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Author SHA1 Message Date
Ludovic Marie d8dd2023dd Merge pull request #1447 from ludovic111/chore/client-mods-feature
🤖 Agent: merged after verify and CI parity passed, built merged with current main. Code mods become horizon-client's `mods` feature: CI's two test commands run with `--features horizon-client/mods,horizon-mods/pack`; tests pass with and without it.
2026-10-24 03:01:51 +02:00
Ludovic Marie d84d7a7e61 Merge pull request #1522 from ludovic111/fix/prepare-netty-natives
🤖 Agent: merged after verify and CI parity passed, built merged with current main (launcher-ship-1). #1521: generated docs keep LF line endings on Windows, so the launcher builds there again (dry run 40035909909 green on all three OSes). #1522: Prepare no longer requires Netty's optional native transport jar, which Prism never downloads (fixes #1487; test plus a real Prism-layout prepare).
2026-10-24 02:53:32 +02:00
Ludovic Marie 1cd0dd8c5d Merge pull request #1529 from ludovic111/fix/ds-parity-flake
🤖 Agent: merged after verify and CI parity passed, built merged with current main. The dedicated_server flake was the harness client never resending its position, so a villager whose chunk went out after its only move was never shown to it (0/21 → 21/21 with the server's tick thread stalled after the join). Failing harnesses now print the reason in CI.
2026-10-24 02:52:06 +02:00
Ludovic Marie 7f60a55ca3 Merge pull request #1468 from ludovic111/fix/one-handed-maps
🤖 Agent: merged after verify and CI parity passed, built merged with current main (reports-gate-2: each claim checked against vanilla 26.3, in-frame and --server-thread; evidence on the issue and in the PR body).
2026-10-24 02:40:52 +02:00
Ludovic Marie 16db2f44ae Merge pull request #1420 from ludovic111/fix/st2-chat
🤖 Agent: merged after verify and CI parity passed, built merged with current main (st2: entity use with either hand and server chat components; lan_e2e checks pass in both modes. The hands check's only flake was a vanilla crit arrow killing the cow, fixed in c89695dd9: 40 of 40 runs pass).
2026-10-24 02:36:33 +02:00
Ludovic Marie 0b56d62273 Merge pull request #1521 from ludovic111/fix/launcher-doc-crlf
🤖 Agent: merged after verify and CI parity passed, built merged with current main (launcher-ship-1). #1521: generated docs keep LF line endings on Windows, so the launcher builds there again (dry run 40035909909 green on all three OSes). #1522: Prepare no longer requires Netty's optional native transport jar, which Prism never downloads (fixes #1487; test plus a real Prism-layout prepare).
2026-10-24 02:16:48 +02:00
Ludovic MarieandClaude Opus 5.5 574e3ca567 dedicated_server parity: the client re-sends its position as vanilla's does
The harness failed about 1 run in 3 on CI with "play-trade villager false" on
Horizon's side: the protocol client never saw the villager it trades with.

A server pairs a player with an entity only while the entity's chunk has been
sent to it, and checks again when either moves (ChunkMap.move / updatePlayers).
VanillaProtocolClient sent its position once, at the spawn teleport, and never
again. Horizon's first chunk batch goes out two ticks after the player is placed
(after the first tick's packets, as vanilla orders them); when a busy machine
held the tick thread back long enough for the client's move to be handled one
tick after placement, the villager's chunk wasn't sent yet, and with no later
move the villager was never paired.

The 26.3 client re-sends its position every 20 ticks standing still
(LocalPlayer.sendPosition, after a ServerboundClientTickEnd each tick). The
parity client now does the same from the time it is loaded until its death, so
an entity whose chunk comes late is paired at the next reminder, on either
server.

On failure the harness now adds the servers' and clients' warnings and errors to
its message and the client log's tail when the client fails, and parity.py's
summary prints the end of the first failing harnesses' logs, so CI shows why.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 01:33:16 +02:00
Ludovic Marie 2a2b4acb5c Merge remote-tracking branch 'origin/main' into fix/st2-chat 2026-10-24 01:07:00 +02:00
Ludovic MarieandClaude Opus 5.5 52bc81ca5b Launcher: the command reference is the same on Windows
launcher.yml's Windows build has failed since the reference test landed: Git for Windows checks
text out with CRLF (core.autocrlf), so docs/launcher-commands.md never equalled what markdown()
generates. .gitattributes now pins LF for the generated files tests compare byte for byte, and
the launcher's check reads the file whatever line endings a clone gave it, with a test of a
CRLF checkout.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 00:48:08 +02:00
Ludovic MarieandClaude Opus 5.5 e1fff77a48 Prepare: Netty's native transports are optional, as in the game
Prism Launcher never downloads io.netty:netty-transport-native-kqueue (or the epoll one on
Linux), so preparing from a Prism install stopped on a jar the game runs without: vanilla's
EventLoopGroupHolder.remote takes KQueue/Epoll only when isAvailable(), else Netty NIO.
Preparing now imports a native transport when the launcher has it (checked against the
version JSON's sha1, as before) and goes on without it otherwise; every other library stays
required. Fixes #1487.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 00:38:13 +02:00
Ludovic Marie 265461f2eb Merge pull request #1467 from ludovic111/fix/bundle-clicks
🤖 Agent: merged after verify and CI parity passed, built merged with current main (reports-gate-2: each claim checked against vanilla 26.3, in-frame and --server-thread; evidence on the issue and in the PR body).
2026-10-24 00:32:56 +02:00
Ludovic Marie d6dc08098a Merge pull request #1419 from ludovic111/fix/st2-entity-hands
🤖 Agent: merged after verify and CI parity passed, built merged with current main (st2: entity use with either hand and server chat components; lan_e2e checks pass in both modes. The hands check's only flake was a vanilla crit arrow killing the cow, fixed in c89695dd9: 40 of 40 runs pass).
2026-10-24 00:08:06 +02:00
Ludovic Marie ba8bdc7179 Merge remote-tracking branch 'origin/main' into fix/st2-chat 2026-10-23 23:07:44 +02:00
Ludovic Marie 455a9996d2 Merge pull request #1462 from ludovic111/fix/amd-regress-1
🤖 Agent: merged after verify and CI parity passed. A stopgap while in-frame is the default: an overloaded world slows down instead of dropping to 2 FPS (2,500 pigs: 1.7 → 16 FPS). It is removed with the in-frame path (FEATURES 4zg) once the server thread is the default again (#1463–#1466 and following).
2026-10-23 23:07:17 +02:00
Ludovic Marie cbc469249e Merge remote-tracking branch 'origin/main' into fix/bundle-clicks 2026-10-23 23:06:24 +02:00
Ludovic Marie e436116e38 Merge pull request #1463 from ludovic111/fix/st-totem
🤖 Agent: merged after verify and CI parity passed, built merged with current main (st-default-1: server-thread gaps checked against vanilla, each with a lan_e2e check that fails on main and passes here, host and guest, both modes; tables in the PR body).
2026-10-23 22:33:17 +02:00
Ludovic Marie 35d2781e9d Merge pull request #1454 from ludovic111/feat/client-probe-binary
🤖 Agent: merged after verify passed, with local proof: all 100 client harnesses ran on main and on the branch and their transcripts were diffed (89 byte-identical, the rest only timings or stamps). 81 client examples become one probe binary.
2026-10-23 22:16:12 +02:00
Ludovic Marie 66d1292d10 Merge pull request #1453 from ludovic111/feat/world-probe-binary
🤖 Agent: merged after verify passed, with local proof: all 217 world harnesses ran on main and on the branch and their transcripts were diffed (203 byte-identical, the rest only timings or known run-to-run counts). 168 world examples become one probe binary, with 1,097 duplicated helper lines and 11 dead examples gone.
2026-10-23 22:15:44 +02:00
Ludovic Marie d3de3cd0a9 Merge remote-tracking branch 'origin/main' into fix/amd-regress-1 2026-10-23 22:10:55 +02:00
Ludovic Marie e3b168688e Merge remote-tracking branch 'origin/feat/world-probe-binary' into feat/client-probe-binary 2026-10-23 22:08:17 +02:00
Ludovic Marie 974e18e52a Merge remote-tracking branch 'origin/main' into feat/world-probe-binary
# Conflicts:
#	crates/horizon-client/examples/lan_flat.rs
2026-10-23 22:05:48 +02:00
Ludovic MarieandClaude Opus 5.5 c89695dd93 lan_e2e hands: shoot the cow with a half drawn bow so it lives
A fully drawn bow fires a crit arrow: AbstractArrow.onHitEntity adds
random.nextInt(damage / 2 + 2) to the 6 damage, so one shot in five does 10
and kills the 10 health cow. The off hand bucket then had nothing to milk
("the host's off hand holds minecraft:bucket"), on either side, in any mode.
Under 20 ticks of draw the arrow is no crit and does at most 6. The check
now also asserts the cow is still there after the shot.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 22:01:47 +02:00
Ludovic Marie 4d9baf60d4 Merge remote-tracking branch 'origin/fix/st2-entity-hands' into mm1-1420
# Conflicts:
#	tools/lan_e2e.py
2026-10-23 21:29:13 +02:00
Ludovic Marie 0a36a6d8c6 Merge remote-tracking branch 'origin/main' into mm1-1419
# Conflicts:
#	tools/lan_e2e.py
2026-10-23 21:20:14 +02:00
Ludovic Marie b9501fc826 Merge remote-tracking branch 'origin/feat/world-probe-binary' into feat/client-probe-binary 2026-10-23 21:09:59 +02:00
Ludovic Marie 9dd9a83699 Merge pull request #1427 from ludovic111/fix/st-particles
🤖 Agent: merged after verify and CI parity passed, built merged with current main (st1: /particle and explosion particles from a server reach its players; lan_e2e evidence in the PR body).
2026-10-23 21:06:12 +02:00
Ludovic Marie 341576a084 Merge remote-tracking branch 'origin/main' into feat/world-probe-binary 2026-10-23 21:06:03 +02:00
Ludovic Marie 0b0e4a8aae Merge remote-tracking branch 'origin/main' into fix/bundle-clicks 2026-10-23 20:53:33 +02:00
Ludovic Marie c19418b55d Merge remote-tracking branch 'origin/main' into fix/one-handed-maps 2026-10-23 20:53:25 +02:00
Ludovic MarieandClaude Opus 5.5 8acb46756b Bundle clicks: the open menu's slotsChanged for the player's inventory
BundleItem.broadcastChangesOnContainerMenu calls slotsChanged(player
inventory) after a bundle click. The menus that don't check which container
changed recompute from their inputs (crafting grids, loom, stonecutter,
cartography, merchant, smithing's hasRecipeError). The menu click harness
found it on a loom with a fixture result: 8000/8000 cases now match (seeds 7
and 11).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 20:52:41 +02:00
Ludovic Marie ee79b8f0cd Merge remote-tracking branch 'origin/main' into mm1-1447 2026-10-23 20:38:10 +02:00
Ludovic Marie 8667cef3a1 Merge remote-tracking branch 'origin/main' into mm1-1420 2026-10-23 20:37:55 +02:00
Ludovic Marie fe1d544d02 Merge remote-tracking branch 'origin/fix/st2-entity-hands' into mm1-1420
# Conflicts:
#	tools/lan_e2e.py
2026-10-23 20:37:55 +02:00
Ludovic Marie 33e35d37c0 Merge pull request #1267 from ludovic111/feat/java-packs-photon-chocapic
🤖 Agent: merged after verify and CI parity passed (shaders stack: Java packs draw their own terrain, water and shadow map, as in Iris). BSL shows real shadows on Vulkan and Metal; frame times and screenshots are on #1326. Without a pack, nothing changes.
2026-10-23 20:32:04 +02:00
Ludovic Marie 0cc3b4a057 Merge remote-tracking branch 'origin/main' into mm1-1447
# Conflicts:
#	.github/workflows/ci.yml
2026-10-23 20:21:46 +02:00
Ludovic Marie 81fb4c7371 Merge remote-tracking branch 'origin/main' into mm1-1419
# Conflicts:
#	crates/horizon-client/src/game.rs
#	crates/horizon-client/src/lan/entity.rs
#	tools/lan_e2e.py
2026-10-23 20:18:12 +02:00
Ludovic Marie e247790c83 Merge pull request #1472 from ludovic111/fix/main-build-1432
🤖 Agent: merged after verify passed; main builds again. Local proof on the Mac mini: cargo check -p horizon-client --bins --tests fails on 8a4ebcc55 with the two E0599 errors and passes here.
2026-10-23 20:15:12 +02:00
Ludovic Marie ceb12718cb Merge pull request #1448 from ludovic111/chore/python-helpers-lab
🤖 Agent: merged after verify and CI parity passed, built merged with current main (review-2-deps-dupes; numbers and harness proof are in the PR body).
2026-10-23 20:10:15 +02:00
Ludovic MarieandClaude Opus 5.5 f74d2fd5f4 Restore Guest::send_all and Behaviours::bone_meal_spreads: main builds again
#1432 deleted both as unused; #1424 (level events) and #1425 (scoreboard)
merged after it and call them, so horizon-client's binary failed with
E0599 at level_particles.rs:54 and scoreboard.rs:338. Both functions come
back unchanged from 4d7f30f14^1.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 20:05:12 +02:00
Ludovic MarieandClaude Opus 5.5 7dac46ec3c Bundles take and give items in inventories and containers
A carried bundle clicked on a stack took its place instead of taking it in
(#1456): Horizon's menus had no BundleItem click overrides. The PICKUP click
now runs them first, as AbstractContainerMenu.tryItemClickBehaviourOverride:

