_queues();
assert_eq!(scratch.queue.len(), 0);
assert_eq!(scratch.sky_queue.len(), 0);
assert!(scratch.queue.capacity() < 100_000);
assert!(scratch.sky_queue.capacity() < 100_000);
}
/// The baseline flood-fill lighting algorithm before the scratch and wavefront optimizations.
fn old_light_chunk(
region: &[[Option<&Chunk>; 3]; 3],
tables: &LightTables,
sky_light: bool,
) -> Vec<Light> {
let sections = region[1][1].expect("centre chunk").sections.len();
let mut top_section = 0;
for chunk in region.iter().flatten().flatten() {
for (i, s) in chunk.sections.iter().enumerate().rev() {
if !s.is_uniform(0) {
top_section = top_section.max(i + 1);
break;
}
}
}
let h = ((top_section + 1) * 16).min(sections * 16);
let at = |x: usize, y: usize, z: usize| (y * W + z) * W + x;
let mut states = vec![0u16; W * W * h];
let mut sky = vec![0u8; W * W * h];
let mut block = vec![0u8; W * W * h];
let mut queue = VecDeque::new();
let mut sky_queue = VecDeque::new();
let mut ids = Box::new([0u32; 4096]);
for (dz, row) in region.iter().enumerate() {
for (dx, chunk) in row.iter().enumerate() {
let Some(chunk) = chunk else { continue };
for (si, section) in chunk.sections.iter().enumerate().take(top_section) {
if section.is_uniform(0) {
continue;
}
section.unpack(&mut ids);
for (i, &id) in ids.iter().enumerate() {
let (lx, lz, ly) = (i & 15, (i >> 4) & 15, i >> 8);
let p = at(dx * 16 + lx, si * 16 + ly, dz * 16 + lz);
let info = tables.info[id as usize];
states[p] = info as u16;
let emission = info >> 16;
if emission > 0 {
block[p] = emission as u8;
queue.push_back(p as u32);
}
}
}
}
}
let mut present = vec![false; W * W];
for z in 0..W {
for x in 0..W {
present[z * W + x] = region[z / 16][x / 16].is_some();
}
}
let mut lowest = vec![h as i32; W * W];
let old_packed_edge_occluded = |top: u16, bottom: u16| -> bool {
bottom & 0xF != 0 || tables.packed_blocked(top, bottom, Direction::Down as usize)
};
for z in 0..W {
for x in 0..W {
if !present[z * W + x] || !sky_light {
continue;
}
let mut y = h as i32 - 1;
sky[at(x, y as usize, z)] = 15;
while y > 0
&& !old_packed_edge_occluded(
states[at(x, y as usize, z)],
states[at(x, y as usize - 1, z)],
)
{
y -= 1;
sky[at(x, y as usize, z)] = 15;
}
lowest[z * W + x] = y;
}
}
for z in 0..W {
for x in 0..W {
if !present[z * W + x] || !sky_light {
continue;
}
let own = lowest[z * W + x];
let mut deepest = own;
for (nx, nz) in [
(x.wrapping_sub(1), z),
(x + 1, z),
(x, z.wrapping_sub(1)),
(x, z + 1),
] {
if nx < W && nz < W && present[nz * W + nx] {
deepest = deepest.max(lowest[nz * W + nx]);
}
}
let from = own.max(0) as usize;
let to = (deepest as usize).min(h.saturating_sub(1));
for y in from..=to {
if sky[at(x, y, z)] == 15 {
sky_queue.push_back(at(x, y, z) as u32);
}
}
}
}
let spread = |light: &mut [u8], queue: &mut VecDeque<u32>| {
while let Some(p) = queue.pop_front() {
let p = p as usize;
let level = light[p];
if level <= 1 {
continue;
}
let x = p % W;
let z = (p / W) % W;
let y = p / (W * W);
let from = states[p];
let col = z * W + x;
macro_rules! neighbour {
($d:expr, $q:expr, $ncol:expr) => {{
if present[$ncol] {
let q = $q;
let to = states[q];
let next = level.saturating_sub((to & 0xF).max(1) as u8);
if next > light[q] && !tables.packed_blocked(from, to, $d) {
light[q] = next;
queue.push_back(q as u32);
}
}
}};
}
if y > 0 {
neighbour!(0, p - W * W, col);
}
if y + 1 < h {
neighbour!(1, p + W * W, col);
}
if z > 0 {
neighbour!(2, p - W, col - W);
}
if z + 1 < W {
neighbour!(3, p + W, col + W);
}
if x > 0 {
neighbour!(4, p - 1, col - 1);
}
if x + 1 < W {
neighbour!(5, p + 1, col + 1);
}
}
};
spread(&mut sky, &mut sky_queue);
spread(&mut block, &mut queue);
pack_lighting(sections, h, &sky, &block, sky_light)
}
#[test]
fn light_chunk_matches_old_algorithm() {
let t = tables();
let layout = ColumnLayout::VANILLA;
let mut rng = 0x1234_5678_u64;
let mut next = |max: usize| -> usize {
rng = rng.wrapping_mul(6364136223846793005).wrapping_add(1);
((rng >> 32) as usize) % max
};
let cases = [
// (sky_light, missing_pattern)
// 0 = full 3x3
// 1 = missing corners
// 2 = missing edges
// 3 = random missing neighbours
// 4 = only centre and single neighbour
(true, 0),
(false, 0),
(true, 1),
(false, 1),
(true, 2),
(false, 2),
(true, 3),
(false, 3),
(true, 4),
(false, 4),
];
for (round, &(sky_light, pattern)) in cases.iter().enumerate() {
let mut chunks = Vec::new();
for cz in -1..=1 {
for cx in -1..=1 {
let mut c = Chunk::with_layout(cx, cz, layout);
let base_y = -64 + next(64) as i32;
for y in layout.min_y()..base_y {
for i in 0..256 {
c.set(i & 15, y, i >> 4, STONE);
}
}
let features = 10 + next(20);
for _ in 0..features {
let fx = next(16) as i32;
let fz = next(16) as i32;
let fy = base_y + next(32) as i32;
let block_type = match next(4) {
0 => AIR,
1 => STONE,
2 => TORCH,
_ => SLAB,
};
c.set(fx, fy, fz, block_type);
}
let roof_y = base_y + 10 + next(10) as i32;
for rx in 4..12 {
for rz in 4..12 {
if next(3) != 0 {
c.set(rx, roof_y, rz, SLAB);
}
}
}
c.set(8, roof_y - 1, 8, TORCH);
c.set(next(16) as i32, roof_y + 2, next(16) as i32, TORCH);
c.set(0, base_y + 1, 0, TORCH);
c.set(15, base_y + 1, 15, TORCH);
chunks.push(c);
}
}
let mut region: [[Option<&Chunk>; 3]; 3] = [[None; 3]; 3];
for dz in 0..3 {
for dx in 0..3 {
let is_centre = dz == 1 && dx == 1;
let chunk_ref = &chunks[dz * 3 + dx];
let include = if is_centre {
true
} else {
match pattern {
0 => true,
1 => (dz + dx) % 2 == 1,
2 => (dz + dx) % 2 == 0,
3 => next(10) < 6,
4 => dz == 1 && dx == 2,
_ => true,
}
};
if include {
region[dz][dx] = Some(chunk_ref);
}
}
}
let old = old_light_chunk(&region, &t, sky_light);
let new = light_chunk(&region, &t, sky_light);
assert_eq!(
old.len(),
new.len(),
"round {round}: section count mismatch"
);
for si in 0..old.len() {
for i in 0..4096 {
assert_eq!(
new[si].get(i),
old[si].get(i),
"mismatch at round {round} (sky_light={sky_light}, pattern={pattern}), section {si}, index {i} (lx={}, ly={}, lz={}): new={:#04x}, old={:#04x}",
i & 15,
i >> 8,
(i >> 4) & 15,
new[si].get(i),
old[si].get(i)
);
}
}
}
}
}
@@ -130,6 +130,12 @@ impl Mesher {
let tint = match name.strip_prefix("minecraft:").unwrap_or(name) {
"spruce_leaves" => Tint::Constant(0x61_9961),
"birch_leaves" => Tint::Constant(0x80_A755),
// Cherry (and other pre-coloured) leaves: the texture is
// already pink; biome foliage tint turns a grove yellow (#4688).
"cherry_leaves"
| "azalea_leaves"
| "flowering_azalea_leaves"
| "pale_oak_leaves" => Tint::None,
"leaf_litter" => Tint::Dry,
_ if leaves => Tint::Foliage,
_ => Tint::Grass,
+153 -16
View File
@@ -139,11 +139,50 @@ mod vertex_tests {
assert_eq!(hdr_tier("red_candle", 3), LOW);
assert_eq!(hdr_tier("glow_lichen", 7), 0);
assert_eq!(hdr_tier("stone", 0), 0);
assert_eq!(hdr_tier("ochre_froglight", 15), LOW);
assert_eq!(hdr_tier("respawn_anchor", 3), INCANDESCENT);
assert_eq!(hdr_tier("waxed_copper_bulb", 15), LOW);
assert_eq!(hdr_tier("sea_pickle", 15), 0);
// Unlisted ones by their light level.
assert_eq!(hdr_tier("ochre_froglight", 15), INCANDESCENT);
assert_eq!(hdr_tier("vault", 12), INCANDESCENT);
assert_eq!(hdr_tier("sculk_sensor", 1), LOW);
}
}
#[cfg(test)]
mod section_mesh_tests {
use super::*;
#[test]
fn compute_bounds_empty_solid_and_translucent() {
let mut mesh = SectionMesh::default();
assert_eq!(mesh.compute_bounds(), None);
let v1 = TerrainVertex::new([1.0, 2.0, 3.0], [0.0, 0.0], 0, 0, 0);
let v2 = TerrainVertex::new([4.0, 5.0, 6.0], [0.0, 0.0], 0, 0, 0);
mesh.solid.push(v1);
mesh.solid.push(v2);
let pad = glam::Vec3::splat(SectionMesh::BOUNDS_PAD);
assert_eq!(
mesh.compute_bounds(),
Some([
glam::Vec3::new(1.0, 2.0, 3.0) - pad,
glam::Vec3::new(4.0, 5.0, 6.0) + pad,
])
);
let v3 = TerrainVertex::new([0.5, 7.0, 8.0], [0.0, 0.0], 0, 0, 0);
mesh.translucent.push(v3);
assert_eq!(
mesh.compute_bounds(),
Some([
glam::Vec3::new(0.5, 2.0, 3.0) - pad,
glam::Vec3::new(4.0, 7.0, 8.0) + pad,
])
);
}
}
pub struct SectionMesh {
pub solid: Vec<TerrainVertex>,
/// The buckets `solid` is sorted in by the side its quads face: empty
@@ -158,6 +197,8 @@ pub struct SectionMesh {
/// each frame by `block_entity_render` like vanilla's per-section
/// `SectionCompiler.Results.blockEntities`.
pub block_entities: Vec<([i32; 3], u32)>,
/// Axis-aligned bounding box [min, max] of actual terrain mesh vertices in section-local space [0, 16].
pub bounds: Option<[glam::Vec3; 2]>,
}
impl Default for SectionMesh {
fn default() -> Self {
@@ -167,19 +208,66 @@ impl Default for SectionMesh {
translucent: Vec::new(),
visibility: ALL_VISIBLE,
block_entities: Vec::new(),
bounds: None,
}
}
}
impl SectionMesh {
/// Padding applied to mesh vertex bounds to prevent clipping at the frustum
/// boundary when shader packs with vertex displacement (e.g. waving foliage, water) are active.
pub const BOUNDS_PAD: f32 = 0.5;
/// Retain geometry capacity after an upload, but none of its old contents.
pub(crate) fn clear(&mut self) {
self.solid.clear();
self.translucent.clear();
self.block_entities.clear();
self.sides = Sides::default();
self.visibility = ALL_VISIBLE;
self.bounds = None;
}
pub(crate) fn capacity_bytes(&self) -> usize {
self.solid.capacity() * std::mem::size_of::<TerrainVertex>()
+ self.translucent.capacity() * std::mem::size_of::<TerrainVertex>()
+ self.block_entities.capacity() * std::mem::size_of::<([i32; 3], u32)>()
}
/// Sorts the solid quads by the side they face, for the renderer to
/// leave out those facing away from the eye (`sides`).
pub fn sort_solid(&mut self) {
self.sides = sides::sort(&mut self.solid);
self.bounds = self.compute_bounds();
}
/// Computes the tight axis-aligned bounding box [min, max] of actual terrain geometry vertices.
pub fn compute_bounds(&self) -> Option<[glam::Vec3; 2]> {
if self.solid.is_empty() && self.translucent.is_empty() {
return None;
}
let mut min = glam::Vec3::splat(f32::INFINITY);
let mut max = glam::Vec3::splat(f32::NEG_INFINITY);
for v in &self.solid {
let p = glam::Vec3::from(v.pos);
min = min.min(p);
max = max.max(p);
}
for v in &self.translucent {
let p = glam::Vec3::from(v.pos);
min = min.min(p);
max = max.max(p);
}
let pad = glam::Vec3::splat(Self::BOUNDS_PAD);
Some([min - pad, max + pad])
}
}
pub const ALL_VISIBLE: u64 = (1 << 36) - 1;
/// VisGraph.resolve: flood fill non-opaque cells and connect the faces each region touches.
#[cfg(test)]
fn visibility(pad: &Padded, info: &[Info]) -> u64 {
visibility_reusing(pad, info, &mut Vec::new())
}
fn visibility_reusing(pad: &Padded, info: &[Info], stack: &mut Vec<usize>) -> u64 {
// The all-visible shortcut can leave a partially filled stack behind.
stack.clear();
// Opaque cells are already visited: resolve each state's opacity once,
// then reuse this map for the flood fill and the uniform-section shortcuts.
let mut seen = [false; 4096];
@@ -201,7 +289,6 @@ fn visibility(pad: &Padded, info: &[Info]) -> u64 {
return 0;
}
let mut result = 0u64;
let mut stack = Vec::new();
for start in 0..4096usize {
if seen[start] {
continue;
@@ -458,7 +545,12 @@ impl MeshTables {
});
let mut face = [0u8; 6];
let mut cover = [0f32; 6];
for d in Direction::ALL {
// A server's visibility knows no state (`FaceVisibility::empty`):
// it meshes no fluid, so these stay unset.
for d in Direction::ALL
.into_iter()
.filter(|_| !visibility.is_empty())
{
let (face_id, shape) = visibility
.occlusion_face(BlockStateId(id as u32), d)
.ok_or("missing occlusion face")?;
@@ -631,21 +723,30 @@ fn pi(x: i32, y: i32, z: i32) -> usize {
((y + B) as usize * P + (z + B) as usize) * P + (x + B) as usize
}
/// Blocks and light of one section plus a `B`-block border.
#[derive(Default)]
struct Padded {
blocks: Vec<u32>,
light: Vec<u8>,
}
impl Padded {
#[cfg(test)]
fn new(region: &[[Option<&Chunk>; 3]; 3], sy: i32) -> Self {
let mut blocks = vec![0u32; P * P * P];
let mut light = vec![0u8; P * P * P];
let mut pad = Self::default();
pad.fill(region, sy, &mut Box::new([0; 4096]));
pad
}
fn fill(&mut self, region: &[[Option<&Chunk>; 3]; 3], sy: i32, own: &mut [u32; 4096]) {
self.blocks.resize(P * P * P, 0);
self.blocks.fill(0);
self.light.resize(P * P * P, 0);
let (blocks, light) = (&mut self.blocks, &mut self.light);
let base_y = region[1][1].map_or(MIN_Y, Chunk::min_y) + sy * 16;
// The section itself is unpacked in one pass; the border cells of the
// neighbouring sections are read one by one.
let mut own = Box::new([0u32; 4096]);
own.fill(0);
let center = region[1][1].map(|c| &c.sections[sy as usize]);
if let Some(section) = center {
section.unpack(&mut own);
section.unpack(own);
}
for y in -B..16 + B {
let wy = base_y + y;
@@ -677,9 +778,18 @@ impl Padded {
}
}
}
Self { blocks, light }
}
}
/// Per-worker temporary arrays. They never hold resource-pack references or
/// geometry still owned by the renderer, and total about 88 KiB per worker.
#[derive(Default)]
pub(crate) struct MeshScratch {
padded: Padded,
own: Option<Box<[u32; 4096]>>,
visibility: Vec<usize>,
}
#[cfg(test)]
mod reuse_tests;
/// Set on a terrain vertex's sprite layer when its texture alpha must be ignored.
pub const OPAQUE_LAYER: u16 = 1 << 15;
/// The bits of `TerrainVertex::color`'s alpha byte that hold how brightly its face shines
@@ -702,14 +812,25 @@ pub fn hdr_tier(name: &str, level: u8) -> u8 {
match name {
_ if level == 0 => 0,
"glowstone" | "jack_o_lantern" | "campfire" | "soul_campfire" | "soul_lantern"
| "soul_torch" | "soul_wall_torch" | "soul_fire" => BRIGHT,
| "soul_torch" | "soul_wall_torch" | "soul_fire" | "beacon" | "end_rod" | "furnace"
| "redstone_lamp" => BRIGHT,
"torch" | "wall_torch" | "lantern" | "lava" | "crying_obsidian" | "fire"
| "sea_lantern" => INCANDESCENT,
"redstone_torch" | "redstone_wall_torch" | "magma_block" => LOW,
// Glowing at every charge, not only the brighter ones.
"respawn_anchor" => INCANDESCENT,
"redstone_torch"
| "redstone_wall_torch"
| "magma_block"
| "ochre_froglight"
| "verdant_froglight"
| "pearlescent_froglight"
| "shroomlight" => LOW,
// Its flame is a particle.
_ if name.ends_with("candle") || name.ends_with("candle_cake") => LOW,
// One tier at every oxidation stage, waxed or not.
_ if name.ends_with("copper_bulb") => LOW,
// A faint glow in the dark, as in SDR.
"glow_lichen" => 0,
"glow_lichen" | "sea_pickle" | "brown_mushroom" | "dragon_egg" | "end_portal_frame" => 0,
_ if level >= 10 => INCANDESCENT,
_ => LOW,
}
@@ -849,14 +970,30 @@ pub struct Mesher<'a> {
impl Mesher<'_> {
/// `region[dz][dx]` are the chunks around the meshed column (centre 1,1).
pub fn mesh(&mut self, region: &[[Option<&Chunk>; 3]; 3], sy: i32) -> SectionMesh {
let mut out = SectionMesh::default();
self.mesh_reusing(
region,
sy,
SectionMesh::default(),
&mut MeshScratch::default(),
)
}
pub(crate) fn mesh_reusing(
&mut self,
region: &[[Option<&Chunk>; 3]; 3],
sy: i32,
mut out: SectionMesh,
scratch: &mut MeshScratch,
) -> SectionMesh {
out.clear();
let center = region[1][1].expect("centre chunk");
let section = &center.sections[sy as usize];
if section.is_uniform(0) {
return out;
}
let pad = Padded::new(region, sy);
out.visibility = visibility(&pad, &self.tables.info);
let own = scratch.own.get_or_insert_with(|| Box::new([0; 4096]));
scratch.padded.fill(region, sy, own);
let pad = &scratch.padded;
out.visibility = visibility_reusing(pad, &self.tables.info, &mut scratch.visibility);
let base_y = center.min_y() + sy * 16;
let mut tints = Tints::new(
region,
@@ -891,7 +1028,7 @@ impl Mesher<'_> {
if state.fluid.kind() != FluidKind::Empty {
let water = tints.get(Resolver::Water, x, y, z);
let nether = self.nether_shading;
fluid::tesselate(self.tables, nether, &pad, water, &mut out, [x, y, z]);
fluid::tesselate(self.tables, nether, pad, water, &mut out, [x, y, z]);
}
if !state.model {
continue;
@@ -941,7 +1078,7 @@ impl Mesher<'_> {
continue;
}
self.face(
&pad,
pad,
&mut tints,
&mut out,
[x, y, z],
@@ -0,0 +1,208 @@
use super::*;
#[test]
fn padded_reuse_resets_missing_neighbors_and_matches_chunk_reads_across_layouts() {
let mut pad = Padded::default();
let mut own = Box::new([u32::MAX; 4096]);
for min_y in [MIN_Y, -256, 0, 256] {
let layout = crate::chunk::ColumnLayout::new(min_y, 32).unwrap();
let base_y = min_y + 16;
let mut center = Chunk::with_layout(0, 0, layout);
center.set(0, base_y, 0, 7);
center.set(15, base_y + 15, 15, 9);
let mut neighbor = Chunk::with_layout(1, 0, layout);
neighbor.set(0, base_y + 2, 3, 11);
let mut region = [[None; 3]; 3];
region[1][1] = Some(&center);
region[1][2] = Some(&neighbor);
pad.fill(&region, 1, &mut own);
let buffers = (pad.blocks.as_ptr(), pad.light.as_ptr());
for current in [region, [[None; 3]; 3], region] {
pad.fill(&current, 1, &mut own);
for y in -B..16 + B {
for z in -B..16 + B {
for x in -B..16 + B {
let chunk = current[((z + 16) >> 4) as usize][((x + 16) >> 4) as usize];
// A missing neighbour continues the centre's edge column.
let (block, light) = match (chunk, current[1][1]) {
(Some(c), _) => (
c.get(x & 15, base_y + y, z & 15),
c.light(x & 15, base_y + y, z & 15),
),
(None, Some(c)) => {
let (ex, ez) = (x.clamp(0, 15), z.clamp(0, 15));
(c.get(ex, base_y + y, ez), c.light(ex, base_y + y, ez))
}
(None, None) => (0, 0xF0),
};
assert_eq!(pad.blocks[pi(x, y, z)], block);
assert_eq!(pad.light[pi(x, y, z)], light);
}
}
}
assert_eq!(buffers, (pad.blocks.as_ptr(), pad.light.as_ptr()));
}
}
}
/// Run explicitly with prepared assets; never silently pass without exercising geometry.
#[test]
#[ignore = "requires prepared 26.3 resources (HORIZON_MESH_TEST_RESOURCES or .local/horizon-client/26.3)"]
fn reused_mesh_matches_fresh_geometry_across_sections_and_resource_reload() {
let root = std::env::var_os("HORIZON_MESH_TEST_RESOURCES")
.map(std::path::PathBuf::from)
.unwrap_or_else(|| {
std::path::Path::new(env!("CARGO_MANIFEST_DIR"))
.join("../../.local/horizon-client/26.3")
});
let assets = Assets::load(&root).unwrap();
let facts = BlockFacts::load(&root, assets.registry).unwrap();
let biomes = Biomes::load(&root).unwrap();
let state = |name| assets.registry.default_state(name).unwrap().0;
let names = [
"minecraft:stone",
"minecraft:glass",
"minecraft:grass_block",
"minecraft:oak_leaves",
"minecraft:water",
"minecraft:chest",
];
let mut dense = Chunk::empty(0, 0);
for z in 0..16 {
for x in 0..16 {
dense.set(
x,
MIN_Y + 4,
z,
state(names[((x + z) as usize) % names.len()]),
);
}
}
let mut sparse = Chunk::empty(-3, 5);
sparse.set(0, MIN_Y + 15, 0, state("minecraft:short_grass"));
sparse.set(15, MIN_Y + 1, 15, state("minecraft:lava"));
let empty = Chunk::empty(0, 0);
let mut neighbor = Chunk::empty(1, 0);
neighbor.set(0, MIN_Y + 4, 0, state("minecraft:stone"));
let mut custom = Chunk::with_layout(2, -4, crate::chunk::ColumnLayout::new(-256, 64).unwrap());
custom.set(1, -252, 2, state("minecraft:chest"));
let mut scratch = MeshScratch::default();
let mut recycled = SectionMesh::default();
// The same scratch and output buffers survive a resource reload. They must
// contain no references into the previous RenderAssets or MeshTables.
for reload in 0..2 {
let render = assets.reload(&root).unwrap();
let visibility = crate::models::load_visibility(&root, assets.registry).unwrap();
let tables = MeshTables::new(&assets, &render, &facts, visibility.clone()).unwrap();
let mut mesher = Mesher {
nether_shading: false,
assets: &assets,
render: &render,
tables: &tables,
biomes: &biomes,
visibility,
zoom: BiomeZoom::new(42),
blend_radius: 2,
smooth_lighting: reload == 0,
cutout_leaves: reload == 0,
};
for (case, (center, east)) in [
(&empty, None),
(&dense, Some(&neighbor)),
(&sparse, None),
(&empty, None),
(&dense, None),
(&custom, None),
]
.into_iter()
.enumerate()
{
let mut region = [[None; 3]; 3];
region[1][1] = Some(center);
region[1][2] = east;
let mut fresh = mesher.mesh(&region, 0);
recycled = mesher.mesh_reusing(&region, 0, recycled, &mut scratch);
if reload == 0 && case == 0 {
assert!(scratch.own.is_none());
assert_eq!(scratch.padded.blocks.capacity(), 0);
assert_eq!(scratch.padded.light.capacity(), 0);
assert_eq!(scratch.visibility.capacity(), 0);
}
fresh.sort_solid();
recycled.sort_solid();
assert_eq!(
bytemuck::cast_slice::<TerrainVertex, u8>(&fresh.solid),
bytemuck::cast_slice::<TerrainVertex, u8>(&recycled.solid)
);
assert_eq!(
bytemuck::cast_slice::<TerrainVertex, u8>(&fresh.translucent),
bytemuck::cast_slice::<TerrainVertex, u8>(&recycled.translucent)
);
assert_eq!(fresh.block_entities, recycled.block_entities);
assert_eq!(fresh.visibility, recycled.visibility);
assert_eq!(fresh.sides, recycled.sides);
assert_eq!(fresh.bounds, recycled.bounds);
if std::ptr::eq(center, &dense) {
assert!(!fresh.solid.is_empty());
assert!(!fresh.translucent.is_empty());
assert!(!fresh.block_entities.is_empty());
}
if std::ptr::eq(center, &custom) {
assert_eq!(
fresh.block_entities,
[([33, -252, -62], state("minecraft:chest"))]
);
}
}
}
}
/// An isolated scratch-stage comparison, not a whole-mesher or FPS benchmark.
