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Author SHA1 Message Date
Ludovic MarieandClaude Opus 5.5 5672f41859 LAN hub: one S::Attack arm (main's clippy fails on an unreachable pattern)
#5123 added a second S::Attack arm (break behind a queued move) after the
anticheat's, so it never ran and clippy -D warnings fails on main. The
anticheat's arm now also breaks when a move is queued behind the attack.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 18:20:10 +01:00
3151 changed files with 44347 additions and 894026 deletions

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+1 -1
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@@ -47,7 +47,7 @@ line are in the output) and the Rust fn before changing anything.
That one line is what makes the next agent find it.
- Fix the path players run: single player is a client of the integrated server, so server logic lives in
`game/lan*.rs` and `src/lan/`, and what only the client's copy shows (particles, local sounds, hand
animation) must be reached from `game/remote*.rs`.
animation) must be reached from `game/remote*.rs`. A fix on the old in-frame path alone fixes nothing.
- Look at the neighbours the ledger lists for the same class: a `client` or `seam` gap next to your fix is
usually the same bug on the other path.
+1 -2
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@@ -1,4 +1,3 @@
self-hosted-runner:
# The Mac mini's runner (ludovics-mac-mini), which holds the maintainer's own Minecraft files.
# windows-11-vs2026-arm is GitHub's Windows ARM64 image (2026-08), newer than actionlint's label list.
labels: [horizon-game, ludovics-mac-mini, windows-11-vs2026-arm]
labels: [horizon-game, ludovics-mac-mini]
+8 -15
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@@ -1,16 +1,9 @@
# Trusted reviewers: one list for three things (docs/release-flow.md "Trusted reviewers").
# Trusted reviewers: one list for two things (docs/release-flow.md "Trusted reviewers").
# - `/nightly 2640 2642` picks the pull requests the Nightly holds (tools/ci/nightly_set.py);
# - `/close`, `/reopen`, `/label`, `/unlabel` triage issues and pull requests (tools/ci/triage_command.py);
# - `/unclaim @login` releases someone else's claim, and listed reviewers have no claim limit (tools/ci/claim_command.py).
# One reviewer per line: `<numeric GitHub ID> <login>`, with who added it and when. The ID decides; the login is only
# for people reading this file and for messages. A login is a name anyone can claim once its owner renames or deletes
# the account; an ID is never reused. Get it with `gh api users/<login> --jq .id`, or run
# `python3 tools/ci/resolve_reviewer_ids.py` to fill in the IDs and `--check` to catch renames.
# A line in any other form (a bare login included) grants nothing. Ludovic is always allowed (OWNER_ID in
# tools/ci/nightly_set.py) and isn't listed. Removing a line revokes that account at once. A line with only `paused`
# stops all three for every reviewer (Ludovic's still work).
54669067 kacpherek # added by Ludovic, 2026-10-27
87152661 rdbtCVS # added by Ludovic, 2026-10-27
84875247 Online5277 # added by Ludovic, 2026-10-27 (his top three by merged pull requests)
86072227 levzzz5154 # added by Ludovic, 2026-10-28 (Horizon Team; author of horizon-mixins)
87478350 Qwerner88880 # added by Ludovic, 2026-10-31 (Discord vladislav_hagen; native-mod hooks)
# - `/close`, `/reopen`, `/label`, `/unlabel` triage issues and pull requests (tools/ci/triage_command.py).
# Ludovic is always allowed and isn't listed. One GitHub login per line, with who added it and when. Removing a
# line revokes that login at once. A line with only `paused` stops both for every reviewer (Ludovic's still work).
kacpherek # added by Ludovic, 2026-10-27
rdbtCVS # added by Ludovic, 2026-10-27
Online5277 # added by Ludovic, 2026-10-27 (his top three by merged pull requests)
levzzz5154 # added by Ludovic, 2026-10-28 (Horizon Team; author of horizon-mixins)
+1 -3
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@@ -9,9 +9,7 @@ permissions:
actions: write
jobs:
cancel:
# One of our small runners (horizon-light), out of GitHub's pool: no checkout, no code of the pull request
# (docs/ci-runners.md). SELF_HOSTED_CI=off: GitHub's runners.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
steps:
- name: Cancel the pull request's unfinished runs
env:
-107
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@@ -1,107 +0,0 @@
name: cargo-horizon-mod
# `cargo binstall --git https://github.com/horizon-rust/horizon cargo-horizon-mod` (#2120): binstall reads
# [package.metadata.binstall] from crates/cargo-horizon-mod/Cargo.toml and downloads the archive this workflow
# attaches to the tag `cargo-horizon-mod-v<version>`, whose version must be the manifest's. The targets come from
# tools/horizon_mod_binstall.py, the same file the manifest's template is checked against, so a platform added there
# is built here and one nobody publishes is caught before it ships. A pull request builds the archives and publishes
# nothing.
on:
push:
tags: ['cargo-horizon-mod-v*']
pull_request:
paths:
- 'crates/cargo-horizon-mod/**'
- 'tools/horizon_mod_binstall.py'
- '.github/workflows/cargo-horizon-mod.yml'
permissions:
contents: read
jobs:
plan:
runs-on: ubuntu-latest
timeout-minutes: 5
outputs:
platforms: ${{ steps.platforms.outputs.platforms }}
steps:
- uses: actions/checkout@v7
- id: platforms
run: echo "platforms=$(python3 -c 'import json, tools.horizon_mod_binstall as m; print(json.dumps(m.PLATFORMS))')" >> "$GITHUB_OUTPUT"
build:
needs: plan
name: build ${{ matrix.target }}
strategy:
fail-fast: false
matrix:
include: ${{ fromJSON(needs.plan.outputs.platforms) }}
runs-on: ${{ matrix.os }}
timeout-minutes: 30
steps:
- uses: actions/checkout@v7
- uses: dtolnay/rust-toolchain@stable
with:
targets: ${{ matrix.target }}
- name: The aarch64 Linux linker
if: matrix.target == 'aarch64-unknown-linux-gnu'
run: |
sudo apt-get update
sudo apt-get install -y gcc-aarch64-linux-gnu
echo "CARGO_TARGET_AARCH64_UNKNOWN_LINUX_GNU_LINKER=aarch64-linux-gnu-gcc" >> "$GITHUB_ENV"
- name: Build
run: cargo build --release --locked -p cargo-horizon-mod --target ${{ matrix.target }}
- name: It starts
if: matrix.run
shell: bash
run: |
set -euo pipefail
binary="target/${{ matrix.target }}/release/cargo-horizon-mod"
[ -f "$binary.exe" ] && binary="$binary.exe"
out=$("$binary" 2>&1 || true)
case "$out" in
*"usage: cargo horizon-mod"*) ;;
*) echo "$out"; echo "::error::$binary does not start"; exit 1 ;;
esac
- name: Package
shell: bash
run: |
set -euo pipefail
binary="target/${{ matrix.target }}/release/cargo-horizon-mod"
[ -f "$binary.exe" ] && binary="$binary.exe"
mkdir -p dist
tar -czf "dist/$(basename "$binary" | sed 's/\.exe$//')-${{ matrix.target }}.tar.gz" -C "$(dirname "$binary")" "$(basename "$binary")"
- uses: actions/upload-artifact@v7
with:
name: cargo-horizon-mod-${{ matrix.target }}
path: dist/*.tar.gz
if-no-files-found: error
retention-days: 3
publish:
needs: build
if: startsWith(github.ref, 'refs/tags/')
runs-on: ubuntu-latest
timeout-minutes: 10
permissions:
contents: write
steps:
- uses: actions/checkout@v7
- uses: actions/download-artifact@v8
with:
pattern: cargo-horizon-mod-*
path: dist
merge-multiple: true
- name: The tag and the manifest name the same release and archives
run: python3 tools/horizon_mod_binstall.py dist "$GITHUB_REF_NAME"
- name: Checksums
run: |
set -euo pipefail
cd dist
for file in *.tar.gz; do sha256sum "$file" | cut -d' ' -f1 > "$file.sha256"; done
- name: Publish
env:
GH_TOKEN: ${{ github.token }}
run: |
set -euo pipefail
notes="\`cargo binstall --git https://github.com/horizon-rust/horizon cargo-horizon-mod\`"
if gh release view "$GITHUB_REF_NAME" >/dev/null 2>&1; then
gh release upload "$GITHUB_REF_NAME" dist/* --clobber
else
gh release create "$GITHUB_REF_NAME" dist/* --latest=false --title "cargo-horizon-mod ${GITHUB_REF_NAME#cargo-horizon-mod-v}" --notes "$notes"
fi
+84 -172
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@@ -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
@@ -24,37 +24,19 @@ env:
HORIZON_TELEMETRY_URL: "off"
jobs:
# One job, not one per check: each job takes a runner from the organisation's shared pool, and with every pull request
# and every merge to main starting this workflow, three jobs a run left the pool's queue tens of minutes deep.
#
# Where (docs/ci-runners.md): our checks runners (label horizon-checks: the desktop's, an isolated user, so a fork's
# pull request runs there too) take the pull requests whose number ends in 0 or 1, about what their three runners
# can do; GitHub's runners take the others and main's pushes (which also save the Rust cache GitHub's pull request
# runs read), so both pools work at once. The repository variable SELF_HOSTED_CI moves them: `all` every job to
# ours, `light` (the desktop paused) or `off` every job to GitHub's. On ours the build folder persists
# (CARGO_TARGET_DIR, outside the checkout), so the apt packages, Python and the Rust cache steps are GitHub's only.
verify:
runs-on: >-
${{ vars.SELF_HOSTED_CI != 'off' && vars.SELF_HOSTED_CI != 'light' && (vars.SELF_HOSTED_CI == 'all' ||
github.event_name == 'pull_request' && (endsWith(format('{0}', github.event.pull_request.number), '0') ||
endsWith(format('{0}', github.event.pull_request.number), '1'))) &&
fromJSON('["self-hosted", "linux", "horizon-checks"]') || 'ubuntu-latest' }}
timeout-minutes: 45
# 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:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
fetch-depth: 0
- uses: actions/setup-python@v7
if: runner.environment == 'github-hosted'
- uses: actions/setup-python@v5
with:
python-version: '3.12'
- name: Does this pull request need Rust checks?
if: github.event_name == 'pull_request'
id: rust
env:
BASE_SHA: ${{ github.event.pull_request.base.sha }}
HEAD_SHA: ${{ github.event.pull_request.head.sha }}
run: python3 tools/ci/rust_changes.py "$BASE_SHA" "$HEAD_SHA" >> "$GITHUB_OUTPUT"
# 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:
@@ -68,32 +50,32 @@ jobs:
else
python tools/check_public_tree.py --history
fi
# Our runners as GitHub's: some Python tests compile Rust with a bare `rustc` (GitHub's image has a default
# toolchain, our runners' own rustup homes may not), and the GPU tests find no adapter there, so they return
# early. Ours have Mesa's software Vulkan for parity; a backend Linux lacks keeps the tests from it, so a pull
# request's verify doesn't depend on which pool took it (#8627: a GPU test that flakes on lavapipe).
- name: Our runners as GitHub's (a default Rust toolchain, no GPU)
if: runner.environment != 'github-hosted'
run: |
rustup toolchain install stable --profile minimal --component rustfmt --component clippy
rustup default stable
echo "WGPU_BACKEND=dx12" >> "$GITHUB_ENV"
- 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
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'
env:
HOSTED: ${{ runner.environment == 'github-hosted' }}
run: |
if [ "$HOSTED" = true ]; then
sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
fi
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' && runner.environment == 'github-hosted'
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'
@@ -102,7 +84,32 @@ 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).
@@ -111,22 +118,29 @@ jobs:
run: |
cargo +stable test --workspace --lib --bins --tests
# The full content-root tests (#[ignore]d: minutes each on a laptop). The same build as above; they need the
# prepared vanilla data, so without it they pass at once. Keep the target selection identical to avoid
# recompiling the workspace with a different dependency graph.
cargo +stable test --workspace --lib --bins --tests mod_content::tests:: -- --ignored
# 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).
launcher:
runs-on: >-
${{ vars.SELF_HOSTED_CI != 'off' && vars.SELF_HOSTED_CI != 'light' && (vars.SELF_HOSTED_CI == 'all' ||
github.event_name == 'pull_request' && (endsWith(format('{0}', github.event.pull_request.number), '0') ||
endsWith(format('{0}', github.event.pull_request.number), '1'))) &&
fromJSON('["self-hosted", "linux", "horizon-checks"]') || 'ubuntu-latest' }}
timeout-minutes: 45
runs-on: ubuntu-latest
timeout-minutes: 30
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Does this pull request change the launcher or a crate it builds?
@@ -138,16 +152,12 @@ jobs:
run: python3 tools/ci/rust_changes.py --launcher "$BASE_SHA" "$HEAD_SHA" >> "$GITHUB_OUTPUT"
- name: Install Rust and the headers GPUI links against
if: steps.launcher.outputs.required != 'false'
env:
HOSTED: ${{ runner.environment == 'github-hosted' }}
run: |
if [ "$HOSTED" = true ]; then
sudo apt-get update && sudo apt-get install -y --no-install-recommends libxkbcommon-x11-dev libwayland-dev \
libx11-xcb-dev libfontconfig-dev libvulkan-dev libasound2-dev libudev-dev
fi
sudo apt-get update && sudo apt-get install -y --no-install-recommends libxkbcommon-x11-dev libwayland-dev \
libx11-xcb-dev libfontconfig-dev libvulkan-dev libasound2-dev libudev-dev
rustup toolchain install stable --profile minimal --component rustfmt --component clippy
- uses: Swatinem/rust-cache@v2
if: steps.launcher.outputs.required != 'false' && runner.environment == 'github-hosted'
if: steps.launcher.outputs.required != 'false'
with:
workspaces: launcher
shared-key: launcher
@@ -158,114 +168,17 @@ jobs:
run: |
cargo +stable fmt --check
cargo +stable clippy --all-targets --locked -- -D warnings
cargo +stable test --locked --lib --bins
# Compile and test Windows ARM64 on an actual ARM64 host, and inspect the resulting PE headers. By hand only
# (`gh workflow run checks --ref <branch>`): GitHub's runner queue is the bottleneck, and main's runs gate the
# releases (tools/release_train.py waits for them), so neither pull requests nor main's pushes start this
# 90-minute job. The Nightly and launcher releases build and check these binaries on every run.
windows-arm64:
name: Windows ARM64 game and launcher
if: github.event_name == 'workflow_dispatch'
runs-on: windows-11-vs2026-arm
timeout-minutes: 90
env:
RUSTFLAGS: -C target-feature=+crt-static
steps:
- uses: actions/checkout@v7
with:
fetch-depth: 0
- name: Use every runner core for Cargo
shell: pwsh
run: |
$cores = (Get-CimInstance Win32_Processor | Measure-Object -Property NumberOfLogicalProcessors -Sum).Sum
"CARGO_BUILD_JOBS=$cores" >> $env:GITHUB_ENV
- uses: dtolnay/rust-toolchain@stable
with:
targets: aarch64-pc-windows-msvc
- uses: Swatinem/rust-cache@v2
with:
shared-key: windows-arm64-game
- uses: Swatinem/rust-cache@v2
with:
workspaces: launcher
shared-key: windows-arm64-launcher
- name: Check LLVM assembler used by ring
shell: pwsh
run: |
$llvmBin = Join-Path $env:ProgramFiles 'LLVM\bin'
if (-not (Get-Command clang -ErrorAction SilentlyContinue) -and (Test-Path (Join-Path $llvmBin 'clang.exe'))) {
$env:PATH = "$llvmBin;$env:PATH"
"PATH=$env:PATH" >> $env:GITHUB_ENV
}
$clang = Get-Command clang -ErrorAction Stop
Write-Output "Using $($clang.Source)"
& $clang.Source --version
- name: Build the game for native Windows ARM64
run: cargo build --release --locked --target aarch64-pc-windows-msvc -p horizon-client -p horizon-client-lib --bin horizon-client --bin horizon-ctl -p horizon-prepare --bin horizon-prepare -p horizon-server --bin horizon-server
- name: Check the game's PE machine
run: python tools/check_pe_arch.py arm64 target/aarch64-pc-windows-msvc/release/horizon-client.exe target/aarch64-pc-windows-msvc/release/horizon-ctl.exe target/aarch64-pc-windows-msvc/release/horizon-prepare.exe target/aarch64-pc-windows-msvc/release/horizon-server.exe
- name: Check game DLL imports
run: python tools/check_imports.py target/aarch64-pc-windows-msvc/release/horizon-client.exe target/aarch64-pc-windows-msvc/release/horizon-ctl.exe target/aarch64-pc-windows-msvc/release/horizon-prepare.exe target/aarch64-pc-windows-msvc/release/horizon-server.exe
- name: Start every game executable
shell: pwsh
run: |
$ErrorActionPreference = 'Stop'
$client = 'target/aarch64-pc-windows-msvc/release/horizon-client.exe'
$output = & $client --help 2>&1
if ($LASTEXITCODE -ne 0 -or ($output -join "`n") -notmatch '--resources') { throw 'horizon-client --help failed' }
foreach ($binary in @('horizon-ctl.exe', 'horizon-prepare.exe', 'horizon-server.exe')) {
$path = "target/aarch64-pc-windows-msvc/release/$binary"
$output = & $path --help 2>&1
if ($LASTEXITCODE -ne 0 -or -not $output) { throw "$binary --help failed" }
}
foreach ($binary in @('horizon-prepare.exe', 'horizon-server.exe')) {
$path = "target/aarch64-pc-windows-msvc/release/$binary"
$output = & $path --version 2>&1
if ($LASTEXITCODE -ne 0 -or -not $output) { throw "$binary --version failed" }
Write-Output ($output -join "`n")
}
- name: Test and build the native Windows ARM64 launcher
working-directory: launcher
run: |
cargo test --release --locked --target aarch64-pc-windows-msvc --lib
cargo build --release --locked --target aarch64-pc-windows-msvc
- name: Check the launcher's PE machine
working-directory: launcher
run: python ../tools/check_pe_arch.py arm64 target/aarch64-pc-windows-msvc/release/horizon-launcher.exe
- name: Check launcher DLL imports and command-line startup
working-directory: launcher
# bash, as launcher.yml's check on the same runner: the launcher is a GUI-subsystem program, and a pwsh
# `$output = & launcher --version` read no output from it (run 42217014588).
shell: bash
run: |
launcher=target/aarch64-pc-windows-msvc/release/horizon-launcher.exe
python ../tools/check_imports.py "$launcher"
out=$("$launcher" --version)
echo "$out"
[[ "$out" == "horizon-launcher "* ]] || { echo "::error::horizon-launcher --version printed '$out'"; exit 1; }
- name: Build a native-mod game with the launcher's managed toolchain
working-directory: launcher
shell: pwsh
env:
HORIZON_LAUNCHER_HOME: ${{ runner.temp }}\horizon-native-arm64-toolchain
HORIZON_NATIVE_TARGET_DIR: ${{ runner.temp }}\horizon-native-arm64-toolchain\target
run: |
$ErrorActionPreference = 'Stop'
cargo test --release --locked --target aarch64-pc-windows-msvc --lib rust_toolchain::tests::managed_arm64_toolchain_builds_the_game -- --ignored --exact --nocapture
$client = Join-Path $env:HORIZON_NATIVE_TARGET_DIR 'fast/horizon-client.exe'
python ../tools/check_pe_arch.py arm64 $client
python ../tools/check_imports.py $client
cargo +stable test --locked --lib
# Most pull requests leave the harnesses to parity-main, which runs them on main a batch of merges at a time
# (.github/workflows/parity-main.yml; releases wait for it). A pull request still runs them itself when it changes
# a harness, an oracle, a probe or the runner, or carries the run-parity label (run-parity.yml, when it is added).
parity-scope:
if: github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository
# A git diff of this repository's own branch: one of our small runners (horizon-light, docs/ci-runners.md).
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
outputs:
run: ${{ steps.scope.outputs.run }}
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: ${{ github.event.pull_request.head.sha }}
fetch-depth: 0
@@ -277,7 +190,7 @@ jobs:
run: |
changed=$(git diff --name-only "$(git merge-base "$BASE_SHA" HEAD)" HEAD)
harness=$(grep -E '^(tools/test_[a-z0-9_]+_parity\.py|tools/(parity[a-z_]*|lab)\.py|tools/parity_hosts\.json|mods/horizon/src/test/|crates/[^/]+/examples/|crates/horizon-client/src/game/[a-z_]*(fixture|harness)\.rs|\.github/workflows/parity[a-z-]*\.yml)' <<< "$changed" || true)
if [ -n "$harness" ] || [[ " $LABELS " == *" run-parity "* ]] || [[ " $LABELS " == *" frame-identity "* ]]; then
if [ -n "$harness" ] || [[ " $LABELS " == *" run-parity "* ]]; then
echo "run=true" >> "$GITHUB_OUTPUT"
echo "The pull request runs its harnesses: ${harness:-label run-parity}"
else
@@ -292,7 +205,6 @@ jobs:
base: ${{ github.event.pull_request.base.sha }}
head: ${{ github.event.pull_request.head.sha }}
full: ${{ contains(github.event.pull_request.labels.*.name, 'full-parity') }}
frame_identity: ${{ contains(github.event.pull_request.labels.*.name, 'frame-identity') }}
# Horizon never downloads the game. These jobs need a self-hosted Linux runner
# (label horizon-game) holding the maintainer's own copy: the official launcher's
# game directory in HORIZON_MINECRAFT_DIR and the pinned server jar in
@@ -301,13 +213,13 @@ jobs:
if: github.event_name == 'workflow_dispatch'
runs-on: [self-hosted, linux, horizon-game]
steps:
- uses: actions/checkout@v7
- uses: actions/setup-python@v7
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
with:
python-version: '3.12'
- name: Install Rust toolchain
run: rustup toolchain install stable --profile minimal
- uses: actions/setup-java@v6
- uses: actions/setup-java@v4
with:
distribution: temurin
java-version: '25'
@@ -649,11 +561,11 @@ jobs:
if: github.event_name == 'workflow_dispatch'
runs-on: [self-hosted, linux, horizon-game]
steps:
- uses: actions/checkout@v7
- uses: actions/setup-python@v7
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
with:
python-version: '3.12'
- uses: actions/setup-java@v6
- uses: actions/setup-java@v4
with:
distribution: temurin
java-version: '25'
+4 -8
View File
@@ -29,14 +29,13 @@ jobs:
# the skipped runs of ordinary comments must not cancel a waiting one.
concurrency:
group: claim-${{ github.event.issue.number }}
# One of our small runners (horizon-light), out of GitHub's pool: main's script only (docs/ci-runners.md).
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
timeout-minutes: 5
permissions:
contents: read
issues: write
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: main
persist-credentials: false
@@ -50,22 +49,19 @@ jobs:
GH_TOKEN: ${{ github.token }}
BODY: ${{ github.event.comment.body }}
AUTHOR: ${{ github.event.comment.user.login }}
# Who may act is decided by this numeric ID: a login can be claimed by someone else after a rename.
AUTHOR_ID: ${{ github.event.comment.user.id }}
ISSUE: ${{ github.event.issue.number }}
COMMENT_ID: ${{ github.event.comment.id }}
REPO: ${{ github.repository }}
run: python3 tools/ci/claim_command.py command
release:
if: github.event_name != 'issue_comment' && github.repository == 'horizon-rust/horizon'