- a carried bundle takes as much of a clicked stack as its weight allows
  (tryTransfer), and a right click on an empty slot puts its first stack
  there (removeOne, the rest going back in);
- a stack clicked onto a bundle in a slot goes in as far as it fits, and a
  right click with an empty hand takes the bundle's first stack out.

BundleContents.Mutable is in horizon_client::bundle (exact Fraction
weights: 1/max stack, 1 for a beehive with bees, a nested bundle's contents
plus 1/16; shulker boxes don't fit), used by the menu engine and the
LAN/server-thread container engine. The insert, insert-fail and remove-one
sounds play at the player.

In single player the inventory screen's empty-hand press went to an older
click path instead of the menu engine; it now goes to the engine, as on a
server, so the right click on a bundle works there too.

The menu click harness now has bundles (empty, loaded, nested; often in
hand) and compares the player's sounds: 3000/3000 bundle-heavy cases match,
2796/3000 without the overrides.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 19:58:48 +02:00
Ludovic MarieandClaude Opus 5.5 8ef418e223 Maps in one hand: the off hand, or the main hand beside an item, draws the map
FirstPersonHandsAndItemsRenderer.submitArmWithItem draws a stack with a
map_id two-handed only from the main hand with an empty off hand; any other
map is renderOneHandedMap in its own hand. Horizon only had the two-handed
case and drew every other held map as its item model (#1459).

MapHold picks the case from the hand renderer's visible items, and
one_handed_map_pose is renderOneHandedMap's transform, checked against
vanilla's PoseStack. renderMap (background, map, decorations) is shared by
both cases. The arms under held maps are still not drawn, as before.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 19:58:47 +02:00
Ludovic Marie 8a4ebcc553 Merge pull request #1425 from ludovic111/fix/st-hud
🤖 Agent: merged after verify and CI parity passed; each fix has a lan_e2e check (host and guest) passing on the server thread and in-frame (bugs-st-1).
2026-10-23 19:38:45 +02:00
Ludovic Marie 9ff9055b4f Merge pull request #1424 from ludovic111/fix/st-level-events
🤖 Agent: merged after verify and CI parity passed; each fix has a lan_e2e check (host and guest) passing on the server thread and in-frame (bugs-st-1).
2026-10-23 19:37:19 +02:00
Ludovic Marie 0495d3cbdd Merge pull request #1423 from ludovic111/fix/st-thrown
🤖 Agent: merged after verify and CI parity passed; each fix has a lan_e2e check (host and guest) passing on the server thread and in-frame (bugs-st-1).
2026-10-23 19:35:52 +02:00
Ludovic Marie 4d7f30f145 Merge pull request #1432 from ludovic111/chore/delete-unused-pub-items
🤖 Agent: merged after verify and CI parity passed (review-0-survey quick win: dead pub items; the generated version.rs is kept as the generator writes it).
2026-10-23 19:17:10 +02:00
Ludovic MarieandClaude Opus 5.5 b8e729b950 Totems save a server's players: the guest's turn uses it up, and entity event 35 reaches every client
A server's players (LAN guests, and single player's window on its server
thread) never had a totem ready, and nothing applied one: lethal damage
killed them with the totem still in hand (#1292). Each guest turn now
readies the totem from the guest's hands and, when its hurt set it off,
uses it up at the end of the turn (LivingEntity.checkTotemDeathProtection):
1 health, the item_used stat, the used_totem trigger, the use vibration,
the totem's effects.

Entity event 35 now goes to every client around, the holder's own too,
and a client plays it as ClientPacketListener.handleEntityEvent does: the
totem particles, the sound heard locally (not sent on as a sound packet,
so no client hears it twice) and the holder's rumble.

lan_e2e totem: host and guest, off hand and main hand, both modes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 18:10:13 +02:00
Ludovic Marie b65e082fd7 Merge pull request #1450 from ludovic111/chore/client-zip-crate
🤖 Agent: merged after verify and CI parity passed (review-2-deps-dupes; numbers and harness proof are in the PR body).
2026-10-23 18:02:49 +02:00
Ludovic MarieandClaude Opus 5.5 55264459ce In-frame ticks stop at a tick's length per frame: an overloaded world slows down instead of drawing at 2 FPS
Single player's world ticks in the frame by default (#1428). When its ticks
take longer than 50 ms, every frame fell behind and ran the client timer's
ten, so the picture stalled at 1-2 FPS (a player's report on an AMD 680M,
in-frame tick at 36.7 ms). Vanilla's world ticks on the integrated server's
thread, which falls behind without costing frames and logs "Can't keep up!".