/// Output each sample so the caller can retain the observations and spread.
#[test]
#[ignore = "opt-in scratch microbenchmark; run with --nocapture --test-threads=1"]
fn benchmark_padded_reuse() {
const ITERATIONS: usize = 4096;
let mut chunk = Chunk::empty(0, 0);
for y in 0..16 {
for z in 0..16 {
for x in 0..16 {
chunk.set(x, MIN_Y + y, z, 1 + ((x + y + z) % 7) as u32);
}
}
}
let mut region = [[None; 3]; 3];
region[1][1] = Some(&chunk);
let mut pad = Padded::new(&region, 0);
let mut own = Box::new([0; 4096]);
let pointers = (pad.blocks.as_ptr(), pad.light.as_ptr(), own.as_ptr());
let bytes = pad.blocks.capacity() * 4 + pad.light.capacity() + 4096 * 4;
// Warm both code paths and the process allocator before recording samples.
for _ in 0..1024 {
std::hint::black_box(Padded::new(std::hint::black_box(&region), 0));
pad.fill(std::hint::black_box(&region), 0, &mut own);
std::hint::black_box(&pad);
}
for sample in 0..9 {
// Alternate execution order to expose, rather than hide, order effects.
for reused in [sample % 2 == 0, sample % 2 != 0] {
let start = std::time::Instant::now();
for _ in 0..ITERATIONS {
if reused {
pad.fill(std::hint::black_box(&region), 0, &mut own);
std::hint::black_box(&pad);
} else {
std::hint::black_box(Padded::new(std::hint::black_box(&region), 0));
}
}
println!(
"{{\"sample\":{sample},\"reused\":{reused},\"iterations\":{ITERATIONS},\"elapsed_ms\":{:.6},\"scratch_bytes\":{bytes}}}",
start.elapsed().as_secs_f64() * 1000.0
);
assert_eq!(
pointers,
(pad.blocks.as_ptr(), pad.light.as_ptr(), own.as_ptr())
);
}
}
}
@@ -187,6 +187,21 @@ fn visibility_matches_reference() {
}
}
#[test]
fn visibility_scratch_reuse_keeps_shortcuts_and_subsequent_fills_exact() {
let info = [info(false), info(true), info(false), info(true)];
let mut stack = vec![usize::MAX];
for _ in 0..3 {
for (name, pad) in cases() {
assert_eq!(
visibility_reusing(&pad, &info, &mut stack),
reference(&pad, &info),
"{name}"
);
}
}
}
#[test]
fn visibility_preserves_every_face_pair() {
let info = [info(false), info(true), info(false), info(true)];
@@ -12,6 +12,11 @@ use std::{
pub const FILE: &str = "horizon-mods.txt";
/// The folder holding `.hmod` files, beside `options.txt`.
pub const DIR: &str = "horizon-mods";
/// Where the launcher installs native mods (`<id>.hnmod`), beside [`DIR`]. They run only in a
/// game the launcher built with them.
pub const NATIVE_DIR: &str = "horizon-native-mods";
/// Why a native mod installed in [`NATIVE_DIR`] doesn't run in this game.
pub const NOT_BUILT: &str = "Installed, not built into this game: build the game with it in the launcher (Settings > Native mods), then play the instance that build is in.";
#[derive(Clone, Debug, Default, PartialEq)]
pub struct ModList {
@@ -579,6 +579,9 @@ impl MultiLineEdit {
if show_cursor && !insert_cursor && self.within(cursor_y + shift, cursor_y + shift + LINE) {
batch.text(atlas, "_", cursor_x, cursor_y, cursor_color, true);
}
if self.focused {
crate::preedit::report_caret(cursor_x, cursor_y, 10.0);
}
if self.has_selection() {
let (sel_begin, sel_end) = self.selected();
let draw_x = inner_left;
+166
View File
@@ -0,0 +1,166 @@
// Improved transparency (the options screen's order-independent transparency),
// appended to terrain.wgsl. Vanilla 26.3 draws its translucent layer three
// times: once to find each pixel's nearest and furthest see-through depth (the
// depth bounds), once to add each fragment's absorbance into a small wavelet
// transform over that range (the transmittance), and once to weight every
// fragment's colour by what the transform says lies in front of it (the
// accumulation). A last full-screen pass puts the sum over the opaque world.
//
// Eight coefficients in two RGBA16F targets: [0] is the mean absorbance, [1]
// the widest wavelet, [2..4] the next level, [4..8] the finest, one per depth
// bin pair.
struct OitParams {
// x, y: the projection's [2][2] and [3][2], which turn a device depth into
// a distance along the view axis: y / (depth + x).
projection: vec4<f32>,
}
@group(2) @binding(0) var<uniform> oit: OitParams;
@group(2) @binding(1) var oit_bounds: texture_2d<f32>;
@group(2) @binding(2) var oit_coeff0: texture_2d<f32>;
@group(2) @binding(3) var oit_coeff1: texture_2d<f32>;
@group(2) @binding(4) var oit_accumulated: texture_2d<f32>;
const OIT_FULLY_OPAQUE_ALPHA: f32 = 0.99;
const OIT_FULLY_OPAQUE_TRANSMITTANCE: f32 = 0.02;
const OIT_BINS: i32 = 8;
const OIT_LOW_PRECISION_BINS: f32 = 2.0;
const OIT_HIGH_PRECISION_RANGE: f32 = 10.0;
const OIT_ALPHA_CUTOUT: f32 = 0.1;
fn oit_linear_depth(device_depth: f32) -> f32 {
return oit.projection.y / (device_depth + oit.projection.x);
}
fn oit_absorbance(transmittance: f32) -> f32 {
return clamp(-log(max(transmittance, 0.0001)), 0.0, 4.0);
}
fn oit_transmittance(absorbance: f32) -> f32 {
return clamp(exp(-absorbance), 0.0001, 1.0);
}
// Where a fragment sits in its pixel's depth range, 0 to 1. The last
// OIT_LOW_PRECISION_BINS bins stretch over whatever is past the first ten
// blocks, so a thin pane near the eye keeps its resolution in a deep range.
fn oit_normalize_depth(device_depth: f32, pixel: vec2<f32>) -> f32 {
let bounds = textureLoad(oit_bounds, vec2<i32>(pixel), 0);
let nearest = -bounds.r;
let furthest = bounds.g;
let linear = oit_linear_depth(device_depth);
let range = max(furthest - nearest, 0.0001);
let within = clamp(linear - nearest, 0.0, range);
let fine_share = (f32(OIT_BINS) - OIT_LOW_PRECISION_BINS) / f32(OIT_BINS);
let fine_range = fine_share * range;
if fine_range <= OIT_HIGH_PRECISION_RANGE {
return within / range;
}
if within <= OIT_HIGH_PRECISION_RANGE {
return within / OIT_HIGH_PRECISION_RANGE * fine_share;
}
return fine_share + (within - OIT_HIGH_PRECISION_RANGE)
/ (range - OIT_HIGH_PRECISION_RANGE) * (1.0 - fine_share);
}
struct OitCoefficients {
@location(0) first: vec4<f32>,
@location(1) second: vec4<f32>,
}
// One fragment's contribution to the transform (summed by additive blending).
fn oit_add_transmittance(transmittance: f32, frag_depth: f32, pixel: vec2<f32>) -> OitCoefficients {
var c: array<f32, 8>;
let absorbance = oit_absorbance(transmittance);
let original = oit_normalize_depth(frag_depth, pixel);
let depth = original * f32(OIT_BINS - 1) / f32(OIT_BINS);
c[0] = absorbance * (1.0 - depth);
// The wavelet tree's leaves start at index 8.
var tree = i32(floor(original * f32(OIT_BINS - 1))) + OIT_BINS;
for (var level = 0; level <= 2; level++) {
let power = 2 - level;
let parent = tree >> 1u;
let index_at_parent = f32(parent & ((1 << u32(power)) - 1));
let right = tree & 1;
let side = 1 - (right << 1u);
let width = exp2(-f32(power));
let height = exp2(f32(power) * 0.5);
let offset = depth - width * index_at_parent;
c[parent] = (f32(right) * width + f32(side) * offset) * height * absorbance;
tree = parent;
}
return OitCoefficients(vec4(c[0], c[1], c[2], c[3]), vec4(c[4], c[5], c[6], c[7]));
}
// The absorbance in front of `original` (a normalized depth), without the
// fragment's own contribution `current` that the transform already holds.
fn oit_sample_absorbance(coefficients: array<f32, 8>, original: f32, current: f32) -> f32 {
var c = coefficients;
var average = c[0];
if average == 0.0 {
return 0.0;
}
let in_bins = original * f32(OIT_BINS - 1);
let depth = in_bins / f32(OIT_BINS);
average -= current * (1.0 - depth);
// B: the bin the fragment is in; A: the one before it.
var tree_b = clamp(i32(floor(in_bins)), 0, OIT_BINS - 1);
let sample_a_too = tree_b >= 1;
var tree_a = select(tree_b, tree_b - 1, sample_a_too);
tree_b += OIT_BINS;
tree_a += OIT_BINS;
var sample_b = average;
var sample_a = select(0.0, average, sample_a_too);
for (var level = 0; level <= 2; level++) {
let power = 2 - level;
let width = exp2(-f32(power));
let height = exp2(f32(power) * 0.5);
let parent_b = tree_b >> 1u;
let right_b = tree_b & 1;
let side_b = 1 - (right_b << 1u);
let index_at_parent = f32(parent_b & ((1 << u32(power)) - 1));
let offset = depth - width * index_at_parent;
let own = (f32(right_b) * width + f32(side_b) * offset) * height * current;
let difference_b = c[parent_b] - own;
sample_b -= height * difference_b * f32(side_b);
tree_b = parent_b;
if sample_a_too {
let parent_a = tree_a >> 1u;
let difference_a = select(c[parent_a], difference_b, parent_a == parent_b);
let side_a = 1 - ((tree_a & 1) << 1u);
sample_a -= height * difference_a * f32(side_a);
tree_a = parent_a;
}
}
let blend = select(fract(in_bins), 1.0, in_bins >= f32(OIT_BINS));
return mix(sample_a, sample_b, blend);
}
fn oit_sample_transmittance(pixel: vec2<i32>, depth: f32, current: f32) -> f32 {
let a = textureLoad(oit_coeff0, pixel, 0);
let b = textureLoad(oit_coeff1, pixel, 0);
let c = array<f32, 8>(a.x, a.y, a.z, a.w, b.x, b.y, b.z, b.w);
return oit_transmittance(oit_sample_absorbance(c, depth, oit_absorbance(current)));
}
// The three stages' ends for a pipeline whose fragment colour is computed as
// it is without improved transparency (vanilla's `executeAlphaOnlyPhase` and
// `sampleColorForAccumulation`). `color` is the classic result, fogged:
// weighting a fogged colour equals fogging the weighted one, since the fog
// is a mix and vanilla premultiplies the fog colour by the same alpha.
fn oit_bounds_fragment(alpha: f32, clip: vec4<f32>) -> vec4<f32> {
if alpha < 0.01 { discard; }
let linear = oit_linear_depth(clip.z);
let opaque = select(0.0, clip.z, alpha > OIT_FULLY_OPAQUE_ALPHA);
return vec4(-linear, linear, clip.z, opaque);
}
fn oit_transmittance_fragment(alpha: f32, clip: vec4<f32>) -> OitCoefficients {
return oit_add_transmittance(1.0 - alpha, clip.z, clip.xy);
}
fn oit_accumulate_fragment(color: vec4<f32>, clip: vec4<f32>) -> vec4<f32> {
let seen = oit_sample_transmittance(vec2<i32>(clip.xy),
oit_normalize_depth(clip.z, clip.xy), 1.0 - color.a);
return vec4(color.rgb * color.a, color.a) * seen;
}
// `OIT_ADDITIVE`: no coverage and nothing in the transmittance. The colour
// is not fogged yet: the fog colour is premultiplied by the alpha, which is
// zero, so the fog fades it out instead of tinting it.
fn oit_accumulate_additive(color: vec4<f32>, fog: f32, clip: vec4<f32>) -> vec4<f32> {
let seen = oit_sample_transmittance(vec2<i32>(clip.xy),
oit_normalize_depth(clip.z, clip.xy), 1.0);
return vec4(color.rgb * color.a * (1.0 - fog), 0.0) * seen;
}
@@ -0,0 +1,13 @@
// Improved transparency's stages for the world border (`OIT_WORLD_BORDER`:
// `world_border.fsh` with `OIT_ADDITIVE`), appended to border.wgsl after
// oit.wgsl.
@fragment fn fs_oit_border_bounds(in: Out) -> @location(0) vec4<f32> {
return oit_bounds_fragment(border_color(in).a, in.clip);
}
@fragment fn fs_oit_border_transmittance(in: Out) -> OitCoefficients {
discard;
return OitCoefficients(vec4(0.0), vec4(0.0));
}
@fragment fn fs_oit_border_accumulate(in: Out) -> @location(0) vec4<f32> {
return oit_accumulate_additive(border_color(in), 0.0, in.clip);
}
@@ -0,0 +1,28 @@
// Improved transparency's cloud stages (`clouds.fsh` under OIT_*), appended to
// entity.wgsl after oit.wgsl. The clouds' vertex shader and draw are the
// classic ones; only the fragment colour goes through the three stages.
// The cloud's colour; it fades out towards the cloud fog end everywhere but in
// the depth bounds stage, which sees the unfaded alpha.
fn oit_cloud_color(in: Out, front: bool, fade: bool) -> vec4<f32> {
let color = textureSample(atlas, atlas_sampler, in.uv) * select(in.back_color, in.color, front);
let faded = 1.0 - linear_fog(in.spherical, 0.0, globals.fog_ends.y);
return vec4(color.rgb, color.a * select(1.0, faded, fade));
}
@fragment fn fs_oit_cloud_bounds(in: Out, @builtin(front_facing) front: bool) -> @location(0) vec4<f32> {
let color = oit_cloud_color(in, front, false);
if color.a < 0.01 { discard; }
let linear = oit_linear_depth(in.clip.z);
let opaque = select(0.0, in.clip.z, color.a > OIT_FULLY_OPAQUE_ALPHA);
return vec4(-linear, linear, in.clip.z, opaque);
}
@fragment fn fs_oit_cloud_transmittance(in: Out, @builtin(front_facing) front: bool) -> OitCoefficients {
let color = oit_cloud_color(in, front, true);
return oit_add_transmittance(1.0 - color.a, in.clip.z, in.clip.xy);
}
@fragment fn fs_oit_cloud_accumulate(in: Out, @builtin(front_facing) front: bool) -> @location(0) vec4<f32> {
let color = oit_cloud_color(in, front, true);
let seen = oit_sample_transmittance(vec2<i32>(in.clip.xy),
oit_normalize_depth(in.clip.z, in.clip.xy), 1.0 - color.a);
return vec4(color.rgb * color.a, color.a) * seen;
}
@@ -0,0 +1,61 @@
// Improved transparency's stages for what the entity shader draws after the
// opaque world (`LevelRenderer.executeOit`'s "Features, World Border,
// Weather" pass), appended to entity.wgsl after oit.wgsl. The colour of each
// is the classic fragment's, so the shaders cannot drift apart.
// Items, particles, text, breaking cracks (`RenderPipelines.OIT_ENTITY` and
// the others on entity.fsh).
@fragment fn fs_oit_entity_bounds(in: Out, @builtin(front_facing) front: bool) -> @location(0) vec4<f32> {
return oit_bounds_fragment(entity_color(in, front).a, in.clip);
}
@fragment fn fs_oit_entity_transmittance(in: Out, @builtin(front_facing) front: bool) -> OitCoefficients {
return oit_transmittance_fragment(entity_color(in, front).a, in.clip);
}
@fragment fn fs_oit_entity_accumulate(in: Out, @builtin(front_facing) front: bool) -> @location(0) vec4<f32> {
return oit_accumulate_fragment(entity_color(in, front), in.clip);
}
// `OIT_ENTITY_SHADOW`.
@fragment fn fs_oit_shadow_bounds(in: Out) -> @location(0) vec4<f32> {
return oit_bounds_fragment(shadow_color(in).a, in.clip);
}
@fragment fn fs_oit_shadow_transmittance(in: Out) -> OitCoefficients {
return oit_transmittance_fragment(shadow_color(in).a, in.clip);
}
@fragment fn fs_oit_shadow_accumulate(in: Out) -> @location(0) vec4<f32> {
return oit_accumulate_fragment(shadow_color(in), in.clip);
}
// `OIT_WEATHER` (the particle shader).
@fragment fn fs_oit_weather_bounds(in: Out) -> @location(0) vec4<f32> {
return oit_bounds_fragment(weather_color(in).a, in.clip);
}
@fragment fn fs_oit_weather_transmittance(in: Out) -> OitCoefficients {
return oit_transmittance_fragment(weather_color(in).a, in.clip);
}
@fragment fn fs_oit_weather_accumulate(in: Out) -> @location(0) vec4<f32> {
return oit_accumulate_fragment(weather_color(in), in.clip);
}
// `OIT_ENERGY_SWIRL`: entity.fsh with `OIT_ADDITIVE`, which caps the alpha.
@fragment fn fs_oit_swirl_bounds(in: Out) -> @location(0) vec4<f32> {
return oit_bounds_fragment(min(0.99, energy_swirl_base(in).a), in.clip);
}
@fragment fn fs_oit_swirl_transmittance(in: Out) -> OitCoefficients {
discard;
return OitCoefficients(vec4(0.0), vec4(0.0));
}
@fragment fn fs_oit_swirl_accumulate(in: Out) -> @location(0) vec4<f32> {
let color = energy_swirl_base(in);
return oit_accumulate_additive(vec4(color.rgb, min(0.99, color.a)), energy_swirl_fog(in), in.clip);
}
// `OIT_LIGHTNING` and `OIT_DRAGON_RAYS`: additive (`OIT_ADDITIVE`), the
// classic fragment's colour (fs_celestial) with the alpha capped.
@fragment fn fs_oit_lightning_bounds(in: Out) -> @location(0) vec4<f32> {
return oit_bounds_fragment(min(0.99, celestial_color(in).a), in.clip);
}
@fragment fn fs_oit_lightning_transmittance(in: Out) -> OitCoefficients {
discard;
return OitCoefficients(vec4(0.0), vec4(0.0));
}
@fragment fn fs_oit_lightning_accumulate(in: Out) -> @location(0) vec4<f32> {
let color = celestial_color(in);
return oit_accumulate_additive(vec4(color.rgb, min(0.99, color.a)), 0.0, in.clip);
}
@@ -0,0 +1,57 @@
// Improved transparency's terrain stages and its screen passes (oit.wgsl
// has the shared maths), appended to terrain.wgsl after oit.wgsl.
// The terrain's translucent layer, once per stage.
fn oit_terrain_color(in: TerrainOut) -> vec4<f32> {
var color = sprite(in.uv, in.layer & 0x7fffu) * in.color;
color = mix(globals.fog_color * vec4(1.0, 1.0, 1.0, color.a), color, in.visibility);
if color.a < OIT_ALPHA_CUTOUT { discard; }
return color;
}
// Stage 1: (-nearest, furthest, nearest device depth, nearest opaque device
// depth), combined by max blending.
@fragment fn fs_oit_bounds(in: TerrainOut) -> @location(0) vec4<f32> {
let color = oit_terrain_color(in);
let linear = oit_linear_depth(in.clip.z);
let opaque = select(0.0, in.clip.z, color.a > OIT_FULLY_OPAQUE_ALPHA);
return vec4(-linear, linear, in.clip.z, opaque);
}
// Stage 2.
@fragment fn fs_oit_transmittance(in: TerrainOut) -> OitCoefficients {
let color = oit_terrain_color(in);
return oit_add_transmittance(1.0 - color.a, in.clip.z, in.clip.xy);
}
// Stage 3: premultiplied colour, weighted by the transmittance in front.
@fragment fn fs_oit_accumulate(in: TerrainOut) -> @location(0) vec4<f32> {
let color = oit_terrain_color(in);
let seen = oit_sample_transmittance(vec2<i32>(in.clip.xy),
oit_normalize_depth(in.clip.z, in.clip.xy), 1.0 - color.a);
let weighted = vec4(color.rgb * color.a, color.a) * seen;
let f = max(linear_fog(in.spherical, globals.fog.x, globals.fog.y),
linear_fog(in.cylindrical, globals.fog.z, globals.fog.w));
// The fog colour is premultiplied by the same weight.
let rgb = mix(weighted.rgb, globals.fog_color.rgb * weighted.a, f * globals.fog_color.a);
return vec4(rgb, weighted.a);
}
struct OitFragment {
@location(0) color: vec4<f32>,
@builtin(frag_depth) depth: f32,
}
// After the bounds stage: a fully opaque fragment hides what is behind it, so
// the far bound stops there and its depth goes into the depth buffer.
@fragment fn fs_oit_cull(@builtin(position) pos: vec4<f32>) -> OitFragment {
let b = textureLoad(oit_bounds, vec2<i32>(pos.xy), 0);
let opaque = oit_linear_depth(b.a);
return OitFragment(vec4(b.r, min(b.g, opaque), b.b, b.a), b.a);
}
// The sum over the world, renormalized to the coverage the transform gives.
@fragment fn fs_oit_composite(@builtin(position) pos: vec4<f32>) -> OitFragment {
let p = vec2<i32>(pos.xy);
let accumulated = textureLoad(oit_accumulated, p, 0);
let seen = oit_sample_transmittance(p, 100000.0, 1.0);
let coverage = 1.0 - select(seen, 0.0, seen < OIT_FULLY_OPAQUE_TRANSMITTANCE);
// Additive surfaces add light but no coverage.
if coverage < 0.00001 && dot(accumulated.rgb, vec3(1.0)) < 0.00001 { discard; }
let scale = select(1.0, coverage / accumulated.a, accumulated.a > 0.00001);
return OitFragment(vec4(accumulated.rgb * scale, coverage), textureLoad(oit_bounds, p, 0).b);
}
+64 -12
View File
@@ -128,7 +128,6 @@ impl Opt {
| Opt::HideMatchedNames
| Opt::OnlySecureChat
| Opt::SaveChatDrafts
| Opt::MonochromeLogo
| Opt::RotateWithMinecarts
// Saved, but no Horizon system reads them yet: no Realms, no
// friends list, no directional audio, no now-playing toast.