# One of our small runners (horizon-light), out of GitHub's pool: main's script only (docs/ci-runners.md).
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
timeout-minutes: 10
permissions:
contents: read
issues: write
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: main
persist-credentials: false
+12 -58
View File
@@ -1,6 +1,6 @@
name: game build
# Builds the game for every platform from `ref`: the Java exporters, then Linux and the Linux server, Windows x64
# and ARM64 on GitHub, and macOS on the Mac mini's runner with a 1500-frame offscreen run of a new world (smoke-test.json): Apple
# 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): 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,
@@ -45,7 +45,7 @@ jobs:
# Three full preparations (two isolated, one batched) besides the compile.
timeout-minutes: 60
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: ${{ inputs.ref }}
persist-credentials: false
@@ -73,7 +73,7 @@ jobs:
! \( -name '*.class' \( -path 'exporters/server/dev/horizonlab/parity/*' -o -path 'exporters/client/dev/horizonlab/parity/*' \) \))
[ -z "$stray" ] || { echo "::error::not one of our classes: $stray"; exit 1; }
python3 tools/check_prepare_exporters.py --binary target/release/horizon-prepare
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
with:
name: original-exporters
path: exporters/
@@ -83,10 +83,6 @@ jobs:
build:
needs: exporters
name: build ${{ matrix.name }}
# Windows ARM64 and musl are new: a failure never holds the other platforms' release (the signing job
# needs this job, and a failed entry of it would fail it). The release steps leave the missing
# optional archives out with a warning.
continue-on-error: ${{ matrix.name == 'windows-arm64' || matrix.name == 'linux-musl' }}
strategy:
fail-fast: false
matrix:
@@ -98,28 +94,13 @@ jobs:
# The server build too: packaging/server/install.sh installs it on Linux.
server_dir: horizon-server-linux-x86_64
server_asset: horizon-server-linux-x86_64.tar.gz
- name: linux-musl
os: ubuntu-22.04
musl: true
dir: horizon-linux-musl-x86_64
asset: horizon-linux-musl-x86_64.tar.gz
- name: windows
os: windows-latest
dir: horizon-windows-x64
asset: horizon-windows-x64.zip
exe: .exe
pe_arch: x64
# The C runtime linked in, so the game runs without the Visual C++ redistributable.
rustflags: -C target-feature=+crt-static
- name: windows-arm64
os: windows-11-vs2026-arm
target: aarch64-pc-windows-msvc
dir: horizon-windows-arm64
asset: horizon-windows-arm64.zip
exe: .exe
pe_arch: arm64
# The ARM64 runner builds and runs native ARM64 executables; keep the C runtime in the archive.
rustflags: -C target-feature=+crt-static
- name: macos
mac: true
dir: horizon-macos-arm64
@@ -147,7 +128,7 @@ jobs:
run:
shell: bash
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: ${{ inputs.ref }}
persist-credentials: false
@@ -160,29 +141,21 @@ jobs:
with:
targets: ${{ matrix.target }}
- uses: Swatinem/rust-cache@v2
if: runner.environment == 'github-hosted' && !matrix.musl
if: runner.environment == 'github-hosted'
with:
# A release restores only what a release saved: an untrusted build has its own key and saves nothing.
shared-key: ${{ inputs.trusted && 'release' || 'nightly' }}-${{ matrix.name }}
save-if: ${{ inputs.trusted }}
- name: ALSA and udev headers
if: runner.os == 'Linux' && !matrix.musl
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
if: ${{ !matrix.musl }}
run: cargo build --release --locked ${{ matrix.target && format('--target {0}', matrix.target) || '' }} -p horizon-client -p horizon-client-lib --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
if: ${{ !matrix.musl }}
run: |
for binary in horizon-client horizon-ctl horizon-prepare horizon-server; do
test -f "$BIN/$binary${{ matrix.exe }}" || { echo "::error::$BIN/$binary${{ matrix.exe }} is missing"; exit 1; }
done
- name: Verify Windows executable architecture
if: runner.os == 'Windows'
run: |
python tools/check_pe_arch.py "${{ matrix.pe_arch }}" \
"$BIN/horizon-client${{ matrix.exe }}" "$BIN/horizon-ctl${{ matrix.exe }}" \
"$BIN/horizon-prepare${{ matrix.exe }}" "$BIN/horizon-server${{ matrix.exe }}"
- name: The signing keychain, unlocked
if: runner.os == 'macOS' && vars.MACOS_SIGN_IDENTITY != '' && inputs.developer_id
env:
@@ -200,7 +173,6 @@ jobs:
codesign --verify --strict --verbose=2 "$BIN/$binary"
done
- name: Only system libraries
if: ${{ !matrix.musl }}
# 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: |
@@ -213,17 +185,7 @@ jobs:
${{ runner.os == 'Windows' && 'python' || 'python3' }} tools/check_imports.py "$file"
fi
done
- name: Baseline x86-64 CPUs only
# No POPCNT or LZCNT at all (the script says why only those): a C library's count intrinsic killed the
# game before main on a Core 2 (#7264). Not the Mac builds: every Intel Mac that runs macOS 11 has both.
if: runner.os != 'macOS' && matrix.pe_arch != 'arm64' && !matrix.musl
run: |
set -euo pipefail
rustup component add llvm-tools
${{ runner.os == 'Windows' && 'python' || 'python3' }} tools/check_cpu_baseline.py \
$(for binary in horizon-client horizon-ctl horizon-prepare horizon-server; do echo "$BIN/$binary${{ matrix.exe }}"; done)
- name: Every program starts
if: ${{ !matrix.musl }}
run: |
set -euo pipefail
bin=$BIN
@@ -268,26 +230,18 @@ jobs:
# 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@v7
- uses: actions/upload-artifact@v4
if: runner.environment == 'self-hosted' && !matrix.target
with:
name: smoke-test.json
path: ${{ runner.temp }}/smoke-test.json
if-no-files-found: error
retention-days: 3
- uses: actions/download-artifact@v8
- uses: actions/download-artifact@v4
with:
name: original-exporters
path: exporters
- name: Build, check and package for musl in Alpine
if: matrix.musl
# Run Docker on the Ubuntu host: JavaScript actions themselves require glibc.
run: |
docker run --rm -v "$PWD:/work" -w /work \
-e HORIZON_VERSION -e HORIZON_NIGHTLY \
rust:alpine3.22 sh tools/ci/build-musl.sh
- name: Package
if: ${{ !matrix.musl }}
run: |
set -euo pipefail
cargo run --locked -p xtask -- package "$BIN/horizon-client${{ matrix.exe }}" "dist/${{ matrix.dir }}"
@@ -314,7 +268,7 @@ jobs:
codesign --verify --strict "dist/${{ matrix.dir }}/$binary"
done
packaging/macos/notarize.sh "dist/${{ matrix.asset }}"
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
with:
name: ${{ matrix.asset }}
path: dist/${{ matrix.asset }}
@@ -336,7 +290,7 @@ jobs:
rm -f "${{ matrix.server_asset }}"
tar czf "${{ matrix.server_asset }}" "${{ matrix.server_dir }}"
ls -l "${{ matrix.server_asset }}"
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
if: matrix.server_asset
with:
name: ${{ matrix.server_asset }}
+15 -80
View File
@@ -1,5 +1,5 @@
name: launcher
# Builds the launcher on Linux, macOS, Windows x64 and ARM64, and releases it by itself (docs/release-flow.md): after a
# Builds the launcher on Linux, macOS and Windows, and releases it by itself (docs/release-flow.md): after a
# push to main that changes the launcher or a crate it builds in (the paths below),
# every 10 minutes (a release waiting for merges to settle goes out) and by hand, tools/release_train.py decides as
# for the game.
@@ -8,16 +8,10 @@ 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.
# Linux ships two archives of one binary: the .tar.gz the launcher updates itself from, and an
# AppImage (packaging/linux/appimage.sh) for players without a distribution package, which replaces
# itself instead (launcher/src/backend.rs).
# 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.
# Windows ships each architecture's launcher in its ZIP (what a launcher updates itself from) and as
# horizon-launcher-setup.exe or horizon-launcher-setup-arm64.exe, which opens the per-user installer instead of Home
# (launcher/src/installer.rs).
# gh workflow run launcher --ref <branch> # dry run: builds everything, publishes nothing
# gh workflow run launcher --ref main -f dry_run=false -f force=true
@@ -25,19 +19,16 @@ on:
push:
branches: [main, launcher, 'launcher-*']
paths:
# Everything the launcher is built and packaged from, as tools/release_train.py's LAUNCHER_PATHS.
# Every crate the launcher builds in, as tools/release_train.py's LAUNCHER_PATHS.
- 'launcher/**'
- 'crates/horizon-bench/**'
- 'crates/horizon-friends/**'
- 'crates/horizon-mcp/**'
- 'crates/horizon-mods/**'
- 'crates/horizon-port-pack/**'
- 'crates/horizon-prepare/**'
- 'crates/horizon-release-sign/**'
- 'crates/horizon-telemetry/**'
- 'crates/horizon-theme/**'
- 'packaging/linux/**'
- 'packaging/icons/**'
- '.github/workflows/launcher.yml'
schedule:
- cron: '7-59/10 * * * *'
@@ -74,7 +65,7 @@ jobs:
version: ${{ steps.decide.outputs.version }}
dry_run: ${{ steps.mode.outputs.dry_run }}
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
fetch-depth: 0
- id: mode
@@ -103,10 +94,6 @@ jobs:
needs: decide
if: needs.decide.outputs.release == 'true'
name: build ${{ matrix.name }}
# Windows ARM64 is new: its failure never holds the other platforms' release (the signing job
# needs this job, and a failed entry of it would fail it). The release steps leave the missing
# ARM64 files out with a warning.
continue-on-error: ${{ matrix.name == 'windows-arm64' }}
strategy:
fail-fast: false
matrix:
@@ -130,20 +117,9 @@ jobs:
os: windows-latest
asset: horizon-launcher-windows-x64.zip
binary: horizon-launcher.exe
pe_arch: x64
setup_asset: horizon-launcher-setup.exe
# The C runtime linked in: without it the launcher asks for VCRUNTIME140.dll,
# which only the Visual C++ redistributable installs.
rustflags: -C target-feature=+crt-static
- name: windows-arm64
os: windows-11-vs2026-arm
target: aarch64-pc-windows-msvc
asset: horizon-launcher-windows-arm64.zip
binary: horizon-launcher.exe
pe_arch: arm64
setup_asset: horizon-launcher-setup-arm64.exe
# The C runtime linked in, so the standalone ARM64 launcher needs no redistributable.
rustflags: -C target-feature=+crt-static
runs-on: ${{ matrix.mac && (vars.MAC_RUNNER || 'ludovics-mac-mini') || matrix.os }}
# Notarizing the app and then the .dmg can take a few minutes each.
timeout-minutes: ${{ matrix.mac && 60 || 40 }}
@@ -166,7 +142,7 @@ jobs:
working-directory: launcher
shell: bash
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: ${{ needs.decide.outputs.head }}
persist-credentials: false
@@ -185,7 +161,7 @@ jobs:
if: runner.os == 'Linux'
run: |
sudo apt-get update
sudo apt-get install -y libxkbcommon-x11-dev libwayland-dev libx11-xcb-dev libfontconfig-dev libvulkan-dev libasound2-dev patchelf
sudo apt-get install -y libxkbcommon-x11-dev libwayland-dev libx11-xcb-dev libfontconfig-dev libvulkan-dev libasound2-dev
- name: Metal shaders compiled now, or at run time without the Metal toolchain
# GPUI compiles its Metal shaders when it builds; the Mac mini has Xcode without the Metal toolchain
# (xcodebuild -downloadComponent MetalToolchain), so there they are compiled when the launcher starts.
@@ -193,14 +169,11 @@ jobs:
run: |
if ! xcrun metal --version > /dev/null 2>&1; then
echo "::notice::No Metal toolchain on this runner: GPUI compiles its shaders at run time"
echo "LAUNCHER_FEATURES=gpui_platform/runtime_shaders" >> "$GITHUB_ENV"
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 ${{ 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: Verify Windows executable architecture
if: runner.os == 'Windows'
run: python ../tools/check_pe_arch.py "${{ matrix.pe_arch }}" "$BIN/${{ matrix.binary }}"
- name: The version is the release's
run: |
out=$("$BIN/${{ matrix.binary }}" --version)
@@ -231,8 +204,7 @@ jobs:
"$launcher" links --json
# The Intel Mac launcher can come out before any game build has its asset (#1161): then there is nothing
# to install yet. Only that entry skips, and only on a version list that parsed and had no build here
# (exit 3); a launcher or a script that fails still fails the step. The Windows ARM64 launcher always has
# one: it installs the x64 build where a release has no ARM64 one (backend.rs, GAME_FALLBACK).
# (exit 3); a launcher or a script that fails still fails the step.
if [[ "${{ 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)'
@@ -256,11 +228,6 @@ jobs:
# release linked to a Nix store is a warning here, not a broken launcher.
soft() { if [[ "$RUNNER_OS" == "Linux" ]]; then "$@" || echo "::warning::$* failed"; else "$@"; fi; }
if [[ "$RUNNER_OS" == "Windows" ]]; then
if ! python ../tools/check_pe_arch.py "${{ matrix.pe_arch }}" "$client"; then
# A Nightly without an ARM64 build: the ARM64 launcher installs the x64 one (backend.rs, GAME_FALLBACK).
[[ "${{ matrix.pe_arch }}" == arm64 ]] && python ../tools/check_pe_arch.py x64 "$client" || exit 1
echo "::warning::the latest game has no ARM64 build: the launcher installed the x64 one"
fi
python ../tools/check_imports.py "$client"
elif [[ "$RUNNER_OS" == "Linux" ]]; then
soft python3 ../tools/check_imports.py "$client"
@@ -268,18 +235,6 @@ jobs:
# The client starts: --help prints before any window or GPU is needed.
help() { "$client" --help > "$RUNNER_TEMP/help.txt" 2>&1 && head -3 "$RUNNER_TEMP/help.txt" && grep -q -- '--resources' "$RUNNER_TEMP/help.txt"; }
soft help
# The per-user Windows setup: the same binary under the setup's name installs into a scratch
# folder, and the copy it installs uninstalls itself. HKCU of the runner only.
if [[ "$RUNNER_OS" == "Windows" ]]; then
setup="$RUNNER_TEMP/setup-smoke"
cp "$launcher" "$RUNNER_TEMP/horizon-launcher-setup.exe"
"$RUNNER_TEMP/horizon-launcher-setup.exe" setup --quiet --dir "$setup"
installed="$setup/Horizon Launcher/horizon-launcher.exe"
[[ -f "$installed" ]] || { echo "::error::the setup copied no launcher"; exit 1; }
"$installed" uninstall --quiet
[[ ! -f "$installed" ]] || { echo "::error::uninstall left the launcher"; exit 1; }
rm -rf "$setup"
fi
rm -rf "$HORIZON_LAUNCHER_HOME"
- name: The signing keychain, unlocked
if: runner.os == 'macOS' && vars.MACOS_SIGN_IDENTITY != ''
@@ -299,13 +254,6 @@ jobs:
DMGBUILD="$RUNNER_TEMP/dmg/bin/dmgbuild" ../packaging/macos/package.sh "$BIN/${{ matrix.binary }}" "$version" out ${{ matrix.mac_arch }}
rm -rf out/Horizon.app
else
version=${HORIZON_LAUNCHER_VERSION:-$(sed -n 's/^version = "\(.*\)"/\1/p' Cargo.toml | head -1)}
if [[ "$RUNNER_OS" == "Linux" ]]; then
# The .tar.gz below is what the launcher updates itself from; the AppImage is what a
# player downloads and double-clicks, and it replaces itself instead
# (packaging/linux/appimage.sh, launcher/src/backend.rs).
../packaging/linux/appimage.sh "$BIN/${{ matrix.binary }}" "$version" out
fi
mkdir -p dist
cp "$BIN/${{ matrix.binary }}" dist/
if [[ "${{ matrix.asset }}" == *.tar.gz ]]; then
@@ -315,13 +263,7 @@ jobs:
fi
fi
ls -l out
- name: Setup exe (Windows)
# The launcher's binary under another name: started with no arguments it shows the per-user
# installer instead of Home (launcher/src/installer.rs). Its name is what makes it the setup,
# so the ZIP's copy stays the launcher. Both go into the release's signed SHA256SUMS.
if: runner.os == 'Windows'
run: cp "$BIN/${{ matrix.binary }}" "out/${{ matrix.setup_asset }}"
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
with:
name: ${{ matrix.asset }}
path: launcher/out/*
@@ -339,12 +281,12 @@ jobs:
# tools/ci/sign_release.sh, which calls only the runner's sha256sum and OpenSSL (docs/release-flow.md).
environment: ${{ needs.decide.outputs.dry_run != 'true' && 'release' || '' }}
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
sparse-checkout: tools/ci/sign_release.sh
sparse-checkout-cone-mode: false
persist-credentials: false
- uses: actions/download-artifact@v8
- uses: actions/download-artifact@v4
with:
path: dist
pattern: horizon-launcher-*
@@ -356,13 +298,13 @@ jobs:
EPHEMERAL: ${{ needs.decide.outputs.dry_run == 'true' && 'yes' || '' }}
TAG: ${{ needs.decide.outputs.tag }}
run: bash tools/ci/sign_release.sh "$TAG" dist/horizon-launcher-*
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
with:
name: signature
path: dist/SHA256SUMS*
if-no-files-found: error
retention-days: 3
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
if: needs.decide.outputs.dry_run == 'true'
with:
name: ephemeral.pub
@@ -376,7 +318,7 @@ jobs:
permissions:
contents: write
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Notes
@@ -386,7 +328,7 @@ jobs:
python3 tools/release_train.py notes --kind launcher --tag "${{ needs.decide.outputs.tag }}" \
--head "${{ needs.decide.outputs.head }}" --out notes > /dev/null
{ echo "## $(cat notes/title.txt)"; echo; cat notes/body.md; } >> "$GITHUB_STEP_SUMMARY"
- uses: actions/download-artifact@v8
- uses: actions/download-artifact@v4
with:
path: dist
merge-multiple: true
@@ -398,13 +340,6 @@ jobs:
key=(); [[ -n "$EPHEMERAL" ]] && key=(--key "$(cat dist/ephemeral.pub)")
cargo run --locked --quiet -p horizon-release-sign -- verify --tag "$TAG" --publishing "${key[@]}" dist
# Never marked latest: Horizon's own releases stay the repository's latest.
- name: The Windows ARM64 launcher, if it built
# Its build may fail without holding the release (continue-on-error): the release then has no ARM64
# files, and ARM64 launchers stay on their version until one has (backend::launcher_update_from).
run: |
for file in horizon-launcher-windows-arm64.zip horizon-launcher-setup-arm64.exe; do
[[ -f "dist/$file" ]] || echo "::warning::$file is missing: this release goes out without it"
done
- name: Publish ${{ needs.decide.outputs.tag }}
if: needs.decide.outputs.dry_run != 'true'
env:
@@ -419,7 +354,7 @@ jobs:
run: |
echo "Would publish ${{ needs.decide.outputs.tag }} at ${{ needs.decide.outputs.head }}: $(cat notes/title.txt)"
ls -l dist
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
with:
name: launcher-release-notes
path: notes/
+2 -8
View File
@@ -15,23 +15,17 @@ on:
- '.github/workflows/mod-registry.yml'
permissions:
contents: read
concurrency:
group: mod-registry-${{ github.event.pull_request.number || github.sha }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
jobs:
check:
# Our checks runners (label horizon-checks, docs/ci-runners.md); SELF_HOSTED_CI=light or off: GitHub's.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && vars.SELF_HOSTED_CI != 'light' && fromJSON('["self-hosted", "linux", "horizon-checks"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
timeout-minutes: 20
defaults:
run:
working-directory: crates/horizon-mod-registry
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
- run: rustup toolchain install stable --profile minimal --component rustfmt --component clippy
# Ours keep their build folder between jobs.
- uses: Swatinem/rust-cache@v2
if: runner.environment == 'github-hosted'
with:
workspaces: crates/horizon-mod-registry
save-if: ${{ github.ref == 'refs/heads/main' }}
-32
View File
@@ -1,32 +0,0 @@
name: mojang republish
# Hourly: does Mojang's version manifest list a pinned-version JSON that research-lock.json does not know?
# If so, one issue "Mojang republished <version>: <sha8>" with the hashes and a lock snippet
# (tools/ci/mojang_republish.py). Reads only Mojang's public manifest.
# gh workflow run "mojang republish" -f dry_run=true
on:
schedule:
- cron: '23 * * * *' # hourly: a republished JSON breaks horizon-prepare for every new player until accepted
workflow_dispatch:
inputs:
dry_run:
description: Only print what it would do with issues
type: boolean
default: false
permissions:
contents: read
issues: write
concurrency:
group: mojang-republish
cancel-in-progress: false
jobs:
check:
# One of our small runners (label horizon-light, docs/ci-runners.md): main's script, Mojang's public manifest.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
timeout-minutes: 10
steps:
- uses: actions/checkout@v7
- name: Check the manifest
env:
GH_TOKEN: ${{ github.token }}
run: python3 tools/ci/mojang_republish.py ${{ inputs.dry_run && '--dry-run' || '' }}
-59
View File
@@ -1,59 +0,0 @@
name: native hook stamp
# Opens a PR that numbers pending fragments after they merge. Only pushes to
# main run main's own tool; fragments are read as data, not PR code.
on:
push:
branches: [main]
paths:
- 'tools/native-hook-fragments/*.json'
permissions:
contents: read
concurrency:
group: native-hook-stamp
cancel-in-progress: false
jobs:
stamp:
if: github.repository == 'horizon-rust/horizon'
runs-on: ubuntu-latest
permissions:
contents: write
pull-requests: write
timeout-minutes: 10
steps:
- uses: actions/checkout@v7
with:
ref: main
fetch-depth: 0
- name: Open a stamp pull request
env:
GH_TOKEN: ${{ github.token }}
run: |
set -eu
branch=automation/native-hook-stamp
if [ -n "$(gh pr list --state open --head "$branch" --json number --jq '.[0].number // empty')" ]; then
echo "A stamp pull request is already open."
exit 0
fi
python3 tools/stamp_native_hooks.py
if git diff --quiet; then
echo "No fragments to stamp."
exit 0
fi
git config user.name 'github-actions[bot]'
git config user.email '41898282+github-actions[bot]@users.noreply.github.com'
git checkout -b "$branch"
git add -u
git commit -m 'Stamp native hook API fragments'
if git ls-remote --exit-code --heads origin "$branch" >/dev/null; then
git fetch origin "+refs/heads/$branch:refs/remotes/origin/$branch"
fi
git push --force-with-lease origin "$branch"
# The repo doesn't let GitHub Actions open pull requests (that setting would also let it approve them):
# the branch is pushed, and a maintainer opens the PR from it.
if ! gh pr create --base main --head "$branch" --title 'Stamp native hook API fragments' --body 'Assign API numbers to the pending native hook fragments. Close and reopen this PR to run CI.'; then
echo "::warning::Stamped fragments are on $branch; open a pull request from it (GitHub Actions may not open one here)."
fi
+12 -47
View File
@@ -92,7 +92,7 @@ jobs:
source_tag: ${{ steps.pick.outputs.source_tag }}
dry_run: ${{ steps.mode.outputs.dry_run }}
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
fetch-depth: 0
persist-credentials: false
@@ -124,14 +124,14 @@ jobs:
env:
SHA: ${{ steps.pick.outputs.sha }}
run: git archive --format=tar.gz --prefix="horizon-${SHA:0:7}/" -o horizon-source.tar.gz "$SHA"
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
if: steps.pick.outputs.build == 'true'
with:
name: horizon-source
path: horizon-source.tar.gz
if-no-files-found: error
retention-days: 3
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
with:
name: nightly-notes
path: nightly-notes.md
@@ -155,42 +155,32 @@ jobs:
# The key's only job: main's sign_release.sh hashes the archives and signs with the runner's OpenSSL.
environment: ${{ needs.pick.outputs.dry_run != 'true' && 'release' || '' }}
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
sparse-checkout: tools/ci/sign_release.sh
sparse-checkout-cone-mode: false
persist-credentials: false
- uses: actions/download-artifact@v8
- uses: actions/download-artifact@v4
with:
path: dist
pattern: horizon-*
merge-multiple: true
- name: Sign the checksums for the nightly channel (SHA256SUMS.sig) and for this build (SHA256SUMS.v2.sig)
# SHA256SUMS.sig is for launchers from before v2 (signed for "nightly"); SHA256SUMS.v2.sig is signed for
# nightly-<date>-<commit>, the version the release title names, which current launchers and servers
# require (docs/security.md, "Nightly signatures"). The publish step titles the release from the same values.
- name: Sign the checksums (SHA256SUMS, SHA256SUMS.sig) for the nightly channel
env:
RELEASE_SIGNING_KEY: ${{ secrets.RELEASE_SIGNING_KEY }}
RELEASE_SIGNING_KEY_NEXT: ${{ secrets.RELEASE_SIGNING_KEY_NEXT }}
EPHEMERAL: ${{ needs.pick.outputs.dry_run == 'true' && 'yes' || '' }}
ALSO_FOR: nightly-${{ needs.pick.outputs.date }}-${{ needs.pick.outputs.short }}
run: |
# Windows ARM64's build may fail without holding the Nightly (game-build.yml): then it is left out.
arm64=(); if [[ -f dist/horizon-windows-arm64.zip ]]; then arm64=(dist/horizon-windows-arm64.zip)
else echo "::warning::horizon-windows-arm64.zip is missing: SHA256SUMS goes out without it"; fi
musl=(); if [[ -f dist/horizon-linux-musl-x86_64.tar.gz ]]; then musl=(dist/horizon-linux-musl-x86_64.tar.gz)
else echo "::warning::horizon-linux-musl-x86_64.tar.gz is missing: SHA256SUMS goes out without it"; fi
bash tools/ci/sign_release.sh nightly dist/horizon-linux-x86_64.tar.gz dist/horizon-windows-x64.zip \
"${arm64[@]}" "${musl[@]}" \
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@v7
- uses: actions/upload-artifact@v4
with:
name: signature
path: dist/SHA256SUMS*
if-no-files-found: error
retention-days: 3
- uses: actions/upload-artifact@v7
- uses: actions/upload-artifact@v4
if: needs.pick.outputs.dry_run == 'true'
with:
name: ephemeral.pub
@@ -205,24 +195,19 @@ jobs:
contents: write
issues: read # the open release-blocker issues (gate)
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
persist-credentials: false
- uses: actions/download-artifact@v8
- uses: actions/download-artifact@v4
with:
path: dist
merge-multiple: true
- name: The signatures, checked as launchers check them
- name: The signature, checked as launchers check it
env:
EPHEMERAL: ${{ needs.pick.outputs.dry_run == 'true' && 'yes' || '' }}
DATE: ${{ needs.pick.outputs.date }}
SHORT: ${{ needs.pick.outputs.short }}
run: |
key=(); [[ -n "$EPHEMERAL" ]] && key=(--key "$(cat dist/ephemeral.pub)")
cargo run --locked --quiet -p horizon-release-sign -- verify --tag nightly --publishing "${key[@]}" dist
# The version's own signature, which current launchers require: the title below names the same version.
cargo run --locked --quiet -p horizon-release-sign -- verify --tag "nightly-${DATE}-${SHORT}" \
--signature SHA256SUMS.v2.sig --publishing "${key[@]}" dist
- name: Ready to publish (the smoke test drew a world, no release-blocker is open)
# Right before publishing, as for a release: an issue labelled while the builds ran still holds it. A dry run
# only reports what a real run would do (that is how a blocker's fix is tried).
@@ -239,37 +224,18 @@ jobs:
env:
GH_TOKEN: ${{ github.token }}
SHA: ${{ needs.pick.outputs.sha }}
SHORT: ${{ needs.pick.outputs.short }}
DATE: ${{ needs.pick.outputs.date }}
SOURCE_TAG: ${{ needs.pick.outputs.source_tag }}
run: |
set -euo pipefail
python3 tools/ci/nightly.py rotate
signature=(); [[ -f dist/SHA256SUMS.sig ]] && signature=(dist/SHA256SUMS.sig)
[[ -f dist/SHA256SUMS.v2.sig ]] && signature+=(dist/SHA256SUMS.v2.sig)
# The title is what launchers parse (strictly) into the version SHA256SUMS.v2.sig is signed for.
[[ "${SHA:0:7}" == "$SHORT" ]] || { echo "::error::the build's commit isn't the one signed"; exit 1; }
# The ARM64 archive only when its build succeeded (the sign job left it out of SHA256SUMS otherwise).
arm64=()
if [[ -f dist/horizon-windows-arm64.zip ]]; then
arm64=("dist/horizon-windows-arm64.zip#Game files the launcher installs (Nightly): Windows ARM64 (horizon-windows-arm64.zip)")
else
echo "::warning::horizon-windows-arm64.zip is missing: the Nightly goes out without it (ARM64 launchers install the x64 build)"
fi
musl=()
if [[ -f dist/horizon-linux-musl-x86_64.tar.gz ]]; then
musl=("dist/horizon-linux-musl-x86_64.tar.gz#Game files for musl Linux (horizon-linux-musl-x86_64.tar.gz)")
else
echo "::warning::horizon-linux-musl-x86_64.tar.gz is missing: the Nightly goes out without it"
fi
# A pre-release, never GitHub's latest: the latest stays the last vX.Y.Z, which launchers and servers from
# before the Nightly-only switch keep (they don't read Nightlies).
gh release create nightly --prerelease --latest=false --target "$SHA" \
--title "Nightly $DATE · ${SHA:0:7}" --notes-file dist/nightly-notes.md \
"dist/horizon-linux-x86_64.tar.gz#Game files the launcher installs (Nightly): Linux (horizon-linux-x86_64.tar.gz)" \
"${musl[@]}" \
"dist/horizon-windows-x64.zip#Game files the launcher installs (Nightly): Windows (horizon-windows-x64.zip)" \
"${arm64[@]}" \
"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)" \
@@ -287,8 +253,7 @@ jobs:
# Tells the thread that asked for this build how it ended. A conflict `pick` already explained there.
needs: [pick, build, sign, publish]
if: always() && inputs.issue != '' && needs.pick.result == 'success'