A frame now stops running world ticks once they took a tick's length and
drops the rest, logging vanilla's overload warning (1 s + 20 ticks behind,
at most every 10 s + 100 ticks). Ticks of a few milliseconds still get the
full ten per frame; sprints and server clients are unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 17:47:22 +02:00
Ludovic Marie 036e6bd8d6 Merge pull request #1444 from ludovic111/fix/parity-shard-world-spawn
🤖 Agent: merged after verify and CI parity passed. world_spawn runs as 4 shards, so the job's tail drops from 1,436 s to about 465 s.
2026-10-23 17:40:37 +02:00
Ludovic Marie 80d6252734 Merge pull request #1443 from ludovic111/fix/parity-prebuild-selection
🤖 Agent: merged after verify passed. The parity probe prebuild repeats each harness's own -p and features selection, so harness builds after the prebuild compile nothing (0 of 10, was 10 of 10). The full harness set ran on it locally in #1453's before/after diff.
2026-10-23 17:39:09 +02:00
Ludovic Marie f7144ccd19 Merge pull request #1435 from ludovic111/fix/ci-verify-no-examples
🤖 Agent: merged after verify passed. CI verify no longer builds the ~275 examples: the job goes from 7.8 to 5.6 min (review-1-ci).
2026-10-23 17:37:42 +02:00
Ludovic Marie a74d6e49e6 Merge pull request #1458 from ludovic111/fix/high-res-pack-gui
🤖 Agent: merged after verify passed, with local parity proof (103/103 on this head). GUI sprites are measured in GUI units whatever the pack's resolution, as in vanilla: inventories, tooltips and toasts look right with Faithful 32x and 64x.
2026-10-23 17:31:27 +02:00
Ludovic Marie ea426bd53d Merge pull request #1457 from ludovic111/fix/resource-pack-crash
🤖 Agent: merged after verify passed, with local parity proof: parity --changed passed 103/103 on #1458's head, which contains this PR. Faithful 64x reproduced a startup panic on main (a 32768 px shared atlas over the 16384 GPU limit); with the fix it reaches the world. A pack that can't fit now falls back to the default resources, as vanilla does.
2026-10-23 17:29:56 +02:00
Ludovic Marie ab2bc22515 Merge origin/main into feat/java-packs-photon-chocapic
# Conflicts:
#	crates/horizon-shaderpack/src/translate.rs
#	docs/shader-packs.md
2026-10-23 17:20:17 +02:00
Ludovic Marie ce3284a516 Merge pull request #1429 from ludovic111/feat/launcher-single-channel
🤖 Agent: merged after verify and CI parity passed; release dry run 39935111815 was green (the smoke test drew a world, no blocker, it would publish as the release and latest). One channel, as Ludovic decided on 2026-10-23.
2026-10-23 17:11:04 +02:00
Ludovic Marie 9137279e10 Merge pull request #1418 from ludovic111/fix/st2-saved-state
🤖 Agent: merged after verify and CI parity passed; lan_e2e (hands, styles, feedback, chat, frames, riding, mounts, beds, contacts, worldspawn) passes on the server thread and in-frame (bugs-st-2).
2026-10-23 17:09:33 +02:00
Ludovic MarieandClaude Opus 5.5 441774c229 held_drop: pass its probe name
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:51:55 +02:00
Ludovic MarieandClaude Opus 5.5 693556ce32 Point the particle harnesses' source lists at the probe modules
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:51:55 +02:00
Ludovic Marie dfbb106c69 Merge feat/world-probe-binary (harness fixes) 2026-10-23 16:51:54 +02:00
Ludovic MarieandClaude Opus 5.5 38bce65c21 Pass the probe name where the harness codemod missed it
block_survival and state_provider hashed the name as an artifact instead of
passing it; decorated_region runs chunk_dump through chunk_generation's binary.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:50:01 +02:00
Ludovic Marie 55034fcce1 Merge pull request #1446 from ludovic111/fix/macos-guest-cdylib-link
🤖 Agent: merged after verify passed. No runtime change for players: #1445 deletes 10 tools/ scripts that nothing references (no harness depends on them); #1446 exports the mod-SDK symbols only on wasm32, so the guest crates link on macOS, and the mod sandbox tests pass.
2026-10-23 16:37:13 +02:00
Ludovic Marie 9a8003df0b Merge pull request #1445 from ludovic111/chore/delete-dead-tools
🤖 Agent: merged after verify passed. No runtime change for players: #1445 deletes 10 tools/ scripts that nothing references (no harness depends on them); #1446 exports the mod-SDK symbols only on wasm32, so the guest crates link on macOS, and the mod sandbox tests pass.
2026-10-23 16:35:43 +02:00
Ludovic Marie d759a89cf0 Merge pull request #1451 from ludovic111/docs/agent-map
🤖 Agent: merged after verify passed; docs only (AGENTS.md, CLAUDE.md symlink, docs/architecture.md). Every path and harness name was checked against the repo.
2026-10-23 16:31:47 +02:00
Ludovic MarieandClaude Opus 5.5 82d6d27567 Point the audio harnesses at audio_common's new place
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:39 +02:00
Ludovic MarieandClaude Opus 5.5 a6da925837 Split the client probe list from its dispatch the same way
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:39 +02:00
Ludovic MarieandClaude Opus 5.5 4a922a5772 Document how the runner tracks probe-binary dependencies
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:38 +02:00
Ludovic MarieandClaude Opus 5.5 858f701ee8 Run the horizon-client parity probes from one binary
81 client examples that harnesses run become modules of examples/probe:
harnesses run `probe <name> ...` (or `cargo run --example probe -- <name>`),
and the shared helpers (audio_common, hud_fixture, chat_screen_fixture)
move with them. The benchmarks and manual tools stay standalone examples.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:38 +02:00
Ludovic MarieandClaude Opus 5.5 ed847d43dc Keep the probe list out of the harnesses' dependencies
main.rs now only lists the probes; dispatch.rs runs them. The runner leaves
main.rs out of a probe-binary harness's dependencies and keeps dispatch.rs,
so adding a probe no longer reruns (or flake-checks) every harness of its
crate. It also follows crate::<probe> references between probes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:38 +02:00
Ludovic MarieandClaude Opus 5.5 ab4c246cda Delete the 11 examples nothing references
Eight benches (block_facts, chunk, entity_geometry, json_readers, load,
save, streaming, tick_chunk_membership), lan_flat, save_parity and
vanilla_diff: no harness, tool, doc or workflow names them (review plan,
section 1, dead code). -2,222 lines; Git history keeps them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:38 +02:00
Ludovic MarieandClaude Opus 5.5 7092f16a06 horizon-world probes: one copy of the helpers they shared
Now that the probes are modules of one binary, the helpers copied between
them live once in examples/probe/support: the collision probes' shape
printer (emit, values, box_values, bounds, 8 copies each), the canonical
NaN bits of f64 and f32 (50 copies), the registry JSON-to-NBT reader (15)
and the JSON block position (4). -1,097 lines of copies.

f64::NAN.to_bits() is 0x7ff8000000000000, the literal some copies used,
so every probe prints the same bytes.

tools/parity.py follows include!: three probes include another probe's
source, and stay dependent on it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:38 +02:00
Ludovic MarieandClaude Opus 5.5 fdae4b895c horizon-world probes: one binary, probe <name>
The 168 horizon-world examples the parity harnesses run become modules of
one example, examples/probe, that dispatches on its first argument;
crate::args() gives each the command line its example saw. Linking ~170
binaries, each instantiating horizon-world's generics again, was most of
the parity job's probe build (review plan, section 1).

The harnesses build `--example probe` and run `probe <name> ...`.
tools/parity.py counts only the probes a harness ran, and the support
modules they name, as its dependencies, so editing one probe still reruns
only its own harnesses (and PARITY_RUST_SCOPE keeps working).

The six manual tools (benches, loot_fill, structure_blocks, vanilla_diff,
attribute_memory, behaviour_load_profile) stay separate examples.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:38 +02:00
Ludovic Marie c1f8ec81d8 Merge #1444 (world_spawn shards), which touches the same harness 2026-10-23 16:30:37 +02:00
Ludovic Marie 2e953c625b Merge #1443 (parity prebuild selection), which the probe binaries rely on 2026-10-23 16:30:37 +02:00
Ludovic MarieandClaude Opus 5.5 1960dc6eb2 AGENTS.md: agents never add release-now
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:31 +02:00
Ludovic MarieandClaude Opus 5.5 7c42cc63ce parity: leave out of the prebuild probes that no longer exist
A record naming an example since renamed or deleted made the whole Cargo
run fail ("no example target named ..."), so no probe was prebuilt and
every harness built its own: the probe binaries rename ~250 of them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:30:27 +02:00
Ludovic MarieandClaude Opus 5.5 79ee670d79 High-resolution resource packs draw the GUI at its size
With Faithful 32x the inventory showed the top-left quarter of its
background stretched over the screen, tooltips lost their background and
toasts doubled in size (#1442): the GUI code drew every atlas sprite in
texels, where vanilla draws in GUI units whatever the pack's resolution.

- Atlas sprites carry their GUI size: the size of the default resources'
  texture of that name (what vanilla's `blit(..., 256, 256)` calls and
  sprite sizes assume), their texels only for what copies pixels (font
  sheets, fire frames). Textures only a pack has keep their own size.
  The texture size filter reads the GUI size too, so Faithful 64x's
  1024x1024 container backgrounds are no longer dropped.
- Nine-slice sprites follow `GuiGraphicsExtractor.blitNineSlicedSprite`:
  their `gui.scaling` width, height and borders (Faithful's tooltip
  background is 50x50 with a 10-pixel border), `stretch_inner`, the
  single-quad and three-part cases, and borders capped at half the
  drawn size by integer division.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:28:50 +02:00
Ludovic MarieandClaude Opus 5.5 22ad65611e High-resolution resource packs no longer crash the game at launch
The shared GUI atlas was always 4096 texels wide, so Faithful 64x needed
4096x32768: past the 16384 texels a side GPUs allow, and wgpu panicked
in create_texture at every launch until the pack was removed (#1442).