@@ -141,9 +140,6 @@ impl Opt {
| Opt::ChunkFade
| Opt::ImprovedTransparency
| Opt::ChunkBuilder
// Saved, but the terrain sampler has no RGSS or anisotropic filtering yet.
| Opt::TextureFiltering
| Opt::MaxAnisotropy
// Saved, but the mouse doesn't read it yet.
| Opt::CtrlClickEmulatesRightClick
)
@@ -876,6 +872,7 @@ impl Opt {
| Opt::HideLightningFlashes
| Opt::HideSplashTexts
| Opt::HighContrastBlockOutlines
| Opt::MonochromeLogo
| Opt::HideMatchedNames
| Opt::OnlySecureChat
| Opt::SaveChatDrafts
@@ -1352,6 +1349,9 @@ pub struct OptionsUi {
pub resource_error: Option<String>,
/// When the pack screen's search box took the focus (its cursor blink).
pack_focus: Instant,
/// The selection carried over from a pack screen made again over a changed pack list
/// (`update_pack_infos`) differs from the settings'.
pack_reselected: bool,
pub in_world: bool,
/// Scroll the selected language into the middle on the next layout.
center_language: bool,
@@ -1387,6 +1387,7 @@ impl Default for OptionsUi {
data_pack_stamp: (Vec::new(), Instant::now()),
resource_error: None,
pack_focus: Instant::now(),
pack_reselected: false,
in_world: false,
center_language: false,
graphics: Default::default(),
@@ -1418,6 +1419,10 @@ fn option_widget(s: &Settings, opt: Opt, x: f32, y: f32, w: f32) -> Widget {
if !opt.available() {
return inactive(button(x, y, w, opt.label(s), Act::Cycle(opt)));
}
// VideoSettingsScreen.tick: Max Anisotropy only works with Anisotropic filtering.
if opt == Opt::MaxAnisotropy && s.file.int("textureFiltering") != 2 {
return inactive(button(x, y, w, opt.label(s), Act::Cycle(opt)));
}
match opt.kind(s) {
Kind::Slider(v) => Widget {
x,
@@ -1472,6 +1477,23 @@ impl OptionsUi {
self.settings_search.focused
&& matches!(self.page(), Page::Video | Page::Controls | Page::KeyBinds)
}
/// Whether the resource pack screen is open (not Create World's data packs on the same
/// page).
pub fn resource_packs_open(&self) -> bool {
self.page() == Page::Packs && self.data_pack_dir.is_none()
}
/// The packs in `resourcepacks/` changed while the pack screen is open
/// (`PackSelectionScreen`'s directory watcher): the screen is made again over
/// `infos`, keeping the selection made on it so far.
pub fn update_pack_infos(&mut self, infos: Vec<crate::pack_screen::PackInfo>) {
if let Some(p) = self.pack_screen.take()
&& p.changed
{
self.pack_selection = p.commit();
self.pack_reselected = true;
}
self.pack_infos = infos;
}
pub fn page(&self) -> Page {
*self.stack.last().unwrap_or(&Page::Main)
}
@@ -1966,7 +1988,9 @@ impl OptionsUi {
.map(|(i, installed)| {
let mut label = Text::literal(format!("{}: ", installed.title))
.append(on_off(s.mods.is_on(i)));
if installed.problem.is_some() {
if installed.problem.as_deref() == Some(crate::mod_list::NOT_BUILT) {
label = label.append(tr("horizon.mods.not_built"));
} else if installed.problem.is_some() {
label = label.append(tr("horizon.mods.stopped"));
} else if installed.dev {
label = label.append(tr("horizon.mods.dev"));
@@ -2588,6 +2612,7 @@ impl OptionsUi {
return;
}
if let Some(level) = Self::graphics_level(self.page()) {
self.graphics.binding = self.selected_key;
self.graphics
.draw(level, s, batch, atlas, cursor, self.in_world);
return;
@@ -2847,6 +2872,15 @@ impl OptionsUi {
}
if let Some(level) = Self::graphics_level(self.page()) {
use crate::graphics_ui::Action;
// Waiting on a key: a mouse button binds, as on Key Binds.
if self.selected_key.is_some() && !drag {
let button = if right {
winit::event::MouseButton::Right
} else {
winit::event::MouseButton::Left
};
return self.bind_mouse(s, button);
}
let mut events = Vec::new();
for action in self
.graphics
@@ -2858,6 +2892,7 @@ impl OptionsUi {
Action::SliderDrag => events.push(Event::SliderDrag),
Action::OpenAdvanced => self.push(Page::GraphicsAdvanced),
Action::OpenHdr => self.push(Page::GraphicsHdr),
Action::BindKey(name) => self.selected_key = Some(name),
Action::OpenSimple => {
if self.stack.len() >= 2
&& self.stack[self.stack.len() - 2] == Page::Graphics
@@ -3226,7 +3261,7 @@ impl OptionsUi {
} else {
"resourcePack.title"
};
self.pack_screen = Some(crate::pack_screen::PackScreen::new(
let mut screen = crate::pack_screen::PackScreen::new(
&m,
crate::text::Text::translate(title, &[]),
w,
@@ -3234,7 +3269,9 @@ impl OptionsUi {
self.in_world,
self.pack_infos.clone(),
&self.pack_selection,
));
);
screen.changed = std::mem::take(&mut self.pack_reselected);
self.pack_screen = Some(screen);
}
}
self.pack_screen.as_mut().expect("made above")
@@ -3348,7 +3385,7 @@ impl OptionsUi {
keys.insert(key.clone(), value);
return vec![Event::Changed];
}
if !s.extras.set_key(name, value.clone()) {
if !s.extras.set_key(name, value.clone()) && !s.horizon.set_key(name, value.clone()) {
s.keys.set(name, &value);
}
vec![Event::Changed]
@@ -3465,10 +3502,12 @@ mod tests {
assert_eq!(loaded.file.double(opt.file_key().unwrap()), expected);
}
}
assert!(Opt::MonochromeLogo.available());
for opt in [
Opt::TextBackground,
Opt::HideLightningFlashes,
Opt::HideSplashTexts,
Opt::MonochromeLogo,
] {
let key = opt.file_key().unwrap();
let before = s.file.bool(key);
@@ -4024,9 +4063,21 @@ mod tests {
assert_eq!(s.file.int("maxAnisotropyBit"), bit, "{preset}");
assert_eq!(s.file.int("textureFiltering"), filtering, "{preset}");
}
// Nothing samples the terrain atlas with them yet, so the buttons stay greyed out.
assert!(!Opt::TextureFiltering.available());
assert!(!Opt::MaxAnisotropy.available());
assert!(Opt::TextureFiltering.available());
assert!(Opt::MaxAnisotropy.available());
// The anisotropy slider only works with Anisotropic filtering (VideoSettingsScreen.tick).
let grey = |s: &Settings| {
matches!(
option_widget(s, Opt::MaxAnisotropy, 0.0, 0.0, 150.0).kind,
WKind::Button { active: false, .. }
)
};
s.file
.set("textureFiltering", crate::options_file::V::Int(1));
assert!(grey(&s));
s.file
.set("textureFiltering", crate::options_file::V::Int(2));
assert!(!grey(&s));
}
#[test]
@@ -4928,7 +4979,7 @@ mod tests {
MouseButton::Back,
MouseButton::Forward,
] {
for name in [SORT_KEY, "key.jump"] {
for name in [SORT_KEY, crate::graphics::HDR_KEY, "key.jump"] {
let mut ui = OptionsUi::default();
let mut s = Settings::default();
ui.selected_key = Some(name);
@@ -4937,6 +4988,7 @@ mod tests {
let value = keybinds::mouse_name(button);
match name {
SORT_KEY => assert_eq!(s.extras.sort_key, value),
crate::graphics::HDR_KEY => assert_eq!(s.horizon.hdr_key, value),
_ => assert_eq!(s.keys.get(name), value),
}
assert_eq!(Extras::parse(&s.extras.serialize()), s.extras);
+79 -24
View File
@@ -414,6 +414,13 @@ fn overlays_of(meta: &serde_json::Value) -> Vec<String> {
.flatten()
.filter(|e| overlay_applies(e))
.filter_map(|e| e["directory"].as_str().map(str::to_owned))
// OverlayMetadataSection's DIR_VALIDATOR: one folder of the pack, `[-_a-zA-Z0-9.]+`.
.filter(|d| {
stays_inside(d)
&& !d.contains('/')
&& d.bytes()
.all(|b| b.is_ascii_alphanumeric() || b"-_.".contains(&b))
})
.collect()
}
fn filter_of(meta: &serde_json::Value) -> Vec<Filter> {
@@ -539,7 +546,7 @@ fn pack_files(pack: &Pack) -> io::Result<BTreeMap<String, Provided>> {
let zip = Zip::open(z)?;
for root in &roots {
let prefix = format!("{root}assets/");
for name in zip.names() {
for name in zip.names().filter(|name| stays_inside(name)) {
if let Some(rest) = name.strip_prefix(&prefix) {
out.insert(format!("assets/{rest}"), (None, name.to_owned()));
}
@@ -549,6 +556,15 @@ fn pack_files(pack: &Pack) -> io::Result<BTreeMap<String, Provided>> {
}
Ok(out)
}
/// Whether a zip entry's name, joined to the overlay folder, stays in it: `/`-separated parts
/// (zip.rs turns `\` into `/`), none empty, `.` or `..`, and no `:` (a drive or a stream on
/// Windows). A pack, a server's too, may name entries anything.
fn stays_inside(name: &str) -> bool {
!name.contains([':', '\0'])
&& name
.split('/')
.all(|part| !part.is_empty() && part != "." && part != "..")
}
#[cfg(unix)]
fn link(target: &Path, at: &Path) -> io::Result<()> {
// Relative sources are relative to the process, not the overlay directory.
@@ -566,31 +582,11 @@ fn link(target: &Path, at: &Path) -> io::Result<()> {
fs::hard_link(target, at).or_else(|_| fs::copy(target, at).map(|_| ()))
}
}
/// A directory junction, which Windows creates without privileges (a directory symlink needs
/// developer mode). The mirror falls back to copying the tree when it fails.
/// A directory junction (`horizon_threads::junction`); the mirror falls back to copying the
/// tree when it fails.
#[cfg(windows)]
fn junction(target: &Path, at: &Path) -> io::Result<()> {
use std::os::windows::process::CommandExt;
// cmd parses its own line: Rust quotes only paths with spaces, so `&` or `^` in an
// unquoted path would split or change the command. A Windows path cannot hold `"`.
let quoted = |path: &Path| -> io::Result<std::ffi::OsString> {
let mut quoted = std::ffi::OsString::from("\"");
quoted.push(std::path::absolute(path)?);
quoted.push("\"");
Ok(quoted)
};
let status = std::process::Command::new("cmd")
.args(["/C", "mklink", "/J"])
.raw_arg(quoted(at)?)
.raw_arg(quoted(target)?)
.creation_flags(0x0800_0000) // CREATE_NO_WINDOW
.stdout(std::process::Stdio::null())
.stderr(std::process::Stdio::null())
.status()?;
status
.success()
.then_some(())
.ok_or_else(|| io::Error::other("mklink /J failed"))
horizon_threads::junction(target, at)
}
#[cfg(not(windows))]
fn junction(_: &Path, _: &Path) -> io::Result<()> {
@@ -1422,6 +1418,56 @@ mod tests {
let _ = fs::remove_dir_all(base);
}
#[test]
fn zip_entries_never_leave_the_overlay() {
use std::io::Write as _;
let base = std::env::temp_dir().join(format!("horizon-pack-escape-{}", std::process::id()));
let _ = fs::remove_dir_all(&base);
let vanilla = base.join("vanilla");
fs::create_dir_all(vanilla.join("assets/minecraft/textures/block")).unwrap();
fs::write(
vanilla.join("assets/minecraft/textures/block/stone.png"),
b"vanilla",
)
.unwrap();
fs::create_dir_all(base.join("packs")).unwrap();
let mut zip = zip::ZipWriter::new(fs::File::create(base.join("packs/evil.zip")).unwrap());
for (name, data) in [
(
"pack.mcmeta",
&br#"{"pack":{"description":"d","pack_format":97}}"#[..],
),
("assets/minecraft/textures/block/stone.png", b"pack"),
("assets/../../escaped.txt", b"out"),
("assets/minecraft/../../../escaped_lang.json", b"{}"),
("assets\\..\\..\\escaped_backslash.txt", b"out"),
("assets/./minecraft/dot.txt", b"in"),
] {
zip.start_file(name, zip::write::SimpleFileOptions::default())
.unwrap();
zip.write_all(data).unwrap();
}
zip.finish().unwrap();
let packs = discover(&vanilla, &base.join("packs"));
assert_eq!(packs.len(), 1);
let out = base.join("work/overlay");
build_overlay(&vanilla, &packs, &out).unwrap();
assert_eq!(
fs::read(out.join("assets/minecraft/textures/block/stone.png")).unwrap(),
b"pack"
);
for escaped in [
"escaped.txt",
"escaped_lang.json",
"escaped_backslash.txt",
"work/escaped.txt",
"work/escaped_lang.json",
"work/escaped_backslash.txt",
] {
assert!(!base.join(escaped).exists(), "{escaped} was written");
}
let _ = fs::remove_dir_all(base);
}
#[test]
fn built_in_and_folder_packs_give_their_pack_png() {
use std::io::Write as _;
let base = std::env::temp_dir().join(format!("horizon-pack-icons-{}", std::process::id()));
@@ -1469,6 +1515,15 @@ mod tests {
{"min_format":97,"max_format":[97,5],"directory":"also"},
{"formats":50,"directory":"no"}]}}"#);
assert_eq!(overlays_of(&meta), ["new", "also"]);
// Only one plain folder of the pack, as vanilla's DIR_VALIDATOR has it.
let meta = v(r#"{"overlays":{"entries":[
{"formats":97,"directory":".."},
{"formats":97,"directory":"../outside"},
{"formats":97,"directory":"/etc"},
{"formats":97,"directory":"a/b"},
{"formats":97,"directory":"C:"},
{"formats":97,"directory":"ok_1.21-x"}]}}"#);
assert_eq!(overlays_of(&meta), ["ok_1.21-x"]);
let base = std::env::temp_dir().join(format!("horizon-packs-ov-{}", std::process::id()));
let _ = fs::remove_dir_all(&base);
let vanilla = base.join("vanilla");
+28 -12
View File
@@ -9,7 +9,9 @@ use std::{collections::BTreeSet, fs, io, path::Path, path::PathBuf};
// Bump when overlay/merge semantics change. Markers are disposable cache data.
// Version 4 mirrored every untouched directory file by file on Windows.
// Version 3 could omit untouched vanilla directories on Windows (#1649, #1688).
const VERSION: u32 = 5;
// Version 5 read every vanilla file to stamp it on Windows.
// Version 6 stamps vanilla's files by their metadata on Windows too.
const VERSION: u32 = 6;
#[derive(Default, Serialize, Deserialize)]
pub(super) struct Dependencies {
@@ -18,13 +20,16 @@ pub(super) struct Dependencies {
failed: bool,
#[serde(skip)]
tracking: bool,
/// The vanilla root (absolute): its files are stamped without reading them.
#[serde(skip)]
vanilla: PathBuf,
}
impl Dependencies {
fn record(&mut self, path: &Path, directory: bool) {
if !self.tracking {
return;
}
match dependency_signature(path, directory) {
match dependency_signature(path, directory, &self.vanilla) {
Ok(signature) => self.entries.push((path.into(), directory, signature)),
Err(_) => self.failed = true,
}
@@ -38,7 +43,7 @@ impl Dependencies {
fn valid(&self) -> bool {
!self.failed
&& self.entries.iter().all(|(path, directory, signature)| {
dependency_signature(path, *directory).is_ok_and(|s| s == *signature)
dependency_signature(path, *directory, &self.vanilla).is_ok_and(|s| s == *signature)
})
}
}
@@ -72,13 +77,16 @@ fn content(hash: &mut Sha256, path: &Path) -> io::Result<()> {
}
Ok(())
}
fn stamp(hash: &mut Sha256, path: &Path) -> io::Result<()> {
/// `path`'s stamp; `read` lets platforms without a change timestamp hash a file's bytes.
fn stamp(hash: &mut Sha256, path: &Path, read: bool) -> io::Result<()> {
let meta = fs::metadata(path)?;
hash.update(meta.len().to_le_bytes());
field(hash, format!("{:?}", meta.modified()?).as_bytes());
#[cfg(unix)]
{
use std::os::unix::fs::MetadataExt;
// The change time stands in for the bytes here.
let _ = read;
hash.update(meta.dev().to_le_bytes());
hash.update(meta.ino().to_le_bytes());
hash.update(meta.ctime().to_le_bytes());
@@ -87,8 +95,11 @@ fn stamp(hash: &mut Sha256, path: &Path) -> io::Result<()> {
#[cfg(not(unix))]
{
// Portable metadata lacks a change timestamp. Preserve content-based
// validation for materialized files on those platforms.
if meta.is_file() {
// validation for the packs' materialized files on those platforms;
// vanilla's (the launcher's, tens of thousands) keep to the size and
// the write and creation times: reading each costs minutes on Windows,
// where every open is scanned by the antivirus.
if read && meta.is_file() {
return content(hash, path);
}
if let Ok(created) = meta.created() {
@@ -104,17 +115,18 @@ fn entries(path: &Path) -> io::Result<Vec<PathBuf>> {
entries.sort();
Ok(entries)
}
fn dependency_signature(path: &Path, directory: bool) -> io::Result<String> {
fn dependency_signature(path: &Path, directory: bool, vanilla: &Path) -> io::Result<String> {
let mut hash = Sha256::new();
let read = !(path.starts_with(vanilla) || absolute(path).is_ok_and(|p| p.starts_with(vanilla)));
match fs::metadata(path) {
Err(e) if e.kind() == io::ErrorKind::NotFound => field(&mut hash, b"missing"),
Err(e) => return Err(e),
Ok(meta) if directory && meta.is_dir() => {
field(&mut hash, b"directory");
stamp(&mut hash, path)?;
stamp(&mut hash, path, read)?;
}
Ok(_) if directory => field(&mut hash, b"not-directory"),
Ok(_) => stamp(&mut hash, path)?,
Ok(_) => stamp(&mut hash, path, read)?,
}
Ok(finish(hash))
}
@@ -190,7 +202,7 @@ fn tree_inner(
if pack.is_none() {
return content(hash, path);
}
stamp(hash, path)?;
stamp(hash, path, true)?;
}
}
Ok(())
@@ -283,11 +295,14 @@ pub(super) fn build(vanilla: &Path, packs: &[Pack], out: &Path) -> io::Result<()
let signature = pack_signature(packs);
if let Ok(signature) = &signature
&& let Ok(bytes) = fs::read(&marker_path)
&& let Ok(marker) = serde_json::from_slice::<Marker>(&bytes)
&& let Ok(mut marker) = serde_json::from_slice::<Marker>(&bytes)
&& marker.version == VERSION
&& marker.vanilla == vanilla_key
&& marker.packs == *signature
&& marker.dependencies.valid()
&& {
marker.dependencies.vanilla = vanilla_key.clone();
marker.dependencies.valid()
}
&& out.is_dir()
{
return Ok(());
@@ -300,6 +315,7 @@ pub(super) fn build(vanilla: &Path, packs: &[Pack], out: &Path) -> io::Result<()
}
let mut dependencies = Dependencies {
tracking: signature.is_ok(),
vanilla: vanilla_key.clone(),
..Dependencies::default()
};
build_overlay_uncached(vanilla, packs, out, &mut dependencies)?;
@@ -1064,8 +1064,9 @@ pub struct ParticleEngine {
pub particle_level: u8,
/// FireworkParticles.Starter instances.
starters: Vec<Starter>,
/// Local sounds requested by particles (dripstone drips): (event, position, volume, pitch).
pub sounds: Vec<(&'static str, [f64; 3], f32, f32)>,
/// Local sounds requested by particles (dripstone drips, firework bursts):
/// (event, position, volume, pitch, distanceDelay).
pub sounds: Vec<(&'static str, [f64; 3], f32, f32, bool)>,
/// How many of each type were made, for `horizon-ctl status`.
made: std::collections::BTreeMap<&'static str, u64>,
/// The item particles' sprites (`BreakingItemParticle`'s slime ball, snowball
@@ -3059,7 +3060,7 @@ impl ParticleEngine {
(false, false) => "minecraft:entity.firework_rocket.blast",
};
let pitch = 0.95 + self.random.next_float() * 0.1;
self.sounds.push((sound, s.at, 20.0, pitch));
self.sounds.push((sound, s.at, 20.0, pitch, true));
}
if s.life % 2 == 0 && ((s.life / 2) as usize) < s.explosions.len() {
let e = s.explosions[(s.life / 2) as usize].clone();
@@ -3110,7 +3111,7 @@ impl ParticleEngine {
"minecraft:entity.firework_rocket.twinkle"
};
let pitch = 0.9 + self.random.next_float() * 0.15;
self.sounds.push((sound, s.at, 20.0, pitch));
self.sounds.push((sound, s.at, 20.0, pitch, true));
}
continue;
}
@@ -3305,7 +3306,7 @@ impl ParticleEngine {
}
if let Some(sound) = sound {
let volume = p.random.next_float() * 0.7 + 0.3;
self.sounds.push((sound, p.position, volume, 1.0));
self.sounds.push((sound, p.position, volume, 1.0, false));
}
}
_ => {}
File diff suppressed because it is too large. Load diff
@@ -1,8 +1,9 @@
// The built-in stand-ins for the vanilla post shaders a `post_effect` chain can
// name (`core/screenquad`, `post/rotscale`, `post/invert`, `post/blit`,
// `post/bits`, `post/color_convolve`, `post/box_blur`, `post/spiderclip`).
// Coordinates stay in the chain's own convention (v up from the bottom edge) and
// are flipped only where a texture is read.
// Targets keep GL's rows (row 0 is the bottom edge): the passes draw with clip y
// negated (`vs_quad_gl`, `vs_rotscale`) and read their textures as they are;
// `vs_quad` with `fs_blit` is the flip between the frame and a chain's `main`.
// OutSize, InSize | BlurSize, menu blur radius.
@group(0) @binding(0) var<uniform> info: array<vec4<f32>, 2>;
@@ -27,10 +28,10 @@ fn fcf(i: u32) -> f32 {
return fs_cfg[i / 4u][i % 4u];
}
fn read_in(uv: vec2<f32>) -> vec4<f32> {
return textureSampleLevel(in_tex, in_smp, vec2(uv.x, 1.0 - uv.y), 0.0);
return textureSampleLevel(in_tex, in_smp, uv, 0.0);
}
fn read_blur(uv: vec2<f32>) -> vec4<f32> {
return textureSampleLevel(blur_tex, blur_smp, vec2(uv.x, 1.0 - uv.y), 0.0);
return textureSampleLevel(blur_tex, blur_smp, uv, 0.0);
}
fn corner(i: u32) -> vec2<f32> {
@@ -46,10 +47,19 @@ fn corner(i: u32) -> vec2<f32> {
return out;
}
@vertex fn vs_quad_gl(@builtin(vertex_index) i: u32) -> Out {
let p = corner(i);
var out: Out;
out.clip = vec4(p.x * 2.0 - 1.0, 1.0 - p.y * 2.0, 0.0, 1.0);
out.uv = p;
out.scaled = p;
return out;
}
@vertex fn vs_rotscale(@builtin(vertex_index) i: u32) -> Out {
let p = corner(i);
var out: Out;
out.clip = vec4(p * 2.0 - 1.0, 0.0, 1.0);
out.clip = vec4(p.x * 2.0 - 1.0, 1.0 - p.y * 2.0, 0.0, 1.0);
out.uv = p;
let radians = vcf(4u) * 0.0174532925;
let c = cos(radians);
@@ -0,0 +1,316 @@
//! Vanilla's post-processing GLSL (`#version 330` with `layout(std140)` uniform blocks
//! and `uniform sampler2D`s, Vulkan-style `gl_VertexIndex`) turned into naga modules at
//! run time, from whichever resource root is active, the way Horizon's shader packs turn
//! their GLSL into naga (`horizon-shaders`' translator, which handles the compatibility
//! dialect; the post shaders need only the block and sampler binding rewrite below).