# One comment, no checkout and no secret: one of our small runners (label horizon-light, docs/ci-runners.md).
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
timeout-minutes: 5
permissions:
issues: write
+1 -3
View File
@@ -27,7 +27,7 @@ jobs:
issues: write # answers in the thread
pull-requests: write
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: main
persist-credentials: false
@@ -41,8 +41,6 @@ jobs:
GH_TOKEN: ${{ github.token }}
BODY: ${{ github.event.comment.body }}
AUTHOR: ${{ github.event.comment.user.login }}
# Who may act is decided by this numeric ID: a login can be claimed by someone else after a rename.
AUTHOR_ID: ${{ github.event.comment.user.id }}
ISSUE: ${{ github.event.issue.number }}
COMMENT_URL: ${{ github.event.comment.html_url }}
run: python3 tools/ci/nightly_set.py command
+2 -2
View File
@@ -48,7 +48,7 @@ jobs:
else
echo "run=true" >> "$GITHUB_OUTPUT"
fi
- uses: actions/checkout@v7
- uses: actions/checkout@v4
if: steps.when.outputs.run == 'true'
with:
fetch-depth: 0
@@ -82,7 +82,7 @@ jobs:
run: python3 tools/ci/parity_issues.py --since "${{ steps.audit.outputs.since }}" ${{ inputs.dry_run && '--dry-run' || '' }} | tee -a "$GITHUB_STEP_SUMMARY"
- name: Logs of the failed harnesses
if: steps.when.outputs.run == 'true' && steps.audit.outputs.exit != '0'
uses: actions/upload-artifact@v7
uses: actions/upload-artifact@v4
with:
name: nightly-parity-logs
path: .local/parity-runner/logs/
+2 -4
View File
@@ -19,15 +19,13 @@ jobs:
concurrency:
group: overlap-note-${{ github.event.pull_request.number }}
cancel-in-progress: true
# One of our small runners (horizon-light), out of GitHub's pool: it runs main's script only (above), so a fork's
# pull request runs none of its code there (docs/ci-runners.md). SELF_HOSTED_CI=off: GitHub's runners.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
timeout-minutes: 10
permissions:
contents: read
pull-requests: write
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: main
fetch-depth: 0
-72
View File
@@ -1,72 +0,0 @@
name: pack load bench
# How long resource packs take to load: crates/horizon-client-render/examples/pack_load_bench.rs on generated packs
# (no game files), on the branch and then on `base` with the branch's copy of the bench, on the same runner, so a pull
# request can show its numbers next to main's. Started by hand, or by a push to a `pack-bench/*` branch (a fork can't
# start a workflow its main lacks), against horizon-rust/horizon's main.
on:
push:
branches: ['pack-bench/**']
workflow_dispatch:
inputs:
base:
description: Ref to compare against
default: main
scale:
description: How many times the default pack sizes
default: '1'
permissions:
contents: read
env:
HORIZON_TELEMETRY_URL: "off"
CARGO_TERM_COLOR: never
jobs:
bench:
# Our checks runners (label horizon-checks, docs/ci-runners.md): the branch and the base on the same machine, as
# the comparison needs. SELF_HOSTED_CI=light or off: GitHub's.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && vars.SELF_HOSTED_CI != 'light' && fromJSON('["self-hosted", "linux", "horizon-checks"]') || 'ubuntu-latest' }}
timeout-minutes: 90
steps:
- uses: actions/checkout@v7
with:
fetch-depth: 0
- name: Install Rust and the ALSA and udev headers
env:
HOSTED: ${{ runner.environment == 'github-hosted' }}
run: |
if [ "$HOSTED" = true ]; then
sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
fi
rustup toolchain install stable --profile minimal
- uses: Swatinem/rust-cache@v2
if: runner.environment == 'github-hosted'
with:
shared-key: pack-bench
- name: Bench the branch
env:
SCALE: ${{ inputs.scale || '1' }}
run: |
cargo run --profile fast -p horizon-client-render --example pack_load_bench -- --scale "$SCALE" > head.md
- name: Bench the base, with the branch's bench
env:
BASE: ${{ inputs.base || 'main' }}
SCALE: ${{ inputs.scale || '1' }}
run: |
git fetch https://github.com/horizon-rust/horizon.git "$BASE"
# Our runners keep the folder beside the checkout between jobs.
git worktree remove --force ../base 2> /dev/null || rm -rf ../base
git worktree prune
git worktree add ../base FETCH_HEAD
cp crates/horizon-client-render/examples/pack_load_bench.rs ../base/crates/horizon-client-render/examples/
# A bench row that times a function the base lacks keeps it from building there: then
# the branch's own rows compare the two ways.
target=${CARGO_TARGET_DIR:-$GITHUB_WORKSPACE/target}
(cd ../base && CARGO_TARGET_DIR="$target" cargo run --profile fast -p horizon-client-render \
--example pack_load_bench -- --scale "$SCALE") > base.md \
|| echo "The bench does not build on the base." > base.md
- name: Summary
run: |
{
echo "### Branch ($(git rev-parse --short HEAD))"; cat head.md
echo; echo "### Base (${{ inputs.base || 'main' }})"; cat base.md
} | tee -a "$GITHUB_STEP_SUMMARY"
+2 -2
View File
@@ -30,7 +30,7 @@ jobs:
runs-on: [self-hosted, macOS, horizon-parity-main]
timeout-minutes: 240 # a core-crate batch reruns ~300 harnesses (~60-90 min), a bisect a few rounds of the failures
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: ${{ github.sha }}
fetch-depth: 0
@@ -69,7 +69,7 @@ jobs:
python3 tools/parity_main.py bisect "$BASE_SHA" --comment
- name: Logs of the failed harnesses
if: steps.harnesses.outcome == 'failure'
uses: actions/upload-artifact@v7
uses: actions/upload-artifact@v4
with:
name: parity-main-logs
path: .local/parity-main-logs/
+2 -14
View File
@@ -20,12 +20,6 @@ on:
busy the job waits for it.
type: boolean
default: false
frame_identity:
description: >-
The pull request carries the frame-identity label: it must leave the picture alone (HDR, shader packs), so
the frame_identity harness, which no automatic selection picks, runs too.
type: boolean
default: false
permissions:
contents: read
env:
@@ -39,7 +33,7 @@ jobs:
# harnesses at a time) up to a few hours, and any pull request's job may land there.
timeout-minutes: ${{ inputs.full && 360 || 180 }}
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
# The commit the event names: a fork's later pushes need another run-parity label. The next step merges
# main into it.
@@ -93,15 +87,9 @@ jobs:
PARITY_HOSTS: ''
BASE_SHA: ${{ steps.merge.outputs.base }}
run: python3 tools/parity.py --changed "$BASE_SHA" --timeout 2400 # world_spawn takes ~1480 s on a busy runner
- name: The pictures this change must leave alone
if: ${{ !cancelled() && inputs.frame_identity }}
env:
PARITY_HOSTS: ''
BASE_SHA: ${{ steps.merge.outputs.base }}
run: python3 tools/parity.py frame_identity --timeout 2400
- name: Logs of the failed harnesses
if: failure()
uses: actions/upload-artifact@v7
uses: actions/upload-artifact@v4
with:
name: parity-logs
path: .local/parity-runner/logs/
+2 -4
View File
@@ -16,15 +16,13 @@ jobs:
label:
# Title-only edits change nothing: skip them before a runner starts.
if: github.event.action != 'edited' || github.event.changes.body != null
# One of our small runners (horizon-light), out of GitHub's pool: it runs main's script only (above), so a fork's
# pull request runs none of its code there (docs/ci-runners.md). SELF_HOSTED_CI=off: GitHub's runners.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
timeout-minutes: 5
permissions:
contents: read
pull-requests: write
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: main
persist-credentials: false
+1 -1
View File
@@ -53,7 +53,7 @@ jobs:
urgent: ${{ steps.decide.outputs.urgent }}
dry_run: ${{ steps.mode.outputs.dry_run }}
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
fetch-depth: 0
- id: mode
-1
View File
@@ -27,4 +27,3 @@ jobs:
base: ${{ github.event.pull_request.base.sha }}
head: ${{ github.event.pull_request.head.sha }}
full: ${{ contains(github.event.pull_request.labels.*.name, 'full-parity') }}
frame_identity: ${{ contains(github.event.pull_request.labels.*.name, 'frame-identity') }}
+2 -8
View File
@@ -15,23 +15,17 @@ on:
- '.github/workflows/telemetry-server.yml'
permissions:
contents: read
concurrency:
group: telemetry-server-${{ github.event.pull_request.number || github.sha }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
jobs:
check:
# Our checks runners (label horizon-checks, docs/ci-runners.md); SELF_HOSTED_CI=light or off: GitHub's.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && vars.SELF_HOSTED_CI != 'light' && fromJSON('["self-hosted", "linux", "horizon-checks"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
timeout-minutes: 20
defaults:
run:
working-directory: crates/horizon-telemetry-server
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
- run: rustup toolchain install stable --profile minimal --component rustfmt --component clippy
# Ours keep their build folder between jobs.
- uses: Swatinem/rust-cache@v2
if: runner.environment == 'github-hosted'
with:
workspaces: crates/horizon-telemetry-server
save-if: ${{ github.ref == 'refs/heads/main' }}
+2 -5
View File
@@ -21,15 +21,14 @@ jobs:
startsWith(github.event.comment.body, '/reopen') ||
startsWith(github.event.comment.body, '/label') ||
startsWith(github.event.comment.body, '/unlabel'))
# One of our small runners (label horizon-light, docs/ci-runners.md): main's script only, as above.
runs-on: ${{ vars.SELF_HOSTED_CI != 'off' && fromJSON('["self-hosted", "linux", "horizon-light"]') || 'ubuntu-latest' }}
runs-on: ubuntu-latest
timeout-minutes: 5
permissions:
contents: read
issues: write
pull-requests: write
steps:
- uses: actions/checkout@v7
- uses: actions/checkout@v4
with:
ref: main
persist-credentials: false
@@ -43,8 +42,6 @@ jobs:
GH_TOKEN: ${{ github.token }}
BODY: ${{ github.event.comment.body }}
AUTHOR: ${{ github.event.comment.user.login }}
# Who may act is decided by this numeric ID: a login can be claimed by someone else after a rename.
AUTHOR_ID: ${{ github.event.comment.user.id }}
ISSUE: ${{ github.event.issue.number }}
REPO: ${{ github.repository }}
COMMENT_URL: ${{ github.event.comment.html_url }}
+27 -52
View File
@@ -9,10 +9,8 @@ Feature → files → harness for the most-changed areas: [docs/architecture.md]
- **Never commit Mojang's files**: game jars, assets, decompiled source, prepared resources (`.local/`).
`tools/check_public_tree.py` rejects them; `git config core.hooksPath .githooks` runs it on commit.
- **Keep your runs away from real player data.** Any game or launcher you start gets fresh `mktemp -d`
folders in `HORIZON_HOME` (logs, crash reports, telemetry consent, recordings; not saves), `HORIZON_LAUNCHER_HOME`, `XDG_DATA_HOME` and
`XDG_CONFIG_HOME`, plus `HORIZON_LAUNCHER_NO_SELF_UPDATE=1` and `HORIZON_NO_AUDIO=1`. Saves, `options.txt` and
caches go in the game folder, by default the working directory: start the game from a scratch folder with
`--game-dir` pointing at it, or they land in the repo root, hidden by `.gitignore`. For the
folders in `HORIZON_HOME` (the game's data), `HORIZON_LAUNCHER_HOME`, `XDG_DATA_HOME` and
`XDG_CONFIG_HOME`, plus `HORIZON_LAUNCHER_NO_SELF_UPDATE=1` and `HORIZON_NO_AUDIO=1`, and, for the
launcher, `HORIZON_LAUNCHER_TRASH`, `HORIZON_LAUNCHER_CLIPBOARD` and `HORIZON_LAUNCHER_DESKTOP` pointing into the scratch home. Never write to
`~/.local/share/{applications,horizon,horizon-launcher}` or `~/.local/bin`.
- **Mark what an agent posts.** A PR body starts with a line naming the person whose agent opened it and
@@ -32,12 +30,8 @@ Feature → files → harness for the most-changed areas: [docs/architecture.md]
change), none for a fix. Agents never add `release-now`: the maintainer decides it. Merges ship in batches of 5, or after
6 hours ([docs/release-flow.md](docs/release-flow.md)).
- Contributors first: `gh pr list --state open --search <area>` before you start; never duplicate theirs.
- **No hardcoded user-facing strings.** Keep UI translation-ready from the start. In the launcher (`launcher/`), wrap visible text with `tr("...")` or `trf("... {arg} ...", &[("arg", &val)])` from `crate::i18n` instead of raw string literals or `format!`. In the game, use translation keys (`Text::tr`, `lang::get`), never hardcoded English strings.
- **Claim before you start**: comment `/claim` on the issue (no issue yet: open one, then claim it). An assigned
issue is taken, and so is one labelled `in progress` (claimed on Discord): pick another. `/unclaim` when you stop;
a claim with no open PR linking it is released after 5 days. The issues free to claim, without reading threads:
`gh issue list --search 'is:open no:assignee -label:"in progress" -label:tracker -label:proposal -label:"not claimable" -linked:pr'`
- **Controllers reach what registers.** Draw controls with a registering helper (`ui::button`, `settings_shell::foot_button`); `graphics_style::button` and `screen_draw::button` only paint, and registering one part of a screen ends its crosshair, so register all of it.
issue is taken: pick another. `/unclaim` when you stop; a claim with no open PR linking it is released after 5 days.
## Crates
@@ -45,8 +39,7 @@ Game workspace (root `Cargo.toml`); `launcher/` and `crates/horizon-telemetry-se
| Crate | Owns |
|---|---|
| `horizon-client` | Gameplay library (`src/lib.rs`: `game.rs` + `game/`, `entry.rs`) and thin executable (`src/main.rs`). Also the dedicated server (`--dedicated`). Re-exports `horizon-client-lib` for existing mod paths. |
| `horizon-client-lib` | Reusable client systems, `horizon-ctl`, probes and their tests. Its manifest points to the existing sources under `crates/horizon-client/`; the library root is `src/client_lib.rs`. It never depends on gameplay. |
| `horizon-client` | The game: a lib (`src/lib.rs`, ~100 flat modules: gameplay, networking, title screens) and the bin (`src/main.rs` → `game.rs` + `game/`), plus `horizon-ctl` (`src/bin/horizon-ctl/`). Also the dedicated server (`--dedicated`) |
| `horizon-items` | Blocks and items below gameplay: `blocks.rs` (block facts), `items.rs`, `item_data.rs` (components), `enchant.rs`, `cooldowns.rs`, `bundle.rs`, `item_nbt.rs`. Re-exported as `horizon_client::items`... |
| `horizon-command` | Command parsing (Brigadier): the vanilla tree, argument types, selectors, suggestions, the tree's network form. Re-exported as `horizon_client::command` |
| `horizon-client-core` | The client lib's bottom layer: `text.rs`, `lang.rs`, `snbt.rs`, `nbt_path.rs`, `component.rs`, `scoreboard.rs`, `bossbar.rs`, `gamerules.rs`, `block_entity_nbt.rs`, registry/particle/sound tables. Re-exported under the old paths (`horizon_client::text`...) |
@@ -60,11 +53,9 @@ Game workspace (root `Cargo.toml`); `launcher/` and `crates/horizon-telemetry-se
| `horizon-server` | `horizon-server`: `server.toml`, CLI, supervisor of the headless game ([docs/hosting.md](docs/hosting.md)) |
| `horizon-server-files` | `server.properties`, eula, ops/whitelist/bans, usercache |
| `horizon-anticheat` | The dedicated server's anticheat, off by default: `[anticheat]` settings, violation levels, the checks' rules; the hub runs them (`lan/anticheat.rs`) ([docs/anticheat.md](docs/anticheat.md)) |
| `horizon-cosmetics` | Cosmetic items Horizon clients draw on players (off by default): the item format, bones and animations ([docs/cosmetics.md](docs/cosmetics.md)) |
| `horizon-friends`, `horizon-relay` | Play with Friends: invite codes, encrypted tunnel, the relay ([docs/play-with-friends.md](docs/play-with-friends.md)) |
| `horizon-mods`, `cargo-horizon-mod` | Content mods (`.hmod`: manifest, content fence, no code), the registry index and `.hpack`, and `cargo horizon-mod` (`new`, `build`, `run`, `check`, `registry`) ([docs/mods.md](docs/mods.md)). Code mods are native, built by the launcher ([docs/native-mods.md](docs/native-mods.md)) |
| `horizon-port-pack` | Porting Java modpacks ([docs/modpacks.md](docs/modpacks.md)) |
| `horizon-optifine` | OptiFine-format pack files below every feature that reads them: `.properties`, the name/range/block matchers, paths and `optifine/` folders, and custom entity models (`cem/`: `.jem`/`.jpm` parsing and baking) |
| `horizon-shader-api` | Horizon's own WGSL shader packs ([docs/api/shaders.md](docs/api/shaders.md)): `horizon-shaders.toml`, the `.hshader` package; shared by the game, the launcher and the registry |
| `horizon-shaders` | Shader packs (the `shaders/` folder format), rebuilt clean-room from a written spec of the format; no wgpu |
| `horizon-theme` | Design tokens and fonts for the launcher, the game's own menus and the website |
@@ -77,23 +68,13 @@ unittest discover -s tests`), `mods/horizon/src/test/java/dev/horizonlab/parity/
`docs/`, `.github/workflows/`. The website (playhorizon.dev) is the private horizon-rust/horizon-site: its build
reads `README.md`, `launcher/links.json`, `docs/api/`, `roadmap/roadmap.json` and `crates/horizon-theme/tokens.css` from main.
## Write tests with signal
- Test observable behavior, not words in docs, comments or source. Keep checks for machine-consumed contracts.
- Use independent expected values or a vanilla oracle; do not derive the answer from the code under test.
- Test outcomes, not only calls to stubs. Use mocks to isolate behavior, not as the behavior itself.
- Skip tests of trivial constants, derives and getters, or behavior already covered by another test.
- Avoid pinning implementation details; a harmless refactor should not break a behavior test.
- Make slow tests faster without removing cases or weakening their coverage.
- Never delete parity harnesses or tests that pin vanilla behaviour: they are the spec.
## Build and test fast
```sh
python3 tools/pr_ready.py # the self-check: fmt, clippy -D warnings, touched crates' tests, harnesses; paste its block in the PR
python3 tools/pr_ready.py --quick # same without harnesses
cargo test -p horizon-client -p horizon-client-lib --lib --bins --tests # skips the 104 examples (pr_ready does this); `--doc` separately
cargo test -p horizon-client-lib --lib mod_content::tests:: -- --ignored # the 5 slow content-root tests, #[ignore]d; pr_ready runs them when mod content, assets, blocks or items change
cargo test -p horizon-client --lib --bins --tests # skips the 104 examples (pr_ready does this); `--doc` separately
cargo test -p horizon-client --lib mod_content::tests:: -- --ignored # the 5 slow content-root tests, #[ignore]d; pr_ready runs them when mod content, assets, blocks or items change
cargo build --profile fast -p horizon-client # optimized, quick to link: use it to play or run lan_e2e
python3 tools/parity.py --changed origin/main # the harnesses your branch can affect (CI's parity job)
python3 tools/parity.py --changed-files paths.txt --list # which harnesses cover these files, without running them
@@ -109,16 +90,9 @@ python3 tools/agent_control_e2e.py # horizon-ctl / MCP end to end
+ a Rust probe: `crates/<crate>/examples/<name>_{probe,fixture}.rs` (horizon-world 175, horizon-client 104),
or the game binary with a fixture env var (`game/dispense_fixture.rs`, `game/sculk_fixture.rs`,
`game/command_harness.rs`, `game/net_harness.rs`). Copy a nearby harness for a new one.
- Developing a native mod? Run `horizon-launcher settings native-profile dev` once. `dev` builds the game crate
unoptimized: a mod edit rebuilds about 6× faster than with `performance`, while game logic runs up to about twice as
slow. Use it while developing, not for playing; `performance` stays the default for players and releases
([docs/native-mods.md](docs/native-mods.md)).
- Probes build into `.local/parity-target/`; harnesses find binaries via `lab.cargo_target()`, never `target/`.
- Harness selection uses Cargo dep-info and reachable-code narrowing (`tools/parity_reach.py`).
`horizon-client-lib` builds the control tool and client probes without gameplay; their dep-info
excludes `game.rs` and `game/`, so gameplay edits do not rebuild or select those probes.
Source paths remain in `crates/horizon-client/`. Measure actual harness selection on refreshed
records with `tools/parity.py --changed-files paths.txt --list`; historical counts are not a guarantee.
- What a change reruns (of 329 harnesses, measured 2026-10-23): a file of the game binary (`game.rs`, `game/`)
~25, a file of the client lib ~103, of `horizon-world` ~103–109, of `horizon-core` ~119. Plan for it.
- Rust integration tests: `crates/horizon-client/tests/` (`lan_bot.rs`, `generation_saves.rs`, `streaming_meshes.rs`).
- Linux needs `libasound2-dev libudev-dev`; `--no-default-features` drops audio and controllers (the server build).
- Run and drive the game (starts the `horizon-client` beside `horizon-ctl`; other arguments go to the game):
@@ -143,17 +117,14 @@ python3 tools/agent_control_e2e.py # horizon-ctl / MCP end to end
## horizon-client: where things live
`L:` = lib (`crates/horizon-client/src/`, or `crates/horizon-client-render/src/` for the modules that crate holds, under
the same `horizon_client::<module>` paths), `G:` = gameplay (`crates/horizon-client/src/game/`), also in the lib in normal builds.
Gameplay keeps its `horizon_client::<module>` imports through a self-crate alias. The executable
contains only the allocator, mod API marker and a call to `entry::main`. For unit tests, the lib
excludes `entry` and `game`, and the executable test target owns `game` so its process-wide test
state stays separate from the library tests. This compiles gameplay twice for executable tests.
the same `horizon_client::<module>` paths), `G:` = bin (`crates/horizon-client/src/game/`). The lib can't see
`Game`; bin code reaches the lib as `horizon_client::<module>`.
| Subsystem | Files |
|---|---|
| Game loop, tick, frame | `game.rs`: `fn run`, `impl ApplicationHandler for Game` (`window_event`, `about_to_wait`), `fn tick`, `fn tick_world`, `fn render`; L: `clock.rs`, `spans.rs`; `horizon-client-input/src/window.rs` |
| Rendering | L: `gfx.rs` (`Renderer::new`, `Renderer::render`), `gfx/` (cull, occlusion, translucency, upload, timing, lod, weather, stars, end_sky), `*.wgsl`, `particles.rs`, `block_entity_render.rs`, `item_render.rs`, `fog.rs`, `clouds.rs`, `camera.rs`, `first_person.rs`; G: `render_tick.rs`, `item_draw.rs` |
| Chunks, streaming, light | L: `streaming.rs` (worker pool: generate, light, mesh), `world.rs`, `chunk.rs`, `chunk_map.rs`, `light.rs`, `mesher.rs` + `mesher/`, `vanillagen.rs` (binds horizon-world's generator), `lod.rs` + `lod/`, `server_terrain.rs` (a server's kept chunks), `bluemap.rs` + `bluemap_detect.rs` (far terrain from its web map), `ticket_levels.rs`; G: `world_loading.rs`, `postprocess.rs`; game.rs `fn update_world` |
| Chunks, streaming, light | L: `streaming.rs` (worker pool: generate, light, mesh), `world.rs`, `chunk.rs`, `chunk_map.rs`, `light.rs`, `mesher.rs` + `mesher/`, `vanillagen.rs` (binds horizon-world's generator), `lod.rs` + `lod/`, `ticket_levels.rs`; G: `world_loading.rs`, `postprocess.rs`; game.rs `fn update_world` |
| World generation | `crates/horizon-world/src/worldgen/` (`generator*.rs`, `feature_graph.rs`, `structure/`, `carver/`) |
| Block behaviour | `crates/horizon-world/src/level/` (`mod.rs`, `tick.rs`, `hooks.rs`, `redstone.rs`, `place.rs`, `interact.rs`); game.rs `fn tick_blocks`, `fn process_level_events` |
| Mobs | L: `mobs.rs` (types), `mobs/` (`ai.rs`, `goals.rs`, `brain.rs`, `*_brain.rs`, `nav.rs`, `path.rs`, `species.rs`, `spawning.rs`, `render.rs`, `anim.rs`); G: `creatures.rs` (ticking, spawning, mob events), one file per mob family (`dragon.rs`, `wither.rs`, `villagers.rs`, `piglins.rs`, `golems.rs`...), `natural_spawning.rs` |
@@ -169,7 +140,7 @@ state stays separate from the library tests. This compiles gameplay twice for ex
| Save and load | L: `save.rs` (level.dat, regions, playerdata), `entity_nbt.rs`, `options_file.rs`; `horizon-client-core/src/block_entity_nbt.rs`; G: `saving.rs`, `persist.rs` (entities); `crates/horizon-world/src/{region.rs,nbt.rs,datafix/}` |
| Input | game.rs `fn window_event`, `fn key_pressed`, `fn play_mouse`; crate `horizon-client-input` (`keybinds.rs`, `keymapping.rs`, `key_names.rs`, `mouse.rs`, `input.rs`, `interaction_input.rs`, `gamepad.rs`, `clipboard.rs`); L: `osk.rs`; G: `pad.rs`, `pad_menu.rs` |
| Audio | L: `audio.rs` (mixer), `sound_engine.rs`, `sound_events.rs`, `music.rs`, `ambience.rs`; G: `music.rs`, `subtitle_hud.rs` |
| Resource packs | L: `packs.rs` + `packs/`, `pack_screen.rs`, `atlas_sources.rs`, `sprites.rs`, `mipmap.rs`, `model_library.rs`, `font.rs`, `mobs/cem.rs` + `mobs/cem_anim.rs` (OptiFine/EMF entity models and their animations); `horizon-client-core/src/lang.rs`; crates `horizon-assets`, `horizon-optifine`; G: `packs.rs` |
| Resource packs | L: `packs.rs` + `packs/`, `pack_screen.rs`, `atlas_sources.rs`, `sprites.rs`, `mipmap.rs`, `model_library.rs`, `font.rs`; `horizon-client-core/src/lang.rs`; crate `horizon-assets`; G: `packs.rs` |
| Agent control | L: `control.rs` (socket), `bin/horizon-ctl/`; G: `control.rs`, `agent.rs`, `events.rs`, `ui_control.rs` ([docs/agent-control.md](docs/agent-control.md)) |
| Mods | crate `horizon-mods`; G: `mods.rs`; L: `mod_content.rs`, `mod_list.rs` |
| Horizon extras, settings | L: `extras.rs`, `graphics.rs`, `settings.rs`, `minimap.rs`; G: `extras.rs`, `tweaks.rs`, `options.rs` |
@@ -178,30 +149,34 @@ state stays separate from the library tests. This compiles gameplay twice for ex
- `struct Game` (game.rs, ~290 fields) holds everything. Its methods are spread over ~180 files: game.rs keeps
the core (tick, render, input, inventory, world open/close) and each `game/<feature>.rs` adds an
`impl Game<'_>` block for one feature, with its own state types. Fields stay private to the gameplay module and its descendants. Gameplay tests run in the gameplay library, separate from reusable-library tests.