- The atlas widens (4096, 8192, 16384) until it fits within 16384 a
  side, so Faithful 64x loads. Its height rounds up to a multiple of
  1024 instead of a power of two: the default resources' atlas drops
  from 4096x8192 to 4096x5120, Faithful 32x's from 4096x16384 to
  4096x12288.
- Textures that still don't fit are an error, not a GPU panic. At
  startup it rolls the packs back as Minecraft.rollbackResourcePacks
  does: the game starts with its own resources, and the selection is
  cleared and saved (clearResourcePacksOnError), so the next launch
  doesn't fail again. The existing "Resource reload failed" screen
  shows the reason.
- The renderer refuses an atlas larger than the device allows with an
  error instead of a wgpu validation panic.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:28:50 +02:00
Ludovic Marie 172ae241f1 Merge pull request #1430 from ludovic111/feat/release-single-channel
🤖 Agent: merged after verify and CI parity passed; release dry run 39935111815 was green (the smoke test drew a world, no blocker, it would publish as the release and latest). One channel, as Ludovic decided on 2026-10-23.
2026-10-23 16:24:35 +02:00
Ludovic MarieandClaude Opus 5.5 2eb699228a AGENTS.md and docs/architecture.md: a map of the code for agents
AGENTS.md (CLAUDE.md links to it): the crates and what each owns, how to
build and test fast, where each subsystem of horizon-client lives, how Game
is organised, the two single-player paths and how to test both, the vanilla
reference, and the rules that bite. docs/architecture.md: feature -> files ->
checks for the 40 areas changed most in the last 30 days.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 16:18:44 +02:00
Ludovic Marie 1487a1bff7 Merge pull request #1434 from ludovic111/perf/metal-cull-flat
🤖 Agent: merged after verify and CI parity passed. Metal GPU occlusion culling: on the M4 Pro at RD 32, FPS is +8% to +48% (interleaved A/B against main); the hidden sections match Vulkan's; parity --changed passed 104/104.
2026-10-23 16:03:14 +02:00
Ludovic MarieandClaude Opus 5.5 60bad91a50 Client zip.rs reads archives with the zip crate it already links
The 120-line hand-written central-directory and local-header parser goes:
the zip crate (already the client's dependency for world backups) indexes
the archive, zip64 and odd offsets included. Entries are still read raw and
inflated here, so as with Java's ZipFile (vanilla's FilePackResources)
their CRC isn't checked. New tests: folder entries, a nested pack root, a
Windows-style name, one broken entry among good ones, and files that aren't
zips.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 15:31:51 +02:00
Ludovic MarieandClaude Opus 5.5 3960c09159 tools: one copy of the helpers harnesses share, in lab.py
free_port (7 copies), offline_uuid (4), varint and parse_varint (3 and 2),
dbits (6), fbits (4) and settled (2) move into lab.py; every caller uses
lab's. The other server harnesses keep importing free_port from
test_dedicated_server_parity, which now takes lab's. Imports the moved
code left unused go too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 15:20:06 +02:00
Ludovic MarieandClaude Opus 5.5 b15e5e893e Code mods are the client's mods feature: tests and probes skip wasmtime
horizon-mods' runtime is no longer a default feature, and its sandbox test
requires runtime and pack instead of a dev-dependency on itself (that
dev-dependency turned the runtime on in every workspace build with examples,
the parity probe build included). The client gets a mods feature that turns
the runtime on; without it game/mods.rs keeps content mods and logs why code
mods don't start, and every hook does nothing.

Release builds (client and server) pass the feature, CI's clippy and tests
pass it (and pack, for the sandbox test), and pr_ready does where horizon-mods
is checked. horizon_mods::find moves to manifest.rs: content mods use it
without the runtime.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 15:18:01 +02:00
Ludovic MarieandClaude Opus 5.5 5ca16b97fc Keep version.rs as tools/gen_version_consts.py writes it
The file is generated from the pinned version lock, and test_gen_version_consts
checks JAVA_VERSION against it; deleting constants by hand breaks the next
regeneration and that test.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 15:07:38 +02:00
Ludovic MarieandClaude Opus 5.5 eeb4cdb680 Mod SDK: export_mod! exports only in WebAssembly, so the guests link on macOS
A host build of a mod (cargo build or test on the workspace) made a cdylib
whose component exports macOS's ld couldn't take: its exported-symbols list
cuts `horizon:mods/[email protected]#init` at the `#`, so coords-hud and
horizon-mods-test-guest failed to link. The exports now exist only for
wasm32; on the host the macro still checks the mod and keeps it used.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 15:06:50 +02:00
Ludovic Marie 2439475716 Merge pull request #1414 from kerneldroid/feat/shader-api2-pipeline
🤖 Agent: merged after the contribution gate. The claims were checked against Iris and OptiFine, and the weak parts were rewritten on the branch: the stage kinds, the Java shadow feed and the fake uniforms were removed; settings now apply on Done; packs are imported by drag and drop; memory is only allocated while a pack reads it; the MakeUp target is fixed. Tested on Vulkan and Metal with 6 packs, profiles, imports and broken packs; local parity passed 96/96. Frame times before and after are in the PR comment. Thanks @kerneldroid.
2026-10-23 15:05:34 +02:00
Ludovic Marie 1959c397a0 Merge pull request #1433 from ludovic111/chore/unify-naga-features
🤖 Agent: merged after verify and CI parity passed (review-0-survey quick win; see horizon-parity reports/review-plan.md).
2026-10-23 14:44:50 +02:00
Ludovic MarieandClaude Opus 5.5 7cc47e2b55 Delete ten tools/ scripts nothing references
command_parse_summary, structure_start_oracle, fetch_client_assets,
compare_structure_starts, profile_behaviour_cache, command_tree_diff,
compare_loot_fill, compare_structure_blocks, test_lan_lifecycle and
PROFILE_SHARED_JSON.md: no workflow, doc, harness, test or other tool
names them (review-plan.md, Dead code). History keeps them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:41:40 +02:00
Ludovic MarieandClaude Opus 5.5 c9c53629d4 parity: run world_spawn in four shards
world_spawn starts a vanilla and a Horizon server for each of 60 seeds,
one at a time: 1,144-1,548 s on the CI runner, the parity job's longest
harness and its floor whenever a PR's changes reach it. With
PARITY_SHARDS = 4 each shard creates every fourth seed's worlds, in its
own build directory.

The shard helper datafix had moves to tools/parity_shard.py, which both
use. It stays out of lab.py, which every harness imports.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:36:58 +02:00
Ludovic Marie 6fe88978a7 Merge origin/main into feat/shader-api2-pipeline 2026-10-23 14:17:13 +02:00
Ludovic MarieandClaude Opus 5.5 d9591047fa Shader pack docs: MakeUp, Chocapic13' and Photon on the Java path, and where the world goes
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:17:13 +02:00
Ludovic MarieandClaude Opus 5.5 fe3a3af568 Shader Packs page: the pack's settings button sits beside the folder button
As in Iris's ShaderPackScreen: at the end of the list it scrolled out
of sight with a few packs. It's greyed out while the picked pack has no
options.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:16:51 +02:00
Ludovic MarieandClaude Opus 5.5 ac54227465 parity: prebuild probes with each harness's own package selection
The probe prebuild ran `cargo build --workspace --examples --bins` (or
named targets with --workspace). The harnesses build with `-p <crate>`, and
Cargo unifies features over the selected packages: under --workspace,
flate2, libc, memchr, syn, thiserror, postcard and digest get other
features for horizon-world, and horizon-mods (pack) and horizon-telemetry
(upload) for horizon-client. So every probe the prebuild made was a
variant no harness used, and each harness rebuilt its crate and its probe
again while the others waited on Cargo's lock.

Record each probe with its command's package and feature flags and
whether that command builds examples (which turns dev-dependencies on),
and prebuild one Cargo run per such selection. --bins and --examples are
recorded too, so the fast-profile horizon-client build that
save_roundtrip and world_reopen run is prebuilt as well. A harness that
never ran here takes its probes from the shared dependency lists instead
of a build of all ~275 examples.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:11:22 +02:00
Ludovic MarieandClaude Opus 5.5 4a61134edd CI verify: test without building the examples
cargo test --workspace built and linked all ~275 examples, 59% of the
test build (review-plan section 1), though none of their tests run.
Test the libraries, binaries and integration tests, then the doc tests,
as tools/gate.py and tools/pr_ready.py already do. Clippy --all-targets
still type-checks every example, and the parity job builds and runs them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:06:25 +02:00
Ludovic MarieandClaude Opus 5.5 39ae543796 Shader packs: test importing zips and folders, and refusing what isn't a pack
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:02:12 +02:00
Ludovic MarieandClaude Opus 5.5 963d5cedd3 Shader packs: keep the opaque depth and G-buffer only for packs that read them
The world target made the opaque depth, normal and material textures
for every scaled or anti-aliased frame, packs or not: 12 bytes a pixel
nobody read. They now follow what the pack reads, and Post::generation
tells the stages to bind again when its targets change (a recreated
target of the same size, or a shadow map made after the stages bound).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:02:12 +02:00
Ludovic MarieandClaude Opus 5.5 fe7bb3a34b Java packs: the world goes where the pack's terrain program draws
MakeUp's gbuffers write colortex1, and its composites read the world
from there: with the world in colortex0, it showed nothing but fog.
Iris's fallbacks for terrain pick the program (gbuffers_terrain, then
textured_lit, textured, basic); its first draw buffer takes the world.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:02:12 +02:00
Ludovic MarieandClaude Opus 5.5 eafe97da74 Shader packs: keep what Iris does, drop what doesn't work, apply settings on Done
Review fixes for #1414 (contribution gate):