//!
//! `ShaderManager`/`GlslPreprocessor` read `assets/<ns>/shaders/<path>.{vsh,fsh}` and
//! resolve `#include <ns:path>` to `assets/<ns>/shaders/include/<path>`.
//!
//! The rewrite gives every uniform block a binding of bind group 0, shared by both
//! stages, and splits each `uniform sampler2D NameSampler;` into a texture and a sampler
//! object at the next two bindings, `NameSampler` becoming the combined
//! `sampler2D(texture, sampler)` again where it is used. The vertex stage's `main` is
//! wrapped so that clip y is negated: targets keep GL's rows (row 0 is the bottom edge),
//! so `texCoord` reads the texel it would in vanilla.
use naga::ShaderStage;
use naga::front::glsl::{Frontend, Options};
use naga::valid::{Capabilities, ValidationFlags, Validator};
use std::path::Path;
/// One program, ready for wgpu.
pub struct Program {
pub vertex: naga::Module,
pub fragment: naga::Module,
/// Every uniform block either stage declares, with its binding.
pub blocks: Vec<(String, u32)>,
/// Every sampler (`NameSampler`): the texture's binding; the sampler object is the next.
pub samplers: Vec<(String, u32)>,
}
fn is_ident(c: u8) -> bool {
c.is_ascii_alphanumeric() || c == b'_'
}
/// The source with its comments blanked (same length, so offsets stay valid).
fn blank_comments(src: &str) -> String {
let b = src.as_bytes();
let mut out = b.to_vec();
let mut i = 0;
while i < b.len() {
if b[i] == b'/' && b.get(i + 1) == Some(&b'/') {
while i < b.len() && b[i] != b'\n' {
out[i] = b' ';
i += 1;
}
} else if b[i] == b'/' && b.get(i + 1) == Some(&b'*') {
while i < b.len() && !(b[i] == b'*' && b.get(i + 1) == Some(&b'/')) {
if b[i] != b'\n' {
out[i] = b' ';
}
i += 1;
}
for slot in out.iter_mut().take((i + 2).min(b.len())).skip(i) {
*slot = b' ';
}
i += 2;
} else {
i += 1;
}
}
String::from_utf8(out).unwrap_or_default()
}
/// `GlslPreprocessor`'s `#include <ns:path>`.
fn read_source(root: &Path, id: &str, ext: &str) -> Result<String, String> {
let (ns, path) = id.split_once(':').unwrap_or(("minecraft", id));
let file = root
.join("assets")
.join(ns)
.join("shaders")
.join(format!("{path}.{ext}"));
std::fs::read_to_string(&file).map_err(|e| format!("{}: {e}", file.display()))
}
fn include(root: &Path, src: &str, depth: u32) -> Result<String, String> {
if depth > 8 {
return Err("#include nested too deep".into());
}
let mut out = String::new();
for line in src.lines() {
let t = line.trim_start();
if let Some(rest) = t.strip_prefix("#include") {
let name = rest
.trim()
.trim_start_matches(['<', '"'])
.trim_end_matches(['>', '"'])
.trim();
let (ns, path) = name.split_once(':').unwrap_or(("minecraft", name));
let file = root
.join("assets")
.join(ns)
.join("shaders")
.join("include")
.join(path);
let text = std::fs::read_to_string(&file)
.map_err(|e| format!("#include <{name}>: {}: {e}", file.display()))?;
out.push_str(&include(root, &text, depth + 1)?);
} else if t.starts_with("#version") || t.starts_with("#extension") {
// Re-added below, for the translator.
out.push('\n');
continue;
} else {
out.push_str(line);
}
out.push('\n');
}
Ok(out)
}
/// Every `uniform` declaration of a source: (start of the declaration including a
/// `layout(...)` before it, end of the type or of the whole `;`, type, name, is a sampler).
fn declarations(src: &str) -> Vec<(usize, usize, String, String, bool)> {
let plain = blank_comments(src);
let b = plain.as_bytes();
let mut out = Vec::new();
let mut at = 0;
while let Some(found) = plain[at..].find("uniform") {
let start = at + found;
at = start + 7;
if (start > 0 && is_ident(b[start - 1])) || b.get(start + 7).is_some_and(|c| is_ident(*c)) {
continue;
}
let word = |from: usize| -> Option<(usize, usize)> {
let mut s = from;
while s < b.len() && b[s].is_ascii_whitespace() {
s += 1;
}
let mut e = s;
while e < b.len() && is_ident(b[e]) {
e += 1;
}
(e > s).then_some((s, e))
};
let Some((ts, te)) = word(start + 7) else {
continue;
};
let ty = plain[ts..te].to_owned();
// The `layout(...)` right before `uniform`, if any.
let before = plain[..start].trim_end();
let decl_start = before
.ends_with(')')
.then(|| before.rfind("layout"))
.flatten()
.filter(|l| {
before[*l + 6..].trim_start().starts_with('(') && !before[*l..].contains(';')
})
.unwrap_or(start);
if ty.starts_with("sampler") {
let Some((ns, ne)) = word(te) else { continue };
let end = plain[ne..].find(';').map_or(ne, |p| ne + p + 1);
out.push((decl_start, end, ty, plain[ns..ne].to_owned(), true));
} else {
let mut s = te;
while s < b.len() && b[s].is_ascii_whitespace() {
s += 1;
}
if b.get(s) == Some(&b'{') {
out.push((decl_start, te, String::new(), ty, false));
}
}
}
out
}
/// The source with each declaration given its binding from the shared tables.
fn rewrite(src: &str, blocks: &[(String, u32)], samplers: &[(String, u32)]) -> String {
let mut out = String::new();
let mut pos = 0;
for (start, end, ty, name, sampler) in declarations(src) {
out.push_str(&src[pos..start]);
pos = end;
if sampler {
let tex = samplers.iter().find(|(n, _)| *n == name).map_or(0, |s| s.1);
let kind = if ty == "sampler2D" { "texture2D" } else { &ty };
out.push_str(&format!(
"layout(set = 0, binding = {tex}) uniform {kind} {name}_hz_tex; \
layout(set = 0, binding = {}) uniform sampler {name}_hz_smp;\n\
#define {name} sampler2D({name}_hz_tex, {name}_hz_smp)\n",
tex + 1
));
} else {
let binding = blocks.iter().find(|(n, _)| *n == name).map_or(0, |s| s.1);
out.push_str(&format!(
"layout(std140, set = 0, binding = {binding}) uniform {name}"
));
}
}
out.push_str(&src[pos..]);
out
}
/// Replaces the word `main` of `void main(` with `hz_main`.
fn wrap_main(src: &str) -> Result<String, String> {
let plain = blank_comments(src);
let mut at = 0;
while let Some(found) = plain[at..].find("main") {
let p = at + found;
at = p + 4;
let b = plain.as_bytes();
if (p > 0 && is_ident(b[p - 1])) || b.get(p + 4).is_some_and(|c| is_ident(*c)) {
continue;
}
if plain[..p].trim_end().ends_with("void") && plain[p + 4..].trim_start().starts_with('(') {
let mut out = String::with_capacity(src.len() + 80);
out.push_str(&src[..p]);
out.push_str("hz_main");
out.push_str(&src[p + 4..]);
out.push_str("\nvoid main() { hz_main(); gl_Position.y = -gl_Position.y; }\n");
return Ok(out);
}
}
Err("no main".into())
}
fn parse(stage: ShaderStage, text: &str) -> Result<naga::Module, String> {
let module = Frontend::default()
.parse(&Options::from(stage), text)
.map_err(|e| {
e.errors
.iter()
.map(|e| e.kind.to_string())
.collect::<Vec<_>>()
.join("; ")
})?;
Validator::new(ValidationFlags::all(), Capabilities::empty())
.validate(&module)
.map_err(|e| format!("{:?}", e.into_inner()))?;
Ok(module)
}
/// Translates the vertex and fragment shader a pass names (`minecraft:post/invert`).
pub fn translate(root: &Path, vertex: &str, fragment: &str) -> Result<Program, String> {
let vs = include(root, &read_source(root, vertex, "vsh")?, 0)?;
let fs = include(root, &read_source(root, fragment, "fsh")?, 0)?;
// Blocks and samplers are shared by name across the stages, so both agree on a binding.
let mut blocks: Vec<(String, u32)> = Vec::new();
let mut names: Vec<String> = Vec::new();
for src in [&vs, &fs] {
for (_, _, _, name, sampler) in declarations(src) {
if sampler {
if !names.contains(&name) {
names.push(name);
}
} else if !blocks.iter().any(|(n, _)| *n == name) {
blocks.push((name, blocks.len() as u32));
}
}
}
let first = blocks.len() as u32;
let samplers: Vec<(String, u32)> = names.into_iter().zip((first..).step_by(2)).collect();
let vs = wrap_main(&rewrite(&vs, &blocks, &samplers))?;
let fs = rewrite(&fs, &blocks, &samplers);
let vertex_module = parse(ShaderStage::Vertex, &format!("#version 450\n{vs}"))
.map_err(|e| format!("{vertex}: {e}"))?;
let fragment_module = parse(ShaderStage::Fragment, &format!("#version 450\n{fs}"))
.map_err(|e| format!("{fragment}: {e}"))?;
Ok(Program {
vertex: vertex_module,
fragment: fragment_module,
blocks,
samplers,
})
}
#[cfg(test)]
mod tests {
use super::*;
fn root() -> Option<std::path::PathBuf> {
let dir = Path::new(env!("CARGO_MANIFEST_DIR"))
.ancestors()
.nth(2)?
.join(".local/horizon-client/26.3");
dir.join("assets/minecraft/shaders/post/blit.fsh")
.exists()
.then_some(dir)
}
#[test]
fn vanilla_post_shaders_translate() {
let Some(root) = root() else { return };
let vs = ["minecraft:core/screenquad", "minecraft:post/rotscale"];
let fs = [
"bits",
"blit",
"box_blur",
"color_convolve",
"entity_outline_box_blur",
"entity_sobel",
"invert",
"spiderclip",
];
for f in fs {
for v in vs {
let name = format!("minecraft:post/{f}");
let p = translate(&root, v, &name);
// rotscale's outputs only match spiderclip, but each stage translates alone.
if let Err(e) = &p {
panic!("{v} + {name}: {e}");
}
}
}
}
#[test]
fn sampler_and_block_bindings() {
let src = "layout(std140) uniform A {\n float x;\n};\nuniform sampler2D InSampler; // c\nvoid main(){}\n";
let d = declarations(src);
assert_eq!(d.len(), 2);
let out = rewrite(src, &[("A".into(), 0)], &[("InSampler".into(), 1)]);
assert!(out.contains("layout(std140, set = 0, binding = 0) uniform A {"));
assert!(out.contains("binding = 1) uniform texture2D InSampler_hz_tex;"));
assert!(out.contains("binding = 2) uniform sampler InSampler_hz_smp;"));
assert!(wrap_main("void main() {}").unwrap().contains("hz_main"));
}
}
+304
View File
@@ -0,0 +1,304 @@
//! Input method composition text (`PreeditEvent`, `IMEPreeditOverlay`,
//! `TextInputManager`): the text an input method is still composing, shown
//! under the focused text field's caret, and the area the system's candidate
//! window is placed at.
//!
//! Vanilla hands each `PreeditEvent` to the focused widget, which keeps an
//! overlay and reports its caret every frame. Horizon draws its fields from
//! many places, so the event is kept here and every focused field calls
//! [`report_caret`] where it draws its caret; the game draws the overlay last
//! with [`draw_overlay`] and applies [`take_text_input_area`] to the window.
use crate::{
hud::{HudAtlas, HudBatch},
text::{Style, Text},
ui::nine_slice,
};
use std::{sync::Mutex, time::Instant};
/// `PreeditEvent`: the composition, its caret and the blocks of text the
/// input method set apart (the one being converted is `focused_block`).
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct PreeditEvent {
pub full_text: String,
/// Byte offset of the caret in `full_text` (vanilla's UTF-16 offset).
pub caret_position: usize,
pub blocks: Vec<String>,
pub focused_block: usize,
}
impl PreeditEvent {
/// `PreeditEvent.fromSdlTextEditing`: `selection_start` and
/// `selection_length` are in code points; a negative start puts the caret
/// at the end. Empty text is no composition.
pub fn from_sdl_text_editing(
text: Option<&str>,
selection_start: i32,
selection_length: i32,
) -> Option<Self> {
let text = text.filter(|t| !t.is_empty())?;
let total = text.chars().count();
let caret_codepoint = if selection_start < 0 {
total
} else {
(selection_start as usize).min(total)
};
let caret_char = offset_by_codepoints(text, caret_codepoint);
let single = |caret| Self {
full_text: text.to_owned(),
caret_position: caret,
blocks: vec![text.to_owned()],
focused_block: 0,
};
if selection_length <= 0 {
return Some(single(caret_char));
}
let end_codepoint = (caret_codepoint + selection_length as usize).min(total);
let end_char = offset_by_codepoints(text, end_codepoint);
if end_char <= caret_char {
return Some(single(caret_char));
}
let mut blocks = Vec::new();
let mut focused_block = 0;
if caret_char > 0 {
blocks.push(text[..caret_char].to_owned());
focused_block = 1;
}
blocks.push(text[caret_char..end_char].to_owned());
if end_char < text.len() {
blocks.push(text[end_char..].to_owned());
}
Some(Self {
full_text: text.to_owned(),
caret_position: caret_char,
blocks,
focused_block,
})
}
/// winit's `Ime::Preedit`: `cursor` is the byte range of the part being
/// converted, `None` when the input method hides its cursor. SDL's
/// `TEXTEDITING` says the same in code points.
pub fn from_winit(text: &str, cursor: Option<(usize, usize)>) -> Option<Self> {
let (start, length) = match cursor {
Some((from, to)) => {
let from = from.min(text.len());
let to = to.clamp(from, text.len());
let start = text.get(..from).map_or(-1, |s| s.chars().count() as i32);
let length = text.get(from..to).map_or(0, |s| s.chars().count() as i32);
(start, length)
}
None => (-1, 0),
};
Self::from_sdl_text_editing(Some(text), start, length)
}
/// `PreeditEvent.toFormattedText`.
pub fn to_formatted_text(&self, focused_style: &Style) -> Text {
if self.blocks.len() == 1 {
return Text::literal(self.blocks[0].clone()).with_style(focused_style);
}
let mut result = Text::empty();
for (i, block) in self.blocks.iter().enumerate() {
let mut part = Text::literal(block.clone());
if i == self.focused_block {
part = part.with_style(focused_style);
}
result.push(part);
}
result
}
}
/// `String.offsetByCodePoints(0, n)`: the byte offset after `n` characters.
fn offset_by_codepoints(text: &str, n: usize) -> usize {
text.char_indices().nth(n).map_or(text.len(), |(i, _)| i)
}
/// The caret a field reported this frame, in GUI pixels.
#[derive(Clone, Copy, Debug, PartialEq)]
struct Caret {
x: f32,
y: f32,
input_height: f32,
}
#[derive(Default)]
struct State {
/// `KeyboardHandler.lastPreeditEvent`, with when the overlay was created.
preedit: Option<(PreeditEvent, Instant)>,
caret: Option<Caret>,
area: Option<[f32; 4]>,
}
static STATE: Mutex<State> = Mutex::new(State {
preedit: None,
caret: None,
area: None,
});
fn state() -> std::sync::MutexGuard<'static, State> {
STATE.lock().unwrap_or_else(|e| e.into_inner())
}
/// `KeyboardHandler.textEditing`: the input method's composition changed
/// (`None`: it ended). A new `IMEPreeditOverlay` restarts the caret blink.
pub fn set_preedit(event: Option<PreeditEvent>) {
let mut s = state();
s.preedit = event.map(|e| (e, Instant::now()));
}
/// Whether text is being composed.
pub fn composing() -> bool {
state().preedit.is_some()
}
/// What the focused field's `extractRenderState` ends with: its caret is at
/// (`x`, `y`) in GUI pixels and `input_height` tall (a line plus one).
/// Without a composition that is the area for the candidate window; with one
/// it is where the overlay goes ([`draw_overlay`]).
pub fn report_caret(x: f32, y: f32, input_height: f32) {
state().caret = Some(Caret { x, y, input_height });
}
/// `IMEPreeditOverlay.extractRenderState` for the caret reported this frame,
/// drawn on top of everything in `batch`. Without a composition the caret is
/// the text input area (`TextInputManager.setTextInputArea`).
pub fn draw_overlay(batch: &mut HudBatch, atlas: &HudAtlas) {
let mut s = state();
let Some(caret) = s.caret.take() else {
return;
};
let Some((event, init)) = s.preedit.as_ref() else {
s.area = Some([
caret.x,
caret.y,
caret.x + 1.0,
caret.y + caret.input_height,
]);
return;
};
let font = &atlas.font;
let focused = Style {
underlined: Some(true),
..Style::default()
};
let black = 0xFF00_0000;
let text = event.to_formatted_text(&focused).with_color(black);
let width = font.width_text(&text);
let caret_pos = font.width(&event.full_text[..event.caret_position]);
let blink_visible = (init.elapsed().as_millis() / 300).is_multiple_of(2);
let line = 9.0;
let (gui_w, gui_h) = (batch.width, batch.height);
let mut left = caret.x;
let mut right = left + width;
if right > gui_w {
left = gui_w - width;
right = left + width;
}
let input_bottom = caret.y + caret.input_height;
let mut bottom = input_bottom + 4.0 + line;
if bottom > gui_h {
bottom = caret.y - 4.0 - line;
}
let top = bottom - line;
s.area = Some([left, top, right, bottom]);
drop(s);
nine_slice(
batch,
atlas,
"gui/sprites/widget/preedit",
left - 5.0,
top - 5.0,
right - left + 10.0,
bottom - top + 10.0,
u32::MAX,
);
batch.text_styled(atlas, &text, left, top, black, false);
if blink_visible {
batch.fill(atlas, left + caret_pos, top - 1.0, 1.0, 11.0, black);
}
}
/// The text input area (`x0, y0, x1, y1` in GUI pixels) set since the last
/// call, for `Window.set_ime_cursor_area`.
pub fn take_text_input_area() -> Option<[f32; 4]> {
state().area.take()
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn empty_text_is_no_composition() {
assert_eq!(PreeditEvent::from_sdl_text_editing(None, 0, 0), None);
assert_eq!(PreeditEvent::from_sdl_text_editing(Some(""), 0, 0), None);
}
#[test]
fn a_negative_start_puts_the_caret_at_the_end() {
let e = PreeditEvent::from_sdl_text_editing(Some("abc"), -1, 0).unwrap();
assert_eq!(
(e.caret_position, e.blocks, e.focused_block),
(3, vec!["abc".into()], 0)
);
}
#[test]
fn the_caret_counts_code_points() {
// Two code points before the caret, the second outside the BMP.
let e = PreeditEvent::from_sdl_text_editing(Some("a\u{1F600}b"), 2, 0).unwrap();
assert_eq!(e.caret_position, "a\u{1F600}".len());
let past = PreeditEvent::from_sdl_text_editing(Some("ab"), 9, 0).unwrap();
assert_eq!(past.caret_position, 2);
}
#[test]
fn a_selection_splits_the_text_into_blocks() {
let e = PreeditEvent::from_sdl_text_editing(Some("abcdef"), 2, 2).unwrap();
assert_eq!(e.blocks, ["ab", "cd", "ef"]);
assert_eq!((e.focused_block, e.caret_position), (1, 2));
let first = PreeditEvent::from_sdl_text_editing(Some("abcdef"), 0, 3).unwrap();
assert_eq!(first.blocks, ["abc", "def"]);
assert_eq!(first.focused_block, 0);
let last = PreeditEvent::from_sdl_text_editing(Some("abcdef"), 3, 99).unwrap();
assert_eq!(last.blocks, ["abc", "def"]);
assert_eq!(last.focused_block, 1);
}
#[test]
fn winit_byte_ranges_become_code_points() {
let text = "\u{3042}\u{3044}\u{3046}";
// Converting the middle character (bytes 3..6).
let e = PreeditEvent::from_winit(text, Some((3, 6))).unwrap();
assert_eq!(e.blocks, ["\u{3042}", "\u{3044}", "\u{3046}"]);
assert_eq!(e.focused_block, 1);
// A hidden cursor sits at the end.
let hidden = PreeditEvent::from_winit(text, None).unwrap();
assert_eq!(hidden.caret_position, text.len());
assert_eq!(hidden.blocks.len(), 1);
}
#[test]
fn only_the_focused_block_is_underlined() {
let focused = Style {
underlined: Some(true),
..Style::default()
};
let e = PreeditEvent::from_sdl_text_editing(Some("abcdef"), 2, 2).unwrap();
let styled: Vec<(char, bool)> = e
.to_formatted_text(&focused)
.chars()
.map(|(c, s)| (c, s.underlined == Some(true)))
.collect();
let underlined: String = styled.iter().filter(|x| x.1).map(|x| x.0).collect();
assert_eq!(underlined, "cd");
assert_eq!(styled.len(), 6);
let one = PreeditEvent::from_sdl_text_editing(Some("ab"), 0, 0).unwrap();
assert!(
one.to_formatted_text(&focused)
.chars()
.all(|(_, s)| s.underlined == Some(true))
);
}
}
@@ -5,7 +5,7 @@
//! dimension type allows.
/// Section indexes of one column, 0 being the lowest.
#[derive(Clone, Copy, Default, PartialEq, Eq, Hash)]
#[derive(Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct SectionMask([u64; 4]);
impl SectionMask {
@@ -497,10 +497,13 @@ impl Settings {
/// `Options.createInformation`: what the server learns about this player.
pub fn client_information(&self, view_distance: i8) -> ClientInformation {
ClientInformation {
language: self.language.clone(),
chat_visibility: self.chat_visibility as i32,
chat_colors: self.chat_colors,
model_customisation: self.file.model_customisation(),
main_hand: i32::from(!self.main_hand_left),
allows_listing: self.file.bool("allowServerListing"),
particle_status: i32::from(self.particles),
..ClientInformation::new(view_distance)
}
}
+23
View File
@@ -844,6 +844,12 @@ impl SkinSlots {
kept: Default::default(),
}
}
/// The atlas was replaced (a resource pack reload): every slot is blank,
/// so no skin counts as stored and each uploads again.
pub fn forget(&mut self) {
self.slots.clear();
self.kept.clear();
}
/// Whether `location` is in a slot.
pub fn contains(&self, location: &str) -> bool {
self.slots.iter().any(|(l, _)| l == location)
@@ -910,6 +916,23 @@ pub fn sha1(data: &[u8]) -> [u8; 20] {
#[cfg(test)]
mod tests {
/// A pack reload swaps the atlas: its skin slots are blank, so a forgotten
/// table holds nothing and hands out slots from the start again, even for
/// skins drawn in the last frame.
#[test]
fn a_new_atlas_forgets_every_skin_slot() {
use super::SkinSlots;
let mut slots = SkinSlots::new(2);
assert_eq!(slots.place("skins/a".into()), Some((0, None)));
assert_eq!(slots.place("skins/b".into()), Some((1, None)));
assert_eq!(slots.place("skins/c".into()), None);
slots.forget();
assert!(!slots.contains("skins/a"));
assert!(!slots.contains("skins/b"));
assert_eq!(slots.place("skins/c".into()), Some((0, None)));
assert_eq!(slots.place("skins/a".into()), Some((1, None)));
}
/// The launcher's offline skin: a 64x64 or legacy 64x32 PNG laid out as
/// a downloaded skin, slim only for the `slim` model; anything else is
/// refused and the player keeps their default skin.