`impl Game<'_>` block for one feature, with its own state types. Fields are private to the bin.
- Find a feature's code: `grep -rn "fn tick_<thing>\|fn <verb>_<thing>" crates/horizon-client/src/game*`;
the file is usually `game/<thing>s.rs`. Who calls it: grep the name in game.rs's `fn tick` / `fn tick_world`.
- Fields that say which mode runs: `remote` (this window is a client of a server: multiplayer, LAN guest, or
single player on its server thread), `lan` (`LanHost`: this world is open to the network), `integrated`
(the window's own server thread), `serving` (this `Game` *is* that server thread), `options.dedicated`.
`fn tick` returns `tick_remote()` when `remote` is set; a server ticks its levels (`fn tick_world`).
- A server's players run through the shared gameplay code: `as_guest` swaps the guest's
`fn tick` returns `tick_remote()` when `remote` is set; nothing else of the local simulation runs.
- A server's players run through the same gameplay code as the local player: `as_guest` swaps the guest's
state (position, inventory, mode, mining, item use) into `Game` for one call (`game/lan_actions.rs`), and
`levels.rs` swaps whole dimensions in the same way. Changes reach clients through the block log, level
events and the entity tracker (`lan/tracking.rs`, `game/lan_entities.rs`).
- Shared read-only data: `Resources` (`res`: blocks, items, recipes, mob types, biomes) and `PackResources`
(`pack`), both in game.rs.
## Single player runs on a server thread
## The two single-player paths
`game/integrated.rs` runs a second `Game` (`serving`) on a "Server thread" with one level per dimension;
the window joins it as a client through memory (`remote`), exactly as a LAN guest or a dedicated server's
player does (#1514). A window's `Game` never ticks a world itself: the old in-frame path is gone
(`--in-frame` and `--no-server-thread` only print a notice; `HORIZON_SERVER_THREAD` is ignored).
Open `[server-thread]` issues list the gaps left.
1. **Server thread (default since #1514):** `game/integrated.rs` runs a second `Game` (`serving`) on a
"Server thread" with one level per dimension; the window joins it as a client through memory (`remote`),
exactly as a LAN guest or a dedicated server's player does. This is what players run. Open
`[server-thread]` issues list the gaps left.
2. **In-frame (`--in-frame`, `--no-server-thread` or `HORIZON_SERVER_THREAD=0`): DEPRECATED, never use it, it
will be removed soon.** The window's `Game` ticks the world itself, one level that follows the player
(`fn enter_dimension`). Compatibility does not matter: don't add features or fixes for it, don't write new
tests against it, and move code off it when you touch it. The deterministic rule fixtures still run on it
until they are ported.
Single player, LAN guests and dedicated servers all run the server code, so a fix there serves all three.
Test the server thread when you touch player-facing gameplay:
LAN guests and dedicated servers always use the server code, so a fix there serves both. Test the server
thread when you touch player-facing gameplay:
```sh
cargo run --profile fast -p horizon-client -- --resources .local/horizon-client/26.3 --world T # server thread
+34 -40
View File
@@ -5,8 +5,7 @@ everything is that **it plays exactly like vanilla**. This page is the short ver
welcome on [Discord](https://discord.gg/playhorizon).
This repository holds the game and the launcher, plus the tools, tests and docs that build, check and release them.
The website (playhorizon.dev) is built in a separate repository from this one's README, `docs/api/` and roadmap. Anything
else (videos, Discord and other community material) lives elsewhere.
The website (playhorizon.dev) is built in a separate repository from this one's README, `docs/api/` and roadmap. Anything else (videos, Discord and other community material) lives elsewhere.
**Where to start: [playhorizon.dev/hub](https://playhorizon.dev/hub).** It shows what is being done now and next
([ROADMAP.md](ROADMAP.md) in the repository), the work board, good first tasks, and the forms to report a bug or
@@ -15,25 +14,23 @@ queue (the hub, or `/suggest` on Discord) rather than to issues, which are for b
## Build it
- **Prerequisites:** Rust (stable), Python 3.10+, JDK 25, and on Linux the ALSA and udev headers
(`libasound2-dev libudev-dev`).
- **Resources:** Horizon never downloads the game; it prepares its resources from your own copy of Minecraft 26.3, as
described in [Build from source](README.md#build-from-source).
- **Commands:**
You need Rust (stable), Python 3.10+, JDK 25, and on Linux the ALSA and udev headers (`libasound2-dev libudev-dev`).
Horizon never downloads the game: it prepares its resources from your own copy of Minecraft 26.3, as described in
[Build from source](README.md#build-from-source).
```sh
cargo run --release -p horizon-prepare -- --prepare --server-jar ~/Downloads/server.jar
cargo run --release -p horizon-client
```
```sh
cargo run --release -p horizon-prepare -- --prepare --server-jar ~/Downloads/server.jar
cargo run --release -p horizon-client
```
- **Launcher:** its own Cargo workspace in `launcher/` (`cd launcher && cargo run`; on NixOS, `nix-shell` first).
The launcher is its own Cargo workspace in `launcher/` (`cd launcher && cargo run`; on NixOS, `nix-shell` first).
## Vanilla first
Wherever vanilla has a feature, vanilla is the specification, down to the order of random calls. "Parity" here means
Horizon gives the same results as the pinned 26.3 client and server for the same inputs, checked by a **harness**: a
`tools/test_*_parity.py` script that runs a small Java oracle against the real game and a Rust probe against Horizon,
and compares their outputs. There are about 290 of them.
Wherever vanilla has a feature, vanilla is the specification, down to the order of random calls. "Parity" here
means Horizon gives the same results as the pinned 26.3 client and server for the same inputs, checked by a
**harness**: a `tools/test_*_parity.py` script that runs a small Java oracle against the real game and a Rust
probe against Horizon, and compares their outputs. There are about 290 of them.
- **Read the vanilla code before writing Horizon's.** `tools/rea_vanilla.py` queries the pinned game bytecode:
`python3 tools/rea_vanilla.py method net.minecraft.world.level.block.DispenserBlock dispenseFrom`.
@@ -44,10 +41,11 @@ and compares their outputs. There are about 290 of them.
off by default wherever they would change the vanilla look.
- **Everything players run is Rust.** Python and Java are fine for dev tools and harness drivers in `tools/`, never
for player-facing code.
- **No game files in the repo.** Never commit game files, decompiled source or prepared resources (`.local/`):
`tools/check_public_tree.py` rejects them (`git config core.hooksPath .githooks` runs it before every commit).
The pre-push hook checks the full history reachable from the branches and tags being pushed. Run
`python3 tools/check_public_tree.py --history` to audit the history of all local refs.
Never commit game files, decompiled source or prepared resources (`.local/`): `tools/check_public_tree.py` rejects
them (`git config core.hooksPath .githooks` runs it before every commit).
The pre-push hook checks the full history reachable from the branches and tags being pushed. Run
`python3 tools/check_public_tree.py --history` to audit the history of all local refs.
## Only original code, or code whose license allows it
@@ -56,23 +54,24 @@ another project's source may also be read and used, **only when that project's l
- **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.
- **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.
- **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.
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 are a clean-room rewrite of the pack format, produced from a written description of it (see
#1561); they carry no foreign source, and the rules above still apply to anything you read while working on them.
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
@@ -88,8 +87,8 @@ your change can affect. Without the vanilla data on your machine it lists those
`--quick` skips the harnesses. It exits non-zero when something fails.
For the game workspace, Clippy checks all targets of the touched crates and their transitive workspace dependents,
including examples. The dependency scope includes optional, platform, build and development dependencies. Tests run
library, binary, integration and doc tests without building unrelated example executables. Shared Cargo
including examples. The dependency scope includes optional, platform, build and development dependencies.
Tests run library, binary, integration and doc tests without building unrelated example executables. Shared Cargo
configuration and toolchain changes select the whole workspace; CI also keeps its workspace-wide checks.
## Claim before you start
@@ -97,8 +96,7 @@ configuration and toolchain changes select the whole workspace; CI also keeps it
Work is tracked in GitHub issues, and an issue that is assigned is taken (so is one with the `in progress` label:
claimed on Discord with Kira's `/claim`): pick another, or ask its holder in the thread. Before you start, comment
**`/claim`** on the issue; you are assigned at once, no role needed. No issue for your work yet? Open one (a line is
enough), then claim it. `/unclaim` gives it back. Issues labelled `tracker`, `proposal` or `not claimable` aren't
claimed whole: claim one of the issues a tracker lists, or open one for the part you take.
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 8 open issues at a time, not counting the ones your
@@ -115,17 +113,13 @@ it (edited on every push, never repeated): talk to its author in the thread befo
can see.
- **Tick "Allow edits by maintainers".** When something small is left (a lint, a rebase, a nit) we push the fixup
ourselves instead of sending it back to you; only design questions come back.
- **Once we've pushed to your branch, merge main into it; don't rebase or force-push.** A rebase or force-push
replaces our commits with yours and erases the fixes we added (it happened on #5188 and #5203). Tell your agent
too: `git merge origin/main`, never `git rebase` or `git push --force` on a branch a maintainer has touched. If
our fixes get erased anyway, we finish the work in our own pull request that keeps your commits and credits you.
- **Tick its kind** in the template: `parity` (Horizon now does what vanilla does), `bug` (a crash or breakage),
`perf`, `feature` (new for players), `extra` (Horizon-only, off by default), `tooling` or `docs`. A workflow sets
that label, and area labels (`launcher`, `mobs`, `worldgen`, `rendering`...) from the paths you change.
`label:parity` is the list of real progress toward vanilla.
- **Release labels** (we set them if you can't): `feature` also puts it under "New" in the release notes,
`skip-release` when players see no change (tooling, docs, tests), nothing for a fix. `release-now` is for crash
fixes that shouldn't wait. pr_ready suggests one.
`skip-release` when players see no change (tooling, docs, tests), nothing for a fix.
`release-now` is for crash fixes that shouldn't wait. pr_ready suggests one.
Who reviews and merges: the Horizon Team, on CI for ordinary pull requests; risky ones (saves, network, world
generation, the launcher's updates) wait for a local proof first ([merging](docs/release-flow.md#merging)).
Generated
+19 -1156
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+1 -17
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@@ -1,25 +1,19 @@
[workspace]
exclude = ["launcher", "crates/horizon-telemetry-server", "crates/horizon-mod-registry", "third_party/wgpu-hal", "third_party/naga", "third_party/libmimalloc-sys"]
exclude = ["launcher", "crates/horizon-telemetry-server", "crates/horizon-mod-registry", "third_party/wgpu-hal"]
members = [
"crates/horizon-core",
"crates/horizon-dualsense",
"crates/horizon-narrator",
"crates/horizon-threads",
"crates/horizon-hdr",
"crates/horizon-world",
"crates/horizon-client",
"crates/horizon-client-lib",
"crates/horizon-client-core",
"crates/horizon-client-input",
"crates/horizon-client-render",
"crates/horizon-cosmetics",
"crates/horizon-command",
"crates/horizon-items",
"crates/horizon-server-files",
"crates/horizon-anticheat",
"crates/horizon-chat-filter",
# The Model Context Protocol, shared by horizon-ctl, horizon-server and the launcher.
"crates/horizon-mcp",
"crates/horizon-server",
"crates/horizon-bots",
"crates/horizon-assets",
@@ -31,15 +25,11 @@ members = [
"crates/horizon-friends",
"crates/horizon-relay",
"crates/horizon-mods",
"crates/horizon-mod-api-gen",
"crates/horizon-mod-api-gen/dispatch-tests",
"crates/cargo-horizon-mod",
"crates/horizon-port-pack",
"crates/horizon-shaders",
"crates/horizon-optifine",
"crates/horizon-shader-api",
"crates/horizon-release-sign",
"crates/horizon-mod-deps",
"xtask",
]
resolver = "2"
@@ -69,12 +59,6 @@ large_enum_variant = "allow"
# Drop this and the folder once a wgpu release has these fixes.
[patch.crates-io]
wgpu-hal = { path = "third_party/wgpu-hal" }
# naga 30.0.1, with the fixes to its GLSL frontend that shader packs need (THIRD_PARTY_NOTICES.md).
naga = { path = "third_party/naga" }
# libmimalloc-sys 0.1.49 whose mimalloc v3 counts bits without POPCNT when MSVC builds it: the
# game died before main on CPUs without it (Core 2, #7264; THIRD_PARTY_NOTICES.md). Drop this and
# the folder once a libmimalloc-sys release has microsoft/mimalloc#1291's fix.
libmimalloc-sys = { path = "third_party/libmimalloc-sys" }
# Line tables keep file:line in backtraces; full debug info made every
# example and test binary hundreds of megabytes and slow to link.
+65 -63
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@@ -1,87 +1,77 @@
<p align="center">
<img src="docs/media/banner.webp" alt="Horizon: the game you know, rebuilt in Rust" 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">
<a href="https://github.com/horizon-rust/horizon/actions/workflows/ci.yml"><img src="https://github.com/horizon-rust/horizon/actions/workflows/ci.yml/badge.svg?branch=main" alt="CI"></a>
<img src="https://img.shields.io/badge/Minecraft-Java%2026.3-5D9C3F" alt="Minecraft Java 26.3">
<img src="https://img.shields.io/badge/Rust-stable-B7410E?logo=rust&logoColor=white" alt="Rust">
<img src="https://img.shields.io/badge/vanilla%20parity-100%25-F0795A" alt="Vanilla parity 100%">
<a href="#project-status"><img src="https://img.shields.io/badge/player--visible%20gaps-833%20open-F0795A" alt="Player-visible gaps open"></a>
<img src="https://img.shields.io/badge/platform-Linux%20%7C%20macOS%20%7C%20Windows-2A2470" alt="Linux, macOS and Windows">
<a href="LICENSE"><img src="https://img.shields.io/badge/license-MIT-3B2F7E" alt="MIT license"></a>
</p>
<p align="center">
<a href="https://playhorizon.dev"><b>Website</b></a> ·
<a href="#download"><b>Download</b></a> ·
<a href="https://playhorizon.dev/docs/"><b>Docs</b></a> ·
<a href="https://discord.gg/playhorizon"><b>Discord</b></a> ·
<a href="https://playhorizon.dev/docs/"><b>Documentation</b></a> ·
<a href="https://github.com/horizon-rust/horizon/releases"><b>Release notes</b></a> ·
<a href="ROADMAP.md"><b>Roadmap</b></a> ·
<a href="#project-status"><b>Project status</b></a> ·
<a href="#contributing"><b>Contributing</b></a>
</p>
<p align="center">
<img src="https://img.shields.io/badge/vanilla%20parity-100%25-F0795A" alt="Vanilla parity 100%">
<a href="#project-status"><img src="https://img.shields.io/badge/player--visible%20gaps-0%20open-F0795A" alt="Player-visible gaps open"></a>
</p>
# Horizon
**Minecraft: Java Edition 26.3, rewritten in Rust.** Your worlds, the same rules and the same terrain as the Java game, checked against it by hundreds of differential tests, in one native program with no Java. Free, open source (MIT) and unofficial: you play it with your own copy of Java Edition.
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.
<p align="center">
<img src="docs/media/readme/valley.webp" alt="A river valley with a plains village, savanna hills and a cherry grove, seen from above with a long view distance" width="100%">
</p>
## What works today
Everything below is in the current release.
- **The game.** Survival, creative, hardcore and spectator; vanilla world generation in all three dimensions, mobs, villagers, raids, redstone, every command, the HUD and the recipe book. Vanilla saves open as they are, and worlds from 1.8 to 26.2 are upgraded.
- **Multiplayer.** Join vanilla and Horizon servers (online mode included), open a world to LAN, or invite friends with a code from the launcher's Home page.
- **Graphics.** Distant terrain up to 1,024 chunks, graphics presets, HDR and controllers, all off by default where they would change the vanilla look ([settings](https://playhorizon.dev/docs/settings)).
- **Packs.** Resource packs, data packs and shader packs ([below](#mods-and-shader-packs)).
- **Mods.** Content mods and native Rust mods, installed from the launcher ([below](#mods-and-shader-packs)).
- **Servers.** Host one from the launcher, or run `horizon-server` on a VPS ([below](#host-a-server)).
- **The launcher.** It installs and updates the game, prepares its files from your copy of Minecraft, and updates itself.
<table>
<tr>
<td width="50%"><img src="docs/media/readme/sunset.webp" alt="Sunset behind a cherry grove on a hill, with a river below"></td>
<td width="50%"><img src="docs/media/readme/nether.webp" alt="A crimson forest in the Nether, with a piglin among the fungi"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/readme/survival.webp" alt="Survival in a village square: two villagers, flowers, the hotbar, health and hunger"></td>
<td width="50%"><img src="docs/media/readme/multiplayer.webp" alt="Two players in a LAN world: the other player's name tag and the player list"></td>
</tr>
</table>
<sub>Nightly 2026-11-05 on a Mac mini (Apple M4 Pro, Metal): vanilla's textures, no mods or shader packs, render distance 32 with distant terrain on.</sub>
> 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
Get **the Horizon launcher** from [playhorizon.dev](https://playhorizon.dev), or from [the launcher releases](https://github.com/horizon-rust/horizon/releases?q=launcher&expanded=true):
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.
| Platform | File | Needs |
| --- | --- | --- |
| Windows x64 | `horizon-launcher-setup.exe` | Windows 10 or 11, a GPU with Vulkan or DirectX 12 |
| Windows on Arm | `horizon-launcher-setup-arm64.exe` | Windows 11 on Arm |
| macOS, Apple Silicon | `horizon-launcher-macos-arm64.dmg` | macOS 12 or later |
| macOS, Intel | `horizon-launcher-macos-x64.dmg` | macOS 12 or later |
| Linux x86-64 | `horizon-launcher-linux-x86_64.AppImage` or `.tar.gz` | a glibc distribution, X11 or Wayland, a GPU with Vulkan or OpenGL 3.3 |
**You also need a Microsoft account that owns Minecraft: Java Edition.** You sign in with it in the launcher, which plays only with an account that owns the game ([why](docs/microsoft-account.md)). Horizon contains no Minecraft code or assets: an existing install (official launcher, Prism, MultiMC...) is reused, and without one the launcher downloads 26.3 from Mojang for your account. Step by step: [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/readme/launcher-home.webp" alt="The launcher's Home page: the Horizon instance, Play, the version picker, the friend invite field, screenshots and the patch log"></td>
<td width="50%"><img src="docs/media/readme/launcher-mods.webp" alt="The launcher's Mods page: Horizon's mod registry with Zoom selected, and tabs for modpacks, resource packs, shader packs and data packs"></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>
## Mods and shader packs
## What works today
- **Content mods** (`.hmod`): blocks, items, recipes, loot, models and textures, with no code.
- **Native mods** (`.hnmod`): Rust that the launcher compiles into the game for you, with nothing to install.
- **Java mods** (Fabric, NeoForge, Forge) don't run: Horizon has no Java. The launcher carries over the data and assets inside their jars, and imports modpacks (`.mrpack`, CurseForge zips, Prism instances) the same way ([modpacks](https://playhorizon.dev/docs/modpacks)).
- **Shader packs**: Iris/OptiFine-format packs (`shaders/` folders) and Horizon's own WGSL packs, under Video Settings → Shader Packs ([pack format](docs/shaders.md)).
- **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).
Mods are off by default: a fresh install plays exactly like vanilla 26.3. The launcher's Mods page browses Horizon's registry and Modrinth. [Mods](https://playhorizon.dev/docs/mods) · [make a mod](docs/mods.md).
In the Rust client, with vanilla assets and no mods or shaders:
<table>
<tr>
<td colspan="2"><img src="docs/media/sunset.webp" alt="Sunset over a savanna river valley and a plains village"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/survival.webp" alt="Survival at dusk: a zombie walks up, with the hotbar, health, hunger and experience"></td>
<td width="50%"><img src="docs/media/settings.webp" alt="Vanilla's Video Settings screen with Horizon's own buttons at the top: Horizon Graphics and Advanced Graphics"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/village.webp" alt="A plains village among savanna hills, with farms, villagers and an iron golem"></td>
<td width="50%"><img src="docs/media/nether.webp" alt="A crimson forest in the Nether with a zombified piglin"></td>
</tr>
</table>
## Host a server
The launcher's **Servers** page creates, starts, backs up and updates a server, and invites friends. On a VPS, `horizon-server` installs with one command, needs no Java, and takes vanilla 26.3 and Horizon players alike. [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 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
@@ -90,11 +80,13 @@ AI agents and scripts can play Horizon. `horizon-ctl`, shipped with the game, re
```sh
horizon-ctl launch --world Survival --seed 5 --wait # finds the version the launcher installed
horizon-ctl state # position, health, food, target, screen...
horizon-ctl find-block birch_log # the nearest logs
horizon-ctl goto -0.5 65 -2.5 --near 2.5 # walks there along a path
horizon-ctl break -1 65 -3 # mines it; replies with the drops
horizon-ctl open-inventory && horizon-ctl click-slot 0 # menus: slots, buttons by label, text fields
```
`horizon-ctl help` lists every command. [Agent control](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
@@ -113,9 +105,13 @@ cargo run --release -p horizon-client
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 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: read [CONTRIBUTING.md](CONTRIBUTING.md) (vanilla first, small pull requests), and see [ROADMAP.md](ROADMAP.md) or [playhorizon.dev/hub](https://playhorizon.dev/hub) for what's next. Questions: [Discord](https://discord.gg/playhorizon). Before a pull request, run the self-check and paste its output:
Issues and pull requests are welcome: read [CONTRIBUTING.md](CONTRIBUTING.md) (vanilla first, small pull requests). Questions: [Discord](https://discord.gg/playhorizon). Before a pull request, run the self-check and paste its output:
```sh
git config core.hooksPath .githooks
@@ -126,13 +122,13 @@ It runs rustfmt, clippy, the touched crates' tests, the Python tests, the public
## Project status
**Player-visible gaps: 0 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: Animals [0](https://github.com/horizon-rust/horizon/issues/3512); Monsters and bosses [0](https://github.com/horizon-rust/horizon/issues/3513); Entities, projectiles, vehicles and decorations [0](https://github.com/horizon-rust/horizon/issues/3514); Items, enchantments and inventories [0](https://github.com/horizon-rust/horizon/issues/3515); Blocks, redstone and fluids [0](https://github.com/horizon-rust/horizon/issues/3516); World, world generation and saves [0](https://github.com/horizon-rust/horizon/issues/3517); Screens, HUD and client packets [0](https://github.com/horizon-rust/horizon/issues/3518); Entity and block rendering, models [0](https://github.com/horizon-rust/horizon/issues/3519); Server and players on the server [0](https://github.com/horizon-rust/horizon/issues/3520); Mob AI, villagers and raids [0](https://github.com/horizon-rust/horizon/issues/3521). This number goes down as gaps close (`tools/parity_gaps.py`); the harness results below say that what is tested matches.
**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 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. What players still run into: [known issues](docs/known-issues.md).
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%
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: the harnesses pass on Linux and macOS. The [port ledger](tools/port_ledger.py) adds a method-by-method view of what is ported.
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 |
| --- | ---: | --- |
@@ -151,8 +147,14 @@ Scores: 0 (absent), 0.25 (started), 0.5 (playable, major features missing), 0.75
| 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), container spills (4,000), copper golems and the sculk family (435 scenarios) match |
### Known issues
Skins served over https show the default skin unless already cached; pack icons show the unknown-pack texture in game; item tooltips lack attribute lines.
## Licence
[MIT](LICENSE), for the project's original work; dependencies keep their own licences ([notices](THIRD_PARTY_NOTICES.md)). Horizon is made by [Ludovic Marie](https://lu4ovic.com) ([@ludovic111](https://github.com/ludovic111)) and [its contributors](https://github.com/horizon-rust/horizon/graphs/contributors); support it on [GitHub Sponsors](https://github.com/sponsors/ludovic111).
[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).
NOT AN OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG OR MICROSOFT. 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
Made by [Ludovic Marie](https://lu4ovic.com) ([@ludovic111](https://github.com/ludovic111)).
+51 -61
View File
@@ -92,7 +92,7 @@ Owner: [ludovic111](https://github.com/ludovic111) · Tracking: [#3914](https://
<details><summary>Technical</summary>
Since [#1514](https://github.com/horizon-rust/horizon/issues/1514) single player runs on the server thread (`game/integrated.rs`) and the window joins it as a client. The open `[server-thread]` issues list the gaps. In review: breeding's advancement and statistic ([#3873](https://github.com/horizon-rust/horizon/issues/3873)), the client's menu when the server replaces the player ([#3841](https://github.com/horizon-rust/horizon/issues/3841)), splashes when falling in water ([#3621](https://github.com/horizon-rust/horizon/issues/3621)). [docs/server-levels.md](docs/server-levels.md).
Since [#1514](https://github.com/horizon-rust/horizon/issues/1514) single player runs on the server thread (`game/integrated.rs`) and the window joins it as a client; `--in-frame` keeps the old path. The open `[server-thread]` issues list the gaps. In review: breeding's advancement and statistic ([#3873](https://github.com/horizon-rust/horizon/issues/3873)), the client's menu when the server replaces the player ([#3841](https://github.com/horizon-rust/horizon/issues/3841)), splashes when falling in water ([#3621](https://github.com/horizon-rust/horizon/issues/3621)). [docs/server-levels.md](docs/server-levels.md).
</details>
@@ -206,7 +206,7 @@ Manage a server from a console, ban and pardon players, and drive it from other
<details><summary>Technical</summary>
`horizon-server console` (a text interface), `ban`, `pardon`, `ban-ip` and `mcp` over stdio. Admin API additions: the player list, kick, ban, op and whitelist, an SSE stream of logs and events, a text metrics endpoint, config GET and PATCH, backup delete and download. The last pieces merged: bans edited while the server is stopped ([#9767](https://github.com/horizon-rust/horizon/issues/9767)) and the MCP tools' contracts pinned by a test ([#9748](https://github.com/horizon-rust/horizon/issues/9748)). The panel's later features and vanilla's management protocol are their own item (server-panel-management). [docs/server.md](docs/server.md), [docs/api/server.md](docs/api/server.md).