- Java packs no longer get Horizon's shadow map: it was mirrored in y and
  reversed in depth against the GL conventions the packs sample with, had
  no distortion and only the camera's sections, so BSL drew no shadows
  while the pass cost 0.65 ms (MakeUp, M4 Pro). shadowtex* stays a far
  depth, as on main; the packs' own shadow programs are #1326.
- Invented uniforms removed (centerDepthSmooth fixed at 0.5,
  ambientOcclusionLevel and shadowMapResolution as uniforms, constant
  temp/rainfall/biome/held items); an unknown uniform stays zero as
  before. wetness keeps its Iris smoothing. Unused directives removed.
- texture.<stage>.<sampler> is scoped to Iris's stages (final reads the
  composite ones) instead of overriding the sampler in every pass;
  texture.noise replaces noisetex. One noise generator and one RGBA
  upload for both pack kinds.
- The G-buffer pass, the opaque-depth copy and the shadow pass run only
  for a pack that reads them (naga's per-entry-point binding use, not a
  text search): every pack paid all three before.
- Api 2's prelude additions go in their own file after api 1's, so api 1
  packs keep the names they declare (aces_tonemap, material_at...).
- Stage kinds shadow, gbuffer, deferred and final ran as composite: only
  composite is accepted; api 2 adds formats (validated), profiles,
  option descriptions and a noise texture.
- Shader Pack Settings applies once when the page closes, as Iris's Done
  (each click or slider step rebuilt the pack: 2.7 s per click, 12.7 s
  for one drag with BSL). Labels follow Iris (.lang, else the name).
  A pack whose options can't be read isn't read again every frame.
- Saved option values an option doesn't list are ignored, as OptiFine's
  ShaderOption.setValue (a stale file broke BSL's compile).
- Import: the blocking file dialog (osascript/zenity/kdialog/PowerShell
  on the event loop) is gone; a pack dropped on the Shader Packs page is
  copied and picked, as Iris's onFilesDrop. Drops elsewhere do nothing,
  an existing pack isn't overwritten, links aren't followed.
- Docs and the example say what the code does (SSAO, not GTAO).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 14:02:12 +02:00
Ludovic Marie d95932e62c Merge origin/main into feat/shader-api2-pipeline 2026-10-23 14:02:12 +02:00
Ludovic MarieandClaude Opus 5.5 660407fa58 Metal: cull only frames with 4,096 section draws or more
On Apple's GPUs the passes the test adds cost a fixed share of the frame
(it is stored and reloaded at each), which the hidden sections repay only
at high render distances: at 12 culling cost an M4 Pro 0.05 ms of GPU time
a frame, at 32 it saved 0.25 to 1.6 ms. Other backends keep culling every
frame; HORIZON_GPU_CULL=all culls every frame on Metal too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 13:22:10 +02:00
Ludovic Marie 6be7daebc8 Merge pull request #1417 from ludovic111/fix/st2-rules
🤖 Agent: merged after verify and CI parity passed; lan_e2e (hands, styles, feedback, chat, frames, riding, mounts, beds, contacts, worldspawn) passes on the server thread and in-frame with all four merged on main (bugs-st-2).
2026-10-23 13:20:42 +02:00
Ludovic Marie 2639e9e1d7 Merge pull request #1422 from ludovic111/fix/st-leads
🤖 Agent: merged after verify and CI parity passed; each fix has a lan_e2e check (host and guest) passing on the server thread and in-frame (bugs-st-1).
2026-10-23 13:20:40 +02:00
Ludovic MarieandClaude Opus 5.5 1d81c67b7b Build naga once for the game, its tests and its examples
horizon-client's dev-dependency on naga added the hlsl-out feature for the
gfx.rs test that translates every shader for DirectX 12. With resolver 2 a
dev-dependency's features apply only to tests and examples, so Cargo kept
two builds of naga, wgpu-hal, wgpu-core, wgpu, horizon-shaderpack and the
horizon-client lib, and rebuilt them on the first example or test after a
game build.

Measured on the Mac mini (cargo build of the game, then one example):
the example took 37.3 s and recompiled that whole stack before, 1.2 s
and only its own crate after; the target dir is 1 GB smaller (4.9 to
3.9 GB). The game binary is the same size: nothing calls the HLSL writer,
so the linker drops it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 12:13:58 +02:00
Ludovic Marie 9c09d2897d Merge pull request #1428 from ludovic111/fix/alpha-regress-1
🤖 Agent: merged after verify and CI parity passed. In-frame single player is the default again until the server thread reaches parity (FEATURES 4zg); release builds were compared with v0.2.0 and v0.2.11 on the Mac mini. The server thread stays available with --server-thread or HORIZON_SERVER_THREAD=1.
2026-10-23 12:11:36 +02:00
Ludovic MarieandClaude Opus 5.5 173a55e608 Delete pub items nothing uses, and the stubs that hid unused code
93 pub items (78 functions and methods, 14 constants, 1 struct) in horizon-client,
horizon-world, horizon-core, horizon-friends and horizon-server-files had
no caller anywhere in the repository: not in the crate, the other crates,
the examples, the tests or the binaries. rustc can't flag them because
horizon-client and the others are libraries, where a pub item counts as
used. The imports and the private helpers only they used go with them
(title.rs date_string, goals.rs flag_index).

Also drops the #[allow(dead_code)]/#[allow(unused)] items that only hid
dead code: chat_debug_fill, merchant_title and Goals::locked_by had no
caller, and four stubs (_keep, _unused, _rule_kind, const _) existed only
to keep an import used. LightTables::from_parts is used by its tests, so
it is #[cfg(test)] instead of allowed.

Protocol id tables and entity data serializer ids stay: they mirror
vanilla's registries in full. The launcher's three unused items are left
for a launcher PR.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 12:08:44 +02:00
Ludovic MarieandClaude Opus 5.5 14be6ca394 Metal: occlusion culling with flat draws too
Flat draws (one index list per frame, the default on Apple GPUs at high
render distances) turned occlusion culling off. Now phase 2's draws are
flattened after the test, by a compute pass that copies only the sections
the test saw, and each page run is drawn indirectly with the count it
reached.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 12:03:39 +02:00
Ludovic MarieandClaude Opus 5.5 9fcf91e4bc Metal: occlusion culling of solid sections, the depth test in the shader
GPU occlusion culling ran on Vulkan only: its test needs early fragment
tests, which naga's Metal backend does not emit. On Metal the boxes are
tested in a pass of their own: phase 1's depth is bound read-only as the
attachment and as a texture, and the fragment shader compares its own
depth with it (reversed Z, greater or equal), as the fixed-function test
would. HORIZON_GPU_CULL=shader takes this path on Vulkan too, for checks.

Frames drawn flat (the default on Apple GPUs at high render distances)
still skip culling here.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 12:03:38 +02:00
Ludovic MarieandClaude Opus 5.5 630f521072 Launcher: one update channel, and the menu entry is never taken over
Every release is now published as the release (one channel, Ludovic's
decision of 2026-10-23), so the launcher drops its Stable/Alpha choice:
the Updates row in Settings, `horizon-launcher update-channel` and its MCP
tool, the channel on the Versions page, in `versions` and in the footer.
It updates to the newest game release that is not a pre-release (GitHub's
latest) and looks every 30 minutes. The pre-releases of the old Alpha
channel stay listed and installable by hand, never as an update. Old
`update_channel` / `beta_builds` keys in settings.json are ignored.

On Linux a release build that starts no longer rewrites the
applications-menu entry to point at itself. It writes the entry only when
there is none, or when the program it starts (TryExec, else Exec) no longer
exists; turning the Settings switch on or `desktop-entry` still points it
at this launcher, and HORIZON_LAUNCHER_DESKTOP_EXEC is still honored. A
test build started with the real HOME took over a working entry and then
left it broken when its target/ was deleted (2026-10-23).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 11:53:00 +02:00
Ludovic MarieandClaude Opus 5.5 0e65e85878 Releases: one channel, every release is the latest once its checks pass
Ludovic's decision (2026-10-23): no more Alpha and Stable. release.yml
publishes every game release as the release and GitHub's latest instead of
a pre-release that promote.yml made stable once a day. The checks that
gated a promotion run in the release itself: `decide` holds the train while
an issue labelled release-blocker is open (forced runs too), and the publish
job runs `release_train.py gate` right before publishing: the Mac mini's
smoke-test.json must be there and show a world was drawn, and no blocker may
be open. Otherwise nothing is published.

Notes cover everything since the last release that is not a pre-release, so
the first single-channel release lists all of it since v0.2.0. promote.yml,
tools/release_channels.py and its tests are deleted. The cadence is
unchanged (5 minutes of settling, 20 at most, release-now at once).

Docs and site: one channel in release-flow, versioning, security, the FAQ,
install, the home page and the Releases page (Game / Launcher filter); no
player-facing Alpha wording left.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 11:53:00 +02:00
Ludovic Marie 62a6b3a620 Merge pull request #1421 from ludovic111/fix/st-entity-data
🤖 Agent: merged after verify and CI parity passed; each fix has a lan_e2e check (host and guest) passing on the server thread and in-frame (bugs-st-1).
2026-10-23 11:12:06 +02:00
Ludovic MarieandClaude Opus 5.5 6049012b52 Single player runs in the frame by default again; the server thread is opt-in
Players on the Alpha channel report single player as broken since v0.2.1
(#1265 made the integrated server thread the default again). On v0.2.11's
server thread, placed signs open no editor (#1380), held books don't open
(#1366), a totem doesn't save its holder (#1292) and death keeps the
inventory with keep_inventory off (#1284); the in-frame world and Stable
v0.2.0 do all four right. About 45 more [server-thread] issues are open.

`--server-thread` or HORIZON_SERVER_THREAD=1 turns it on, as before #1114;
`--no-server-thread` and HORIZON_SERVER_THREAD=0 still work. LAN guests and
dedicated servers are untouched. Temporary until the server thread reaches
parity (FEATURES 4zg).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 10:54:42 +02:00
Ludovic MarieandClaude Opus 5.5 4b8fecfe58 Particles from a server: /particle and explosions reach its players
A server never sent particles: /particle on single player's server thread
drew into the server's own engine, and TNT exploded without its burst for
anyone but an old-mode host. The protocol gains
ClientboundLevelParticlesPacket and ClientboundExplodePacket; /particle
sends the particles to each viewer in range (every player without
viewers, as PlayerList.getPlayers) and an explosion sends its packet to
the players within 64 blocks; their clients draw them as
handleParticleEvent and handleExplosion do.

/particle's spread was measured from the command's source as if it were a
position; it is the spread as given (Vec3Argument.getVec3).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 10:02:19 +02:00
Ludovic MarieandClaude Opus 5.5 b7f4cba355 A server's scoreboard reaches its players: sidebar, teams, scores
The server never sent its scoreboard, so a sidebar shown on single
player's server thread or to a LAN guest stayed empty. Each tick a placed
player is now sent what changed since it was last sent the board, as
ServerScoreboard's callbacks do: every team, and the objectives in a
display slot with their slots and scores (all of it on joining).

A server's client also finds its team's sidebar by its profile name rather
than single player's "Player".

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 10:02:19 +02:00
Ludovic MarieandClaude Opus 5.5 13772b4e5b Level events on a server's clients: spawner bursts, bone meal sparks, waxing
A client of a server (single player on its server thread, a LAN guest, a
dedicated server's player) played only three of the level events the server
sent (a block broken, the dragon egg's and a consumable's teleport): a
spawner's burst, waxing and scraping copper, a composter filling and the rest
showed nothing. Every one now goes through the handler the in-frame game uses
(LevelEventHandler).