+276 -9
View File
@@ -7,7 +7,7 @@ use crate::section_mask::SectionMask;
use crate::{
chunk::Chunk,
light::{LightChanges, LightTables, apply_lighting, apply_relighting, light_chunk},
mesher::{MeshTables, Mesher, Region, SectionMesh, borrow},
mesher::{MeshScratch, MeshTables, Mesher, Region, SectionMesh, borrow},
world::World,
};
use horizon_core::biome::BiomeZoom;
@@ -234,10 +234,39 @@ struct Shared {
/// packs reload; each mesh job takes the current one.
context: RwLock<Arc<WorkerContext>>,
done: Mailbox,
/// Only workers use this pool; frames never wait for its lock. Retaining
/// cleared buffers avoids racing the renderer for the process heap.
meshes: Mutex<MeshPool>,
/// Workers that have freed their buffers ([`IDLE_RELEASE`]) and taken no
/// job since: the last of them gives the freed memory back to the OS.
released: AtomicUsize,
}
#[derive(Default)]
struct MeshPool {
meshes: Vec<SectionMesh>,
bytes: usize,
}
impl MeshPool {
const BYTES: usize = 16 << 20;
const COUNT: usize = 128;
fn take(&mut self) -> SectionMesh {
let mesh = self.meshes.pop().unwrap_or_default();
self.bytes -= mesh.capacity_bytes();
mesh
}
/// A rejected mesh is dropped by the caller, after releasing the lock.
fn put(&mut self, mut mesh: SectionMesh) -> Option<SectionMesh> {
let bytes = mesh.capacity_bytes();
if bytes == 0 || self.meshes.len() == Self::COUNT || bytes > Self::BYTES - self.bytes {
return Some(mesh);
}
mesh.clear();
self.bytes += bytes;
self.meshes.push(mesh);
None
}
}
/// Finished jobs, from the workers to the game thread, in the order they
/// finished. Not an `mpsc` channel: its receiver waits for a sender it finds
/// half way through a send, and a worker descheduled there on a busy machine
@@ -536,6 +565,7 @@ impl Streaming {
stop: AtomicBool::new(false),
context: RwLock::new(context.clone()),
done: Mailbox::default(),
meshes: Mutex::new(MeshPool::default()),
released: AtomicUsize::new(0),
});
let workers = threads.max(1);
@@ -556,6 +586,7 @@ impl Streaming {
// the worker across mesh jobs, like vanilla's per-thread cache:
// cloning it per job copied every state and face shape.
let mut faces: Option<(Arc<MeshTables>, FaceVisibility)> = None;
let mut mesh_scratch = MeshScratch::default();
loop {
let job = {
let mut queue = shared.queue.lock().unwrap();
@@ -580,10 +611,12 @@ impl Streaming {
if wait.timed_out() && queue.is_empty() {
// A server nobody is on, a client standing still:
// free the generator's buffers (and the mesher's
// face cache) until the next job needs them.
// face cache and scratch) until the next job
// needs them.
drop(queue);
generator.idle(&mut worker);
faces = None;
mesh_scratch = MeshScratch::default();
released = true;
// The allocator keeps freed pages until memory
// runs short: once every worker has freed its own,
@@ -591,6 +624,12 @@ impl Streaming {
if shared.released.fetch_add(1, Ordering::Relaxed) + 1
== workers
{
// No worker needs retained mesh capacity now.
// Drop it outside the pool lock before asking
// the allocator to return freed pages.
let meshes =
std::mem::take(&mut *shared.meshes.lock().unwrap());
drop(meshes);
horizon_threads::release_free_memory();
}
queue = shared.queue.lock().unwrap();
@@ -620,7 +659,10 @@ impl Streaming {
Done::Saved(protos)
}
Job::Free(meshes) => {
drop(meshes);
for (_, mesh) in meshes {
let rejected = shared.meshes.lock().unwrap().put(mesh);
drop(rejected);
}
continue;
}
Job::Light(x, z, region, seq, sky) => {
@@ -648,7 +690,13 @@ impl Streaming {
biomes: &context.biomes,
visibility,
};
let mut mesh = mesher.mesh(&borrow(&region), sy);
let recycled = shared.meshes.lock().unwrap().take();
let mut mesh = mesher.mesh_reusing(
&borrow(&region),
sy,
recycled,
&mut mesh_scratch,
);
mesh.sort_solid();
faces = Some((context.tables.clone(), mesher.visibility));
Done::Meshed(x, sy, z, mesh, seq)
@@ -958,6 +1006,21 @@ impl Streaming {
}
Some(Box::new(region))
}
/// Whether `light_region` would find all nine columns: the same walk
/// without building the snapshot, so the scheduler can rank the ready
/// columns before any region is cloned. A proto neighbour whose light
/// view turns out empty is skipped when its region is built, and asked
/// for again, as `light_region` returning `None` always was.
fn light_region_ready(&self, world: &World, x: i32, z: i32) -> bool {
light_region_ready(
world,
|x, z| self.in_range(x, z, 1),
&self.decorated,
&self.protos,
x,
z,
)
}
fn region(world: &World, x: i32, z: i32) -> Option<Box<Region>> {
let mut region: Region = Default::default();
for dz in 0..3 {
@@ -1357,13 +1420,29 @@ impl Streaming {
}
}
self.schedule_generation(world, workers);
// Lighting once all neighbours exist.
let light: Vec<_> = world.dirty_light.iter().copied().collect();
for (x, z) in light {
// Lighting once all neighbours exist, nearest first and only as
// much of it as the workers can chew. Vanilla's light engine also
// hands a bounded queue to its workers and reschedules what did
// not fit by distance; submitted whole, the light jobs of every
// unlit column at once — each carrying a 3x3 region snapshot —
// grew with the render distance and outlived the columns they
// were queued for (#3629). What stays in `dirty_light` is asked
// for again, from the current centre, as capacity frees.
let mut light: Vec<(i64, i32, i32)> = Vec::new();
let mut gone: Vec<(i32, i32)> = Vec::new();
for &(x, z) in world.dirty_light.iter() {
if !world.chunks.contains_key(&(x, z)) {
world.dirty_light.remove(&(x, z));
continue;
gone.push((x, z));
} else if self.light_region_ready(world, x, z) {
light.push((self.distance(x, z), x, z));
}
}
for key in gone {
world.dirty_light.remove(&key);
}
let room = (self.threads.len() * 4).saturating_sub(self.lighting.len());
nearest_first(&mut light, room);
for (_, x, z) in light {
let Some(region) = self.light_region(world, x, z) else {
continue;
};
@@ -1409,6 +1488,7 @@ impl Streaming {
}
// Column by column: the checks below hold for all of a column's
// sections, and columns waiting for light cost one look per frame.
let mut candidates: Vec<(i64, i32, i32, SectionMask)> = Vec::new();
let columns: Vec<_> = world.dirty_sections.columns().collect();
for ((x, z), sections) in columns {
if !world.chunks.contains_key(&(x, z)) {
@@ -1437,6 +1517,18 @@ impl Streaming {
if !ready {
continue;
}
candidates.push((self.distance(x, z), x, z, sections));
}
// Nearest first, and only as many sections as the workers can chew.
// Every ready column used to be submitted at once, so at a wide
// render distance the queue — and `meshing`, and each job's 3x3
// region snapshot — grew with the number of loaded columns and the
// jobs went stale long before a worker reached them (#3629). What
// stays dirty is asked for again, from the current centre, as
// capacity frees; `requeue` then has a small queue to keep close.
let room = (self.threads.len() * 32).saturating_sub(self.meshing.len());
nearest_first(&mut candidates, room);
for (_, x, z, sections) in candidates {
let Some(region) = Self::region(world, x, z) else {
continue;
};
@@ -2051,10 +2143,112 @@ fn rank_again(queue: &mut BinaryHeap<Queued>, distance: impl Fn(i32, i32) -> i64
}
*queue = BinaryHeap::from(jobs);
}
/// Whether the 3x3 a light job for (x, z) reads is all there: every
/// neighbour a finished column, or a decorated proto chunk past the area
/// (the last FULL ring lights against neighbours at FEATURES, as
/// `Streaming::light_region` reads them).
fn light_region_ready(
world: &World,
in_range: impl Fn(i32, i32) -> bool,
decorated: &FxHashSet<(i32, i32)>,
protos: &FxHashMap<(i32, i32), Option<Proto>>,
x: i32,
z: i32,
) -> bool {
for dz in 0..3 {
for dx in 0..3 {
let n = (x + dx - 1, z + dz - 1);
if world.chunks.contains_key(&n)
|| (!in_range(n.0, n.1)
&& decorated.contains(&n)
&& matches!(protos.get(&n), Some(Some(_))))
{
continue;
}
return false;
}
}
true
}
/// The nearest `room` of the `candidates`, ordered: the light and mesh
/// stages submit bounded work, chosen from everything that is ready each
/// `update`, so what runs is always the nearest of what is left — chosen
/// again, from the current centre, as capacity frees, the way vanilla's
/// chunk task queues follow the current ticket levels. The selection is
/// O(n); the sort orders only what is submitted.
fn nearest_first<T: Ord>(candidates: &mut Vec<T>, room: usize) {
if candidates.len() > room {
candidates.select_nth_unstable(room);
candidates.truncate(room);
}
candidates.sort_unstable();
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn mesh_pool_reuses_capacity_with_clean_geometry_state() {
let mut mesh = SectionMesh::default();
mesh.solid.resize(64, bytemuck::Zeroable::zeroed());
mesh.translucent.resize(16, bytemuck::Zeroable::zeroed());
mesh.block_entities.push(([1, 2, 3], 7));
mesh.visibility = 0;
mesh.sides = crate::mesher::Sides::unsorted(16);
let capacities = mesh.capacity_bytes();
let pointers = (mesh.solid.as_ptr(), mesh.translucent.as_ptr());
let mut pool = MeshPool::default();
assert!(pool.put(mesh).is_none());
assert_eq!(pool.bytes, capacities);
let reused = pool.take();
assert_eq!(reused.capacity_bytes(), capacities);
assert_eq!(
pointers,
(reused.solid.as_ptr(), reused.translucent.as_ptr())
);
assert!(reused.solid.is_empty());
assert!(reused.translucent.is_empty());
assert!(reused.block_entities.is_empty());
assert_eq!(reused.visibility, crate::mesher::ALL_VISIBLE);
assert_eq!(reused.sides, crate::mesher::Sides::default());
assert_eq!(pool.bytes, 0);
}
#[test]
fn mesh_pool_caps_retained_count_and_bytes() {
let mut pool = MeshPool::default();
for _ in 0..MeshPool::COUNT {
let mut mesh = SectionMesh::default();
mesh.solid.reserve_exact(1);
assert!(pool.put(mesh).is_none());
}
let mut extra = SectionMesh::default();
extra.solid.reserve_exact(1);
assert!(pool.put(extra).is_some());
for _ in 0..MeshPool::COUNT {
pool.take();
}
assert_eq!(pool.bytes, 0);
for i in 0..2 {
let mut mesh = SectionMesh::default();
mesh.solid.reserve_exact(
MeshPool::BYTES / std::mem::size_of::<crate::mesher::TerrainVertex>() / 2 + 1,
);
assert_eq!(pool.put(mesh).is_some(), i == 1);
assert!(pool.bytes <= MeshPool::BYTES);
assert_eq!(pool.meshes.len(), 1);
}
pool.take();
assert_eq!(pool.bytes, 0);
let mut huge = SectionMesh::default();
huge.solid.reserve_exact(
MeshPool::BYTES / std::mem::size_of::<crate::mesher::TerrainVertex>() + 1,
);
assert!(pool.put(huge).is_some());
assert!(pool.meshes.is_empty());
assert_eq!(pool.bytes, 0);
}
/// The frame never waits for a worker: while one holds the mailbox, the
/// frame takes nothing and finds the results, in order, the next time.
#[test]
@@ -2140,6 +2334,79 @@ mod tests {
assert_eq!(queue.pop().and_then(|q| q.at), Some((20, 0)));
}
/// The light and mesh stages submit bounded work, the nearest first:
/// what exceeds the room stays dirty, to be chosen again — from the
/// current centre — as capacity frees. Submitted whole, the queue once
/// held every ready column's jobs and grew with the render distance
/// (#3629); ties break by position, so the choice is deterministic.
#[test]
fn bounded_submission_takes_the_nearest_first() {
let candidates: Vec<(i64, i32, i32, u32)> = (0..40i32)
.map(|i| {
let (x, z) = (i / 8 - 2, i % 8 - 3);
(
i64::from((x - 3).pow(2) + (z - 2).pow(2)),
x,
z,
1 << (i % 24),
)
})
.collect();
let mut expected = candidates.clone();
expected.sort_unstable();
let mut none = candidates.clone();
nearest_first(&mut none, 0);
assert!(none.is_empty());
let mut nearest = candidates;
nearest_first(&mut nearest, 5);
assert_eq!(nearest, expected[..5]);
let mut past = expected.clone();
nearest_first(&mut past, expected.len() + 10);
assert_eq!(past, expected);
}
/// What the scheduler counts as ready to light: every neighbour a
/// finished column, or a decorated proto chunk past the area — the
/// walk `light_region` makes without its snapshot.
#[test]
fn light_readiness_follows_the_region_a_light_job_reads() {
let mut world = World::new(horizon_world::registry::BlockStateId(0), 0);
let chunk = Arc::new(Chunk::empty(0, 0));
let nine = (-1..=1).flat_map(|dz| (-1..=1).map(move |dx| (dx, dz)));
for key in nine {
world.chunks.insert(key, chunk.clone());
}
// The kept area is the cross around (0, 0); the corners of the
// 3x3 light reads lie past it.
let in_range = |x: i32, z: i32| x.abs() + z.abs() <= 1;
let none = FxHashSet::<(i32, i32)>::default();
let empty = FxHashMap::<(i32, i32), Option<Proto>>::default();
assert!(light_region_ready(&world, in_range, &none, &empty, 0, 0));
// A corner is missing, and nothing stands in for it yet.
world.chunks.remove(&(1, 1));
assert!(!light_region_ready(&world, in_range, &none, &empty, 0, 0));
// A decorated, checked-in proto chunk past the area lights against.
let decorated: FxHashSet<(i32, i32)> = [(1, 1)].into_iter().collect();
let mut protos: FxHashMap<(i32, i32), Option<Proto>> = Default::default();
protos.insert((1, 1), Some(Box::new(()) as Proto));
assert!(light_region_ready(
&world, in_range, &decorated, &protos, 0, 0
));
// The proto is checked out to a job: it cannot be read.
protos.insert((1, 1), None);
assert!(!light_region_ready(
&world, in_range, &decorated, &protos, 0, 0
));
// A neighbour inside the area waits for the chunk itself.
world.chunks.remove(&(1, 0));
let mut inside = decorated.clone();
inside.insert((1, 0));
protos.insert((1, 0), Some(Box::new(()) as Proto));
assert!(!light_region_ready(
&world, in_range, &inside, &protos, 0, 0
));
}
#[test]
fn view_distance_is_vanillas_shape() {
// ChunkTrackingView.isInViewDistance at render distance 12: a column
+125 -8
View File
@@ -27,6 +27,9 @@ struct Globals {
// The sunrise fan's 16 triangles (gfx/sunrise_fan.rs): xyz the apex weight's normal, w the
// triangle's volume with the camera; then each rim vertex's normal against the apex.
sunrise_fan: array<vec4<f32>, 32>,
// x: Options.textureFiltering (0 none, 1 RGSS, 2 anisotropic), y: the sprite arrays' width
// in texels (vanilla's TextureSize).
filtering: vec4<f32>,
}
@group(0) @binding(0) var<uniform> globals: Globals;
@group(0) @binding(1) var sprites: texture_2d_array<f32>;
@@ -45,14 +48,12 @@ struct Globals {
// which then samples exactly as before.
override SPRITE_ARRAYS: u32 = 1u;
override SPRITE_SPLIT: u32 = 2048u;
fn sprite(uv: vec2<f32>, layer: u32) -> vec4<f32> {
if SPRITE_ARRAYS == 1u {
return textureSample(sprites, sprite_sampler, uv, i32(layer));
}
// The array is chosen per fragment: sample with the derivatives taken here.
let dx = dpdx(uv);
let dy = dpdy(uv);
// A sprite sampled with the given gradients, from whichever array holds its layer.
fn sprite_grad(uv: vec2<f32>, layer: u32, dx: vec2<f32>, dy: vec2<f32>) -> vec4<f32> {
let l = i32(layer % SPRITE_SPLIT);
if SPRITE_ARRAYS == 1u {
return textureSampleGrad(sprites, sprite_sampler, uv, l, dx, dy);
}
switch layer / SPRITE_SPLIT {
case 0u: { return textureSampleGrad(sprites, sprite_sampler, uv, l, dx, dy); }
case 1u: { return textureSampleGrad(sprites_1, sprite_sampler, uv, l, dx, dy); }
@@ -64,6 +65,78 @@ fn sprite(uv: vec2<f32>, layer: u32) -> vec4<f32> {
default: { return textureSampleGrad(sprites_7, sprite_sampler, uv, l, dx, dy); }
}
}
// The same at an explicit mip level.
fn sprite_level(uv: vec2<f32>, layer: u32, lod: f32) -> vec4<f32> {
let l = i32(layer % SPRITE_SPLIT);
if SPRITE_ARRAYS == 1u {
return textureSampleLevel(sprites, sprite_sampler, uv, l, lod);
}
switch layer / SPRITE_SPLIT {
case 0u: { return textureSampleLevel(sprites, sprite_sampler, uv, l, lod); }
case 1u: { return textureSampleLevel(sprites_1, sprite_sampler, uv, l, lod); }
case 2u: { return textureSampleLevel(sprites_2, sprite_sampler, uv, l, lod); }
case 3u: { return textureSampleLevel(sprites_3, sprite_sampler, uv, l, lod); }
case 4u: { return textureSampleLevel(sprites_4, sprite_sampler, uv, l, lod); }
case 5u: { return textureSampleLevel(sprites_5, sprite_sampler, uv, l, lod); }
case 6u: { return textureSampleLevel(sprites_6, sprite_sampler, uv, l, lod); }
default: { return textureSampleLevel(sprites_7, sprite_sampler, uv, l, lod); }
}
}
// texture_sampling.glsl's sampleNearest: the sprite's texels stay square pixels, blending only
// across the one screen pixel where two meet, so a linear (and anisotropic) sampler keeps them crisp.
fn sample_nearest(uv: vec2<f32>, layer: u32, pixel: vec2<f32>, du: vec2<f32>, dv: vec2<f32>,
texel_screen: vec2<f32>) -> vec4<f32> {
let texel_coords = uv / pixel;
let center = round(texel_coords) - 0.5;
var offset = texel_coords - center;
offset = (offset - 0.5) * pixel / max(texel_screen, vec2(1e-12)) + 0.5;
offset = clamp(offset, vec2(0.0), vec2(1.0));
return sprite_grad((center + offset) * pixel, layer, du, dv);
}
// sampleRGSS: four rotated-grid samples of the two nearest mip levels, faded in as the texels
// shrink below two screen pixels, over sample_nearest.
fn sample_rgss(uv: vec2<f32>, layer: u32, pixel: vec2<f32>, du: vec2<f32>, dv: vec2<f32>,
texel_screen: vec2<f32>) -> vec4<f32> {
let max_texel = max(texel_screen.x, texel_screen.y);
let min_pixel = min(pixel.x, pixel.y);
let blend = smoothstep(min_pixel, min_pixel * 2.0, max_texel);
let du_len = length(du);
let dv_len = length(dv);
let effective = sqrt(min(du_len, dv_len) * max(du_len, dv_len));
let exact = max(0.0, log2(effective / min_pixel));
let low = floor(exact);
let mip_blend = fract(exact);
var offsets = array<vec2<f32>, 4>(
vec2(0.125, 0.375), vec2(-0.125, -0.375), vec2(0.375, -0.125), vec2(-0.375, 0.125));
var sum_low = vec4(0.0);
var sum_high = vec4(0.0);
for (var i = 0; i < 4; i++) {
let p = uv + offsets[i] * pixel;
sum_low += sprite_level(p, layer, low);
sum_high += sprite_level(p, layer, low + 1.0);
}
let rgss = mix(sum_low * 0.25, sum_high * 0.25, mip_blend);
return mix(sample_nearest(uv, layer, pixel, du, dv, texel_screen), rgss, blend);
}
fn sprite(uv: vec2<f32>, layer: u32) -> vec4<f32> {
let mode = u32(globals.filtering.x);
if mode != 0u {
// Texture Filtering Anisotropic or RGSS: terrain.fsh's two sampling paths.
let du = dpdx(uv);
let dv = dpdy(uv);
let pixel = vec2(1.0 / globals.filtering.y);
let texel_screen = sqrt(du * du + dv * dv);
if mode == 1u {
return sample_rgss(uv, layer, pixel, du, dv, texel_screen);
}
return sample_nearest(uv, layer, pixel, du, dv, texel_screen);
}
if SPRITE_ARRAYS == 1u {
return textureSample(sprites, sprite_sampler, uv, i32(layer));
}
// The array is chosen per fragment: sample with the derivatives taken here.
return sprite_grad(uv, layer, dpdx(uv), dpdy(uv));
}
struct TerrainOut {
@builtin(position) clip: vec4<f32>,
@@ -302,7 +375,7 @@ fn sky_fog(color: vec3<f32>, dist: vec2<f32>) -> vec3<f32> {
// Weight of the fan centre where the ray crosses the sunrise fan (0 when missed):
// Moller-Trumbore from the origin along d, over normals built once a frame
// (gfx/sunrise_fan.rs). The barycentrics are apex/s, k1/s and -k0/s; s is -det.
fn sunrise_weight(d: vec3<f32>) -> f32 {
fn sunrise_weight_full(d: vec3<f32>) -> f32 {
if globals.sunrise.a <= 0.001 { return 0.0; }
var best = 0.0;
var k0 = dot(d, globals.sunrise_fan[16].xyz);
@@ -322,6 +395,50 @@ fn sunrise_weight(d: vec3<f32>) -> f32 {
}
return best;
}
// The rim's YZ projection is an ellipse. Comparing its unsquashed X/Y
// magnitudes with tan(PI/8) selects one of sixteen sectors without atan2.
fn sunrise_triangle_weight(d: vec3<f32>, i: u32) -> f32 {
let k0 = dot(d, globals.sunrise_fan[16u+i].xyz);
let k1 = dot(d, globals.sunrise_fan[16u+(i+1u)%16u].xyz);
let triangle = globals.sunrise_fan[i];
let apex = dot(d, triangle.xyz);
let s = apex + k1 - k0;
if abs(s) >= 1e-6 && s * triangle.w > 0.0 && apex * s >= 0.0
&& k1 * s >= 0.0 && k0 * s <= 0.0 {
return apex / s;
}
return 0.0;
}
fn sunrise_weight(d: vec3<f32>) -> f32 {
if globals.sunrise.a <= 0.001 { return 0.0; }
if dot(d.yz, d.yz) < 1e-10 { return sunrise_weight_full(d); }
// The camera lies in the rim plane. A forward ray can reach the fan
// only on the apex side. Keep a guard for rounded coplanar normals.
let apex = dot(d, globals.sunrise_fan[0].xyz);
if apex * globals.sunrise_fan[0].w < -1e-4 { return 0.0; }
let y = dot(d, globals.sunrise_fan[16].xyz);
let x = -dot(d, globals.sunrise_fan[20].xyz);
let ax = abs(x);
let ay = abs(y);
let tangent = 0.414213562373095;
let quadrant_sector = select(select(0u, 1u, ay > ax * tangent),
select(2u, 3u, ax < ay * tangent), ay > ax);
let sector = select(select(8u + quadrant_sector, 7u - quadrant_sector, y >= 0.0),
select(15u - quadrant_sector, quadrant_sector, y >= 0.0), x >= 0.0);
var best = max(sunrise_triangle_weight(d, sector),
sunrise_triangle_weight(d, (sector + 8u) % 16u));
// Test adjacent sectors only at a rounded boundary; their exact rim
// normals remain the authority for hit tests and interpolation weights.
let k0 = dot(d, globals.sunrise_fan[16u+sector].xyz);
let k1 = dot(d, globals.sunrise_fan[16u+(sector+1u)%16u].xyz);
if min(abs(k0), abs(k1)) < max(ax, ay) * 0.001 {
best = max(best, sunrise_triangle_weight(d, (sector + 15u) % 16u));
best = max(best, sunrise_triangle_weight(d, (sector + 1u) % 16u));
best = max(best, sunrise_triangle_weight(d, (sector + 7u) % 16u));
best = max(best, sunrise_triangle_weight(d, (sector + 9u) % 16u));
}
return best;
}
// The sky's colour along the view ray `d` (a shader pack's sky stage gets it as its input:
// gfx/native_sky.rs builds that stage from this section).
fn sky_along_ray(d: vec3<f32>) -> vec3<f32> {
+3
View File
@@ -1289,6 +1289,9 @@ impl EditBox {
batch.text(atlas, "_", cursor_x, ty, color, true);
}
}
if self.focused {
crate::preedit::report_caret(cursor_x, ty, 10.0);
}
}
/// Character index under GUI x (mouse click).
pub fn index_at(&self, atlas: &HudAtlas, x: f32) -> usize {
@@ -0,0 +1,189 @@
#[path = "../src/gfx/sunrise_fan.rs"]
mod sunrise_fan;
#[path = "../src/gfx/wgsl_prefix.rs"]
mod wgsl_prefix;
fn sunrise_shader() -> String {
let terrain = include_str!("../src/terrain.wgsl");
let start = terrain.find("fn sunrise_weight_full").unwrap();
let end = terrain[start..].find("// The sky's colour").unwrap() + start;
let mut source = String::from(
"struct Globals { sunrise: vec4<f32>, sunrise_fan: array<vec4<f32>,32> }\n\
@group(0) @binding(0) var<uniform> globals: Globals;\n\
@group(0) @binding(1) var<storage,read> rays: array<vec4<f32>>;\n\
@group(0) @binding(2) var<storage,read_write> results: array<vec2<f32>>;\n",
);
source.push_str(&terrain[start..end]);
source.push_str(
"@compute @workgroup_size(64) fn main(@builtin(global_invocation_id) id: vec3<u32>) {\n\
if id.x < arrayLength(&rays) {\n\
let d = rays[id.x].xyz;\n\
results[id.x] = vec2(sunrise_weight_full(d), sunrise_weight(d));\n\
}\n\
}\n",
);
source
}
#[test]
fn extracted_sunrise_shader_validates() {
let module = naga::front::wgsl::parse_str(&sunrise_shader()).unwrap();
naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
naga::valid::Capabilities::all(),
)
.validate(&module)
.unwrap();
}
// Execute the actual optimized and reference WGSL on a host GPU.