`horizon-server console` (a text interface), `ban`, `pardon`, `ban-ip` and `mcp` over stdio. Admin API additions: the player list, kick, ban, op and whitelist, an SSE stream of logs and events, a text metrics endpoint, config GET and PATCH, backup delete and download. The panel's later features (bans, worlds, server.properties import, logs and crash reports, modpacks) and vanilla's management protocol (the JSON-RPC over WebSocket that the `management-server-*` keys configure), so vanilla's tools can manage a Horizon server. [docs/server.md](docs/server.md), [docs/api/server.md](docs/api/server.md).
</details>
@@ -234,11 +234,11 @@ Client-of-a-server fixes in `game/remote*.rs` and `horizon-protocol`: mobs' aggr
#### One single-player path: remove the in-frame world
Single player has one way to run, the server thread, so every fix works everywhere and there are fewer bugs. The older in-frame mode is removed.
Single player will have one way to run, the server thread, so every fix works everywhere and there are fewer bugs. The older in-frame mode goes once everything passes without it.
<details><summary>Technical</summary>
`--in-frame` (also `--no-server-thread` and `HORIZON_SERVER_THREAD=0`) ticked the world inside the window's `Game`. [#6473](https://github.com/horizon-rust/horizon/issues/6473) removes it with the code only it reached (the window's world loader and player tick, its portal travel and loading screen, the in-frame LAN host); the harnesses run on the server thread. See also 'Single player as a server' and [docs/server-levels.md](docs/server-levels.md).
`--in-frame` (also `--no-server-thread` and `HORIZON_SERVER_THREAD=0`) still ticks the world inside the window's `Game`, and most harnesses test that path. Delete it once `lan_e2e --server-thread` and the parity harnesses pass on the server thread, which also halves the bug surface. See also 'Single player as a server' and [docs/server-levels.md](docs/server-levels.md).
</details>
@@ -266,7 +266,7 @@ Shader packs were removed and are being rebuilt from scratch. They come back, of
A clean-room rewrite in `horizon-shaderpack`, from the packs' public format documentation only: reading packs, the preprocessor and `.properties` files are merged ([#1584](https://github.com/horizon-rust/horizon/issues/1584), [#1585](https://github.com/horizon-rust/horizon/issues/1585), [#1586](https://github.com/horizon-rust/horizon/issues/1586)); translating programs to WGSL through naga, buffers, uniforms and the terrain, entity, sky, weather and hand stages are in review ([#1698](https://github.com/horizon-rust/horizon/issues/1698) to [#1801](https://github.com/horizon-rust/horizon/issues/1801)).
More: [#1561](https://github.com/horizon-rust/horizon/issues/1561) · [#1771](https://github.com/horizon-rust/horizon/issues/1771) · [#1786](https://github.com/horizon-rust/horizon/issues/1786) · [#9045](https://github.com/horizon-rust/horizon/issues/9045) · [#6233](https://github.com/horizon-rust/horizon/issues/6233) · [#6485](https://github.com/horizon-rust/horizon/issues/6485) · [#3734](https://github.com/horizon-rust/horizon/issues/3734) · [#3125](https://github.com/horizon-rust/horizon/issues/3125)
More: [#1561](https://github.com/horizon-rust/horizon/issues/1561) · [#1771](https://github.com/horizon-rust/horizon/issues/1771) · [#1786](https://github.com/horizon-rust/horizon/issues/1786)
</details>
@@ -298,8 +298,6 @@ Far terrain drawn from the world you really built and explored, caves and builds
Keep a 3D mip store on disk built from real chunks, drawn by the GPU beside the seed preview for areas nobody has visited. Written from scratch and measured before it is kept. Builds on Far Detail and the far-terrain levels of detail already shipped; the open work on them is [#718](https://github.com/horizon-rust/horizon/issues/718).
More: [#4678](https://github.com/horizon-rust/horizon/issues/4678)
</details>
#### A batch of targeted optimisations
@@ -310,7 +308,7 @@ Several smaller speed-ups, each measured: idle block entities that sleep, cheape
Block entities and hoppers that skip work when idle (the hopper item scan is already skipped when no item is near); a particle frustum test first (also a parity gap), then particle quads built on the GPU; jigsaw shortcuts that skip blocked connectors and pool elements known not to fit, with layouts unchanged (trial chambers and ancient cities first); batched raw mouse input on Windows for 8000 Hz mice; a better atlas packer for huge resource packs (a 64x pack builds a 704 MiB atlas for 452 MiB of textures); sign-heavy scenes ([#1461](https://github.com/horizon-rust/horizon/issues/1461)). Profile first, keep what pays, show before and after numbers.
More: [docs/profiling.md](docs/profiling.md) · [#7752](https://github.com/horizon-rust/horizon/issues/7752) · [#8251](https://github.com/horizon-rust/horizon/issues/8251) · [#10229](https://github.com/horizon-rust/horizon/issues/10229)
More: [docs/profiling.md](docs/profiling.md)
</details>
@@ -324,8 +322,6 @@ Recognise mods built for versions before 26.1 in the mod browser, so they can be
A mapping table from intermediary and SRG names so pre-26.1 jars can be classified, and a rename for mod ids with dashes (`fabric-api`); the port step then treats them like newer jars ([docs/mod-browser.md](docs/mod-browser.md)).
More: [#10262](https://github.com/horizon-rust/horizon/issues/10262)
</details>
#### A modpack's own resource and shader packs
@@ -400,16 +396,6 @@ A Datapacks tab beside Mods and Resource packs: install into a chosen world's da
### Servers and multiplayer
#### Server panel extras and vanilla's management protocol
More of a server managed from its web panel (bans, worlds, logs and crash reports, modpacks), and vanilla's own server-management tools working with a Horizon server.
<details><summary>Technical</summary>
The panel's later features (bans, worlds, server.properties import, logs and crash reports, modpacks) and vanilla's management protocol (the JSON-RPC over WebSocket that the `management-server-*` keys configure), so vanilla's tools can manage a Horizon server. Split from server-admin. [docs/server.md](docs/server.md), [docs/api/server.md](docs/api/server.md).
</details>
#### Ely.by and other sign-in providers
Sign in with other account providers, such as Ely.by or any Yggdrasil-compatible one, beside Microsoft.
@@ -540,8 +526,6 @@ Contraptions and physics like the Create and Aeronautics mods, as a mod for Hori
Issue [#805](https://github.com/horizon-rust/horizon/issues/805) (porting QOL mods) closed with this answer: it would come as a native Horizon mod.
More: [#6302](https://github.com/horizon-rust/horizon/issues/6302) · [#5313](https://github.com/horizon-rust/horizon/issues/5313) · [#5556](https://github.com/horizon-rust/horizon/issues/5556)
</details>
#### Proximity voice chat as a native mod
@@ -564,8 +548,6 @@ Every past and future Minecraft version prepared for Horizon automatically. When
The port pipeline ([docs/version-ports.md](docs/version-ports.md), `tools/version_port.py`) detects a release, prepares it, diffs its classes against the pinned 26.3, regenerates the data-driven tables, runs every parity harness on it and writes a port report that becomes issues. The goal is as little human work as possible for any version, past or future. Detection and the first slices are merged; the scheduled agent that runs it every day isn't installed yet. Two versions in one build are out of scope.
More: [#4758](https://github.com/horizon-rust/horizon/issues/4758)
</details>
#### Controllers: tested on real pads, and in the launcher
@@ -576,8 +558,6 @@ Make controller support solid: tested with real PlayStation and Xbox pads and a
The game side is merged ([docs/controllers.md](docs/controllers.md)): pads read with gilrs, menus, rumble, glyphs, remapping and DualSense adaptive triggers, lightbar and haptics, but not yet confirmed on real pads or a Steam Deck (DualSense haptics stay behind a switch until then). Left: a test pass on real hardware, and the same focus navigation in the GPUI launcher.
More: [#10298](https://github.com/horizon-rust/horizon/issues/10298) · [#8678](https://github.com/horizon-rust/horizon/issues/8678)
</details>
#### The full debug screen
@@ -620,6 +600,16 @@ An output device list in Music & Sounds, falling back to the system default. [#1
</details>
#### Play in your language
Item names, container titles and server messages follow the language you pick, as in vanilla. Today parts of the game stay in English.
<details><summary>Technical</summary>
Translatable components resolved through the selected language for items, containers and server text ([#1806](https://github.com/horizon-rust/horizon/issues/1806)), on top of the bundled languages the prepared resources carry ([#1594](https://github.com/horizon-rust/horizon/issues/1594)). Left: the client's own screens ([#1672](https://github.com/horizon-rust/horizon/issues/1672)) and the main menu with zh_cn.
</details>
### Rendering
#### A light default shader pack
@@ -644,6 +634,16 @@ A spike with ray-traced sun shadows, off by default, is a draft ([#1180](https:/
</details>
#### HDR monitors
Output for HDR monitors: brighter highlights and richer colour where your screen supports it.
<details><summary>Technical</summary>
Issue [#1441](https://github.com/horizon-rust/horizon/issues/1441). Needs a surface format and a tone-mapping path per backend, and tests on real HDR screens on Windows, macOS and Linux.
</details>
#### MSAA, anisotropic filtering, exclusive fullscreen
More graphics options: multisample anti-aliasing, anisotropic filtering and an exclusive fullscreen mode. Today Horizon has FXAA and borderless fullscreen.
@@ -678,16 +678,6 @@ A shared resource store keyed by the preparer's digest, no prepare intermediates
</details>
#### A launcher screen readers can read
Screen readers read the launcher's buttons, lists and settings, and every part of it works from the keyboard.
<details><summary>Technical</summary>
Issue [#4537](https://github.com/horizon-rust/horizon/issues/4537): the launcher is GPUI (not Electron), so it exposes nothing to UI Automation, NSAccessibility or AT-SPI yet. Needs an accessibility tree from GPUI (an AccessKit bridge) and a role and label on each widget.
</details>
#### A visible beta label
A clear 'beta' label in the launcher and the game, so nobody is surprised that Horizon is still being built.
@@ -710,18 +700,6 @@ Issue [#1709](https://github.com/horizon-rust/horizon/issues/1709): aarch64 buil
</details>
#### The launcher builds Horizon on other systems
On a system Horizon has no download for, such as FreeBSD, the launcher offers to build the game on your computer, as it already does for native mods.
<details><summary>Technical</summary>
Issue [#4354](https://github.com/horizon-rust/horizon/issues/4354): when no release asset matches the platform, the launcher fetches the tagged source and runs the same pinned-toolchain `cargo build --locked` its native-mod builds use, with a warning about the time it takes. The build is unsigned, so the launcher marks the version as built locally.
More: [docs/native-mods.md](docs/native-mods.md)
</details>
#### Horizon on Windows ARM64
A native Horizon for Windows on ARM computers, such as Snapdragon laptops.
@@ -742,8 +720,6 @@ Versions of Horizon for Android, iOS and web browsers. Nothing official yet; con
No official build. Android was first closed as not planned, with touch controls, a mobile interface, packaging and loading the player's own assets all missing; the roadmap now includes it, iOS and a build for the browser as long-term goals. First pieces from contributors: `horizon-dualsense` compiling on iOS ([#1813](https://github.com/horizon-rust/horizon/issues/1813)) and helper-thread limits on Android ([#1751](https://github.com/horizon-rust/horizon/issues/1751)). Preparing without Java ([#1750](https://github.com/horizon-rust/horizon/issues/1750)) matters here too. Horizon ships none of Mojang's files on any platform.
More: [#9134](https://github.com/horizon-rust/horizon/issues/9134) · [#8069](https://github.com/horizon-rust/horizon/issues/8069) · [#4153](https://github.com/horizon-rust/horizon/issues/4153)
</details>
#### Horizon on Intel Macs
@@ -766,13 +742,13 @@ Open: the GUI Scale is clamped to 2 after a restart under Hyprland, while XWayla
</details>
#### A Nix flake
#### AppImage and a Nix flake
Install Horizon on NixOS through a Nix flake.
Install Horizon on any Linux distribution as an AppImage, and on NixOS through a Nix flake.
<details><summary>Technical</summary>
A player's idea (#horizon-ideas). The launcher's AppImage ships with each launcher release ([packaging/linux/appimage.sh](packaging/linux/appimage.sh)): one file with the libraries GPUI needs, which replaces itself when it updates. A flake.nix packaging the release binaries with their runtime libraries (Vulkan loader, X11/Wayland, ALSA) is still missing, the way horizon-parity's NixOS setup runs them today.
A player's idea (#horizon-ideas). An AppImage of the launcher and game from the release workflow, and a flake.nix packaging the release binaries with their runtime libraries (Vulkan loader, X11/Wayland, ALSA), the way horizon-parity's NixOS setup runs them today.
</details>
@@ -786,8 +762,6 @@ Record, replay and edit videos without leaving the game: record in a keypress, r
Three stages. Recording: capture gameplay in a keypress with an encoder thread and little frame-time cost. Replay: a replay mode for recorded sessions. Editing: cuts, camera paths, titles and export. None of it exists yet; the agent-control socket ([docs/agent-control.md](docs/agent-control.md)) already lets tools drive the game for scripted shots.
More: [#10025](https://github.com/horizon-rust/horizon/issues/10025)
</details>
#### Game menus in the launcher's style
@@ -878,8 +852,6 @@ Every download Horizon makes is checked against the project's signature, includi
Releases carry signed checksums, and the launcher and `horizon-server update` refuse anything unsigned ([#1011](https://github.com/horizon-rust/horizon/issues/1011), [#1014](https://github.com/horizon-rust/horizon/issues/1014)). Left: the first install through `install.sh` and `install.ps1` still trusts only the checksum GitHub publishes, because verifying Ed25519 signatures needs OpenSSL 3, which macOS doesn't ship ([docs/security.md](docs/security.md)).
More: [#10354](https://github.com/horizon-rust/horizon/issues/10354)
</details>
## Help wanted
@@ -898,11 +870,30 @@ More: [https://playhorizon.dev/docs/performance](https://playhorizon.dev/docs/pe
</details>
### Gameplay parity
#### End city banners keep their pattern
Banners in End cities show as plain magenta instead of with their pattern.
<details><summary>Technical</summary>
Compare the banner block entities the End city templates place with vanilla's (`EndCityPieces`, the templates' block entity NBT, `BannerBlockEntity`'s patterns), in `crates/horizon-world/src/worldgen/structure/`. Issue [#1438](https://github.com/horizon-rust/horizon/issues/1438); possibly related: [#526](https://github.com/horizon-rust/horizon/issues/526).
</details>
#### Enchanted loot in End cities
Armour and tools in End city chests should come enchanted, as in vanilla.
<details><summary>Technical</summary>
`loot.rs` implements `enchant_with_levels`: find why the End city chest table's rolls come out bare, and compare them with vanilla's for a few seeds. Issues [#1437](https://github.com/horizon-rust/horizon/issues/1437), [#1660](https://github.com/horizon-rust/horizon/issues/1660).
</details>
## Recently shipped
- **Enchanted loot in End cities** (v0.2.73): Armour and tools in End city chests should come enchanted, as in vanilla. [#1437](https://github.com/horizon-rust/horizon/issues/1437) · [#1660](https://github.com/horizon-rust/horizon/issues/1660) · [#1911](https://github.com/horizon-rust/horizon/issues/1911) · [#2037](https://github.com/horizon-rust/horizon/issues/2037)
- **End city banners keep their pattern** (v0.2.67): Banners in End cities show as plain magenta instead of with their pattern. [#1438](https://github.com/horizon-rust/horizon/issues/1438) · [#526](https://github.com/horizon-rust/horizon/issues/526) · [#1928](https://github.com/horizon-rust/horizon/issues/1928)
- **Play in your language** (v0.2.65): Item names, container titles and server messages follow the language you pick, as in vanilla. Today parts of the game stay in English. [#1806](https://github.com/horizon-rust/horizon/issues/1806) · [#1594](https://github.com/horizon-rust/horizon/issues/1594) · [#1672](https://github.com/horizon-rust/horizon/issues/1672)
- **Chickens flap while they fall** (v0.2.67): Chickens should flap their wings while they fall, not stand still in the air. [#1706](https://github.com/horizon-rust/horizon/issues/1706) · [#1892](https://github.com/horizon-rust/horizon/issues/1892)
- **Ctrl+Backspace and scroll bars in menus** (v0.2.67): Ctrl+Backspace should delete a whole word in the creative search, and every list's scroll bar should be draggable. [#1764](https://github.com/horizon-rust/horizon/issues/1764) · [#1782](https://github.com/horizon-rust/horizon/issues/1782) · [#1884](https://github.com/horizon-rust/horizon/issues/1884) · [#1931](https://github.com/horizon-rust/horizon/issues/1931)
- **A pointing hand over buttons** (v0.2.67): The mouse pointer should turn into a pointing hand over menu buttons, as in vanilla 26.3. [#1347](https://github.com/horizon-rust/horizon/issues/1347) · [#1897](https://github.com/horizon-rust/horizon/issues/1897)
@@ -913,7 +904,6 @@ More: [https://playhorizon.dev/docs/performance](https://playhorizon.dev/docs/pe
- **Discord Rich Presence** (v0.2.58): Your Discord profile can show that you are playing Horizon, with a switch to turn it off. [#1787](https://github.com/horizon-rust/horizon/issues/1787) · [#1788](https://github.com/horizon-rust/horizon/issues/1788)
- **Server dialogs and login screens** (v0.2.67): Servers that show dialogs, such as the register and login screens of AuthMe, will work in Horizon. [#1720](https://github.com/horizon-rust/horizon/issues/1720) · [#1734](https://github.com/horizon-rust/horizon/issues/1734) · [#1735](https://github.com/horizon-rust/horizon/issues/1735)
- **Microsoft sign-in** (launcher@0.2.17): Sign in with your Microsoft account in the launcher to play on online-mode servers. [docs/microsoft-account.md](docs/microsoft-account.md) · [#2879](https://github.com/horizon-rust/horizon/issues/2879)
- **HDR monitors** (v0.2.74): Output for HDR monitors: brighter highlights and richer colour where your screen supports it. [#1441](https://github.com/horizon-rust/horizon/issues/1441) · [#2021](https://github.com/horizon-rust/horizon/issues/2021) · [#2292](https://github.com/horizon-rust/horizon/issues/2292)
- **OpenGL for old computers** (v0.2.63): Horizon now starts on old PCs whose graphics card has no Vulkan or DirectX 12 driver: it switches to OpenGL by itself, and Options > Graphics can pick OpenGL by hand. [#1917](https://github.com/horizon-rust/horizon/issues/1917) · [#1920](https://github.com/horizon-rust/horizon/issues/1920) · [#1936](https://github.com/horizon-rust/horizon/issues/1936)
- **Server resource packs** (v0.2.48): Servers can send you their resource pack: Horizon asks, downloads it and applies it, like vanilla. [#1562](https://github.com/horizon-rust/horizon/issues/1562) · [#1569](https://github.com/horizon-rust/horizon/issues/1569) · [#1570](https://github.com/horizon-rust/horizon/issues/1570)
- **Single player on its own server thread** (v0.2.39): Single player runs on a server thread, as vanilla does, so the world keeps ticking smoothly while the window draws. [#1514](https://github.com/horizon-rust/horizon/issues/1514) · [docs/server-levels.md](docs/server-levels.md)
+16 -169
View File
@@ -8,26 +8,6 @@ developers, with upstream fixes applied
[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`).
## naga
`third_party/naga` is [naga](https://github.com/gfx-rs/wgpu) 30.0.1 by the gfx-rs developers, with
fixes to its GLSL frontend that shader packs need, each applied in the commit that needed it. It is licensed under MIT or Apache-2.0; both licenses
are in that folder (`LICENSE.MIT`, `LICENSE.APACHE`).
The GLSL frontend also resets the common type for each comma-separated declarator so one
variable's array specifier does not change later variables.
It also reads a struct member outside a constant expression through a pointer to the member,
not out of a loaded copy of the whole struct, so a member an atomic function uses can be read.
## libmimalloc-sys and mimalloc
`third_party/libmimalloc-sys` is [libmimalloc-sys](https://github.com/purpleprotocol/mimalloc_rust)
0.1.49 by Octavian Oncescu, with the [mimalloc](https://github.com/microsoft/mimalloc) v3 sources it
bundles (Copyright (c) 2018-2025 Microsoft Corporation, Daan Leijen), both under the MIT license
(`LICENSE.txt` and `c_src/mimalloc/v3/LICENSE` in that folder). It holds only the v3 sources. One
change: `mi_popcount` in `include/mimalloc/bits.h` uses mimalloc's portable bit count on MSVC
x86/x64 instead of the POPCNT instruction, which CPUs before Nehalem lack (#7264).
## Pixelify Sans
`crates/horizon-theme/fonts/PixelifySans-*.ttf` is [Pixelify Sans](https://github.com/eifetx/Pixelify-Sans)
@@ -41,42 +21,32 @@ by The Pixelify Sans Project Authors, licensed under the SIL Open Font License 1
license (`crates/horizon-theme/icons/pixel/LICENSE-pixelarticons.txt`). `star.svg` is Horizon's own, drawn on
the same grid.
## Hugeicons
`crates/horizon-theme/icons/glass/*.svg` are icons from the free set of
[Hugeicons](https://github.com/hugeicons/hugeicons) (`@hugeicons/core-free-icons` 4.4.0), under
the MIT license (`crates/horizon-theme/icons/glass/LICENSE-hugeicons.txt`), exported with a 1.6
stroke in `currentColor`.
`crates/horizon-theme/icons/glass/discord.svg` is Discord's logo as drawn by
[Simple Icons](https://github.com/simple-icons/simple-icons) 13.21.0 (CC0 1.0). The logo is Discord's
trademark, used only on the button that opens Horizon's Discord server.
## AMD FidelityFX SDK (FSR 3.1 frame generation)
`crates/horizon-client-render/src/gfx/frame_gen/optical_flow.wgsl` and `interpolation.wgsl` are
ports to WGSL of the optical flow and frame interpolation shaders of the
[AMD FidelityFX SDK](https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK) 1.1.4
(`sdk/include/FidelityFX/gpu/{opticalflow,frameinterpolation}`, at commit
`crates/horizon-client-render/src/gfx/frame_gen/optical_flow.wgsl` is a port to WGSL of the
optical flow shaders of the [AMD FidelityFX SDK](https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK)
1.1.4 (`sdk/include/FidelityFX/gpu/opticalflow`, at commit
[c6efa6bf7f20](https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK/tree/c6efa6bf7f2027b3ec94f28578bb5965eabb9e55)),
and `optical_flow.rs` follows the SDK's `sdk/src/components/opticalflow/ffx_opticalflow.cpp`
(its passes, their order and their dispatch sizes). Copyright (C) 2024 Advanced Micro Devices,
Inc., under the MIT license, whose text heads each file. AMD and FidelityFX are AMD's
Inc., under the MIT license, whose text heads both files. AMD and FidelityFX are AMD's
trademarks; Horizon is not affiliated with AMD.
## Mod loader logos
The launcher shows the logo of the mod loader an instance plays with, and offers the logos as
instance icons.
The launcher shows the logo of the mod loader an instance plays with.
- `launcher/assets/logos/{fabric,quilt,neoforge,forge}.png` are the loaders' logos as the launcher
mockup on [playhorizon.dev/launcher](https://playhorizon.dev/launcher) shows them (horizon-site
`public/media/launcher/*.webp`, converted to PNG), each its project's own mark:
[Fabric](https://fabricmc.net/), [Quilt](https://quiltmc.org/) (its art is
[CC0 1.0](https://creativecommons.org/publicdomain/zero/1.0/)),
[NeoForged](https://neoforged.net/) (its art, by Ridanisaurus, is
[CC BY 4.0](https://creativecommons.org/licenses/by/4.0/)) and
[Minecraft Forge](https://minecraftforge.net/). They name the loader an instance runs.
- `launcher/assets/logos/quilt.png` is the Quilt mini icon (`brand/128png/quilt_mini_icon_transparent.png`)
from [QuiltMC/art](https://github.com/QuiltMC/art), by the Quilt Project, dedicated to the public
domain under [CC0 1.0](https://creativecommons.org/publicdomain/zero/1.0/).
- `launcher/assets/logos/neoforge.png` is NeoForged's icon (`art/neoforged_icon_16x16.png`) from
[neoforged/.github](https://github.com/neoforged/.github/tree/main/art), © the NeoForged team,
created by Ridanisaurus, under [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/). It is
unmodified (the launcher scales it up by whole pixels).
- Fabric's and Forge's icons are not shipped: neither publishes a license for its logo. The launcher
fetches them from their own sites when an instance needs them
([fabric-loader's icon](https://github.com/FabricMC/fabric-loader/blob/master/src/main/resources/assets/fabricloader/icon.png),
[files.minecraftforge.net's](https://files.minecraftforge.net/)).
Each logo belongs to its project. Showing it says which loader an instance runs; it does not mean
the project endorses Horizon.
@@ -89,126 +59,3 @@ with Microsoft accounts
The four-square Microsoft symbol in `launcher/src/microsoft.rs` reproduces the squares, positions and
colours of Microsoft's official `ms-symbollockup_mssymbol_19.svg` from that page, unmodified. Microsoft
and its logo are trademarks of the Microsoft group of companies; Horizon is not endorsed by Microsoft.
## CIT Resewn
`crates/horizon-optifine/src/cit.rs` and `crates/horizon-client-render/src/cit.rs` follow the
condition semantics of [CIT Resewn Continuation](https://github.com/EthanVisagie/CIT-Resewn-Continuation-1.21.11)
(at `b792f9a`), a continuation of [CIT Resewn](https://github.com/SHsuperCM/CITResewn) by SHsuperCM: the
1.21 component paths, enchantment levels, percent damage, text matching and rule ordering. It is
licensed under the MIT license:
> Copyright (c) 2021 SHsuperCM
>
> Permission is hereby granted, free of charge, to any person obtaining a copy of this software
> and associated documentation files (the "Software"), to deal in the Software without
> restriction, including without limitation the rights to use, copy, modify, merge, publish,
> distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
> Software is furnished to do so, subject to the following conditions:
>
> The above copyright notice and this permission notice shall be included in all copies or
> substantial portions of the Software.
>
> THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
> BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
> NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
> DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
> OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
## FusionExamples
The tile tables in `crates/horizon-optifine/src/fusion/layout.rs` were read off the connecting
texture templates (`templates/template <layout>.png`) of
[FusionExamples](https://github.com/SuperMartijn642/FusionExamples) (at `8c9c56e`), which is
licensed under the MIT license:
> Copyright (c) 2024 Martijn van den Brand
>
> Permission is hereby granted, free of charge, to any person obtaining a copy of this software
> and associated documentation files (the "Software"), to deal in the Software without
> restriction, including without limitation the rights to use, copy, modify, merge, publish,
> distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
> Software is furnished to do so, subject to the following conditions:
>
> The above copyright notice and this permission notice shall be included in all copies or
> substantial portions of the Software.