Bone meal's level event (1505) played its sound but never its growth
particles, in either mode: it now spawns them as BoneMealItem.
addGrowthParticles does (spread over a grass block's, nylium's, netherrack's
or moss's neighbourhood and water, inside a growing block, below rooted dirt
and mangrove leaves). The server also sends it to the player who used the
bone meal, as vanilla's levelEvent names no player.

Waxing copper with honeycomb and an axe or hoe's transforms (wax off, scrape,
strip, till) make their particles and sound on the clicker's own client, as
vanilla's client runs Item.useOn; the server sends them to the others only.
The transform's preview is shared with the in-frame use.

`horizon-ctl status` counts the particles made by type. lan_e2e's new
`sparks` check: the host and the guest each use bone meal on wheat, wax
copper and take the wax off, and a spawner spawns a zombie; both sides make
the particles.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 10:02:19 +02:00
Ludovic MarieandClaude Opus 5.5 c5fe5d4bcf Thrown potions and eyes of ender fly on a server's clients
A splash or lingering potion, an experience bottle or an eye of ender a
player threw was never an entity a server tracked: on single player's server
thread, for LAN guests and on a dedicated server the item was used up and
nothing flew.

The server now numbers them like its other projectiles and tracks them as
vanilla's entities: splash_potion, lingering_potion and experience_bottle
with ThrowableItemProjectile.DATA_ITEM_STACK (the potion, for its colour),
and eye_of_ender. A client draws them where the server puts them and drops
them when the server removes them.

lan_e2e's new `thrown` check: the host and the guest each throw a splash
potion and an eye of ender, and both sides see them fly.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 10:02:19 +02:00
Ludovic MarieandClaude Opus 5.5 0d8249e124 Leads: a server's clients draw the rope (ClientboundSetEntityLinkPacket)
A server never told its clients who holds a mob's lead, so on single
player's server thread, a LAN guest's or a dedicated server's client the
lead was used up and the mob tied, but no rope showed.

The tracker now sends ClientboundSetEntityLinkPacket as vanilla does: in
ServerEntity.sendPairingData for a leashed entity, and when the lead is tied
or comes off (Leashable.setLeashedTo / dropLeash, the holder 0). The holder
is the player the mob sees (a guest, else the host) or a mob; a fence knot
isn't an entity on Horizon's server yet. The client sets the mob's holder
from it: itself, another player or a mob.

lan_e2e's new `leads` check ties and unties a cow on both sides.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 10:02:19 +02:00
Ludovic MarieandClaude Opus 5.5 c35ea9568f Server's mobs: babies, wool, collars, fire, slime sizes and health reach its clients
A client of a server (single player on its server thread, a LAN guest, a
dedicated server's player) only applied a rabbit's baby flag and a creeper's
swell from SetEntityData. It now reads the synched data vanilla's entities
read in onSyncedDataUpdated: Entity's on-fire flag, LivingEntity's health
(the wither's boss bar follows it), the baby flag of every ageable mob,
Sheep.DATA_WOOL_ID, TamableAnimal's sitting and tame flags, the wolf's and
the cat's collar colour, and the cube mobs' size. A remote wolf or cat starts
with vanilla's red collar.

The server sends the wolf's and cat's collar colour. Pairing still carries
only the values that differ from the defaults; a mob's state now lists the
defaults of the entries that can go back to theirs (health, the baby flag,
the wool, the collar), and the tracker sends that default when one does:
a calf growing up or a sheep's white wool growing back reach the clients.

Sheep saves wrote the colour and shearing they were loaded with (0 unless
the save had them) and loads ignored both: they now save and load the wool
as it is (Sheep.add/readAdditionalSaveData).

lan_e2e's new `looks` check summons the mobs and changes them on both sides.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 10:02:19 +02:00
Ludovic MarieandClaude Opus 5.5 4aa1f8e14a World border on a server's clients: its state, its walls, its damage
The server told joining players of a default border and never of a
change, so on single player's server thread and for LAN guests the wall
neither showed nor stopped anyone. Players now get the real border on
entering a level and each change as BorderChangeListener sends it.

The player's movement collides with the border's walls
(CollisionGetter.borderCollision) instead of being clamped after moving,
which a sprint-jump got past. A guest (and single player's own player on
its server thread) outside the border takes its damage on the server, as
the host's player did.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 10:02:19 +02:00
Ludovic MarieandClaude Opus 5.5 f88fba8d05 A server's attribute updates reach its player; new boss bars start visible
The client of a server (single player on its server thread, LAN guests)
ignored ClientboundUpdateAttributesPacket for its own player, so a new
maximum health never reached it: its hearts stayed at ten and the health it
was sent was clamped to 20. It now applies each synced instance's base and
modifiers (handleUpdateAttributes) and re-applies the received health.

BossBar::new started hidden; ServerBossEvent starts visible.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 10:02:19 +02:00
Ludovic Marie e325fa6587 Merge pull request #1397 from ludovic111/fix/metal-gpu-timer
🤖 Agent: merged after verify and CI parity passed; the change only touches the GPU timer (gfx/timing.rs), proven on the M4 at RD 32.
2026-10-23 09:57:36 +02:00
Ludovic Marie 63baec3ac8 Merge branch 'fix/st2-entity-hands' into fix/st2-chat
# Conflicts:
#	tools/lan_e2e.py
2026-10-23 09:45:17 +02:00
Ludovic Marie 0b7fa14030 Merge remote-tracking branch 'origin/main' into fix/st2-entity-hands
# Conflicts:
#	tools/lan_e2e.py
2026-10-23 09:44:52 +02:00
Ludovic Marie 2423e9da00 Merge remote-tracking branch 'origin/main' into fix/st2-saved-state
# Conflicts:
#	crates/horizon-client/src/game/lan_actions.rs
2026-10-23 09:44:30 +02:00
Ludovic Marie cb81f645da Merge remote-tracking branch 'origin/main' into fix/st2-rules
# Conflicts:
#	crates/horizon-client/src/game.rs
2026-10-23 09:44:12 +02:00
Ludovic MarieandClaude Opus 5.5 7e5e469783 InLove only for vanilla's Animal subclasses (not allays)
save_roundtrip found an allay saved with InLove 0: Horizon's `animal`
flag is broader than vanilla's Animal class.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 09:19:48 +02:00
Ludovic Marie 4680a73f51 Merge pull request #1413 from ludovic111/feat/bench-1080p
🤖 Agent: merged after verify passed; #1190 has interleaved GPU A/B against main on the HD 620 and M4 (within noise) and 103 parity harnesses passing; #1413 was proven with a 1080p run on the desktop.
2026-10-23 09:06:57 +02:00
Ludovic Marie e0cb831dbf Merge pull request #1190 from ludovic111/fix/texture-mcmeta-blur-clamp
🤖 Agent: merged after verify passed; #1190 has interleaved GPU A/B against main on the HD 620 and M4 (within noise) and 103 parity harnesses passing; #1413 was proven with a 1080p run on the desktop.
2026-10-23 09:05:27 +02:00
Ludovic Marie 6b35c35ebf Merge pull request #1416 from ludovic111/fix/bed-respawn
🤖 Agent: merged after verify passed; lan_e2e (absorption breath lava contacts shield deathmining worldspawn drops underwater beds minecarts levels) passes in both single-player modes on the top of the chain, plus clippy and the client tests.
2026-10-23 09:00:44 +02:00
Ludovic Marie 48863fcf84 Merge pull request #1412 from ludovic111/fix/mob-knockback-view
🤖 Agent: merged after verify passed; lan_e2e (absorption breath lava contacts shield deathmining worldspawn drops underwater beds minecarts levels) passes in both single-player modes on the top of the chain, plus clippy and the client tests.
2026-10-23 08:59:16 +02:00
Ludovic Marie 982f7f12be Merge pull request #1411 from ludovic111/fix/items-out-of-blocks
🤖 Agent: merged after verify passed; lan_e2e (absorption breath lava contacts shield deathmining worldspawn drops underwater beds minecarts levels) passes in both single-player modes on the top of the chain, plus clippy and the client tests.
2026-10-23 08:58:50 +02:00
Ludovic Marie 12f2ed9ff7 Merge pull request #1410 from ludovic111/fix/setworldspawn
🤖 Agent: merged after verify passed; lan_e2e (absorption breath lava contacts shield deathmining worldspawn drops underwater beds minecarts levels) passes in both single-player modes on the top of the chain, plus clippy and the client tests.
2026-10-23 08:57:20 +02:00
Ludovic Marie 10db017c7c Merge pull request #1409 from ludovic111/fix/server-player-shield-mining
🤖 Agent: merged after verify passed; lan_e2e (absorption breath lava contacts shield deathmining worldspawn drops underwater beds minecarts levels) passes in both single-player modes on the top of the chain, plus clippy and the client tests.
2026-10-23 08:54:51 +02:00
Ludovic Marie e6acebc23d Merge pull request #1408 from ludovic111/fix/contact-damage
🤖 Agent: merged after verify passed; lan_e2e (absorption breath lava contacts shield deathmining worldspawn drops underwater beds minecarts levels) passes in both single-player modes on the top of the chain, plus clippy and the client tests.
2026-10-23 08:53:24 +02:00
Ludovic Marie 69df5671e7 Merge pull request #1407 from ludovic111/fix/server-air-absorption
🤖 Agent: merged after verify passed; lan_e2e (absorption breath lava contacts shield deathmining worldspawn drops underwater beds minecarts levels) passes in both single-player modes on the top of the chain, plus clippy and the client tests.
2026-10-23 08:48:53 +02:00
Ludovic MarieandClaude Opus 5.5 06b4c7faf5 Rules: crits, mending, phantoms, per-level health rules, /item with air, frozen potions
- Critical hits also need the attacker out of water, not blind and not
  riding (Player.canCriticalAttack) (#1393).
- Mending repairs the off hand too: candidates in EquipmentSlot order,
  main hand, off hand, then the armour (#1349).
- Phantoms spawn only in the Overworld with spawn_mobs, spawn_monsters and
  spawn_phantoms on, near every player (the local one and each guest in
  the level, with their own time since rest), with vanilla's draw order
  (#1388, #1387).
- A level entered by a portal or a dimension change keeps the world's
  natural_health_regeneration (#1339).
- /item replace ... with air empties the slot, and counts it as changed
  as vanilla's SlotAccess.set does (#1332).
- Thrown potions stay where they are on frozen ticks (/tick freeze) and
  land once the game runs again (#1364).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 08:48:41 +02:00
Ludovic Marie 5d2f1804e7 Merge branch 'fix/st2-entity-hands' into fix/st2-chat
# Conflicts:
#	tools/lan_e2e.py
2026-10-23 08:39:57 +02:00
Ludovic MarieandClaude Opus 5.5 c7abc8c718 Chat: styled server components, click and hover events, legacy codes, message order
- A connection's chat keeps the server's component: SystemChat goes
  through the same translation and styles as the action bar, and player
  and disguised chat are decorated from their chat type's translation,
  parameters and style (ChatType.Bound.decorate), so colours, bold,
  hex colours, and the client's language are kept (#1372, #1389).
- Components parse `click_event` (suggest_command, copy_to_clipboard; never
  open_file from a server) and `hover_event` show_text (#1377), and the
  chat screen draws the hovered part's tooltip (#1381).
- `§` codes in chat colour the text with Chat Colors on and are stripped
  with it off (ComponentRenderUtils.wrapComponents) (#1379).
- A command's operator broadcast skips the player whose command it was on
  the integrated server too (#1373), and /give fires InventoryChangeTrigger
  before its message, whose announcement is sent first (#1375).
- The control socket's `messages` gives the chat lines as components;
  lan_e2e `styles` checks a styled tellraw, the advancement order and the
  missing echo for the host and the guest.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 08:39:46 +02:00
Ludovic MarieandClaude Opus 5.5 337d7d7a7a Entity use with either hand: bows and food past a mob, off-hand items on mobs, emptied frames
- The remote client sends Interact for a targeted mob only for a hand
  vanilla's client-side Mob.interact would accept with it (leads, name
  tags, food, buckets, shears, saddled mounts, tamed pets, ...), so a bow
  drawn or food eaten while aiming at a cow goes on to useItem (#1350).
- Both hands: the main hand's item, then the off hand's entity, block and
  item (Minecraft.startUseItem). The server runs Interact with the packet's
  hand (GuestUse::Entity), and mobs, armour stands, leads and mounts use
  the held hand's stack, so an off-hand bucket milks a cow and off-hand
  wheat feeds it (#1362).
- The entity tracker sends an item frame's item and rotation when they go
  back to empty and 0, so a punched frame shows empty on clients (#1355).
- lan_e2e `hands`: the bow, the golden apple, the off-hand bucket and wheat
  and the emptied frame, for the host and the guest.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 08:39:45 +02:00
Ludovic MarieandClaude Opus 5.5 d522d8fe50 Saved state: burning, air and falling survive a reopen; InLove for every animal
- Guests' player data saves Fire, Air and fall_distance and puts them back
  on their body when they come back (single player's players are guests
  of the integrated server), so a burning player still burns after a
  reopen (#1323); the old single player's level.dat keeps fall_distance
  too (#1327).
- Every Animal saves and loads InLove, so a fed animal stays in love
  across a reopen and is not fed again (#1396).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 08:39:29 +02:00
Ludovic Marie 55e7084890 Merge branch 'fix/mob-knockback-view' into fix/bed-respawn 2026-10-23 08:36:16 +02:00
Ludovic Marie cffa98d509 Merge branch 'fix/items-out-of-blocks' into fix/mob-knockback-view 2026-10-23 08:36:16 +02:00
Ludovic Marie 9df27670f2 Merge branch 'fix/setworldspawn' into fix/items-out-of-blocks 2026-10-23 08:36:16 +02:00
Ludovic Marie 83c6d78013 Merge branch 'fix/server-player-shield-mining' into fix/setworldspawn 2026-10-23 08:36:16 +02:00
Ludovic Marie 83db7e3c41 Merge branch 'fix/contact-damage' into fix/server-player-shield-mining 2026-10-23 08:36:16 +02:00
Ludovic MarieandClaude Opus 5.5 39438efd76 lan_e2e contacts: sneak before landing on magma, read health before letting go
The sneaking case read the health after releasing Shift and waiting 10
ticks on the magma, so a hit from standing up counted (and one could land
between the first reading and the key press).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 08:36:16 +02:00
Ludovic MarieandClaude Opus 5.5 0e36cb4d7a Beds: respawning checks the bed and stands up beside it, else the world spawn
A bed sets the respawn point as vanilla's ServerPlayer.startSleepInBed does
(once in reach, day or night): a RespawnConfig at the bed's head with the
player's yaw, not forced; straw beds never set it (straw_bed_rule).
Respawning resolves it through findRespawnAndUseSpawnBlock, which now
handles beds: AbstractBedBlock.findStandUpPosition (beside the bed on the
side away from the yaw it was set from, around it, then on it; bunk beds
too) through DismountHelper, facing the bed. A bed that is gone or boxed
in sends the player to the world spawn with "You have no home bed or
charged respawn anchor, or it was obstructed", and the point is forgotten:
in the window's world, on the server thread and for LAN guests. Leaving
the End goes to the bed too (not using it up).