// This opt-in test compares shipped WGSL with the full fan search, not FPS.
#[test]
#[ignore = "requires a host GPU; run with --ignored --nocapture"]
fn sunrise_sectors_match_reference_on_real_gpu() {
use wgpu::util::DeviceExt;
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle());
let adapter = pollster::block_on(instance.request_adapter(&Default::default())).unwrap();
eprintln!("Sunrise GPU correctness: {}", adapter.get_info().name);
let (device, queue) = pollster::block_on(adapter.request_device(&Default::default())).unwrap();
let module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(sunrise_shader().into()),
});
let pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: None,
layout: None,
module: &module,
entry_point: Some("main"),
compilation_options: Default::default(),
cache: None,
});
let mut rays = Vec::<[f32; 4]>::new();
for yaw in 0..360 {
for pitch in -89..90 {
let (sy, cy) = (yaw as f32).to_radians().sin_cos();
let (sp, cp) = (pitch as f32).to_radians().sin_cos();
rays.push([sy * cp, sp, cy * cp, 0.]);
}
}
rays.extend([
[1., 0., 0., 0.],
[-1., 0., 0., 0.],
[0., 1., 0., 0.],
[0., -1., 0., 0.],
]);
let input = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
contents: bytemuck::cast_slice(&rays),
usage: wgpu::BufferUsages::STORAGE,
});
let size = (rays.len() * 8) as u64;
let output = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_SRC,
mapped_at_creation: false,
});
let read = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size,
usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
for alpha in [0.01, 0.2, 0.65, 1.] {
for hemisphere in [-1., 1.] {
let mut globals = vec![[1., 1., 1., alpha]];
globals.extend(sunrise_fan::normals(
alpha,
glam::Vec3::new(0., 0., hemisphere),
));
let uniform = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
contents: bytemuck::cast_slice(&globals),
usage: wgpu::BufferUsages::UNIFORM,
});
let bindings = [&uniform, &input, &output];
let group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &pipeline.get_bind_group_layout(0),
entries: &bindings
.iter()
.enumerate()
.map(|(i, b)| wgpu::BindGroupEntry {
binding: i as u32,
resource: b.as_entire_binding(),
})
.collect::<Vec<_>>(),
});
let mut encoder = device.create_command_encoder(&Default::default());
{
let mut pass = encoder.begin_compute_pass(&Default::default());
pass.set_pipeline(&pipeline);
pass.set_bind_group(0, &group, &[]);
pass.dispatch_workgroups((rays.len() as u32).div_ceil(64), 1, 1);
}
encoder.copy_buffer_to_buffer(&output, 0, &read, 0, size);
queue.submit([encoder.finish()]);
read.slice(..)
.map_async(wgpu::MapMode::Read, |r| r.unwrap());
device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
{
let mapped = read.slice(..).get_mapped_range().unwrap();
let pairs: &[[f32; 2]] = bytemuck::cast_slice(&mapped);
for (i, pair) in pairs.iter().enumerate() {
assert!(
(pair[0] - pair[1]).abs() < 1e-4,
"alpha={alpha} hemisphere={hemisphere} ray={:?} values={pair:?}",
rays[i]
);
}
}
read.unmap();
}
}
}
#[test]
fn native_pack_sky_keeps_sunrise_helpers_private() {
use wgsl_prefix::{TERRAIN, prefixed, section};
// Use the same complete terrain sections and prefixer as native_sky.rs.
let sky = prefixed(
&[
section(TERRAIN, "struct Globals {", "@group(0) @binding(1)"),
section(TERRAIN, "fn linear_fog(", "fn apply_fog("),
section(TERRAIN, "struct SkyOut {", "// rendertype_lines"),
]
.concat(),
"horizon_sky_",
);
for name in [
"sunrise_weight",
"sunrise_weight_full",
"sunrise_triangle_weight",
] {
assert!(sky.contains(&format!("fn horizon_sky_{name}(")));
}
// A native pack may declare the same helper names as the renderer.
let own = "fn sunrise_weight(d: vec3<f32>) -> f32 { return d.x; }\n\
fn sunrise_weight_full(d: vec3<f32>) -> f32 { return d.y; }\n\
fn sunrise_triangle_weight(d: vec3<f32>, i: u32) -> f32 { return d.z + f32(i); }\n";
let module = naga::front::wgsl::parse_str(&format!("{own}\n{sky}")).unwrap();
naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
naga::valid::Capabilities::all(),
)
.validate(&module)
.unwrap();
}
#[test]
fn complete_terrain_shader_still_validates_for_fallback_sky() {
let module = naga::front::wgsl::parse_str(wgsl_prefix::TERRAIN).unwrap();
naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
naga::valid::Capabilities::all(),
)
.validate(&module)
.unwrap();
}
+6 -1
View File
@@ -64,10 +64,11 @@ horizon-dualsense = { path = "../horizon-dualsense", optional = true }
# HTTPS to the Minecraft services (online-mode session join).
ureq = { version = "2", default-features = false, features = ["tls"] }
unicode-bidi = "0.3.18"
# `LevelStorageAccess.estimateDiskSpace`: usable disk space, without unsafe code on Windows.
fs4 = { version = "1.1.0", default-features = false, features = ["sync"] }
[target.'cfg(unix)'.dependencies]
# The server thread's CPU time per tick (`HORIZON_SPIKES`, spans.rs).
# `LevelStorageAccess.estimateDiskSpace` (statvfs) too.
rustix = { version = "1", default-features = false, features = ["std", "time", "process", "fs"] }
[target.'cfg(windows)'.dependencies]
@@ -96,6 +97,10 @@ audio = ["horizon-client-render/audio"]
controllers = ["dep:gilrs", "dep:horizon-dualsense", "horizon-client-input/controllers"]
# Records the call sites of mob random draws (`mob_ai_probe` traces).
rng-trace = ["horizon-core/rng-trace"]
# Compatibility with earlier experiment commands: main already uses mimalloc.
windows-mimalloc = []
# Opt-in Windows heap experiment; see docs/windows-allocators.md.
windows-segment-heap = []
# Its own name, not `probe`: Cargo copies every crate's examples into one target/<profile>/examples.
[[example]]
@@ -53,6 +53,7 @@
"horizon.pages.open.horizon_settings": "Horizon Settings...",
"horizon.mods.empty": "No mods: put .hmod files in the horizon-mods folder",
"horizon.mods.stopped": " (Stopped)",
"horizon.mods.not_built": " (Not built)",
"horizon.mods.dev": " (Dev)",
"horizon.mods.settings": "Settings",
"horizon.mods.open_folder": "Open Mod Folder",
@@ -63,5 +64,137 @@
"horizon.multiplayer.cancel_reconnecting": "Cancel Reconnecting",
"horizon.multiplayer.join_friend": "Join a Friend",
"horizon.multiplayer.invite_code": "Invite Code",
"horizon.multiplayer.relay": "Relay (optional)"
"horizon.multiplayer.relay": "Relay (optional)",
"Preset": "Preset",
"LOD Distance": "LOD Distance",
"Far Detail": "Far Detail",
"Cave Culling": "Cave Culling",
"Entity Culling": "Entity Culling",
"Chunk Updates": "Chunk Updates",
"Upload Budget": "Upload Budget",
"Sky": "Sky",
"Fog": "Fog",
"Weather": "Weather",
"Animated Textures": "Animated Textures",
"Present Mode": "Present Mode",
"Frame Pacing": "Frame Pacing",
"Worker Threads": "Worker Threads",
"Resolution Scale": "Resolution Scale",
"Anti-aliasing": "Anti-aliasing",
"Upscaling": "Upscaling",
"HDR Settings...": "HDR Settings...",
"Paper White": "Paper White",
"Peak Brightness": "Peak Brightness",
"Black Level": "Black Level",
"UI Brightness": "UI Brightness",
"Battery Mode": "Battery Mode",
"Graphics API": "Graphics API",
"Performance Overlay": "Performance Overlay",
"Full Detail Distance": "Full Detail Distance",
"On": "On",
"Off": "Off",
"Unlimited": "Unlimited",
"Auto": "Auto",
"Custom": "Custom",
"Performance": "Performance",
"Balanced": "Balanced",
"Quality": "Quality",
"Ultra": "Ultra",
"Ultra Performance": "Ultra Performance",
"Native": "Native",
"Full": "Full",
"Reduced": "Reduced",
"Efficient": "Efficient",
"Precise": "Precise",
"Auto (VSync)": "Auto (VSync)",
"FIFO": "FIFO",
"Mailbox": "Mailbox",
"Immediate": "Immediate",
"Vulkan": "Vulkan",
"DirectX 12": "DirectX 12",
"OpenGL": "OpenGL",
"FPS and Graph": "FPS and Graph",
"FPS": "FPS",
"TAA": "TAA",
"FXAA": "FXAA",
"No cost": "No cost",
"Low cost": "Low cost",
"Medium cost": "Medium cost",
"High cost": "High cost",
"Saves time": "Saves time",
"Rendering": "Rendering",
"Display": "Display",
"Preferences": "Preferences",
"Overlay": "Overlay",
"HDR": "HDR",
"Graphics": "Graphics",
"Graphics: Advanced": "Graphics: Advanced",
"Graphics: HDR": "Graphics: HDR",
"Advanced...": "Advanced...",
"Simple...": "Simple...",
"Done": "Done",
"This feature is not yet available in Horizon.": "This feature is not yet available in Horizon.",
"Your display or system doesn't offer HDR output.": "Your display or system doesn't offer HDR output.",
"Turn HDR on to use it.": "Turn HDR on to use it.",
"%s chunks": "%s chunks",
"%s per frame": "%s per frame",
"%s MiB/frame": "%s MiB/frame",
"%s KiB/frame": "%s KiB/frame",
"%s nits": "%s nits",
"Auto (%s)": "Auto (%s)",
"Auto (%s nits)": "Auto (%s nits)",
"%.2f nits": "%.2f nits",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "Full-detail terrain range. LOD Distance can extend local worlds farther.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "Reduced draws far terrain coarser: faster on this integrated GPU.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "Reduced draws far terrain coarser, for GPUs it slows down.",
"Field of view. Wider shows more terrain at once.": "Field of view. Wider shows more terrain at once.",
"Caps frames per second; a cap saves power and heat.": "Caps frames per second; a cap saves power and heat.",
"Waits for the display's refresh: no tearing, a little latency.": "Waits for the display's refresh: no tearing, a little latency.",
"Size of menus and the HUD.": "Size of menus and the HUD.",
"Sets the options below together. Changing one makes it Custom.": "Sets the options below together. Changing one makes it Custom.",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "Lava, fire and sunlight shine brighter than white. Needs an HDR display.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "Your display's darkest black. 0 for OLED; LCDs glow a little.",
"How bright highlights get. Auto: the peak your system reports.": "How bright highlights get. Auto: the peak your system reports.",
"How bright white paper and menus look. Auto: your desktop's white.": "How bright white paper and menus look. Auto: your desktop's white.",
"How bright the HUD and menus are, against paper white.": "How bright the HUD and menus are, against paper white.",
"How far mobs, crops and machines keep working. CPU time.": "How far mobs, crops and machines keep working. CPU time.",
"How far away mobs and items are drawn, as a share of normal.": "How far away mobs and items are drawn, as a share of normal.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Skips terrain hidden behind closed sections. Off costs a lot.",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "Hides models behind opaque blocks. Entities update. Off with custom packs.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "Meshed sections uploaded per frame. Lower is smoother while loading.",
"Soft shadows in corners. Costs chunk building time only.": "Soft shadows in corners. Costs chunk building time only.",
"Smaller copies of block textures for distant terrain: less shimmer.": "Smaller copies of block textures for distant terrain: less shimmer.",
"Blends grass and water colours across biomes when building chunks.": "Blends grass and water colours across biomes when building chunks.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "Cloud layer: off, flat (fast) or 3D (fancy).",
"How far clouds reach, in chunks.": "How far clouds reach, in chunks.",
"Draws the sky, sun, moon and stars.": "Draws the sky, sun, moon and stars.",
"Distance fog. Off shows the edge of the loaded world.": "Distance fog. Off shows the edge of the loaded world.",
"Draws rain and snow.": "Draws rain and snow.",
"How far rain and snow fall around you.": "How far rain and snow fall around you.",
"How many particles effects spawn.": "How many particles effects spawn.",
"Round shadows under mobs and items.": "Round shadows under mobs and items.",
"Leaves with see-through gaps. Off draws them solid.": "Leaves with see-through gaps. Off draws them solid.",
"Sorts water and glass more exactly behind each other.": "Sorts water and glass more exactly behind each other.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "Which chunk rebuilds wait for the frame: none, nearby or yours.",
"Animates water, lava, fire and other moving textures.": "Animates water, lava, fire and other moving textures.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "World pixels per screen pixel. Below 100% is faster on the GPU.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "Renders the world smaller and rebuilds it with TAA. Faster, softer.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "HDR output on an HDR display: lava, fire and sunlight shine brighter.",
"How frames reach the screen while VSync is off.": "How frames reach the screen while VSync is off.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "Efficient sleeps until the next frame; Precise spins, like vanilla.",
"Fills the screen (borderless).": "Fills the screen (borderless).",
"Brightens dark places.": "Brightens dark places.",
"Lowers the frame rate when minimised, or idle too.": "Lowers the frame rate when minimised, or idle too.",
"Sways the view while walking.": "Sways the view while walking.",
"Fades newly loaded chunks in.": "Fades newly loaded chunks in.",
"Darkens the screen's edges.": "Darkens the screen's edges.",
"Shows when the world saves.": "Shows when the world saves.",
"Shows attack cooldown.": "Shows attack cooldown.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "60 FPS cap (30 in menus or unfocused), half the workers: less power.",
"Threads that generate, light and mesh chunks. Next start.": "Threads that generate, light and mesh chunks. Next start.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "Mesh data sent to the GPU per frame. Lower is smoother while loading.",
"Frame rate and frame times over the game, with a graph.": "Frame rate and frame times over the game, with a graph."
}
@@ -0,0 +1,15 @@
{
"horizon.options.controller": "Mando",
"horizon.options.vibration": "Vibración",
"horizon.options.adaptive_triggers": "Gatillos adaptativos",
"horizon.options.lightbar": "Barra de luz",
"horizon.options.look_sensitivity": "Sensibilidad de vista",
"horizon.options.invert_x": "Invertir vista X",
"horizon.options.invert_y": "Invertir vista Y",
"horizon.options.sneak_button": "Botón de agacharse",
"horizon.options.move_deadzone": "Zona muerta de movimiento",
"horizon.options.look_deadzone": "Zona muerta de vista",
"horizon.options.button_glyphs": "Símbolos de botones",
"horizon.options.menu_navigation": "Navegación de menús",
"horizon.options.on_screen_keyboard": "Teclado en pantalla"
}
@@ -63,5 +63,137 @@
"horizon.multiplayer.cancel_reconnecting": "Отменить переподключение",
"horizon.multiplayer.join_friend": "Играть с другом",
"horizon.multiplayer.invite_code": "Код приглашения",
"horizon.multiplayer.relay": "Ретранслятор (необязательно)"
"horizon.multiplayer.relay": "Ретранслятор (необязательно)",
"Preset": "Пресет",
"LOD Distance": "Дистанция LOD",
"Far Detail": "Детализация вдали",
"Cave Culling": "Отсечение пещер",
"Entity Culling": "Отсечение сущностей",
"Chunk Updates": "Обновления чанков",
"Upload Budget": "Бюджет выгрузки",
"Sky": "Небо",
"Fog": "Туман",
"Weather": "Погода",
"Animated Textures": "Анимированные текстуры",
"Present Mode": "Режим вывода",
"Frame Pacing": "Ритм кадров",
"Worker Threads": "Рабочие потоки",
"Resolution Scale": "Масштаб разрешения",
"Anti-aliasing": "Сглаживание",
"Upscaling": "Апскейл",
"HDR Settings...": "Настройки HDR…",
"Paper White": "Белая точка",
"Peak Brightness": "Пиковая яркость",
"Black Level": "Уровень чёрного",
"UI Brightness": "Яркость интерфейса",
"Battery Mode": "Режим экономии",
"Graphics API": "Графический API",
"Performance Overlay": "Оверлей производительности",
"Full Detail Distance": "Дальность полной детализации",
"On": "Вкл.",
"Off": "Выкл.",
"Unlimited": "Без ограничения",
"Auto": "Авто",
"Custom": "Свои",
"Performance": "Производительность",
"Balanced": "Сбалансированный",
"Quality": "Качество",
"Ultra": "Ультра",
"Ultra Performance": "Максимальная производительность",
"Native": "Нативный",
"Full": "Полная",
"Reduced": "Снижена",
"Efficient": "Экономный",
"Precise": "Точный",
"Auto (VSync)": "Авто (верт. синхр.)",
"FIFO": "FIFO",
"Mailbox": "Mailbox",
"Immediate": "Immediate",
"Vulkan": "Vulkan",
"DirectX 12": "DirectX 12",
"OpenGL": "OpenGL",
"FPS and Graph": "FPS и график",
"FPS": "FPS",
"TAA": "TAA",
"FXAA": "FXAA",
"No cost": "Без затрат",
"Low cost": "Мало затрат",
"Medium cost": "Средние затраты",
"High cost": "Много затрат",
"Saves time": "Экономит время",
"Rendering": "Рендеринг",
"Display": "Изображение",
"Preferences": "Предпочтения",
"Overlay": "Оверлей",
"HDR": "HDR",
"Graphics": "Графика",
"Graphics: Advanced": "Графика: подробно",
"Graphics: HDR": "Графика: HDR",
"Advanced...": "Подробно…",
"Simple...": "Просто…",
"Done": "Готово",
"This feature is not yet available in Horizon.": "Эта функция в Horizon пока недоступна.",
"Your display or system doesn't offer HDR output.": "Ваш экран или система не поддерживает HDR-вывод.",
"Turn HDR on to use it.": "Включите HDR, чтобы пользоваться этим.",
"%s chunks": "%s чанков",
"%s per frame": "%s за кадр",
"%s MiB/frame": "%s МиБ/кадр",
"%s KiB/frame": "%s КиБ/кадр",
"%s nits": "%s нит",
"Auto (%s)": "Авто (%s)",
"Auto (%s nits)": "Авто (%s нит)",
"%.2f nits": "%.2f нит",
"Full-detail terrain range. LOD Distance can extend local worlds farther.": "Дальность прорисованного рельефа в деталях. Дистанция LOD может продлить её для локальных миров.",
"Coarse distant terrain in local worlds. Integrated GPUs stop at 128 chunks.": "Грубый дальний рельеф в локальных мирах. На встроенной графике — не дальше 128 чанков.",
"Reduced draws far terrain coarser: faster on this integrated GPU.": "«Снижено» рисует дальний рельеф грубее: на этой встроенной видеокарте быстрее.",
"Reduced draws far terrain coarser, for GPUs it slows down.": "«Снижено» рисует дальний рельеф грубее — для карт, которым он мешает.",
"Field of view. Wider shows more terrain at once.": "Угол обзора. Шире — больше рельефа видно сразу.",
"Caps frames per second; a cap saves power and heat.": "Ограничивает кадры в секунду: предел экономит энергию и снижает нагрев.",
"Waits for the display's refresh: no tearing, a little latency.": "Ждёт обновления экрана: без разрывов, с небольшой задержкой.",
"Size of menus and the HUD.": "Размер меню и интерфейса.",
"Sets the options below together. Changing one makes it Custom.": "Задаёт настройки ниже разом. Изменишь одну — станет «Свои».",
"Lava, fire and sunlight shine brighter than white. Needs an HDR display.": "Лава, огонь и солнце светятся ярче белого. Нужен HDR-экран.",
"Your display's darkest black. 0 for OLED; LCDs glow a little.": "Самый тёмный чёрный вашего экрана. 0 для OLED; ЖК-панели светятся немного.",
"How bright highlights get. Auto: the peak your system reports.": "Насколько яркими будут блики. Авто: пик, который сообщает система.",
"How bright white paper and menus look. Auto: your desktop's white.": "Насколько ярким выглядит белый и меню. Авто: белый цвет рабочего стола.",
"How bright the HUD and menus are, against paper white.": "Яркость интерфейса и меню относительно белой точки.",
"How far mobs, crops and machines keep working. CPU time.": "Как далеко мобы, посевы и механизмы продолжают работать. Нагрузка на процессор.",
"How far away mobs and items are drawn, as a share of normal.": "С какой дистанции рисуются мобы и предметы, в долях от обычной.",
"Skips terrain hidden behind closed sections. Off costs a lot.": "Пропускает рельеф, скрытый за закрытыми секциями. Выключено — дорого.",
"Hides models behind opaque blocks. Entities update. Off with custom packs.": "Прячет модели за непрозрачными блоками. Сущности тикают. Выключать со своими наборами.",
"Meshed sections uploaded per frame. Lower is smoother while loading.": "Секций меша за кадр. Меньше — плавнее во время загрузки.",
"Soft shadows in corners. Costs chunk building time only.": "Мягкие тени по углам. Замедляет только построение чанков.",
"Smaller copies of block textures for distant terrain: less shimmer.": "Уменьшенные копии текстур блоков для дали: меньше мерцания.",
"Blends grass and water colours across biomes when building chunks.": "Смешивает цвета травы и воды на границах биомов при построении чанков.",
"Cloud layer: off, flat (fast) or 3D (fancy).": "Слой облаков: выключен, плоский (быстро) или 3D (красиво).",
"How far clouds reach, in chunks.": "Как далеко простираются облака, в чанках.",
"Draws the sky, sun, moon and stars.": "Рисует небо, солнце, луну и звёзды.",
"Distance fog. Off shows the edge of the loaded world.": "Туман по дальности. Выключенный виден край прогруженного мира.",
"Draws rain and snow.": "Рисует дождь и снег.",
"How far rain and snow fall around you.": "Как далеко вокруг вас идёт дождь и снег.",
"How many particles effects spawn.": "Сколько частиц создают эффекты.",
"Round shadows under mobs and items.": "Круглые тени под мобами и предметами.",
"Leaves with see-through gaps. Off draws them solid.": "Листва с просветами. Выключено — рисуется сплошной.",
"Sorts water and glass more exactly behind each other.": "Точнее сортирует воду и стекло друг за другом.",
"Which chunk rebuilds wait for the frame: none, nearby or yours.": "Какие перестройки чанков ждут кадр: никакие, ближние или ваши.",
"Animates water, lava, fire and other moving textures.": "Анимирует воду, лаву, огонь и другие движущиеся текстуры.",
"World pixels per screen pixel. Below 100% is faster on the GPU.": "Пикселей мира на пиксель экрана. Ниже 100% — быстрее для видеокарты.",
"Smooths jagged edges. FXAA: softer. TAA: smoothest, moving things may trail.": "Сглаживает рваные края. FXAA: мягче. TAA: глаже всего, но движущееся может шлейфить.",
"Renders the world smaller and rebuilds it with TAA. Faster, softer.": "Рисует мир мельче и восстанавливает его через TAA. Быстрее, но мягче.",
"HDR output on an HDR display: lava, fire and sunlight shine brighter.": "HDR-вывод на HDR-экране: лава, огонь и солнце светятся ярче.",
"How frames reach the screen while VSync is off.": "Как кадры попадают на экран, когда вертикальная синхронизация выключена.",
"Efficient sleeps until the next frame; Precise spins, like vanilla.": "«Экономный» спит до следующего кадра; «Точный» крутится, как в ванили.",
"Fills the screen (borderless).": "Занимает весь экран (без рамки).",
"Brightens dark places.": "Осветляет тёмные места.",
"Lowers the frame rate when minimised, or idle too.": "Снижает частоту кадров в свёрнутом окне, а также в простое.",
"Sways the view while walking.": "Покачивает вид при ходьбе.",
"Fades newly loaded chunks in.": "Плавно проявляет только что загруженные чанки.",
"Darkens the screen's edges.": "Затемняет края экрана.",
"Shows when the world saves.": "Показывает, когда мир сохраняется.",
"Shows attack cooldown.": "Показывает перезарядку удара.",
"60 FPS cap (30 in menus or unfocused), half the workers: less power.": "Предел 60 FPS (30 в меню и без фокуса) и половина потоков: меньше энергии.",
"Threads that generate, light and mesh chunks. Next start.": "Потоки, которые генерируют, освещают и строят чанки. Со следующего запуска.",
"Vulkan, then DirectX 12 (Windows) or OpenGL (Linux) where it fails. Next start.": "Vulkan, при сбое — DirectX 12 (Windows) или OpenGL (Linux). Со следующего запуска.",
"Mesh data sent to the GPU per frame. Lower is smoother while loading.": "Данных меша в видеокарту за кадр. Меньше — плавнее во время загрузки.",
"Frame rate and frame times over the game, with a graph.": "Частота кадров и их время поверх игры, с графиком."