>
> THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
> BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
> NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
> DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
> OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
## BlueMap
`crates/horizon-client-render/src/bluemap.rs` reads the lowres tiles of a server's
[BlueMap](https://github.com/BlueMap-Minecraft/BlueMap) web map. It follows three of BlueMap's files:
`core/src/main/java/de/bluecolored/bluemap/core/map/lowres/LowresLayer.java` (`saveTile`) for the
tiles' pixel layout, `common/webapp/src/js/util/Utils.js` (`pathFromCoords`) for their paths, and
`core/src/main/java/de/bluecolored/bluemap/core/map/MapSettingsSerializer.java` for a map's
`settings.json`, at commit
[96ae320d1d39](https://github.com/BlueMap-Minecraft/BlueMap/tree/96ae320d1d39581c10058d8222f2290f2fcb5333).
BlueMap is licensed under the MIT license:
> Copyright (c) Blue (Lukas Rieger) <https://bluecolored.de>
> Copyright (c) contributors
>
> Permission is hereby granted, free of charge, to any person obtaining a copy
> of this software and associated documentation files (the "Software"), to deal
> in the Software without restriction, including without limitation the rights
> to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
> copies of the Software, and to permit persons to whom the Software is
> furnished to do so, subject to the following conditions:
>
> The above copyright notice and this permission notice shall be included in
> all copies or substantial portions of the Software.
>
> THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
> IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
> FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
> AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
> LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
> OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
> THE SOFTWARE.
## JOML
`crates/horizon-client-render/src/camera.rs` (`joml::Mat4::rotation`, `invert_orthonormal`) and
`crates/horizon-client-render/src/gfx/pack_uniforms.rs` (`invert_generic`, `invert_affine`, the
formulas of `pack_projection` and `shadow_ortho`) adapt the float arithmetic of
`Matrix4f.rotation(Quaternionfc)`, `invertOrthonormal`, `invertGenericNonThis`, `invertAffine`,
`setPerspective` and `setOrtho` from
[JOML](https://github.com/JOML-CI/JOML/tree/faf9eef2511242122beb6055fe3da92daed214c5) 1.10.9, the
library vanilla 26.3 uses, so that shader packs get the same matrices to the last bit. Changes:
ported to Rust; the pack_uniforms.rs functions drop JOML's property flags, and
`pack_projection` works the formula in doubles. The copyright line and license notice also head
both files.
`camera.rs` also adapts `Quaternionf.rotationX`, `rotationY` and `rotationZ`,
`Matrix4f.rotateAffine` and `Vector4f.mulAffine` (`joml::Quat::rotation_x`/`_y`/`_z`,
`joml::Mat4::rotate_affine`, `transform_affine`), for the sky's positions shader packs read.
Changes: ported to Rust; `rotate_affine` keeps only the affine case.
```
The MIT License
Copyright (c) 2015-2026 Richard Greenlees
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
```
+5 -9
View File
@@ -1,9 +1,9 @@
#!/usr/bin/env python3
"""Server load bench: the same horizon-bots load on Horizon, vanilla 26.3 or Pumpkin.
python3 tools/bench.py --server horizon --exe target/release/horizon-server --bots 50
python3 tools/bench.py --server vanilla --jar ~/mc/server.jar --bots 50 --pre-generated ~/worlds/seed12345
python3 tools/bench.py --server pumpkin --exe ./pumpkin --bots 50
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:
@@ -39,11 +39,6 @@ import tempfile
import threading
import time
try:
from . import lab
except ImportError:
import lab
ROOT = Path(__file__).resolve().parent.parent
EXE = '.exe' if os.name == 'nt' else ''
SERVERS = ('horizon', 'vanilla', 'pumpkin')
@@ -212,7 +207,8 @@ class Server:
self.lines = []
self.lock = threading.Lock()
self.log = log_path.open('w', encoding='utf-8')
env = lab.game_env(HORIZON_HOME=directory / 'horizon-home')
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)
@@ -1,42 +0,0 @@
# Entity occlusion split measurements — 2026-11-02
These measurements came from the pre-split integration branch for PR #7054. That build contained the entity-occlusion rewrite and particle light lookup cache; Particle Culling was Off. They are useful comparison evidence, but they are not a benchmark of this isolated entity-only commit. The cache-only run in PR #7391 measured effectively the same CPU time on the ordinary scene, but the combined result still cannot isolate interactions.
Host: Intel Core i7-3770S, Intel HD Graphics 4000, Vulkan/Mesa, 675×727, render distance 4, VSync off, 260 FPS cap. Two opposite-order passes measured for 8 seconds after warmup. Values are means. CPU is harness average CPU ms per frame; p99 is frame time. The driver supplied no usable GPU timing.
## Ordinary scene
The scene had 24 mobs, roughly 9,400–10,100 rain particles and campfire smoke.
| Build and mode | FPS | CPU ms/frame | Frame p99 ms |
| --- | ---: | ---: | ---: |
| Main, entity culling Off | 88.59 | 1.829 | 24.51 |
| Pre-split integration branch, all culling Off | 88.33 | 2.063 | 24.51 |
| Main, entity culling Synchronous | 89.34 | 1.965 | 23.99 |
| Pre-split integration branch, entity Synchronous | 89.13 | 2.113 | 24.15 |
This normal-scene run does not show a large FPS change; its CPU differences are small relative to frame time and not attributable to the entity-only change by themselves.
## Opaque-wall scene
A 32×32 platform at Y=300, a 7-block wall with a one-block vertical opening, and 192 pigs spawned behind the wall (216 mobs in the captured scene). The player looked toward the opening from the near side. The same world and camera path were used for the main and integration builds.
| Build and mode | FPS | CPU ms/frame | Frame p99 ms |
| --- | ---: | ---: | ---: |
| Main, Off | 89.08 | 2.423 | 13.52 |
| Integration branch, Off | 89.23 | 2.355 | 13.27 |
| Main, Synchronous | 92.81 | 2.566 | 14.60 |
| Integration branch, Synchronous | 93.21 | 2.550 | 12.84 |
| Main, Asynchronous | 92.73 | 2.364 | 13.04 |
| Integration branch, Asynchronous | 92.62 | 2.314 | 13.18 |
The asynchronous mode reduced measured CPU time slightly in this wall scene but did not improve FPS beyond run-to-run spread. This is a synthetic occlusion-heavy scene, not a broad performance claim.
## Captures
The HUD performance overlay is visible in each capture. The integration-build screenshots were recorded with the same wall and camera position in Off, Synchronous, and Asynchronous modes.
- Main, Off: `main-off.png`
- Integration branch, Off: `branch-off.png`
- Integration branch, Synchronous: `branch-sync.png`
- Integration branch, Asynchronous: `branch-async.png`
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# Entity occlusion pipeline — release/OpenGL run (2026-11-04)
This is the final local smoke benchmark for the entity-occlusion pipeline before opening the PR. It was run from the branch after the release build completed, with the OpenGL backend selected explicitly. The same process created each scene, switched the culling mode, flew the camera for two seconds, collected frame/CPU telemetry, and captured the screenshot after the scene settled.
**Host:** Intel Core i7-3770S, Intel HD Graphics 4000, Mesa OpenGL 4.2
**Window:** 1280×720, offscreen, VSync disabled
**World:** fresh temporary home, 32×32 platform at Y=300; wall scenes add a solid stone wall and an optional one-block slit
**Entities:** 24 pigs in the normal scene, 192 pigs in wall scenes, 512 pigs in stress scenes
**Settings:** render distance 8, `entityCullingPrecheck:64`, FPS overlay on, no resource-pack occlusion assumptions
**Build:** `cargo build --release -p horizon-client`
## Results
The values below are branch-only measurements. They are useful for comparing the three modes under identical geometry and for checking that the worker is doing useful work. A fresh main binary was not built in this short pass, so these numbers do not claim a controlled main-to-branch delta.
| Scene | Off FPS / CPU p50 | Sync FPS / CPU p50 | Async FPS / CPU p50 | Async entities culled |
| --- | ---: | ---: | ---: | ---: |
| `entity_normal` (24 visible) | 240.5 / 0.586 ms | 233.5 / 0.762 ms | 239.3 / 0.686 ms | 0 |
| `entity_wall` (192, solid) | 228.8 / 1.245 ms | 318.6 / 1.342 ms | **324.5 / 0.478 ms** | 124,608 |
| `entity_wall_slit` (192, one-block slit) | 231.4 / 1.102 ms | 265.0 / 1.387 ms | **281.2 / 0.716 ms** | 102,826 |
| `entity_stress` (512, solid) | 190.3 / 2.467 ms | 299.2 / 2.593 ms | **325.5 / 0.691 ms** | 290,234 |
| `entity_stress_slit` (512, one-block slit) | 190.4 / 2.476 ms | 262.2 / 2.573 ms | **262.1 / 1.297 ms** | 227,301 |
Async telemetry confirmed that the render thread stayed non-blocking (`try_recv`/`try_send`, `worker_blocking_wait_ms: 0`). The latest wall/slit run completed 562 worker jobs, queued 3,982 queries, avoided about 4.0 million entity bytes, and had 379 ns recent p50 worker-job time. The solid 512-pig run culled 15,552 generated vertices; the slit run culled 120,290 generated vertices. The normal scene recorded no pre-model hides and kept the opt-in path close to Off.
## Captures
Every image includes the FPS performance overlay. The names are `<mode>-<scene>.png`:
- [Off — normal](screenshots/off-entity_normal.png), [wall](screenshots/off-entity_wall.png), [wall slit](screenshots/off-entity_wall_slit.png), [stress](screenshots/off-entity_stress.png), [stress slit](screenshots/off-entity_stress_slit.png)
- [Sync — normal](screenshots/sync-entity_normal.png), [wall](screenshots/sync-entity_wall.png), [wall slit](screenshots/sync-entity_wall_slit.png), [stress](screenshots/sync-entity_stress.png), [stress slit](screenshots/sync-entity_stress_slit.png)
- [Async — normal](screenshots/async-entity_normal.png), [wall](screenshots/async-entity_wall.png), [wall slit](screenshots/async-entity_wall_slit.png), [stress](screenshots/async-entity_stress.png), [stress slit](screenshots/async-entity_stress_slit.png)
## Reproduction
From the repository root, with prepared 26.3 resources available:
```sh
python3 tools/entity_occlusion_bench.py
```
The script uses fresh temporary game data, the release binary in `target/release`, OpenGL, the FPS overlay, and writes JSON plus captures under `/tmp/horizon-entity-occlusion-release-quick/`.
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@@ -1,27 +0,0 @@
# Particle culling review measurements — 2026-11-02
Ordinary-scene captures and measurements for PR #7054. The scene contains 24 mobs, about 9,400–10,100 rain particles, and about 50–100 campfire smoke particles. Two opposite-order passes were run with 2 s warmup and 8 s measurement per condition. Host: Intel Core i7-3770S, Intel HD Graphics 4000, Vulkan/Mesa, 675×727, render distance 4, VSync off, 260 FPS cap.
These are means of the two samples. CPU is the harness's average CPU time per frame; p99 is frame time. The normal scene is not expected to show large gains because most particles are visible.
| Condition | FPS | CPU ms/frame | Frame p99 ms |
| --- | ---: | ---: | ---: |
| Main, culling Off | 88.39 | 1.930 | 23.85 |
| Particle branch, culling Off | 88.55 | 1.828 | 24.88 |
| Main, Entity Culling Synchronous | 89.12 | 1.887 | 23.07 |
| Particle branch, Entity Culling Synchronous, Particle Culling Off | 89.06 | 1.897 | 25.18 |
| Particle Culling Synchronous | 88.87 | 1.774 | 24.94 |
| Particle Culling Asynchronous* | 89.00 | 1.754 | 24.90 |
*The asynchronous samples predate the final switch to a dedicated particle worker. They are retained only as historical context and are not a measurement of the final worker implementation. No FPS improvement is claimed from these ordinary-scene runs. The Off path delegates directly to `render`; `disabled_culled_render_matches_the_regular_particle_path` checks that it produces the same vertices.
The FPS and CPU differences are within run-to-run variability for this GPU-limited scene. The first four conditions are the reviewer's requested Main-versus-branch default and existing synchronous-mode comparisons. Particle Sync/Async rows are branch-internal mode comparisons.
## Captures
The screenshots show the same ordinary test world and FPS overlay:
- `main-off.png`
- `particle-off.png`
- `particle-sync.png`
- `particle-async.png`
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-870
View File
@@ -1,870 +0,0 @@
{
"format": "horizon-benchmark-report",
"version": 1,
"kind": "game",
"created": "2026-11-04T13:00:15Z",
"app": {
"name": "horizon-client",
"version": "nightly-2026-11-04-67dad0d",
"commit": "67dad0d"
},
"hardware": {
"os": "linux",
"arch": "x86_64",
"cpu_threads": 24,
"os_version": "NixOS 26.05 (Yarara) (kernel 6.18.57)",
"cpu": "13th Gen Intel(R) Core(TM) i7-13700KF",
"ram_mb": 31904,
"gpu": {
"name": "NVIDIA GeForce RTX 4080",
"vendor": "nvidia",
"driver": "NVIDIA 595.71.05",
"backend": "vulkan",
"kind": "discrete"
}
},
"conditions": {
"scenario": "perf_bench:village,forest,ocean,mountain",
"seed": "1234",
"render_distance": 12,
"simulation_distance": 12,
"vsync": false,
"offscreen": false,
"repeats": 3,
"warmup_s": 2.0,
"load_avg_1m": 28.408,
"window": [
1280,
720
]
},
"metrics": {
"startup.title_ms": {
"n": 3,
"mean": 66658.183,
"stdev": 61839.502,
"min": 1827.42,
"max": 124993.694,
"ci95": 153630.237
},
"startup.world_ms": {
"n": 3,
"mean": 74754.411,
"stdev": 59189.587,
"min": 13600.651,
"max": 131761.773,
"ci95": 147046.952
},
"chunks.village.load_ms": {
"n": 3,
"mean": 5571.499,
"stdev": 1900.32,
"min": 3378.38,
"max": 6730.394,
"ci95": 4721.037
},
"chunks.village.meshed_count": {
"n": 3,
"mean": 15287.0,
"stdev": 527.501,
"min": 14788.0,
"max": 15839.0,
"ci95": 1310.49
},
"fps.village.avg_fps": {
"n": 3,
"mean": 2958.557,
"stdev": 376.543,
"min": 2526.453,
"max": 3216.434,
"ci95": 935.46
},
"fps.village.low_1pct_fps": {
"n": 3,
"mean": 368.457,
"stdev": 90.668,
"min": 300.631,
"max": 471.438,
"ci95": 225.25
},
"fps.village.low_01pct_fps": {
"n": 3,
"mean": 91.04,
"stdev": 40.506,
"min": 46.124,
"max": 124.796,
"ci95": 100.63
},
"memory.village.gpu_mb": {
"n": 3,
"mean": 581.0,
"stdev": 48.0,
"min": 533.0,
"max": 629.0,
"ci95": 119.248
},
"memory.village.rss_mb": {
"n": 3,
"mean": 1277.531,
"stdev": 25.546,
"min": 1253.879,
"max": 1304.623,
"ci95": 63.466
},
"tick.village.client_ms": {
"n": 3,
"mean": 0.529,
"stdev": 0.127,
"min": 0.396,
"max": 0.649,
"ci95": 0.315
},
"cpu.village.p50_ms": {
"n": 3,
"mean": 0.185,
"stdev": 0.034,
"min": 0.162,
"max": 0.224,
"ci95": 0.085
},
"chunks.forest.load_ms": {
"n": 3,
"mean": 3318.3,
"stdev": 911.608,
"min": 2266.627,
"max": 3883.075,
"ci95": 2264.743
},
"chunks.forest.meshed_count": {
"n": 3,
"mean": 16565.333,
"stdev": 172.755,
"min": 16367.0,
"max": 16683.0,
"ci95": 429.182
},
"fps.forest.avg_fps": {
"n": 3,
"mean": 2333.626,
"stdev": 569.124,
"min": 1745.365,
"max": 2881.457,
"ci95": 1413.897
},
"fps.forest.low_1pct_fps": {
"n": 3,
"mean": 336.615,
"stdev": 185.666,
"min": 208.133,
"max": 549.487,
"ci95": 461.257
},
"fps.forest.low_01pct_fps": {
"n": 3,
"mean": 160.734,
"stdev": 127.586,
"min": 39.777,
"max": 294.05,
"ci95": 316.967
},
"memory.forest.gpu_mb": {
"n": 3,
"mean": 666.333,
"stdev": 24.44,
"min": 645.0,
"max": 693.0,
"ci95": 60.718
},
"memory.forest.rss_mb": {
"n": 3,
"mean": 1346.816,
"stdev": 42.279,
"min": 1305.547,
"max": 1390.037,
"ci95": 105.035
},
"tick.forest.client_ms": {
"n": 3,
"mean": 0.669,
"stdev": 0.084,
"min": 0.598,
"max": 0.761,
"ci95": 0.208
},
"cpu.forest.p50_ms": {
"n": 3,
"mean": 0.222,
"stdev": 0.032,
"min": 0.197,
"max": 0.258,
"ci95": 0.079
},
"chunks.ocean.load_ms": {
"n": 3,
"mean": 2463.434,
"stdev": 1056.0,
"min": 1527.516,
"max": 3608.283,
"ci95": 2623.462
},
"chunks.ocean.meshed_count": {
"n": 3,
"mean": 14226.667,
"stdev": 307.077,
"min": 14038.0,
"max": 14581.0,
"ci95": 762.883
},
"fps.ocean.avg_fps": {
"n": 3,
"mean": 2192.874,
"stdev": 1320.904,
"min": 673.829,
"max": 3071.415,
"ci95": 3281.573
},
"fps.ocean.low_1pct_fps": {
"n": 3,
"mean": 345.406,
"stdev": 294.904,
"min": 8.977,
"max": 559.232,
"ci95": 732.642
},
"fps.ocean.low_01pct_fps": {
"n": 3,
"mean": 172.573,
"stdev": 149.386,
"min": 1.038,
"max": 274.089,
"ci95": 371.125
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@@ -1,68 +0,0 @@
# Horizon main vs vanilla 26.3 on a loaded Mac mini M4 Pro (2026-11-01)
`tools/perf_bench.py` reports for Horizon main 1bd24e4042, vanilla 26.3 and vanilla with performance mods, render distances
8, 16 and 32, three games each, every game from a fresh world. **These are not player numbers:** the Mac mini was running other
work the whole time (1-minute load average 15-114 on 14 cores), and every game rendered without presenting. They are kept because
they're the first Mac reports and show how each game behaves under heavy CPU contention. The reports are the
`*-m4pro-1080p-rd*.json` files next to this page.
## Setup
- **Machine:** Mac mini, Apple M4 Pro (10 performance + 4 efficiency cores, 20-core GPU), 64 GB, macOS 27.0.1. Screen
1920x1080; the session was locked, so every game ran `offscreen` (Horizon renders into a texture; vanilla draws into a
window nobody sees).
- **Horizon:** main 1bd24e4042, `cargo build --release -p horizon-client`, Metal.
- **Vanilla:** the 26.3 client jar with Fabric Loader and the driver mod, Java 25 (Temurin), `-Xmx2G` with the launcher's G1
flags, OpenGL 4.1 (Apple's Metal-backed driver).
- **Vanilla + mods:** the same with Sodium mc26.3-0.9.2, Lithium mc26.3-0.26.2, FerriteCore 9.0.0, ImmediatelyFast 1.17.1 and
Fabric API (`tools/benchmark-deps/mods.lock.json`).
- **Order:** the games took turns inside each repeat (vanilla, mods, Horizon; then mods, Horizon, vanilla; then Horizon, vanilla,
mods), one game at a time.
## Why these numbers aren't a fair comparison
- **Load.** Load before each game: RD 8 46-82, RD 16 43-114, RD 32 15-59 (the later RD 32 games ran at 15-30). Horizon raises its
render and server threads to the user-interactive QoS class, and the JVM's threads stay at the default, so under this
contention macOS runs Horizon's frame first. Vanilla's 1% lows of 2-15 FPS show that, more than how fast either game is.
- **Resolution.** Vanilla's 1920x1080 window was shrunk to **1920x930** by the 1080p screen (menu and title bars); Horizon,
offscreen, rendered 1920x1080. Vanilla drew 14% fewer pixels, which favours it in GPU-bound scenes. Because the recorded
windows differ, `perf_bench.py --table` refuses to compare these reports. The tables below were made with the window check
skipped. A rerun at a size that fits the screen (1600x900) would avoid it.
## Results
Mean of 3 games ± 95% confidence interval. FPS over the 12-second flight (average / 1% low / 0.1% low):
| RD | scene | Horizon main | Vanilla 26.3 | Vanilla + mods |
| --- | --- | --- | --- | --- |
| 8 | forest | 364 ±22 / 145 ±54 / 97 ±38 | 66 ±22 / 8 ±10 / 6 ±8 | 47 ±42 / 4 ±2 / 3 ±1 |
| 8 | mountain | 466 ±7 / 165 ±54 / 91 ±37 | 46 ±37 / 5 ±7 / 4 ±6 | 67 ±35 / 8 ±5 / 4 ±4 |
| 8 | ocean | 410 ±88 / 161 ±39 / 112 ±41 | 50 ±44 / 6 ±13 / 5 ±11 | 35 ±16 / 5 ±4 / 4 ±4 |
| 8 | village | 540 ±453 / 196 ±189 / 135 ±184 | 42 ±16 / 4 ±3 / 3 ±0 | 33 ±46 / 4 ±6 / 3 ±4 |
| 16 | forest | 333 ±4 / 193 ±29 / 137 ±71 | 23 ±9 / 2 ±1 / 2 ±1 | 62 ±94 / 10 ±21 / 7 ±14 |
| 16 | mountain | 357 ±6 / 200 ±30 / 154 ±33 | 44 ±12 / 7 ±2 / 4 ±1 | 36 ±44 / 4 ±5 / 3 ±5 |
| 16 | ocean | 412 ±4 / 209 ±26 / 127 ±44 | 51 ±16 / 6 ±8 / 4 ±7 | 75 ±159 / 13 ±33 / 7 ±16 |
| 16 | village | 568 ±30 / 271 ±25 / 210 ±75 | 46 ±110 / 9 ±27 / 7 ±17 | 46 ±45 / 7 ±9 / 5 ±4 |
| 32 | forest | 165 ±11 / 104 ±51 / 95 ±60 | 68 ±122 / 18 ±49 / 14 ±42 | 114 ±132 / 29 ±44 / 21 ±34 |
| 32 | mountain | 190 ±5 / 109 ±35 / 91 ±32 | 29 ±19 / 3 ±2 / 2 ±3 | 57 ±49 / 7 ±2 / 3 ±3 |
| 32 | ocean | 210 ±13 / 129 ±77 / 116 ±98 | 44 ±80 / 5 ±4 / 2 ±1 | 119 ±176 / 32 ±66 / 17 ±37 |
| 32 | village | 326 ±17 / 152 ±85 / 123 ±84 | 81 ±99 / 15 ±20 / 11 ±11 | 92 ±28 / 13 ±6 / 9 ±3 |
Start to title / in-world, mean scene load, RSS steady / peak, physical footprint steady / peak (macOS `footprint`, which on Apple
Silicon includes the game's GPU allocations), load average before the first game:
| RD | Horizon main | Vanilla 26.3 | Vanilla + mods |
| --- | --- | --- | --- |
| 8 | 7.2 / 11.4, 6.5, 1379 / 1537, 1883 / 2094, 73 | 49.9 / 89.1, 18.2, 1811 / 1877, 2635 / 2709, 66 | 56.3 / 97.7, 17.9, 1927 / 2019, 2396 / 2441, 74 |
| 16 | 1.5 / 14.0, 9.5, 1617 / 1892, 2495 / 3084, 114 | 19.4 / 78.9, 33.3, 2431 / 2555, 3450 / 3713, 76 | 23.8 / 76.9, 27.1, 2355 / 2566, 3212 / 3431, 70 |
| 32 | 2.2 / 14.3, 11.1, 2196 / 2537, 4373 / 5560, 28 | 20.6 / 124.2, 44.2, 2838 / 2958, 4265 / 4618, 59 | 13.5 / 63.2, 29.9, 3705 / 4078, 4647 / 5250, 37 |
## What it shows
- Horizon is GPU-bound on the M4 Pro in every scene at every distance: its median GPU time per frame is 1.6-2.5 ms at RD 8 and
2.9-5.7 ms at RD 32, its render thread's CPU time 0.6-2.2 ms.
- In the least-loaded RD 32 games (load 15-22), vanilla + mods matched Horizon's average FPS over the forest (162 vs 163-170) and
the ocean (187 vs 209-216); Horizon's 1% lows were 2.4 times the modded client's there, and 15-17 times over the village and the
mountain.
- Horizon's resident memory is 1.2-1.7 times smaller than both clients'. Its physical footprint, GPU memory included, is level
with vanilla's at RD 32 (4373 vs 4265 MB steady) and above it at peak (5560 vs 4618 MB).
-42
View File
@@ -1,42 +0,0 @@
# Horizon Nightly 2026-11-04 vs vanilla 26.3 on the Mac mini and the desktop (2026-11-04)
> **The Mac mini reports (`*-macmini-rd*.json`) are offscreen, not comparable.** Horizon rendered offscreen (no presenting)
> while vanilla drew into a window, so the Mac rows below are not a Horizon-vs-vanilla comparison, and the website does not
> publish them: it keeps the Mac mini's 2026-10-22 runs. They are kept here only as a record of that day's offscreen run.
The desktop runs are the ones behind playhorizon.dev/benchmarks as of 2026-11-04 (horizon-rust/horizon-site#58): `tools/perf_bench.py`
reports, render distance 12 and 32, three games each, every game from a fresh world (seed 1234), 1280x720, VSync off. Files:
`{horizon,vanilla}-macmini-rd{12,32}.json` and `{horizon,vanilla}-desktop-rd{12,32}.json` next to this page.
## Builds
- **Horizon:** the Nightly 2026-11-04 release bundle (67dad0d), as the launcher installs it: macOS arm64 on the Mac,
Linux x86_64 on the desktop. Its resources come from the bundle's own `horizon-prepare`. perf_bench ran from main
a55b9a2e52 and wrote that checkout's crate version and commit; `app.version` and `app.commit` were set to the bundle's by hand.
- **Vanilla:** the 26.3 client jar with Fabric Loader and the driver mod, Java 25, the official launcher's JVM flags.
## Machines and conditions
- **Mac mini, Apple M4 Pro (14 cores, 20-core GPU), macOS: offscreen, not comparable.** The session was locked, so Horizon ran `--offscreen`: a locked
session gives a window no frames, and windowed Horizon measured 0 FPS. Vanilla drew into its window. Offscreen skips
presenting, which favours Horizon, so its averages aren't held at the 144 Hz display as they were on 2026-10-22. Each game
started at a 1-minute load of 17-18 (the run waited for < 20); during the runs the load rose to 30-50.