Saves keep a bed as the player's `respawn` (resolved through its block
when loaded), and a `spawnpoint` in the Overworld as forced. A fallback
that is the world spawn follows `setworldspawn` with a bed or anchor set.

tools/test_use_item_on_parity.py: respawn cases at a bed's head set from
some yaw (intact, bunk, only the foot left or gone, crowded), against
vanilla's real findRespawnAndUseSpawnBlock; 4000/4000 and 12000/12000 on
two seeds. lan_e2e `beds`: intact, gone and boxed in, host and guest.

Fixes #1308

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 08:11:22 +02:00
kerneldroid 4dff61b697 feat(shaders): complete wgpu Iris/Horizon API-2 shader pipeline, shadow & G-buffer passes, GLSL translator fixes, and settings/import UI 2026-10-23 11:07:03 +05:00
Ludovic Marie 13f98233ea Merge remote-tracking branch 'origin/main' into fix/texture-mcmeta-blur-clamp
# Conflicts:
#	crates/horizon-client/src/hud.rs
2026-10-23 07:59:50 +02:00
Ludovic MarieandClaude Opus 5.5 5c9f11b954 Benchmark: a 1080p set next to 720p
perf_bench ran every game in a 1280x720 window only. It now runs the
standard set at 1280x720 and 1920x1080 (--sizes picks others), each size
its own reports: <label>-rd<N>.json at 720p as before, <label>-1080p-rd<N>.json
at 1080p.

Horizon takes vanilla's --width and --height for its window's starting size
(1280x720 by default); perf_bench passes them to every game, and to Horizon
only off 720p, so builds before this one still run the 720p set.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 07:58:53 +02:00
Ludovic Marie c8f00dcf1e Merge branch 'fix/items-out-of-blocks' into fix/mob-knockback-view 2026-10-23 07:52:34 +02:00
Ludovic Marie 3d36883f52 Merge branch 'fix/setworldspawn' into fix/items-out-of-blocks
# Conflicts:
#	tools/lan_e2e.py
2026-10-23 07:52:33 +02:00
Ludovic Marie e84f86a813 Merge branch 'fix/server-player-shield-mining' into fix/setworldspawn
# Conflicts:
#	crates/horizon-client/src/lan/playerdata.rs
#	tools/lan_e2e.py
2026-10-23 07:51:25 +02:00
Ludovic Marie 48c1b04cb0 Merge branch 'fix/contact-damage' into fix/server-player-shield-mining
# Conflicts:
#	tools/lan_e2e.py
2026-10-23 07:50:58 +02:00
Ludovic Marie 10f6b183e3 Merge branch 'fix/server-air-absorption' into fix/contact-damage
# Conflicts:
#	tools/lan_e2e.py
2026-10-23 07:50:48 +02:00
Ludovic Marie f949f08488 Merge remote-tracking branch 'origin/main' into fix/server-air-absorption
# Conflicts:
#	tools/lan_e2e.py
2026-10-23 07:45:28 +02:00
Ludovic MarieandClaude Opus 5.5 144741b7c7 Screen overlays: one texture sample, as on main
The vignette, drawn over every frame, went from one texture sample to up to
four texel loads and per-pixel address arithmetic: +0.85 ms of GPU a frame on
an HD 620 (integer modulo, removed in the commit before), still +0.4 ms after
it.