}
+7 -1
View File
@@ -1,5 +1,6 @@
//! Embeds Horizon's icon (`packaging/icons/horizon.ico`) in the Windows executables, as icon
//! resource 1: Explorer and the task bar show it, and the window takes it as its icon.
//! The optional Segment Heap manifest is embedded in the same resource compilation.
fn main() {
let dir = std::env::var("CARGO_MANIFEST_DIR").unwrap_or_default();
let ico = format!("{dir}/../../packaging/icons/horizon.ico");
@@ -8,8 +9,13 @@ fn main() {
if std::env::var("CARGO_CFG_TARGET_OS").as_deref() == Ok("windows") {
let mut resource = winresource::WindowsResource::new();
resource.set_icon(&ico);
if std::env::var_os("CARGO_FEATURE_WINDOWS_SEGMENT_HEAP").is_some() {
let manifest = format!("{dir}/windows-segment-heap.manifest");
println!("cargo:rerun-if-changed={manifest}");
resource.set_manifest_file(&manifest);
}
if let Err(e) = resource.compile() {
panic!("embedding {ico}: {e}");
panic!("embedding Windows resources: {e}");
}
}
}
@@ -46,6 +46,26 @@ fn tool(name: &str) -> Option<ItemStack> {
}
}
/// An equipment asset's first humanoid layers as files under the root, as worn armour reads them.
fn equipment_textures(root: &Path, asset: &str) -> Value {
let (ns, path) = asset.split_once(':').unwrap_or(("minecraft", asset));
let Ok(doc) = fs::read(root.join(format!("assets/{ns}/equipment/{path}.json"))) else {
return Value::Null;
};
let doc: Value = serde_json::from_slice(&doc).unwrap_or_default();
let mut out = Map::new();
for kind in ["humanoid", "humanoid_leggings"] {
if let Some(texture) = doc["layers"][kind][0]["texture"].as_str() {
let (tns, tpath) = texture.split_once(':').unwrap_or(("minecraft", texture));
let file = root.join(format!(
"assets/{tns}/textures/entity/equipment/{kind}/{tpath}.png"
));
out.insert(kind.into(), json!(file.exists().then_some(file)));
}
}
Value::Object(out)
}
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().skip(1).collect();
let [base, work, out, wanted @ ..] = args.as_slice() else {
@@ -226,6 +246,7 @@ fn main() -> Result<()> {
"repairable": repairable,
"equip_slot": i.equip_slot,
"equip_asset": i.equip_asset,
"equipment": i.equip_asset.as_deref().map(|a| equipment_textures(&root, a)),
"food": i.food.map(|(nutrition, saturation)| json!({"nutrition": nutrition, "saturation": saturation})),
})
}
@@ -599,6 +599,8 @@ fn print_heart(
fn player_damage(e: &MobEvent) -> f32 {
match e {
MobEvent::AttackPlayer(amount, _)
| MobEvent::CubeHurtPlayer { amount, .. }
| MobEvent::StingPlayer { amount, .. }
| MobEvent::AttackPlayerWithEffect { amount, .. }
| MobEvent::DamagePlayer { amount, .. } => *amount,
MobEvent::SonicBoom {
@@ -616,6 +618,8 @@ fn player_hurt(player: Option<&PlayerView>, e: &MobEvent) -> bool {
};
match e {
MobEvent::AttackPlayer(amount, _)
| MobEvent::CubeHurtPlayer { amount, .. }
| MobEvent::StingPlayer { amount, .. }
| MobEvent::AttackPlayerWithEffect { amount, .. }
| MobEvent::DamagePlayer { amount, .. } => *amount > 0.0,
MobEvent::SonicBoom {
@@ -1027,6 +1031,10 @@ pub fn main() -> horizon_client::Result<()> {
"inlove" => m.extra.in_love = 600,
"nectar" => horizon_client::mobs::bee::set_has_nectar(&mut m, true),
"tame" => m.extra.tame = true,
"owned" => {
horizon_client::mobs::tame::set_tame(&mut m, true);
m.extra.owner = Some(PLAYER_UUID);
}
x if x.starts_with("age=") => m.extra.age = x[4..].parse().unwrap(),
x if x.starts_with("strength=") => m.extra.variant2 = x[9..].parse().unwrap(),
x if x.starts_with("hand=") => {
@@ -220,7 +220,7 @@ pub fn main() -> Result<()> {
}
writeln!(out)?;
}
for (name, p, volume, pitch) in std::mem::take(&mut engine.sounds) {
for (name, p, volume, pitch, _) in std::mem::take(&mut engine.sounds) {
writeln!(
out,
"~ {name} {} {} {} {} {}",
+4 -2
View File
@@ -301,7 +301,9 @@ fn candle_offsets(count: u8) -> &'static [[f64; 3]] {
}
}
/// Per-state animate behaviour and the block tags it needs.
/// Per-state animate behaviour and the block tags it needs. Empty by default
/// (a dedicated server): every lookup finds nothing to animate.
#[derive(Default)]
pub struct AnimateTables {
kinds: Vec<Animate>,
impermeable: Vec<bool>,
@@ -536,7 +538,7 @@ fn add_visible(engine: &mut ParticleEngine, ty: T, p: [f64; 3], v: [f64; 3]) {
engine.add_with(&ParticleOptions::simple(ty), p, v, false, true);
}
fn sound(engine: &mut ParticleEngine, name: &'static str, p: [f64; 3], volume: f32, pitch: f32) {
engine.sounds.push((name, p, volume, pitch));
engine.sounds.push((name, p, volume, pitch, false));
}
fn redstone(engine: &mut ParticleEngine, p: [f64; 3]) {
engine.add(&ParticleOptions::dust([1.0, 0.0, 0.0], 1.0), p, [0.0; 3]);
@@ -105,7 +105,7 @@ impl UpdateWorld<Key> for PlayerMotion {
}
}
impl LiveAttributeWorld for PlayerMotion {
type Identity = Box<dyn FnMut() -> i32>;
type Identity = Box<dyn horizon_world::attributes::live::Identities>;
fn get_attributes(&mut self) -> Result<()> {
Ok(())
}
+20 -1
View File
@@ -1,6 +1,6 @@
//! `BlockPattern`: a grid of block predicates found in the world in any of
//! its 24 orientations (upright, upside down, lying flat, turned sideways).
//! The wither is built from these.
//! The wither and the golems are built from these.
use horizon_core::geometry::Direction;
/// A grid of predicate keys: `aisles[z][y]` is a row whose chars are the `x`
@@ -19,6 +19,25 @@ pub const WITHER_FULL: BlockPattern = BlockPattern {
pub const WITHER_BASE: BlockPattern = BlockPattern {
aisles: &[&[" ", "###", "~#~"]],
};
/// `CarvedPumpkinBlock.getOrCreateSnowGolemFull`: '^' a carved pumpkin or
/// jack o'lantern, '#' a snow block.
pub const SNOW_GOLEM_FULL: BlockPattern = BlockPattern {
aisles: &[&["^", "#", "#"]],
};
/// `CarvedPumpkinBlock.getOrCreateSnowGolemBase`: the same column with any
/// block where the head will go.
pub const SNOW_GOLEM_BASE: BlockPattern = BlockPattern {
aisles: &[&[" ", "#", "#"]],
};
/// `CarvedPumpkinBlock.getOrCreateIronGolemFull`: '^' the head, '#' an iron
/// block, '~' air beside the arms and legs.
pub const IRON_GOLEM_FULL: BlockPattern = BlockPattern {
aisles: &[&["~^~", "###", "~#~"]],
};
/// `CarvedPumpkinBlock.getOrCreateIronGolemBase`.
pub const IRON_GOLEM_BASE: BlockPattern = BlockPattern {
aisles: &[&["~ ~", "###", "~#~"]],
};
/// `BlockPattern.BlockPatternMatch`: where a pattern was found and how it is turned.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct PatternMatch {
+108 -22
View File
@@ -1,7 +1,11 @@
//! Identity of the ordered block-state registry used by chunk packets.
//! Identity of the ordered block-state registry used by chunk packets, and of
//! the mob effect registry once content mods add to it (effect packets carry
//! its network ids).
use serde::{Deserialize, Serialize, de::IgnoredAny};
use sha2::{Digest, Sha256};
use std::{
collections::HashMap,
collections::{BTreeMap, HashMap},
fmt, io,
path::{Path, PathBuf},
sync::{Mutex, OnceLock},
};
@@ -9,47 +13,128 @@ use std::{
pub const CHANNEL: &str = "horizon:block_registry";
pub const MARKER: &str = "horizon-content-blocks";
pub const MISMATCH: &str =
"Content block registry mismatch: install the same content blocks as the server.";
"Content registry mismatch: install the same content mods as the server.";
#[derive(Debug)]
pub enum IdentityError {
Read(io::Error),
Json(serde_json::Error),
Registries(String),
}
impl fmt::Display for IdentityError {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
match self {
Self::Read(error) => write!(f, "cannot read facts.json: {error}"),
Self::Json(error) => write!(f, "invalid facts.json: {error}"),
Self::Registries(error) => write!(f, "invalid registries.json: {error}"),
}
}
}
impl std::error::Error for IdentityError {}
#[derive(Deserialize)]
struct Facts {
states: Vec<StateRow>,
}
#[derive(Deserialize)]
struct StateRow(IgnoredAny, IgnoredAny, IgnoredAny, IgnoredAny, State);
#[derive(Deserialize, Serialize)]
#[serde(deny_unknown_fields)]
struct State {
id: String,
#[serde(default, skip_serializing_if = "Option::is_none")]
properties: Option<BTreeMap<String, String>>,
}
/// Hash the network order and each state's name and properties, not its gameplay facts.
pub fn identity(root: &Path) -> Result<[u8; 32], String> {
pub fn identity(root: &Path) -> Result<[u8; 32], IdentityError> {
// Keep each resource root stable and avoid reparsing its large facts file for every join.
static IDENTITIES: OnceLock<Mutex<HashMap<PathBuf, [u8; 32]>>> = OnceLock::new();
let mut identities = IDENTITIES.get_or_init(Default::default).lock().unwrap();
if let Some(hash) = identities.get(root) {
return Ok(*hash);
}
let bytes = std::fs::read(root.join("facts.json")).map_err(|e| e.to_string())?;
let hash = hash_facts(&bytes)?;
let bytes = std::fs::read(root.join("facts.json")).map_err(IdentityError::Read)?;
let mut hash = hash_facts(&bytes)?;
let effects = match std::fs::read(root.join("registries.json")) {
Ok(registries) => mod_effects(&registries)?,
Err(_) => Vec::new(),
};
if !effects.is_empty() {
hash = hash_effects(hash, &effects);
}
identities.insert(root.to_owned(), hash);
Ok(hash)
}
fn hash_facts(bytes: &[u8]) -> Result<[u8; 32], String> {
let facts: serde_json::Value = serde_json::from_slice(bytes).map_err(|e| e.to_string())?;
let states = facts
.get("states")
.and_then(|s| s.as_array())
.ok_or("facts.json has no block states")?;
fn hash_facts(bytes: &[u8]) -> Result<[u8; 32], IdentityError> {
let facts: Facts = serde_json::from_slice(bytes).map_err(IdentityError::Json)?;
let mut hash = Sha256::new();
for row in states {
let state = row
.as_array()
.and_then(|r| r.get(4))
.ok_or("facts.json has an invalid block state")?;
let encoded = serde_json::to_vec(state).map_err(|e| e.to_string())?;
for row in facts.states {
let encoded = serde_json::to_vec(&row.4).map_err(IdentityError::Json)?;
hash.update((encoded.len() as u64).to_le_bytes());
hash.update(encoded);
}
Ok(hash.finalize().into())
}
/// The content mods' mob effects in `registries.json`, by network id.
fn mod_effects(bytes: &[u8]) -> Result<Vec<(u64, String)>, IdentityError> {
let text = std::str::from_utf8(bytes).map_err(|e| IdentityError::Registries(e.to_string()))?;
let report = horizon_protocol::registry::Builtin::parse(text)
.map_err(|e| IdentityError::Registries(e.to_string()))?;
// Names come indexed by network id, so they are already in order.
Ok(report
.get("minecraft:mob_effect")
.into_iter()
.flat_map(|ids| ids.names.iter().enumerate())
.filter(|(_, name)| !name.is_empty() && !name.starts_with("minecraft:"))
.map(|(id, name)| (id as u64, name.clone()))
.collect())
}
/// The block identity extended with the mods' effects; a root without them
/// keeps its block-only identity.
fn hash_effects(blocks: [u8; 32], effects: &[(u64, String)]) -> [u8; 32] {
let mut hash = Sha256::new();
hash.update(blocks);
for (id, name) in effects {
hash.update(id.to_le_bytes());
hash.update((name.len() as u64).to_le_bytes());
hash.update(name);
}
hash.finalize().into()
}
#[cfg(test)]
mod tests {
use super::hash_facts;
use super::{hash_effects, hash_facts, mod_effects};
#[test]
fn mod_effects_join_the_identity() {
let report = |extra: &str| {
format!(
r#"{{"minecraft:mob_effect":{{"entries":{{"minecraft:speed":{{"protocol_id":0}}{extra}}}}}}}"#
)
};
assert!(mod_effects(report("").as_bytes()).unwrap().is_empty());
let glow = mod_effects(report(r#","ruby:glow":{"protocol_id":40}"#).as_bytes()).unwrap();
assert_eq!(glow, [(40, "ruby:glow".to_owned())]);
let zap = mod_effects(report(r#","ruby:zap":{"protocol_id":40}"#).as_bytes()).unwrap();
let blocks = [7; 32];
assert_ne!(hash_effects(blocks, &glow), hash_effects(blocks, &zap));
assert_ne!(hash_effects(blocks, &glow), blocks);
}
#[test]
fn identity_tracks_order_and_properties_not_gameplay_data() {
let facts = |a: &str, b: &str| format!(r#"{{"states":[["x",0,0,0,{a}],["y",0,0,0,{b}]]}}"#);
let facts = |a: &str, b: &str| {
format!(r#"{{"states":[["x",false,false,"x",{a}],["y",false,false,"y",{b}]]}}"#)
};
let a = r#"{"id":"demo:a","properties":{"facing":"north"}}"#;
let b = r#"{"id":"demo:b"}"#;
let first = hash_facts(facts(a, b).as_bytes()).unwrap();
@@ -62,9 +147,10 @@ mod tests {
);
assert_ne!(
first,
hash_facts(format!(r#"{{"states":[["x",0,0,0,{a}]]}}"#).as_bytes()).unwrap()
hash_facts(format!(r#"{{"states":[["x",false,false,"x",{a}]]}}"#).as_bytes()).unwrap()
);
assert!(hash_facts(br#"{"states":[[0,0,0,0,"minecraft:stone"]]}"#).is_ok());
assert!(hash_facts(br#"{"states":[["x",false,false,"x","minecraft:stone"]]}"#).is_err());
assert!(hash_facts(br#"{"states":[[]]}"#).is_err());
assert!(hash_facts(br#"{"states":[["x",false,false,"x",{"id":"x"},0]]}"#).is_err());
}
}
+135 -1
View File
@@ -28,7 +28,7 @@ impl Ingredient {
pub fn of(items: Vec<String>) -> Self {
Self(items.iter().cloned().collect(), items)
}
pub(crate) fn parse(v: &Value, items: &Items) -> Option<Self> {
pub fn parse(v: &Value, items: &Items) -> Option<Self> {
let mut list: Vec<String> = Vec::new();
let mut add = |s: &str| {
let more: Vec<String> = match s.strip_prefix('#') {
@@ -1099,9 +1099,30 @@ pub struct Cooking {
pub experience: f32,
pub time: u32,
}
/// A recipe of a type of a mod's own, kept as its file says: the mod reads it.
#[derive(Clone, Debug, PartialEq)]
pub struct CustomRecipe {
/// `<namespace>:<path>`, its place under `data/<namespace>/recipe/`.
pub id: String,
pub json: Arc<Value>,
}
/// An item stack as a recipe's `result` names it (`ItemStackTemplate`); none
/// with no `id` or a count outside 1 to 99.
pub fn recipe_result(v: &Value) -> Option<ItemStack> {
let template = Template::parse(v)?;
template.item.is_some().then(|| template.create())
}
/// The type of a recipe the game doesn't craft itself: one outside `minecraft`.
fn custom_type(v: &Value) -> Option<&str> {
v["type"]
.as_str()
.filter(|t| t.contains(':') && !t.starts_with("minecraft:"))
}
pub struct Recipes {
pub crafting: Vec<(String, Recipe)>,
pub cooking: Vec<Cooking>,
/// The recipes of types of mods' own, by type, in file order.
pub custom: HashMap<String, Vec<CustomRecipe>>,
/// `category` and `group` of each crafting recipe, by file name.
pub meta: HashMap<String, (String, String)>,
facts: HashMap<Arc<str>, Facts>,
@@ -1184,6 +1205,7 @@ impl Recipes {
pub fn load(root: &Path, items: &Items, overlay: &PackOverlay) -> Result<Self> {
let mut crafting = Vec::new();
let mut cooking = Vec::new();
let mut custom: HashMap<String, Vec<CustomRecipe>> = HashMap::new();
let mut meta = HashMap::new();
let json_files = |dir: &Path| -> Result<Vec<PathBuf>> {
let mut files: Vec<_> = fs::read_dir(dir)?
@@ -1241,6 +1263,20 @@ impl Recipes {
continue;
}
};
if let Some(kind) = custom_type(&v) {
let id = if name.contains(':') {
name
} else {
format!("minecraft:{name}")
};
let kind = kind.to_owned();
let json = Arc::new(v);
custom
.entry(kind)
.or_default()
.push(CustomRecipe { id, json });
continue;
}
let text = |k: &str| v[k].as_str().unwrap_or("").to_owned();
meta.insert(name.clone(), (text("category"), text("group")));
let ing = |k: &str| Ingredient::parse(&v[k], items);
@@ -1447,6 +1483,7 @@ impl Recipes {
Ok(Self {
crafting,
cooking,
custom,
meta,
facts,
curses,
@@ -1728,6 +1765,7 @@ mod tests {
Recipes {
crafting: Vec::new(),
cooking,
custom: HashMap::new(),
meta: HashMap::new(),
facts: HashMap::new(),
curses: HashSet::new(),
@@ -1735,6 +1773,101 @@ mod tests {
}
}
#[test]
fn only_types_outside_minecraft_are_custom() {
let kind = |json: &str| {
let v: Value = serde_json::from_str(json).unwrap();
custom_type(&v).map(str::to_owned)
};
assert_eq!(
kind(r#"{"type":"mymod:crusher"}"#).as_deref(),
Some("mymod:crusher")
);
assert_eq!(kind(r#"{"type":"minecraft:smelting"}"#), None);
assert_eq!(kind(r#"{"type":"minecraft:from_a_later_version"}"#), None);
assert_eq!(kind(r#"{"type":"no_namespace"}"#), None);
assert_eq!(kind(r#"{"type":7}"#), None);
assert_eq!(kind("{}"), None);
}
/// Recipes of a mod's own types land in `custom` by type, in file order,
/// with the id the file has; a data pack overrides by id and adds more; a
/// `minecraft` type the game doesn't know is dropped.