- **Desktop, RTX 4080 + i7-13700KF, NixOS, NVIDIA 595.** Both games drew into a headless sway rendering on the RTX 4080 (never
on its screen), both through Wayland on Vulkan. Vanilla went through SDL's Wayland driver: through Xwayland each of its
frames took about 2 s on this day. The machine also runs CI and agents' builds: each game started at a load of 28-30 on
24 threads (the run waited for < 30) and the load rose to 40-70 during the runs. Vanilla at RD 32 crashed twice under that
load (`GPU timeout attempting to acquire next frame`) before a third series finished. Start-up times are inflated by the
load and by a cold disk on each series' first start (start → world up to 130-235 s).
- **Order:** RD 12 ran Horizon then vanilla; RD 32 ran vanilla then Horizon.
## Results (average over the flights of the three games; FPS average / 1% low)
| Machine | RD | Horizon | Vanilla | Horizon ÷ vanilla (avg, 1% low) |
|---|---|---|---|---|
| Mac mini (**offscreen, not comparable**) | 12 | 774 / 294 | 132 / 27 | — |
| Mac mini (**offscreen, not comparable**) | 32 | 297 / 159 | 68 / 16 | — |
| Desktop | 12 | 2,224 / 308 | 1,824 / 201 | 1.2x, 1.5x |
| Desktop | 32 | 800 / 140 | 696 / 64 | 1.15x, 2.2x |
Neither machine was idle, so these say how both games behave on busy machines. They are not clean ratios; for those, see
`windows-9800x3d-5080-2026-10-29.md`. The scripts and logs are in horizon-parity `shots/site-bench-2026-11-04/`.
-787
View File
@@ -1,787 +0,0 @@
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{
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"created": "2026-11-01T22:55:52Z",
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{
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{
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"version": "mc26.3-0.26.2-fabric"
},
{
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},
{
"name": "immediatelyfast",
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"cpu": "Apple M4 Pro",
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"gpu": {
"name": "Apple M4 Pro",
"vendor": "Apple",
"driver": "4.1 Metal - 91.7",
"backend": "opengl",
"kind": ""
}
},
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File diff suppressed because it is too large. Load diff
-5
View File
@@ -1,5 +0,0 @@
# `keys.contains(&KeyCode::ShiftLeft)` reads a mapping by its default key: ask by `Action`, so the
# mapping is named and every device that can hold it counts.
disallowed-methods = [
{ path = "horizon_client_input::held::HeldKeys::contains", reason = "use `held(Action::..)`, or `raw` for a key that is no mapping's default", allow-invalid = true },
]
-11
View File
@@ -6,20 +6,9 @@ license.workspace = true
rust-version = "1.86"
description = "cargo horizon-mod new/build/run/check: make Horizon content mods (docs/mods.md)"
# `cargo binstall --git https://github.com/horizon-rust/horizon cargo-horizon-mod` (#2120) reads this: the archive
# `cargo-horizon-mod`'s workflow attaches to the `cargo-horizon-mod-v<version>` release for the runner's target,
# holding the binary at its root. tools/horizon_mod_binstall.py expands it for the workflow's targets.
[package.metadata.binstall]
pkg-url = "https://github.com/horizon-rust/horizon/releases/download/cargo-horizon-mod-v{ version }/{ name }-{ target }.tar.gz"
bin-dir = "{ bin }{ binary-ext }"
pkg-fmt = "tgz"
[dependencies]
horizon-mods = { path = "../horizon-mods", default-features = false, features = ["index"] }
serde_json = "1.0.151"
[dev-dependencies]
zip = { version = "9.1.3", default-features = false, features = ["deflate"] }
[lints]
workspace = true
+1 -1
View File
@@ -93,7 +93,7 @@ pub fn kind_of(path: &Path) -> Option<Kind> {
"hmod" => Some(Kind::Mod),
"hnmod" => Some(Kind::NativeMod),
"hpack" => Some(Kind::Modpack),
"zip" => Some(horizon_mods::index::zip_kind(path)),
"zip" => Some(Kind::ResourcePack),
"hshader" => Some(Kind::Shader),
_ => None,
}
+7 -133
View File
@@ -1,8 +1,7 @@
//! `cargo horizon-mod`: make Horizon content mods (`docs/modpacks.md`): blocks,
//! items, data and assets, no code. Code mods are native (docs/native-mods.md).
//!
//! - `new <path> [--name "Name"]`: a content mod from the template; with
//! `--template native [--horizon <commit>]`, a native trait mod's bundle.
//! - `new <path> [--name "Name"]`: a content mod from the template.
//! - `build`: the `.hmod` in `target/horizon-mod/`, with the mod's `assets/`
//! and `data/`.
//! - `run [--game <horizon-client>] [-- <game args>]`: build, then play with
@@ -33,7 +32,7 @@ fn main() -> ExitCode {
Some("run") => run(&args[1..]),
Some("check") => check(&args[1..]),
Some("registry") => registry::main(&args[1..]),
_ => Err("usage: cargo horizon-mod new <path> [--name \"Name\"] [--template content|native [--horizon <commit>]] | build | run [--game <horizon-client>] [-- <game args>] | check <file> [--kind <kind>] [--key <public key> --signature <file.minisig>] [--json] | registry build|review|check|list".into()),
_ => Err("usage: cargo horizon-mod new <path> [--name \"Name\"] | build | run [--game <horizon-client>] [-- <game args>] | check <file> [--kind <kind>] [--key <public key> --signature <file.minisig>] [--json] | registry build|review|check|list".into()),
};
match result {
Ok(()) => ExitCode::SUCCESS,
@@ -75,11 +74,6 @@ fn new(args: &[String]) -> Result<(), String> {
.collect();
let name = flag(args, "--name").map_or_else(|| base.replace(['-', '_'], " "), str::to_string);
let fill = |t: &str| t.replace("{id}", &id).replace("{name}", &name);
match flag(args, "--template") {
None | Some("content") => {}
Some("native") => return new_native(dir, &id, flag(args, "--horizon"), fill),
Some(_) => return Err("--template is content or native".into()),
}
// A block copying a vanilla one, with its model, name, loot, recipe and tag.
let files = [
(
@@ -120,6 +114,11 @@ fn new(args: &[String]) -> Result<(), String> {
),
(".gitignore", include_str!("../template/gitignore")),
];
if flag(args, "--template").is_some_and(|t| t != "content") {
return Err(
"only content mods are made here: code mods are native (docs/native-mods.md)".into(),
);
}
for (file, text) in files {
let file = fill(file);
let file = file.as_str();
@@ -138,67 +137,6 @@ fn new(args: &[String]) -> Result<(), String> {
Ok(())
}
/// A native trait mod's bundle in `dir` (docs/native-mods.md, "Trait mods"): its
/// `horizon-mixin.toml` and an `[api]` crate with one hook. It is what the launcher
/// builds (`native-build <dir>`) and packs as `mixins/<id>/` of a `.hnmod`
/// (docs/api/mod-files.md). `horizon` pins the Horizon commit it is made for.
fn new_native(
dir: &Path,
id: &str,
horizon: Option<&str>,
fill: impl Fn(&str) -> String,
) -> Result<(), String> {
// `[mod] id`, as `horizon-native.json` needs it: the template keeps to its characters.
if id.len() > 64 {
return Err(format!("mod id {id}: 64 characters at most"));
}
let (compatibility, rev) = match horizon {
Some(commit) if horizon_mods::index::native::revision(commit) => (
format!("[compatibility]\nhorizon_revision = \"{commit}\"\n"),
format!(", rev = \"{commit}\""),
),
Some(commit) => {
return Err(format!(
"--horizon {commit}: a Horizon commit is 40 lowercase hex digits"
));
}
// Unpinned, it builds on the instance's own Horizon.
None => (
"# The Horizon commit it is made for; unpinned, it builds on the instance's own.\n\
# [compatibility]\n# horizon_revision = \"<40 hex digits>\"\n"
.to_owned(),
String::new(),
),
};
let files = [
(
"horizon-mixin.toml",
include_str!("../template/native/horizon-mixin.toml"),
),
(
"api/Cargo.toml",
include_str!("../template/native/api.toml"),
),
("api/src/lib.rs", include_str!("../template/native/lib.rs")),
(".gitignore", include_str!("../template/gitignore")),
];
for (file, text) in files {
let to = dir.join(file);
std::fs::create_dir_all(to.parent().expect("a file in the mod"))
.map_err(|e| e.to_string())?;
let text = fill(text)
.replace("{compatibility}", &compatibility)
.replace("{rev}", &rev);
std::fs::write(&to, text).map_err(|e| format!("{}: {e}", to.display()))?;
}
println!(
"Created {} (native mod id {id}). Next: horizon-launcher native-build {} --instance <instance> --trust-native-code",
dir.display(),
dir.display()
);
Ok(())
}
/// Packs the content mod in the current folder into `target/horizon-mod/<id>.hmod`: the
/// manifest and the files in `assets/` and `data/`.
fn build() -> Result<PathBuf, String> {
@@ -334,68 +272,4 @@ mod tests {
);
std::fs::remove_dir_all(&dir).unwrap();
}
#[test]
fn the_native_template_packs_into_an_hnmod_the_registry_accepts() {
use std::io::Write;
let dir = std::env::temp_dir().join(format!("horizon-mod-native-{}", std::process::id()));
let path = dir.join("machine-mod");
let commit = "0123456789abcdef0123456789abcdef01234567";
let args = [
path.display().to_string(),
"--template".into(),
"native".into(),
"--horizon".into(),
commit.into(),
];
new(&args).unwrap();
let api = std::fs::read_to_string(path.join("api/Cargo.toml")).unwrap();
assert!(api.contains(&format!("rev = \"{commit}\"")), "{api}");
// Packed as the launcher packs a mod folder: the manifest, then the bundle under
// `mixins/<id>/` (docs/api/mod-files.md).
let manifest = serde_json::json!({
"schema": 1, "id": "machine_mod", "version": "0.1.0", "game": "26.3",
"horizon": commit, "mixins": "b".repeat(40),
});
let hnmod = dir.join("machine_mod.hnmod");
let mut zip = zip::ZipWriter::new(std::fs::File::create(&hnmod).unwrap());
let options = zip::write::SimpleFileOptions::default();
zip.start_file("horizon-native.json", options).unwrap();
zip.write_all(manifest.to_string().as_bytes()).unwrap();
for file in [
"horizon-mixin.toml",
"api/Cargo.toml",
"api/src/lib.rs",
".gitignore",
] {
assert!(horizon_mods::index::native::allowed(file), "{file}");
zip.start_file(format!("mixins/machine_mod/{file}"), options)
.unwrap();
zip.write_all(&std::fs::read(path.join(file)).unwrap())
.unwrap();
}
zip.finish().unwrap();
let report = check::check(&hnmod, check::kind_of(&hnmod).unwrap(), None, None).unwrap();
assert!(report.text().contains("machine_mod"), "{}", report.text());
// A pin that is not a commit is refused; with none, the folder builds on the
// instance's Horizon.
let bad = [
dir.join("bad").display().to_string(),
"--template".into(),
"native".into(),
"--horizon".into(),
"main".into(),
];
assert!(new(&bad).unwrap_err().contains("40 lowercase hex"));
let free = dir.join("free");
new(&[
free.display().to_string(),
"--template".into(),
"native".into(),
])
.unwrap();
let mixin = std::fs::read_to_string(free.join("horizon-mixin.toml")).unwrap();
assert!(!mixin.contains("\nhorizon_revision"), "{mixin}");
std::fs::remove_dir_all(&dir).unwrap();
}
}
@@ -6,5 +6,5 @@ authors = []
# 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, items, mob effects and entity types to your worlds".
# registries: "May add blocks, items and mob effects to your worlds".
capabilities = ["registries"]
@@ -1,9 +0,0 @@
[package]
name = "mod-{id}"
version = "0.1.0"
edition = "2024"
[dependencies]
# The launcher points this at the Horizon source it builds the game from. Any other
# dependency must be a crate and version in Horizon's Cargo.lock.
horizon-client = { git = "https://github.com/horizon-rust/horizon"{rev} }
@@ -1,9 +0,0 @@
# {name}: a native trait mod (docs/native-mods.md, "Trait mods"). Build it with
# `horizon-launcher native-build <this folder> --instance <instance> --trust-native-code`.
[mod]
id = "{id}"
version = "0.1.0"
{compatibility}
[api]
path = "api"
@@ -1,18 +0,0 @@
//! The trait mod: the launcher links this crate into the game and calls `hooks()`. Each
//! method of `Hooks` is one of Horizon's hook points; implement the ones the mod needs
//! (docs/native-mods.md, "Trait mods").
use horizon_client::mod_api::{Hooks, Host, PlayerLoggedInEvent, Text};
pub fn hooks() -> Box<dyn Hooks> {
Box::new(Mod)
}
struct Mod;
impl Hooks for Mod {
/// A player joined the server (NeoForge's `PlayerLoggedInEvent`): greet them.
fn player_logged_in(&self, host: &mut dyn Host, event: &mut PlayerLoggedInEvent<'_>) {
let line = format!("{id} says hello, {}!", event.name);
host.tell(event.player, Text::literal(line));
}
}
+13 -93
View File
@@ -8,16 +8,12 @@
//! check, off. A check that fails *flags* the player: its violation level (VL) rises by the flag's
//! weight and falls back by `decay` a second. From `setback` on, the move or action is cancelled (the
//! player is sent back where the server last had them); from `alert` on, online operators and the
//! console are told; from `kick` on, the player is disconnected. A check's kicks are counted per player
//! across sessions ([`Strikes`]), and the kick that reaches its `ban_after` bans the player instead
//! (`banned-players.json`, reason "Horizon anticheat: <check>"). Any threshold at 0 turns that action
//! off.
//! console are told; from `kick` on, the player is disconnected. Nothing bans. Any threshold at 0 turns
//! that action off.
//!
//! The checks are written from vanilla 26.3's own rules and from what cheats are publicly described to
//! do, never from another anticheat's code.
use std::collections::BTreeMap;
use serde::{Deserialize, Serialize};
pub mod combat;
@@ -32,14 +28,12 @@ pub struct Actions {
pub kick: f32,
/// Violation level lost each second.
pub decay: f32,
/// The kick, counting this check's earlier ones for the player, that bans instead; 0: never.
pub ban_after: u32,
}
macro_rules! checks {
($(
$(#[$doc:meta])*
$field:ident: $Check:ident => $Config:ident [$setback:expr, $alert:expr, $kick:expr, $decay:expr, $ban_after:expr] {
$field:ident: $Check:ident => $Config:ident [$setback:expr, $alert:expr, $kick:expr, $decay:expr] {
$( $(#[$xdoc:meta])* $extra:ident: $ty:ty = $default:expr, )*
}
)*) => {
@@ -65,7 +59,6 @@ macro_rules! checks {
pub alert: f32,
pub kick: f32,
pub decay: f32,
pub ban_after: u32,
$( $(#[$xdoc])* pub $extra: $ty, )*
}
@@ -77,7 +70,6 @@ macro_rules! checks {
alert: $alert,
kick: $kick,
decay: $decay,
ban_after: $ban_after,
$($extra: $default,)*
}
}
@@ -95,9 +87,6 @@ macro_rules! checks {
pub alert_level: u8,
/// Every flag, one line each, relative to the server's folder; empty: no file.
pub log: String,
/// The players' kicks by check ([`Strikes`]), relative to the server's folder; empty: kept
/// only while the server runs.
pub strikes: String,
$(pub $field: $Config,)*
}
@@ -108,7 +97,6 @@ macro_rules! checks {
alerts: true,
alert_level: 2,
log: "logs/anticheat.log".into(),
strikes: "anticheat-strikes.json".into(),
$($field: $Config::default(),)*
}
}
@@ -124,13 +112,7 @@ macro_rules! checks {
match check {
$(Check::$Check => {
let c = &self.$field;
Actions {
setback: c.setback,
alert: c.alert,
kick: c.kick,
decay: c.decay,
ban_after: c.ban_after,
}
Actions { setback: c.setback, alert: c.alert, kick: c.kick, decay: c.decay }
})*
}
}
@@ -143,7 +125,7 @@ checks! {
/// every tick with ServerboundClientTickEndPacket, at the server's tick rate; each one spends a tick's
/// time from a balance that wall-clock time fills, capped so a pause can't be saved up for a burst.
/// It logs only by default; once trusted: `setback = 2`, `alert = 5`, `kick = 20`.
timer: Timer => TimerConfig [0.0, 0.0, 0.0, 0.02, 0] {
timer: Timer => TimerConfig [0.0, 0.0, 0.0, 0.02] {
/// How far ahead of the clock, in milliseconds, a client may get before it is flagged.
tolerance_ms: f64 = 300.0,
/// The most time, in milliseconds, a quiet connection banks for the ticks that follow (a lag
@@ -153,12 +135,9 @@ checks! {
/// Ground: a move that says it ends on the ground with nothing there to stand on: no-fall (claiming
/// the ground to skip fall damage) and walking on water. The claim is dropped, so vanilla's
/// fall damage follows (the player is never sent back: `setback = 0` makes the check log only), and
/// a player that keeps claiming is kicked, then banned at the second kick (`ban_after = 2`). A claim standing still isn't
/// judged (no fall to skip). On the official server's first two hours (67 players), every player who
/// wasn't flying or walking on water peaked at level 7 (4 claims standing still in one second); the
/// ones who were, at 113 to 3749.
ground: Ground => GroundConfig [10.0, 15.0, 30.0, 2.0, 2] {}
/// fall damage follows; from `setback` on the player is also sent back. Logging only (`setback = 0`,
/// the default), the claim stands. Once trusted: `setback = 5`, `alert = 15`, `kick = 60`.
ground: Ground => GroundConfig [0.0, 0.0, 0.0, 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
@@ -170,7 +149,7 @@ checks! {
/// a chunk the client doesn't have, a riptide launch) is excused, and so are the ticks after it
/// until the moves agree again. It logs only by default; once trusted: `setback = 5`, `alert = 15`,
/// `kick = 60`.
prediction: Prediction => PredictionConfig [0.0, 0.0, 0.0, 2.0, 0] {
prediction: Prediction => PredictionConfig [0.0, 0.0, 0.0, 2.0] {
/// How far, in blocks, a move may land from where the replay puts it.
tolerance: f64 = 0.03,
}
@@ -178,9 +157,8 @@ checks! {
/// Combat: attacks vanilla's client can't send (`combat`): one with no swing after it (a kill aura
/// that hides its swing), or a second entity attacked in the same client tick (vanilla attacks the
/// one entity under the crosshair, picked once a tick). Each flags once; from `setback` on the
/// player's attacks are dropped. A vanilla client never trips it, so it acts by default: the first
/// kick warns, the second bans (`ban_after = 2`).
combat: Combat => CombatConfig [2.0, 5.0, 20.0, 0.5, 2] {}
/// player's attacks are dropped. A vanilla client never trips it, so it acts by default.
combat: Combat => CombatConfig [2.0, 5.0, 20.0, 0.5] {}
}
/// How many checks there are.
@@ -229,33 +207,6 @@ impl Config {
}
}
/// How many times each check kicked each player, kept across sessions (`strikes`, a JSON object of
/// players' UUIDs to check names to counts): the kick that reaches a check's `ban_after` is a ban.
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
#[serde(transparent)]
pub struct Strikes(pub BTreeMap<String, BTreeMap<String, u32>>);
impl Strikes {
/// Player `uuid` was kicked by `check`: its kicks by it so far, this one included, and whether this
/// one bans. A ban starts the count again, so a player an operator pardons is kicked before the
/// next ban.
pub fn kick(&mut self, uuid: &str, check: Check, ban_after: u32) -> (u32, bool) {
let count = self
.0
.entry(uuid.to_owned())
.or_default()
.entry(check.name().to_owned())
.or_default();
*count = count.saturating_add(1);
let kicks = *count;
let ban = ban_after > 0 && kicks >= ban_after;
if ban {
*count = 0;
}
(kicks, ban)
}
}
/// What a flag leads to.
#[derive(Clone, Copy, Debug, Default, PartialEq)]
pub struct Verdict {
@@ -281,13 +232,6 @@ pub struct Player {
pub ground: Option<(u64, f64)>,
/// The client ticks the prediction plays again (only while it runs).
pub record: Option<Box<prediction::Record>>,
/// Sprinting as the client's own commands left it (ServerboundPlayerCommandPacket's
/// START_SPRINTING and STOP_SPRINTING: LocalPlayer.wasSprinting), which the record's ticks take.
/// Not the server's player: a hit with extra knockback stops its sprint
/// (Player.causeExtraKnockback), the client's own `Player.attack` doesn't (a mob's `hurtClient`
/// is false), and once the server's flag reaches it LocalPlayer.aiStep starts the sprint again
/// while the sprint key is held, with nothing to say: wasSprinting never changed.
pub sprinting: bool,
/// The attacks of the client tick being heard.
pub attacks: combat::Attacks,
}
@@ -333,19 +277,14 @@ mod tests {
}
#[test]
fn on_by_default_but_only_combat_and_ground_act() {
fn on_by_default_but_only_combat_acts() {
let c = Config::from_server_toml("[server]\nport = 25565\n").unwrap();
assert_eq!(c, Config::default());
for &check in Check::ALL {
assert!(c.runs(check), "{}", check.name());
let a = c.actions(check);
let acts = [a.setback, a.alert, a.kick] != [0.0; 3];
assert_eq!(
acts,
matches!(check, Check::Combat | Check::Ground),
"{}",
check.name()
);
assert_eq!(acts, check == Check::Combat, "{}", check.name());
}
let off = Config::from_server_toml("[anticheat]\nenabled = false\n").unwrap();
assert!(Check::ALL.iter().all(|&check| !off.runs(check)));
@@ -397,25 +336,6 @@ mod tests {
assert!(v.kick && v.alert);
}
#[test]
fn the_kick_that_reaches_ban_after_bans() {
let c = Config::default();
assert_eq!(c.actions(Check::Combat).ban_after, 2);
assert_eq!(c.actions(Check::Prediction).ban_after, 0);
let mut s = Strikes::default();
assert_eq!(s.kick("a", Check::Combat, 2), (1, false));
// Another player, another check: their own counts.
assert_eq!(s.kick("b", Check::Combat, 2), (1, false));
assert_eq!(s.kick("a", Check::Timer, 2), (1, false));
assert_eq!(s.kick("a", Check::Combat, 2), (2, true));
// Pardoned, the player is kicked once more before the next ban.
assert_eq!(s.kick("a", Check::Combat, 2), (1, false));
// 0 never bans; 1 bans at the first kick.
assert_eq!(s.kick("c", Check::Timer, 0), (1, false));
assert_eq!(s.kick("c", Check::Timer, 0), (2, false));
assert_eq!(s.kick("d", Check::Ground, 1), (1, true));
}
#[test]
fn zero_turns_an_action_off() {
let mut c = on();
+6 -18
View File
@@ -33,21 +33,9 @@ pub enum Change {
Velocity([f64; 3]),
/// ClientboundExplodePacket's player knockback, added to the velocity.
Knockback([f64; 3]),
/// ClientboundUpdateAttributesPacket for the player itself: the server's attributes as they
/// are when the replay reaches it, but for the movement speed's sprint modifier, which the
/// client's sprinting decides: `sprint` is whether the packet had it when it carried the
/// movement speed (the client takes the modifiers as sent, so a sprint modifier the packet
/// lacks is gone while the client sprints), None when it didn't (the client keeps its own).
Attributes { sprint: Option<bool> },
/// ClientboundSetEntityDataPacket for the player itself with its shared flags: their sprinting
/// bit, which the client takes as sent (SynchedEntityData.assignValues sets the flag alone, its
/// speed modifier and wasSprinting stay). A client whose sprint the server cleared this way
/// starts it again in its next aiStep, which adds the modifier back, and says nothing.
Sprinting(bool),
/// ClientboundUpdateMobEffectPacket or ClientboundRemoveMobEffectPacket for the player itself:
/// the server's effects, as they are when the replay reaches it. (Their attribute modifiers
/// are the server's: they reach the client as attributes.)
Effects,
/// 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.
@@ -398,16 +386,16 @@ mod tests {
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::Effects);
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::Effects)]
[(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::Effects);
r.changed(6 + i, Change::State);
}
// The first two are gone.
assert!(r.changes_since(1).is_none());
-1
View File
@@ -8,7 +8,6 @@ description = "Horizon version-specific model and resource decoding"
[dependencies]
horizon-core = { path = "../horizon-core" }
log = "0.4"
serde = "1.0.229"
serde_json = { version = "1.0.151", features = ["raw_value"] }
+4 -350
View File
@@ -1,10 +1,5 @@
//! Cuboid geometry in block units, including blockstate rotation and UV locking.
use crate::{
json::*,
model::*,
obj::{MtlTexture, ObjFace, ObjModel},
resolve::{ResolvedCuboidModel, ResolvedLoader},
};
use crate::{json::*, model::*, resolve::ResolvedCuboidModel};
mod transform;
pub use transform::BlockModelTransform;
@@ -18,40 +13,7 @@ pub struct ModelQuad {
pub material: Material,
pub tint_index: i32,
pub shade_direction_override: Option<Direction>,
/// The face's or element's `light_emission`.
pub light_emission: u8,
/// Least (block, sky) light the quad is drawn with: its emission, raised by `neoforge_data`.
pub light: [u8; 2],
/// `neoforge_data` colour (ARGB) multiplied into the quad's tint.
pub color: Option<i32>,
/// `neoforge_data` override of the model's ambient occlusion for this quad.
pub ambient_occlusion: Option<bool>,
pub render_type: Option<RenderType>,
/// False for a loader quad that takes no directional shading.
pub shade: bool,
}
/// NeoForge's `render_type` names.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum RenderType {
Solid,
Cutout,
CutoutMipped,
Translucent,
Tripwire,
}
impl RenderType {
/// Accepts a bare or `minecraft:` name; others (mods' own types) are `None`.
pub fn by_name(name: &str) -> Option<Self> {
match name.strip_prefix("minecraft:").unwrap_or(name) {
"solid" => Some(Self::Solid),
"cutout" => Some(Self::Cutout),
"cutout_mipped" => Some(Self::CutoutMipped),
"translucent" => Some(Self::Translucent),
"tripwire" => Some(Self::Tripwire),
_ => None,
}
}
}
#[derive(Clone, Copy, Debug)]
@@ -224,17 +186,6 @@ fn bake_elements(
skip_flat: bool,
) -> Result<Vec<ModelQuad>> {
let mut output = Vec::new();
bake_into(model, transform, skip_flat, &mut output)?;
Ok(output)
}
/// The elements, then what the model's loader adds.
fn bake_into(
model: &ResolvedCuboidModel,
transform: BlockModelTransform,
skip_flat: bool,
output: &mut Vec<ModelQuad>,
) -> Result<()> {
let render_type = model.render_type.as_deref().and_then(RenderType::by_name);
for element in model.elements() {
let element = element
.as_ref()
@@ -256,108 +207,11 @@ fn bake_into(
force_translucent: false,
});
output.push(bake_face(
element,
face,
*direction,
matrix,
material,
transform,
render_type,
element, face, *direction, matrix, material, transform,
)?);
}
}
match model.loader() {
Some(ResolvedLoader::Composite(children)) => {
for child in children {
bake_into(child, transform, skip_flat, output)?;
}
}
Some(ResolvedLoader::Obj {
model: Some(obj),
flip_v,
shade,
hidden,
}) => bake_obj(model, obj, *flip_v, *shade, hidden, transform, output)?,
Some(ResolvedLoader::Obj { model: None, .. }) | None => {}
}
Ok(())
}
/// Obj faces are unculled quads in block units; the blockstate transform moves them whole.
fn bake_obj(
model: &ResolvedCuboidModel,
obj: &ObjModel,
flip_v: bool,
shade: bool,
hidden: &std::collections::BTreeSet<String>,
transform: BlockModelTransform,
output: &mut Vec<ModelQuad>,
) -> Result<()> {
let render_type = model.render_type.as_deref().and_then(RenderType::by_name);
for face in obj.faces.iter().filter(|f| !hidden.contains(&f.object)) {
let slot = match obj.materials.get(&face.material) {
Some(MtlTexture::Sprite(sprite)) => {
output.push(obj_quad(
face,
Material {
sprite: identifier(sprite)?,
force_translucent: false,
},
flip_v,
shade,
render_type,
transform,
));
continue;
}
Some(MtlTexture::Slot(slot)) => slot,
None => &face.material,
};
let material = if slot.is_empty() {
None
} else {
model.material(slot)?
};
let material = material.cloned().unwrap_or(Material {
sprite: "minecraft:missingno".to_owned(),
force_translucent: false,
});
output.push(obj_quad(
face,
material,
flip_v,
shade,
render_type,
transform,
));
}
Ok(())
}
fn obj_quad(
face: &ObjFace,
material: Material,
flip_v: bool,
shade: bool,
render_type: Option<RenderType>,
transform: BlockModelTransform,
) -> ModelQuad {
let positions = face.vertices.map(|v| transform.position(v.position));
ModelQuad {
positions,
uv: face
.vertices
.map(|v| [v.uv[0], if flip_v { 1.0 - v.uv[1] } else { v.uv[1] }]),
facing: facing(&positions).unwrap_or(Direction::Up),
cull: None,
material,
tint_index: -1,
shade_direction_override: None,
light_emission: 0,
light: [0; 2],
color: None,
ambient_occlusion: None,
render_type,
shade,
}
Ok(output)
}
/// `FaceBakery.bakeQuad` for a quad with explicit corners and unit-atlas UVs
/// (`uv` in 0..16 texels), as `ItemModelGenerator` builds its layers.
@@ -376,7 +230,6 @@ pub fn bake_flat_face(
rotation: None,
shade_direction_override: None,
light_emission: 0,
neoforge_data: None,
};
let face = Face {
cull: None,
@@ -384,8 +237,6 @@ pub fn bake_flat_face(
texture: String::new(),
uv: Some(uv),
rotation: 0,
light_emission: None,
neoforge_data: None,
};
bake_face(
&element,
@@ -394,7 +245,6 @@ pub fn bake_flat_face(
None,
material,
BlockModelTransform::new([0; 3], false),
None,
)
}
fn bake_face(
@@ -404,7 +254,6 @@ fn bake_face(
matrix: Option<ElementMatrix>,
material: Material,
transform: BlockModelTransform,
render_type: Option<RenderType>,
) -> Result<ModelQuad> {
let mut positions = corners(element.from, element.to, direction).map(|v| v.map(|c| c / 16.0));
if let (Some(rotation), Some(matrix)) = (&element.rotation, matrix) {
@@ -454,11 +303,6 @@ fn bake_face(
uv.swap(index, found);
}
}
let data = face
.neoforge_data
.unwrap_or_default()
.over(element.neoforge_data.unwrap_or_default());
let light_emission = face.light_emission.unwrap_or(element.light_emission);
Ok(ModelQuad {
positions,
uv,
@@ -467,196 +311,6 @@ fn bake_face(
material,
tint_index: face.tint_index,
shade_direction_override: element.shade_direction_override,
light_emission,
light: [data.block_light, data.sky_light].map(|l| l.unwrap_or(0).max(light_emission)),
color: data.color,
ambient_occlusion: data.ambient_occlusion,
render_type,
shade: true,
light_emission: element.light_emission,
})
}
#[cfg(test)]
mod loader_tests {
use super::*;
use crate::resolve::{AssetReader, ModelLibrary};
use std::{collections::BTreeMap, sync::Arc};
struct Files(BTreeMap<&'static str, &'static str>);
impl AssetReader for Files {
fn read_text(&self, location: &str) -> Option<String> {
self.0.get(location).map(|text| (*text).to_owned())
}
}
fn library(models: &[(&str, &str)], files: &[(&'static str, &'static str)]) -> ModelLibrary {
let models = models
.iter()
.map(|(name, json)| ((*name).to_owned(), CuboidModel::from_json(json).unwrap()))
.collect();
ModelLibrary::new(models)
.unwrap()
.with_assets(Arc::new(Files(files.iter().copied().collect())))
}
fn bake(library: &ModelLibrary, name: &str) -> Vec<ModelQuad> {
bake_block_model(
&library.resolve(name).unwrap(),
BlockModelTransform::new([0; 3], false),
)
.unwrap()
}
fn sprites(quads: &[ModelQuad]) -> Vec<&str> {
quads.iter().map(|q| q.material.sprite.as_str()).collect()
}
const CUBE: &str =
r##"{"elements":[{"from":[0,0,0],"to":[16,16,16],"faces":{"up":{"texture":"#all"}}}]}"##;
const COMPOSITE: &str = r#"{"loader":"neoforge:composite","textures":{"all":"block/shared"},
"children":{"zeta":{"parent":"t:cube","textures":{"all":"block/own"}},"alpha":{"parent":"t:cube"}}}"#;
#[test]
fn composite_bakes_children_in_document_order_with_slot_fallback() {
let library = library(&[("t:cube", CUBE), ("t:comp", COMPOSITE)], &[]);
let quads = bake(&library, "t:comp");
assert_eq!(
sprites(&quads),
["minecraft:block/own", "minecraft:block/shared"]
);
}
#[test]
fn composite_visibility_hides_a_child() {
let hidden =
COMPOSITE.replace(r#""children""#, r#""visibility":{"zeta":false},"children""#);
let library = library(&[("t:cube", CUBE), ("t:comp", &hidden)], &[]);
assert_eq!(
sprites(&bake(&library, "t:comp")),
["minecraft:block/shared"]
);
}
#[test]
fn an_inheriting_model_overrides_which_children_are_visible() {
let hidden =
COMPOSITE.replace(r#""children""#, r#""visibility":{"zeta":false},"children""#);
let shown = r#"{"parent":"t:hidden","visibility":{"zeta":true,"alpha":false}}"#;
let library = library(
&[("t:cube", CUBE), ("t:hidden", &hidden), ("t:shown", shown)],
&[],
);
assert_eq!(sprites(&bake(&library, "t:shown")), ["minecraft:block/own"]);
}
#[test]
fn loader_is_inherited_by_parent_after_own_elements() {
let derived = r##"{"parent":"t:comp","textures":{"all":"block/derived"},
"elements":[{"from":[0,0,0],"to":[16,16,16],"faces":{"down":{"texture":"#all"}}}]}"##;
let library = library(
&[
("t:cube", CUBE),
("t:comp", COMPOSITE),
("t:derived", derived),
],
&[],
);
let quads = bake(&library, "t:derived");
assert_eq!(quads[0].facing, Direction::Down);
assert_eq!(
sprites(&quads),
[
"minecraft:block/derived",
"minecraft:block/own",
"minecraft:block/derived"
]
);
}
#[test]
fn own_loader_wins_and_unknown_loader_adds_nothing() {
let other = r#"{"parent":"t:comp","loader":"somemod:thing"}"#;
let library = library(
&[("t:cube", CUBE), ("t:comp", COMPOSITE), ("t:other", other)],
&[],
);
assert!(bake(&library, "t:other").is_empty());
}
#[test]
fn composites_that_nest_through_themselves_are_an_error() {
let looping = r#"{"loader":"neoforge:composite","children":{"a":{"parent":"t:loop"}}}"#;
let library = library(&[("t:loop", looping)], &[]);
assert!(library.resolve("t:loop").is_err());
}
const OBJ: &str = "mtllib m.mtl\nv 0 0 0\nv 1 0 0\nv 1 0 1\nv 0 0 1\nv 0 1 0\n\
vt 0 0\nvt 1 0\nvt 1 1\nvt 0 1\n\
usemtl top\nf 1/1 4/4 3/3 2/2\nusemtl side\nf 1/1 2/2 5/4\nusemtl bare\nf 1/1 2/2 5/4\n";
const MTL: &str = "newmtl top\nmap_Kd #lid\nnewmtl side\nmap_Kd #wall\nnewmtl bare\nKd 1 1 1\n";
const OBJ_FILES: [(&str, &str); 2] = [("t:models/x.obj", OBJ), ("t:models/m.mtl", MTL)];
const OBJ_MODEL: &str = r#"{"loader":"neoforge:obj","model":"t:models/x.obj","flip_v":true,
"textures":{"lid":"block/lid","wall":"block/wall"}}"#;
#[test]
fn obj_faces_become_quads_with_materials_and_flipped_v() {
let flat = OBJ_MODEL.replace(r#""flip_v":true,"#, "");
let library = library(&[("t:o", OBJ_MODEL), ("t:flat", &flat)], &OBJ_FILES);
let quads = bake(&library, "t:o");
assert_eq!(
sprites(&quads),
[
"minecraft:block/lid",
"minecraft:block/wall",
"minecraft:missingno"
]
);
assert_eq!(quads[0].facing, Direction::Up);
assert_eq!(quads[1].facing, Direction::South);
assert_eq!(quads[0].positions[1], [0.0, 0.0, 1.0]);
assert_eq!(quads[0].uv[0], [0.0, 1.0]);
assert_eq!(quads[0].uv[2], [1.0, 0.0]);
// A triangle repeats its last vertex.
assert_eq!(quads[1].positions[3], quads[1].positions[2]);
assert_eq!(quads[1].uv[3], quads[1].uv[2]);
assert!(quads.iter().all(|q| q.cull.is_none() && q.shade));
assert_eq!(bake(&library, "t:flat")[0].uv[0], [0.0, 0.0]);
}
#[test]
fn obj_shade_quads_false_and_mtl_override() {
let unshaded = r#"{"loader":"neoforge:obj","model":"t:models/x.obj","shade_quads":false,
"mtl_override":"t:models/o.mtl","textures":{"s":"block/s"}}"#;
let files = [
("t:models/x.obj", OBJ),
("t:models/o.mtl", "newmtl top\nmap_Kd #s\n"),
];
let library = library(&[("t:u", unshaded)], &files);
let quads = bake(&library, "t:u");
assert!(quads.iter().all(|q| !q.shade));
assert_eq!(quads[0].material.sprite, "minecraft:block/s");
}
#[test]
fn missing_or_broken_obj_bakes_nothing() {
let missing = library(&[("t:o", OBJ_MODEL)], &[]);
assert!(bake(&missing, "t:o").is_empty());
let broken = library(
&[("t:o", OBJ_MODEL)],
&[("t:models/x.obj", "v 0 0 0\nf 1 2 3\n")],
);
assert!(bake(&broken, "t:o").is_empty());
}
#[test]
fn obj_visibility_skips_the_objects_a_model_hides() {
let two = "v 0 0 0\nv 1 0 0\nv 1 0 1\nv 0 0 1\no a\nusemtl m\nf 1 2 3 4\no b\nf 4 3 2 1\n";
let files = [("t:models/two.obj", two)];
let base =
r#"{"loader":"neoforge:obj","model":"t:models/two.obj","textures":{"m":"block/m"}}"#;
let hiding = r#"{"parent":"t:base","visibility":{"b":false}}"#;
let restoring = r#"{"parent":"t:hiding","visibility":{"b":true}}"#;
let library = library(
&[
("t:base", base),
("t:hiding", hiding),
("t:restoring", restoring),
],
&files,
);
assert_eq!(bake(&library, "t:base").len(), 2);
let quads = bake(&library, "t:hiding");
assert_eq!(quads.len(), 1);
assert_eq!(quads[0].facing, Direction::Down);
assert_eq!(bake(&library, "t:restoring").len(), 2);
}
}
@@ -108,16 +108,6 @@ impl<T> CompiledChoices<T> {
multipart: self.multipart.iter().map(|c| c.map(&mut f)).collect(),
}
}
/// A variant that needs no random selection and produces exactly one model.
pub fn single_variant(&self, selected: &SelectedModels) -> Option<&T> {
let SelectedModels::Variant(index) = selected else {
return None;
};
match self.variants.get(*index)? {
Choice::Single(value) => Some(value),
Choice::Weighted { .. } => None,
}
}
/// The variant `particleMaterial` comes from: the first entry of a weighted
/// list (`WeightedVariants`) and, for a multipart root, of its first
/// selector whether or not that selector applies (`MultiPartModel`).
+2 -95
View File
@@ -7,7 +7,7 @@ use crate::{
json::Result,
math::{Mat4, quaternion_xyz},
model::{Direction, DisplayTransform, GuiLight, ItemTransform, Material},
resolve::{ModelLibrary, ResolvedCuboidModel},
resolve::ModelLibrary,
};
use std::{collections::BTreeSet, f32::consts::PI};
@@ -110,15 +110,6 @@ pub fn bake_item_model(
let model = library
.resolve(name)
.or_else(|_| library.resolve(crate::resolve::MISSING_MODEL))?;
bake_resolved(&model, sprites)
}
/// Bake an already resolved model, e.g. one from
/// [`ModelLibrary::resolve_with_textures`].
pub fn bake_resolved(
model: &ResolvedCuboidModel,
sprites: &dyn SpriteLookup,
) -> Result<BakedItemModel> {
let known = |sprite: &str| sprite == MISSING_SPRITE || sprites.mask(sprite).is_some();
let material = |m: &Material| {
if known(&m.sprite) {
@@ -152,7 +143,7 @@ pub fn bake_resolved(
quads
} else {
let mut quads =
bake_block_model(model, crate::bake::BlockModelTransform::new([0; 3], false))?;
bake_block_model(&model, crate::bake::BlockModelTransform::new([0; 3], false))?;
for q in &mut quads {
q.material = material(&q.material);
}
@@ -307,87 +298,3 @@ fn extrude_layer(mask: &SpriteMask, material: &Material, layer: i32) -> Result<V
}
Ok(quads)
}
#[cfg(test)]
mod tests {
use super::*;
use crate::model::{CuboidModel, TextureSlot};
use std::collections::BTreeMap;
/// The stick: 2x2 with one transparent pixel. `item/cit`: one opaque pixel, so a bake
/// shows whose mask it extruded.
struct Sprites;
impl SpriteLookup for Sprites {
fn mask(&self, sprite: &str) -> Option<SpriteMask> {
match sprite {
"minecraft:item/stick" => Some(SpriteMask {
width: 2,
height: 2,
frames: vec![vec![true, false, false, false]],
}),
"horizon_cit:item/cit" => Some(SpriteMask {
width: 1,
height: 1,
frames: vec![vec![false]],
}),
_ => None,
}
}
}
fn library() -> ModelLibrary {
ModelLibrary::with_item_generator(BTreeMap::from(
[
("item/generated", r#"{"parent":"builtin/generated","display":{"gui":{"scale":[2,2,2]}}}"#),
("item/stick", r#"{"parent":"item/generated","textures":{"layer0":"item/stick"}}"#),
("horizon:loop", r#"{"parent":"horizon:loop2"}"#),
("horizon:loop2", r#"{"parent":"horizon:loop"}"#),
("block/slab", r##"{"textures":{"particle":"#side","side":"block/absent"},"elements":[{"from":[0,0,0],"to":[16,8,16],"faces":{"up":{"texture":"#side"},"down":{"texture":"#side","cullface":"down"}}}]}"##),
]
.map(|(name, json)| (name.to_owned(), CuboidModel::from_json(json).unwrap())),
))
.unwrap()
}
#[test]
fn baking_by_name_falls_back_to_the_missing_model() {
let library = library();
// Front, back, and the 8 unit edges around the L of 3 opaque pixels.
let stick = bake_item_model(&library, &Sprites, "item/stick").unwrap();
assert_eq!(stick.quads.len(), 10);
// An unknown sprite bakes as the missing sprite.
let slab = bake_item_model(&library, &Sprites, "block/slab").unwrap();
assert_eq!(slab.quads.len(), 2);
assert_eq!(slab.particle.sprite, MISSING_SPRITE);
// A cyclic chain, an error to `resolve`, bakes as the missing cube.
let cyclic = bake_item_model(&library, &Sprites, "horizon:loop").unwrap();
assert_eq!(cyclic.quads.len(), 6);
assert!(
cyclic
.quads
.iter()
.all(|q| q.material.sprite == MISSING_SPRITE)
);
}
#[test]
fn replaced_layer_bakes_with_its_own_sprite() {
let library = library();
let child = BTreeMap::from([(
"layer0".to_owned(),
TextureSlot::Material(Material {
sprite: "horizon_cit:item/cit".to_owned(),
force_translucent: false,
}),
)]);
let model = library.resolve_with_textures("item/stick", &child).unwrap();
let baked = bake_resolved(&model, &Sprites).unwrap();
// The CIT sprite's own mask, one opaque pixel: front, back and 4 edges.
assert_eq!(baked.quads.len(), 6);
assert!(
baked
.quads
.iter()
.all(|q| q.material.sprite == "horizon_cit:item/cit")
);
assert_eq!(baked.particle.sprite, "horizon_cit:item/cit");
assert_eq!(baked.transforms[5].as_ref().unwrap().scale, [2.0; 3]);
}
}
-54
View File
@@ -17,7 +17,6 @@ use std::{
};
mod component_predicate;
mod foreign;
mod special;
pub use special::{SpecialKind, SpecialModel};
@@ -432,17 +431,6 @@ impl ItemModelNode {
pub fn decode(v: &Value) -> Result<Self> {
let m = object(v)?;
let kind = ident(required(m, "type")?)?;
if kind == "minecraft:condition" {
let property = ident(required(m, "property")?)?;
if !property.starts_with("minecraft:") {
return Ok(Self::Condition {
transformation: optional_transformation(m)?,
property: ConditionProperty::Custom(property),
on_true: Box::new(Self::decode(required(m, "on_true")?)?),
on_false: Box::new(Self::decode(required(m, "on_false")?)?),
});
}
}
Ok(match kind.as_str() {
"minecraft:empty" => Self::Empty,
"minecraft:model" => Self::Model(ModelLeaf {
@@ -463,21 +451,12 @@ impl ItemModelNode {
.collect::<Result<_>>()?,
transformation: optional_transformation(m)?,
},
"minecraft:condition" if foreign::property_is_foreign(m)? => foreign::wrap(
Self::decode(required(m, "on_false")?)?,
optional_transformation(m)?,
),
"minecraft:condition" => Self::Condition {
transformation: optional_transformation(m)?,
property: ConditionProperty::decode(m)?,
on_true: Box::new(Self::decode(required(m, "on_true")?)?),
on_false: Box::new(Self::decode(required(m, "on_false")?)?),
},
"minecraft:select" if foreign::property_is_foreign(m)? => {
// No case can match a property Horizon cannot read.
let fallback = get(m, "fallback").map(Self::decode).transpose()?;
foreign::wrap(fallback.unwrap_or(Self::Empty), optional_transformation(m)?)
}
"minecraft:select" => {
let transformation = optional_transformation(m)?;
let property = SelectProperty::decode(m)?;
@@ -505,7 +484,6 @@ impl ItemModelNode {
}
}
"minecraft:range_dispatch" => {
let foreign_property = foreign::property_is_foreign(m)?;
let mut entries = list(required(m, "entries")?)?
.iter()
.map(|e| {
@@ -518,17 +496,6 @@ impl ItemModelNode {
.collect::<Result<Vec<_>>>()?;
// `Comparator.comparingDouble`: Double.compare, a total order.
entries.sort_by(|a, b| f64::from(a.0).total_cmp(&f64::from(b.0)));
if foreign_property {
// A property Horizon cannot read is 0.
let fallback = get(m, "fallback").map(Self::decode).transpose()?;
let chosen = last_index_less_or_equal(&entries, 0.0)
.map(|i| entries.swap_remove(i).1)
.or(fallback);
return Ok(foreign::wrap(
chosen.unwrap_or(Self::Empty),
optional_transformation(m)?,
));
}
Self::RangeDispatch {
transformation: optional_transformation(m)?,
property: NumericProperty::decode(m)?,
@@ -539,21 +506,12 @@ impl ItemModelNode {
.transpose()?,
}
}
"minecraft:special" if SpecialModel::is_foreign(required(m, "model")?) => {
// The mod's own renderer is not run: the base model stands in.
Self::Model(ModelLeaf {
model: ident(required(m, "base")?)?,
transformation: optional_transformation(m)?,
tints: Vec::new(),
})
}
"minecraft:special" => Self::Special {
base: ident(required(m, "base")?)?,
transformation: optional_transformation(m)?,
model: SpecialModel::decode(required(m, "model")?)?,
},
"minecraft:bundle/selected_item" => Self::BundleSelectedItem,
other if foreign::is_foreign(other) => foreign::decode_node(other, m),
_ => return Err(err("unknown item model type")),
})
}
@@ -645,8 +603,6 @@ impl TintSource {
"minecraft:firework" => Self::Firework(default()?),
"minecraft:potion" => Self::Potion(default()?),
"minecraft:team" => Self::Team(default()?),
// A mod's own tint source, which its Java code computes: untinted here.
other if foreign::is_foreign(other) => Self::Constant(-1),
_ => return Err(err("unknown item tint source")),
})
}
@@ -658,7 +614,6 @@ impl TintSource {
#[derive(Clone, Debug, PartialEq)]
pub enum ConditionProperty {
Custom(String),
CustomModelData(i32),
UsingItem,
Broken,
@@ -991,10 +946,6 @@ pub struct Context<'a> {
/// Host services the resolver cannot derive from data alone.
pub trait ItemEnv {
/// A mod's namespaced conditional property, false when no mod supplies it.
fn item_model_property(&self, _property: &str, _stack: &StackView) -> bool {
false
}
/// `PotionContents.getColorOr` for the potion/effects part: the mixed
/// effect colour, or `None` when the contents have no visible effects.
fn potion_effect_color(&self, _potion_contents: &Value) -> Option<i32> {
@@ -1348,9 +1299,6 @@ impl Resolve<'_> {
fn condition(&self, property: &ConditionProperty) -> bool {
let owner = self.ctx.owner;
match property {
ConditionProperty::Custom(property) => {
self.env.item_model_property(property, self.stack)
}
ConditionProperty::CustomModelData(i) => {
self.component("minecraft:custom_model_data")
.and_then(|d| custom_data_at(d, "flags", *i))
@@ -1769,7 +1717,5 @@ fn binary_search(a: &[f32], key: f32) -> std::result::Result<usize, usize> {
Err(low as usize)
}
#[cfg(test)]
mod foreign_tests;
#[cfg(test)]
mod tests;
@@ -1,114 +0,0 @@
//! Nodes and properties of other namespaces (a mod's, NeoForge's) decode to the closest vanilla behaviour.
use super::{
ItemModelNode, ModelLeaf, Result, TintSource, get, ident, identifier, list, object,
optional_transformation,
};
use crate::{json::error as err, math::Mat4};
use serde_json::{Map, Value};
/// Keys a mod's node usually keeps its real model under, in order of preference.
const MODEL_KEYS: [&str; 4] = ["model", "base_model", "base", "fallback"];
pub fn is_foreign(id: &str) -> bool {
!id.starts_with("minecraft:")
}
/// A composite carries the transformation a collapsed node had.
pub fn wrap(node: ItemModelNode, transformation: Option<Mat4>) -> ItemModelNode {
match transformation {
None => node,
Some(_) => ItemModelNode::Composite {
models: vec![node],
transformation,
},
}
}
pub fn property_is_foreign(m: &Map<String, Value>) -> Result<bool> {
let property = m
.get("property")
.ok_or_else(|| err("missing property"))
.and_then(ident)?;
Ok(is_foreign(&property))
}
fn leaf(model: String, m: &Map<String, Value>) -> ItemModelNode {
let tints = get(m, "tints")
.and_then(|t| list(t).ok())
.map(|t| {
t.iter()
.filter_map(|t| TintSource::decode(t).ok())
.collect()
})
.unwrap_or_default();
ItemModelNode::Model(ModelLeaf {
model,
transformation: optional_transformation(m).ok().flatten(),
tints,
})
}
/// A node of an unknown non-vanilla type: its nested node, else its model id, else nothing.
pub fn decode_node(kind: &str, m: &Map<String, Value>) -> ItemModelNode {
if kind == "neoforge:fluid_container" {
return fluid_container(m);
}
for key in MODEL_KEYS {
match m.get(key) {
Some(nested @ Value::Object(_)) => {
if let Ok(node) = ItemModelNode::decode(nested) {
return wrap(node, optional_transformation(m).ok().flatten());
}
}
Some(Value::String(id)) => {
if let Ok(id) = identifier(id) {
return leaf(id, m);
}
}
_ => {}
}
}
let by_suffix = m
.iter()
.filter(|(k, _)| k.ends_with("_model"))
.find_map(|(_, v)| v.as_str().and_then(|id| identifier(id).ok()));
match by_suffix {
Some(id) => leaf(id, m),
None => ItemModelNode::Empty,
}
}
// The fluid is not drawn: only the base (and an unmasked cover) texture, taken as a model id (a bucket's).
fn fluid_container(m: &Map<String, Value>) -> ItemModelNode {
let textures = m.get("textures").and_then(|t| object(t).ok());
let texture = |key: &str| {
textures
.and_then(|t| t.get(key))
.and_then(Value::as_str)
.and_then(|id| identifier(id).ok())
};
let mut layers = vec![texture("base")];
if m.get("cover_is_mask") == Some(&Value::Bool(false)) {
layers.push(texture("cover"));
}
let mut models: Vec<ItemModelNode> = layers
.into_iter()
.flatten()
.map(|model| {
ItemModelNode::Model(ModelLeaf {
model,
transformation: None,
tints: Vec::new(),
})
})
.collect();
let transformation = optional_transformation(m).ok().flatten();
match models.len() {
0 => ItemModelNode::Empty,
1 => wrap(models.remove(0), transformation),
_ => ItemModelNode::Composite {
models,
transformation,
},
}
}
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