#[test]
fn custom_recipes_load_by_type_with_pack_override() {
let root =
std::env::temp_dir().join(format!("horizon-custom-recipes-{}", std::process::id()));
let _ = fs::remove_dir_all(&root);
fs::create_dir_all(root.join("data/minecraft/recipe")).unwrap();
fs::create_dir_all(root.join("data/mymod/recipe")).unwrap();
fs::write(
root.join(horizon_items::content_namespaces::MARKER),
br#"["mymod"]"#,
)
.unwrap();
let file =
|kind: &str, tag: &str| format!(r#"{{"type":"{kind}","tag":"{tag}"}}"#).into_bytes();
fs::write(
root.join("data/mymod/recipe/a.json"),
file("mymod:crusher", "a"),
)
.unwrap();
fs::write(
root.join("data/mymod/recipe/b.json"),
file("mymod:crusher", "b"),
)
.unwrap();
fs::write(
root.join("data/mymod/recipe/c.json"),
file("mymod:mixer", "c"),
)
.unwrap();
fs::write(
root.join("data/minecraft/recipe/later.json"),
file("minecraft:from_a_later_version", "x"),
)
.unwrap();
let items = Items::for_tests(HashMap::new());
let recipes = Recipes::load(&root, &items, &PackOverlay::NONE).unwrap();
let ids = |kind: &str| -> Vec<String> {
recipes.custom[kind].iter().map(|r| r.id.clone()).collect()
};
assert_eq!(ids("mymod:crusher"), ["mymod:a", "mymod:b"]);
assert_eq!(ids("mymod:mixer"), ["mymod:c"]);
assert_eq!(recipes.custom.len(), 2);
// Not crafted, and no recipe-book meta of their own.
assert!(recipes.crafting.is_empty() && recipes.cooking.is_empty());
assert!(!recipes.meta.keys().any(|k| k.starts_with("mymod:")));
// A pack replaces `mymod:b`, and adds `pack:d` and a `minecraft:p` of its own type.
let packs = [
(
"recipe/mymod:b".to_owned(),
vec![file("mymod:crusher", "pack-b")],
),
("recipe/pack:d".to_owned(), vec![file("mymod:crusher", "d")]),
(
"recipe/minecraft:p".to_owned(),
vec![file("pack:press", "p")],
),
];
let recipes = Recipes::load(&root, &items, &PackOverlay { files: &packs }).unwrap();
let crusher = &recipes.custom["mymod:crusher"];
assert_eq!(
crusher.iter().map(|r| r.id.as_str()).collect::<Vec<_>>(),
["mymod:a", "mymod:b", "pack:d"]
);
assert_eq!(crusher[1].json["tag"], "pack-b");
assert_eq!(recipes.custom["pack:press"][0].id, "minecraft:p");
let _ = fs::remove_dir_all(&root);
}
#[test]
fn a_recipe_result_needs_an_item_and_a_sane_count() {
let result = |json: &str| recipe_result(&serde_json::from_str(json).unwrap());
let stack = result(r#"{"id":"minecraft:iron_ingot","count":2}"#).unwrap();
assert_eq!((&*stack.item, stack.count), ("minecraft:iron_ingot", 2));
assert_eq!(result(r#"{"id":"minecraft:iron_ingot"}"#).unwrap().count, 1);
assert!(result(r#"{"count":2}"#).is_none());
assert!(result(r#"{"id":"minecraft:iron_ingot","count":0}"#).is_none());
}
#[test]
fn cook_finds_the_first_recipe_the_scan_finds() {
let recipes = cooking_book();
for kind in [
@@ -1780,6 +1913,7 @@ mod tests {
let recipes = Recipes {
crafting: Vec::new(),
cooking: Vec::new(),
custom: HashMap::new(),
meta: HashMap::new(),
facts: HashMap::new(),
curses: HashSet::new(),
+128 -4
View File
@@ -2,7 +2,8 @@
//! `ItemEntity.tick`: gravity 0.04, 0.98 drag (block friction on the ground),
//! a ground bounce of -0.5, slime landing restitution (0.8, including a moving
//! piston that is carrying slime), water buoyancy, pickup delay, 6000-tick despawn,
//! and `HoneyBlock.entityInside` when falling against a honey block's side.
//! `HoneyBlock.entityInside` when falling against a honey block's side, and
//! `BubbleColumnBlock.entityInside` (lift / drag, including the surface jump).
use crate::{
blocks::{BlockFacts, Fluid},
collisions::SceneCollisions,
@@ -219,6 +220,7 @@ impl ItemEntity {
pub fn tick(
&mut self,
world: &World,
registry: &horizon_world::registry::BlockRegistry,
facts: &BlockFacts,
collision: &BlockCollisionRegistry<'_>,
no_physics: bool,
@@ -229,7 +231,6 @@ impl ItemEntity {
if self.pickup_delay > 0 && self.pickup_delay != u32::MAX {
self.pickup_delay -= 1;
}
// Entity.baseTick pushes before ItemEntity applies buoyancy and moves.
let (water_height, lava_height) = self.update_fluids(world, fluids);
let in_water = water_height > f64::from(0.1f32);
if in_water {
@@ -249,6 +250,10 @@ impl ItemEntity {
self.velocity.y -= 0.04;
}
let horizontal = self.velocity.x * self.velocity.x + self.velocity.z * self.velocity.z;
// ItemEntity.tick: skip move 3 of 4 ticks while grounded with no
// horizontal speed. The idle branch still runs bubble-column push
// (`applyEffectsFromBlocksForLastMovements`), so lift builds up and
// the item moves on the next wake-up (#4558).
if !self.on_ground || horizontal > 1.0e-5 || (self.age + self.id).is_multiple_of(4) {
let mut scene = SceneCollisions {
world,
@@ -285,8 +290,17 @@ impl ItemEntity {
let slime = item_support_is_slime(world, facts, self.position);
self.velocity.y = item_vertical_collision_velocity(wanted.y, slime);
}
// Entity.move -> applyEffectsFromBlocks: HoneyBlock.entityInside.
// Entity.move -> applyEffectsFromBlocks: honey then bubble columns
// (before air drag), matching ItemEntity.tick.
self.apply_honey_slide(world, facts);
crate::motion::bubble_column_push(
world,
registry,
facts,
collision,
self.bounds(),
&mut self.velocity,
);
let mut friction = 0.98;
if self.on_ground {
let below = world.block(
@@ -304,9 +318,19 @@ impl ItemEntity {
if self.on_ground && self.velocity.y < 0.0 {
self.velocity.y *= -0.5;
}
} else {
// applyEffectsFromBlocksForLastMovements: still lift/drag while idle.
crate::motion::bubble_column_push(
world,
registry,
facts,
collision,
self.bounds(),
&mut self.velocity,
);
}
self.age += 1;
// ItemEntity.tick refreshes immersion and pushes again after moving.
// ItemEntity.tick refreshes immersion after moving.
self.update_fluids(world, fluids);
self.age < 6000 && self.position.y > -128.0
}
@@ -882,6 +906,10 @@ pub struct ArmorStand {
/// `DATA_HEAD_POSE` to `DATA_RIGHT_LEG_POSE`: head, body, left arm, right
/// arm, left leg, right leg, in degrees (`POSE_KEYS` order).
pub pose: [[f32; 3]; 6],
/// `Entity.vehicle` on a server's client (`SetPassengers`): the mob it
/// rides, which seats it every tick (`positionRider`), as NPC plugins hang
/// a second name over a player's head.
pub vehicle: Option<u32>,
}
impl ArmorStand {
pub const SLOTS: [&'static str; 6] = ["mainhand", "offhand", "feet", "legs", "chest", "head"];
@@ -916,6 +944,7 @@ impl ArmorStand {
name_visible: false,
last_hit: i64::MIN / 2,
pose: Self::DEFAULT_POSE,
vehicle: None,
}
}
pub fn environment_tick(
@@ -1380,6 +1409,101 @@ mod merge_tests {
mod honey_slide_tests {
use super::*;
/// Gravity still stacks on idle ticks; waking every 4th tick zeroes Y on
/// the ground (`ItemEntity.tick` with `onGround`).
#[test]
fn a_resting_item_skips_move_three_of_four_ticks() {
let root = std::path::Path::new(env!("CARGO_MANIFEST_DIR"))
.join("../../.local/horizon-client")
.join(horizon_core::VANILLA_VERSION);
if !root.join("movement-properties.nbt").exists() {
return;
}
let assets = crate::assets::Assets::load(&root).unwrap();
let render = assets.reload(&root).unwrap();
let facts = crate::blocks::BlockFacts::load(&root, assets.registry).unwrap();
let fluids = crate::motion::FluidResources::new(&assets, &facts).unwrap();
let collision = crate::collisions::load(&root, assets.registry).unwrap();
let mut world = World::test_scene(&assets, &render, 3).unwrap();
let stone = assets.registry.default_state("minecraft:stone").unwrap();
for x in 19..=21 {
for z in 19..=21 {
world.set(x, 3, z, stone).unwrap();
}
}
let at = Vec3::new(20.5, 4.0, 20.5);
let mut item = falling_item(at.x, at.y, at.z, 0.0, 0.0, 0.0);
item.on_ground = true;
item.age = 0;
item.id = 1;
let mut ys = Vec::new();
for _ in 0..8 {
item.tick(&world, assets.registry, &facts, &collision, false, &fluids);
ys.push(item.velocity.y);
}
// Idle ticks keep gravity; the 4th tick's move hits the floor and
// clears Y (vanilla's sequence for a resting item).
assert_eq!(ys, vec![-0.04, -0.08, -0.12, 0.0, -0.04, -0.08, -0.12, 0.0]);
assert_eq!(item.position.y, at.y);
}
/// #4558: idle ticks still run `BubbleColumnBlock.entityInside`, so lift
/// builds and the next wake-up rises off the soul sand.
#[test]
fn a_grounded_item_in_a_soul_sand_column_rises() {
let root = std::path::Path::new(env!("CARGO_MANIFEST_DIR"))
.join("../../.local/horizon-client")
.join(horizon_core::VANILLA_VERSION);
if !root.join("movement-properties.nbt").exists() {
return;
}
let assets = crate::assets::Assets::load(&root).unwrap();
let render = assets.reload(&root).unwrap();
let facts = crate::blocks::BlockFacts::load(&root, assets.registry).unwrap();
let fluids = crate::motion::FluidResources::new(&assets, &facts).unwrap();
let collision = crate::collisions::load(&root, assets.registry).unwrap();
let mut world = World::test_scene(&assets, &render, 3).unwrap();
let soul = assets
.registry
.default_state("minecraft:soul_sand")
.unwrap();
let mut column = assets
.registry
.state(
assets
.registry
.default_state("minecraft:bubble_column")
.unwrap(),
)
.unwrap()
.clone();
column.properties.insert("drag".into(), "false".into());
let column = assets.registry.resolve(&column).unwrap();
for x in 19..=21 {
for z in 19..=21 {
world.set(x, 3, z, soul).unwrap();
for y in 4..=8 {
world.set(x, y, z, column).unwrap();
}
}
}
let at = Vec3::new(20.5, 4.0, 20.5);
let mut item = falling_item(at.x, at.y, at.z, 0.0, 0.0, 0.0);
item.on_ground = true;
item.age = 0;
item.id = 1;
let before = item.position.y;
for _ in 0..16 {
item.tick(&world, assets.registry, &facts, &collision, false, &fluids);
}
assert!(
item.position.y > before + 0.5,
"expected rise from soul-sand column, y={} (was {})",
item.position.y,
before
);
}
fn falling_item(x: f64, y: f64, z: f64, vx: f64, vy: f64, vz: f64) -> ItemEntity {
let at = Vec3::new(x, y, z);
ItemEntity {
+3 -3
View File
@@ -200,17 +200,17 @@ mod tests {
ticks: 0,
};
let mut still = item.clone();
assert!(still.tick(&world, &facts, &collision, false, &fluids));
assert!(still.tick(&world, assets.registry, &facts, &collision, false, &fluids));
assert_eq!(still.position.x, at.x);
assert_eq!(still.velocity.x, 0.0);
world.set(21, 4, 20, flowing).unwrap();
let mut carried = item;
assert!(carried.tick(&world, &facts, &collision, false, &fluids));
assert!(carried.tick(&world, assets.registry, &facts, &collision, false, &fluids));
// First push is damped by buoyancy before motion, second follows drag.
assert!((carried.position.x - at.x - 0.014 * 0.99).abs() < 1e-12);
assert!((carried.velocity.x - (0.014 * 0.99 * 0.98 + 0.014)).abs() < 1e-12);
for _ in 0..20 {
carried.tick(&world, &facts, &collision, false, &fluids);
carried.tick(&world, assets.registry, &facts, &collision, false, &fluids);
}
assert!(carried.position.x > at.x + 0.5);
}
+127 -7
View File
@@ -2949,7 +2949,11 @@ pub fn bucket_components(m: &Mob) -> crate::item_data::StackData {
}
data
}
pub fn load_bucket_data(m: &mut Mob, stack: &crate::items::ItemStack) {
/// `Entity.applyComponentsFromItemStack` → the spawned mob's
/// `applyImplicitComponents`: a bucket's contents (`MobBucketItem.spawn`) and
/// a spawn egg (`PostSpawnProcessor.apply`) both land here. Vanilla applies
/// these after `finalizeSpawn`, so a component wins over the biome variant.
pub fn apply_item_components(m: &mut Mob, stack: &crate::items::ItemStack) {
let Some(components) = stack.data() else {
return;
};
@@ -3030,6 +3034,51 @@ pub fn load_bucket_data(m: &mut Mob, stack: &crate::items::ItemStack) {
m.extra.variant3 = id as u8;
}
}
// Chicken, Cow and Pig.applyImplicitComponents: their variant and sound
// variant components, both registry names (`minecraft:warm`,
// `minecraft:picky`).
let species = m.species();
let (variant, sound) = match species {
crate::mobs::Species::Chicken => (
Some("minecraft:chicken/variant"),
Some("minecraft:chicken/sound_variant"),
),
crate::mobs::Species::Cow => (
Some("minecraft:cow/variant"),
Some("minecraft:cow/sound_variant"),
),
crate::mobs::Species::Pig => (
Some("minecraft:pig/variant"),
Some("minecraft:pig/sound_variant"),
),
_ => (None, None),
};
if let Some(name) = variant.and_then(|id| text(components.other(id))) {
m.extra.variant = crate::mobs::finalize::variant_index(species, &name);
}
if let Some(name) = sound.and_then(|id| text(components.other(id)))
&& let Some(i) = crate::mobs::finalize::sound_variants(species)
.iter()
.position(|v| *v == name.trim_start_matches("minecraft:"))
{
m.extra.sound_variant = Some(i as u8);
}
// MushroomCow.applyImplicitComponents: `Variant.DEFAULT` is red, as the
// save's `Type` reads it.
if species == crate::mobs::Species::Mooshroom
&& let Some(name) = text(components.other("minecraft:mooshroom/variant"))
{
m.extra.variant = u8::from(name.trim_start_matches("minecraft:") == "brown");
}
// Sheep.applyImplicitComponents: the wool colour, a DyeColor id.
if species == crate::mobs::Species::Sheep
&& let Some(name) = text(components.other("minecraft:sheep/color"))
&& let Some(i) = crate::mobs::render::DYE_NAMES
.iter()
.position(|c| *c == name.trim_start_matches("minecraft:"))
{
m.extra.color = i as u8;
}
}
#[cfg(test)]
@@ -3101,7 +3150,7 @@ mod axolotl_nbt_tests {
assert!(bucket_data(&m).get("Variant").is_none());
let stack = item_from_nbt(&item_to_nbt(&stack)).unwrap();
let mut restored = Mob::new(2, kind, Vec3::new(0.0, 4.0, 0.0), 0.0);
load_bucket_data(&mut restored, &stack);
apply_item_components(&mut restored, &stack);
assert_eq!(
crate::mobs::animal_brain::hunting_cooldown(&restored),
Some(123)
@@ -3140,10 +3189,10 @@ mod axolotl_nbt_tests {
.data_mut()
.set_other("minecraft:bucket_entity_data", Some(data));
restored.persistent = false;
load_bucket_data(&mut restored, &bucket);
apply_item_components(&mut restored, &bucket);
assert_eq!(restored.persistent, expected);
restored.persistent = true;
load_bucket_data(&mut restored, &bucket);
apply_item_components(&mut restored, &bucket);
assert!(restored.persistent, "bucket data cannot clear persistence");
}
restored.ticks_frozen = 140;
@@ -3161,7 +3210,7 @@ mod axolotl_nbt_tests {
other: vec![("minecraft:axolotl/variant".into(), string(name))],
..Default::default()
}));
load_bucket_data(&mut restored, &vanilla);
apply_item_components(&mut restored, &vanilla);
assert_eq!(
usize::from(restored.extra.variant),
id,
@@ -3176,12 +3225,12 @@ mod axolotl_nbt_tests {
)],
..Default::default()
}));
load_bucket_data(&mut restored, &legacy);
apply_item_components(&mut restored, &legacy);
assert_eq!(restored.extra.variant, 3);
legacy
.data_mut()
.set_other("minecraft:axolotl/variant", Some(string("gold")));
load_bucket_data(&mut restored, &legacy);
apply_item_components(&mut restored, &legacy);
assert_eq!(
restored.extra.variant, 2,
"component wins over old Horizon data"
@@ -3241,6 +3290,37 @@ mod sheep_nbt_tests {
assert_eq!((back.extra.color, back.extra.sheared), (14, true));
}
/// The only lib test that registers mod effects (once per process).
#[test]
fn a_mob_keeps_a_mod_effect() {
let root = std::path::Path::new(env!("CARGO_MANIFEST_DIR"))
.join("../../.local/horizon-client")
.join(horizon_core::VANILLA_VERSION);
if !root.join("items.json").exists() {
return;
}
let types: HashMap<String, Arc<MobType>> = crate::mobs::MobTypes::load(&root)
.unwrap()
.types
.into_iter()
.map(|(k, v)| (k, Arc::new(v)))
.collect();
crate::brewing::register_mod_effects([(
"testfx:glow".to_owned(),
1,
crate::brewing::Category::Harmful,
)]);
let mut m = Mob::new(1, types["minecraft:pig"].clone(), Vec3::ZERO, 0.0);
m.add_effect(crate::brewing::effect("testfx:glow").unwrap().id, 200, 2);
let tag = mob_to_nbt(&m, [1, 2, 3, 4], None);
let Some(Tag::List(saved)) = tag.get("active_effects") else {
panic!("no active_effects");
};
assert_eq!(text(saved[0].get("id")).as_deref(), Some("testfx:glow"));
let back = mob_from_nbt(&tag, &types, 2).unwrap();
assert_eq!(back.extra.effects, [("testfx:glow", 200, 2)]);
}
#[test]
fn farm_animals_keep_their_variant_and_sound_variant() {
let root = std::path::Path::new(env!("CARGO_MANIFEST_DIR"))
@@ -3397,6 +3477,46 @@ mod sheep_nbt_tests {
}
}
#[cfg(test)]
mod item_component_tests {
use super::*;
#[test]
fn a_spawn_egg_beats_the_biome_variant() {
let root = std::path::Path::new(env!("CARGO_MANIFEST_DIR"))
.join("../../.local/horizon-client")
.join(horizon_core::VANILLA_VERSION);
if !root.join("items.json").exists() {
return;
}
let data = crate::mobs::MobTypes::load(&root).unwrap();
let spawn = |kind: &str, id: u32| {
let mut m = Mob::new(
id,
Arc::new(data.types[kind].clone()),
Vec3::new(0.0, 4.0, 0.0),
0.0,
);
// What `finalizeSpawn` leaves in a temperate biome.
m.extra.variant = 0;
m
};
let mut egg = crate::items::ItemStack::new("minecraft:chicken_spawn_egg", 1);
egg.data_mut()
.set_other("minecraft:chicken/variant", Some(string("minecraft:warm")));
let mut hen = spawn("minecraft:chicken", 1);
assert_eq!(hen.extra.variant, 0);
apply_item_components(&mut hen, &egg);
assert_eq!(hen.extra.variant, 1, "minecraft:warm, not the biome's");
// Sheep.applyImplicitComponents: the egg's colour over the mob's.
let mut egg = crate::items::ItemStack::new("minecraft:sheep_spawn_egg", 1);
egg.data_mut()
.set_other("minecraft:sheep/color", Some(string("lime")));
let mut sheep = spawn("minecraft:sheep", 2);
apply_item_components(&mut sheep, &egg);
assert_eq!(sheep.extra.color, 5, "lime, not the white it started as");
}
}
#[cfg(test)]
mod fireball_nbt_tests {
use super::*;
File diff suppressed because it is too large. Load diff
+74 -14
View File
@@ -212,8 +212,8 @@ impl adv::World for View<'_, '_> {
fn in_tag(&self, registry: &str, tag: &str, id: &str) -> bool {
let items = &self.0.res.items();
match registry {
"item" => items.item_tags.get(tag).is_some_and(|t| t.contains(id)),
"block" => items.block_tags.get(tag).is_some_and(|t| t.contains(id)),
"item" => items.item_in_tag(tag, id),
"block" => items.block_in_tag(tag, id),
"entity_type" => self.0.res.mob_data().entity_has(tag, id),
"worldgen/biome" => self.0.res.mob_data().biome_has(tag, id),
"damage_type" => self
@@ -432,7 +432,10 @@ impl Game<'_> {
.effects
.list
.iter()
.map(|e| (format!("minecraft:{}", e.id), e.amplifier, e.duration))
.map(|e| {
let id = horizon_client::brewing::namespaced(e.id);
(id.to_owned(), e.amplifier, e.duration)
})
.collect(),
gamemode: Some(self.mode.name().to_owned()),
..Default::default()
@@ -594,6 +597,39 @@ impl Game<'_> {
});
}
}
/// `KnowledgeBookItem.use`: the recipes the book names become known and it
/// is used up. A book naming a recipe this server does not have is
/// vanilla's `Invalid recipe: {}` and knows nothing. Whether the click
/// ends here: `InteractionResult.SUCCESS` does and swings, `FAIL` leaves
/// the other hand its turn (`Minecraft.startUseItem`).
pub(super) fn use_knowledge_book(&mut self, stack: &ItemStack) -> bool {
if &*stack.item != "minecraft:knowledge_book" {
return false;
}
let slot = self.held_slot();
let mut hand = self.stack_in(slot).cloned();
let infinite = self.creative;
let index = &world_stations!(self).recipe_index;
let result = self
.level
.recipe_book
.use_knowledge_book(index, &mut hand, infinite);
*self.stack_in_mut(slot) = hand;
match result {
Ok(unlocked) => {
self.recipe_unlocked(&unlocked);
self.stats.add("used", &stack.item, 1);
self.swing_arm();
true
}
Err(invalid) => {
if let Some(id) = invalid {
log::error!("Invalid recipe: {id}");
}
false
}
}
}
/// `PlayerAdvancements.award` once done: rewards, toast, announcement.
fn award(&mut self, index: usize) {
let tree = self.adv.tree.clone();
@@ -1711,19 +1747,43 @@ impl Game<'_> {
let atlas = &self.gui.atlas;
batch.sprite(atlas, "gui/sprites/toast/advancement", x, y);
let (key, color) = match frame {
Frame::Task => ("advancements.toast.task", 0xFF00_FFFF),
Frame::Goal => ("advancements.toast.goal", 0xFF00_FFFF),
Frame::Task => ("advancements.toast.task", 0xFFFF_FF00),
Frame::Goal => ("advancements.toast.goal", 0xFFFF_FF00),
Frame::Challenge => ("advancements.toast.challenge", 0xFFFF_88FF),
};
batch.text_styled(
atlas,
&Text::translate(key, &[]),
x + 30.0,
y + 7.0,
color,
false,
);
batch.text_styled(atlas, &title, x + 30.0, y + 18.0, u32::MAX, false);
// AdvancementToast.extractRenderState: a title of one line sits under
// the frame's label; a longer one is wrapped at 125, the label fading
// out first (to 1.5 s) and the lines fading in after it over 0.3 s.
let lines = atlas.font.split(&title.resolve_legacy(), 125.0);
let label = Text::translate(key, &[]);
let rgb = color & 0x00FF_FFFF;
if let [line] = lines.as_slice() {
batch.text_styled(atlas, &label, x + 30.0, y + 7.0, color, false);
batch.text_styled(atlas, line, x + 30.0, y + 18.0, u32::MAX, false);
} else if fully_for < 1500 {
let fade = ((1500 - fully_for) as f32 / 300.0).clamp(0.0, 1.0);
let alpha = (fade * 255.0).floor() as u32;
if alpha != 0 {
batch.text_styled(atlas, &label, x + 30.0, y + 11.0, alpha << 24 | rgb, false);
}
} else {
let fade = ((fully_for - 1500) as f32 / 300.0).clamp(0.0, 1.0);
let alpha = (fade * 252.0).floor() as u32;
if alpha != 0 {
let mut line_y = y + (16 - lines.len() as i32 * 9 / 2) as f32;
for line in &lines {
batch.text_styled(
atlas,
line,
x + 30.0,
line_y,
alpha << 24 | 0x00FF_FFFF,
false,
);
line_y += 9.0;
}
}
}
self.draw_item(batch, &ItemStack::new(&icon, 1), x + 8.0, y + 8.0);
}
}
+1
View File
@@ -638,6 +638,7 @@ impl Game<'_> {
json!({ "mode": "multiplayer-warning", "check": check })
}
Mode::Onboarding(_) => json!({ "mode": "accessibility-onboarding" }),
Mode::BanNotice(_) => json!({ "mode": "ban-notice" }),
}
}
Loaded 100 of 446 files, more files were not shown because too many files have changed in this diff. Show more