- A blurred sprite gets a one-texel border in the atlas, copied from its
  opposite edges: the hardware's bilinear sample of the atlas with the
  entity group's linear sampler is then GL_LINEAR with repeat, edges
  included. Clamp-to-edge keeps the sample point half a texel inside the
  sprite, which is what the hardware's clamp does for both filters.
- Each sampling has its own pipeline, the shader specialised by override
  constants: a repeat sprite runs main's arithmetic and one sample, nearest
  or linear; only clamp adds a clamp. The sampling moves from the vertices
  to the quad, so the vertex layout is main's again.
- A black vignette changes no pixel (it darkens by texture x colour), and is
  no longer drawn: in daylight its brightness fades to 0 within half a
  minute, so most frames outdoors skip it, which main never could.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 07:35:26 +02:00
Ludovic Marie 5bb492ca54 Merge pull request #1318 from levzzz5154/fix/tnt-minecart-explosions
🤖 Agent: merged after verify passed and a proof run on the Mac mini: the self-check passed (parity 22/22), and six TNT minecarts now chain (6 → 0; 5 survive on main). Thanks @levzzz5154!
2026-10-23 06:56:31 +02:00
Ludovic Marie 15616aa115 Merge pull request #1317 from levzzz5154/fix/minecart-collisions
🤖 Agent: merged after verify passed and a proof run on the Mac mini: the self-check passed (parity 22/22), and lan_e2e minecarts passes in both single-player modes. Thanks @levzzz5154!
2026-10-23 06:56:07 +02:00
Ludovic Marie 910f59bf0e Merge pull request #1213 from ludovic111/fix/server-respawn-levels
🤖 Agent: merged after verify passed and the wave-3 integration on the desktop by integ-w3: main + 17 PRs, fmt, clippy 0, 1929 workspace tests, parity --changed (only known flakes failed, and those passed on rerun), lan_e2e in both modes, and the perf numbers back to back against main posted on each PR.
2026-10-23 06:27:48 +02:00
Ludovic Marie 247a33d889 Merge pull request #1212 from ludovic111/fix/server-end-gateways
🤖 Agent: merged after verify passed and the wave-3 integration on the desktop by integ-w3: main + 17 PRs, fmt, clippy 0, 1929 workspace tests, parity --changed (only known flakes failed, and those passed on rerun), lan_e2e in both modes, and the perf numbers back to back against main posted on each PR.
2026-10-23 06:26:20 +02:00
Ludovic Marie a1597c041f Merge pull request #1211 from ludovic111/fix/server-command-levels
🤖 Agent: merged after verify passed and the wave-3 integration on the desktop by integ-w3: main + 17 PRs, fmt, clippy 0, 1929 workspace tests, parity --changed (only known flakes failed, and those passed on rerun), lan_e2e in both modes, and the perf numbers back to back against main posted on each PR.
2026-10-23 06:24:51 +02:00
Ludovic Marie 1a4e783a04 Merge pull request #1210 from ludovic111/feat/lan-levels-check
🤖 Agent: merged after verify passed and the wave-3 integration on the desktop by integ-w3: main + 17 PRs, fmt, clippy 0, 1929 workspace tests, parity --changed (only known flakes failed, and those passed on rerun), lan_e2e in both modes, and the perf numbers back to back against main posted on each PR.
2026-10-23 06:23:22 +02:00
Ludovic Marie 91466d160c Merge pull request #1216 from ludovic111/feat/truetype-fonts
🤖 Agent: merged after verify passed and the wave-3 integration on the desktop by integ-w3: main + 17 PRs, fmt, clippy 0, 1929 workspace tests, parity --changed (only known flakes failed, and those passed on rerun), lan_e2e in both modes, and the perf numbers back to back against main posted on each PR.
2026-10-23 06:21:55 +02:00
Ludovic Marie ce04baf1ba Merge pull request #1215 from ludovic111/feat/win-screen
🤖 Agent: merged after verify passed and the wave-3 integration on the desktop by integ-w3: main + 17 PRs, fmt, clippy 0, 1929 workspace tests, parity --changed (only known flakes failed, and those passed on rerun), lan_e2e in both modes, and the perf numbers back to back against main posted on each PR.
2026-10-23 06:20:28 +02:00
Ludovic Marie b75370cf26 Merge remote-tracking branch 'origin/main' into m1215
# Conflicts:
#	crates/horizon-client/src/game/startup_menu.rs
#	crates/horizon-client/src/options_ui.rs
2026-10-23 06:11:37 +02:00
Ludovic MarieandClaude Opus 5.5 feeefb3a33 Mobs: a punch shows smooth and slow, as on vanilla's client
The server sends a knocked-back, pushed or jumping mob's move at once
(Entity.needsSync), and the remote client walks every living entity along
the server's positions with vanilla's SteppedInterpolationHandler: each
position takes the type's update interval to reach, sped up while steps
pile up. Before, the client waited for the next due update and then
lerped there in fewer ticks, so a hit pig jumped away fast.

tools/test_stepped_interpolation_parity.py drives vanilla's unmodified
InterpolationData and the Rust port with the same packets and ticks
(random cases and a punched pig's knockback); 135236 positions and
rotations match bit for bit.

Fixes #1374

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 05:38:46 +02:00
Ludovic MarieandClaude Opus 5.5 65bd2d0d45 Items push out of blocks; a server's client digs at the server's speed
ItemEntity.tick: an item stuck inside a full block (one set on it) has no
physics on the server and moves toward the closest free side
(Entity.moveTowardsClosestSpace: north, south, west, east, up; 0.1 to 0.3 a
tick), instead of staying in the block (#1252).

A server's client (LAN guests, and the window on the server thread) digs at
the same speed as the server: getDestroyProgress with the submerged mining
speed, haste, fatigue and efficiency, not the plain tool speed, so it no
longer finishes early under water and gets the block put back (#1254).

lan_e2e: `drops` (a diamond under a block set on it comes out, in both
views) and `underwater` (dirt by hand at eye height under water: about
halfway at 35 ticks on client and server, broken by 105).

Fixes #1252, #1254.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 05:38:25 +02:00
Ludovic MarieandClaude Opus 5.5 5c4600e403 /setworldspawn moves the world spawn, not the player's respawn point
SetWorldSpawnCommand sets the level's spawn and its angle; a player without
a bed or anchor respawns there (it used to set the player's own spawn
point, so other players and later deaths kept the old one). The angle is
saved in level.dat's spawn (yaw, pitch), and a guest whose saved respawn
point is the world spawn follows it when it moves.

lan_e2e `worldspawn`: /setworldspawn 24 blocks east, then the host and the
guest die and respawn there.

Fixes #1310.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 05:38:25 +02:00
Ludovic MarieandClaude Opus 5.5 2898b40670 Server players: an axe-disabled shield stays down 5 s, death forgets the digging
ItemCooldowns ticks once a tick for each player: a server's players count
their shield cooldown down in tick_guests, and the host's world in tick_world
(it was in tick_using, which ran for the host and again for every guest's
swap, so a guest's shield came back early on the server thread).

A guest that dies stops digging (its mining, the delay and the crack go), so
the block it was breaking doesn't break once it respawns.

lan_e2e: `shield` (a vindicator's axe disables each player's shield; the
server's cooldown then falls 40 in 40 ticks) and `deathmining` (die while
breaking obsidian, respawn, the obsidian stays). `lan status` and the agent
state report the shield cooldown.

Fixes #1315, #1316.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 05:38:24 +02:00
Ludovic MarieandClaude Opus 5.5 ed28e1dd0d Contact damage: magma, cactus, lit campfires and sweet berry bushes hurt in both modes
Entity.applyEffectsFromBlocks: MagmaBlock.stepOn burns a player standing on
it who is not sneaking (hot_floor, 1), CactusBlock and CampfireBlock.entityInside
hurt what touches them (cactus 1, campfire 1, soul campfire 2, lit only).
A server's players (LAN guests, and the host on the server thread) now get
these and the grown sweet berry bush prick along the moves their client sent
that tick: the server rebuilds the tick's movement history and runs the
damage half of the block effects.

lan_e2e `contacts`: magma, sneaking on magma, a lit campfire, a cactus, grown
and young berry bushes, for the host and the guest.

Fixes #1305, #1311, #1312, #1313.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 05:38:24 +02:00
Ludovic MarieandClaude Opus 5.5 7acebbae45 Server players: the HUD's bubbles and golden hearts follow the server, absorption is saved, Nether lava pushes harder
The server sends a player's own air supply and absorption amount
(Entity.DATA_AIR_SUPPLY_ID, Player.DATA_PLAYER_ABSORPTION_ID) when they
change, and the client applies them: on the server thread and as a LAN
guest the breath meter follows the server's Respiration-extended air
(#1304) and the golden hearts show (#1306). The connected client's tick
sets the helmet's Respiration and the Nether's FAST_LAVA as the window's
own tick does (#1309).

AbsorptionAmount is written from the live body and read back on load,
in the window's world and for a server's players (#1307).

lan_e2e: absorption, breath and lava checks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 05:38:24 +02:00
Ludovic MarieandClaude Opus 5.5 0c133101b6 Screen overlays: wrap texels with a select, not integer modulo
The camera overlays (the vignette every frame) read up to four texels a
pixel, each wrapped with two integer modulos. Intel GPUs emulate integer
division. Reducing the coordinate to one period first (fract, as the shader
did before) leaves every read at most one texel outside the sprite, so a
select wraps it. Same texels and weights; clamp-to-edge is unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 05:21:47 +02:00
Ludovic Marie 9c6b35d4cb Merge remote-tracking branch 'origin/main' into fix/texture-mcmeta-blur-clamp 2026-10-23 05:21:47 +02:00
Ludovic Marie 357dceb999 Merge pull request #1197 from ludovic111/feat/locator-bar
🤖 Agent: merged after verify passed and the wave-3 integration on the desktop by integ-w3: main + 17 PRs, fmt, clippy 0, 1929 workspace tests, parity --changed (only known flakes failed, and those passed on rerun), lan_e2e in both modes, and the perf numbers back to back against main posted on each PR.
2026-10-23 05:21:26 +02:00
Ludovic Marie aec75bbd28 Merge pull request #1194 from ludovic111/feat/armour-trims-worn
🤖 Agent: merged after verify passed and the wave-3 integration on the desktop by integ-w3: main + 17 PRs, fmt, clippy 0, 1929 workspace tests, parity --changed (only known flakes failed, and those passed on rerun), lan_e2e in both modes, and the perf numbers back to back against main posted on each PR.
2026-10-23 05:19:59 +02:00
Ludovic Marie 8b6d49c4b4 Merge pull request #1357 from ludovic111/docs/agent-control
🤖 Agent: merged after verify passed and the agent-control-2 integration of all six PRs on the Mac mini. agent_control_e2e passes in CLI and MCP (one known survival flake), launcher_mcp_e2e passes, No AI is refused, and the options, screen_layout, menu_click and world_options parity harnesses pass. Ludovic asked for this on 2026-10-23.
2026-10-23 05:17:45 +02:00
Ludovic Marie 03c4d2c683 Merge pull request #1353 from ludovic111/feat/agent-connect-game
🤖 Agent: merged after verify passed and the agent-control-2 integration of all six PRs on the Mac mini. agent_control_e2e passes in CLI and MCP (one known survival flake), launcher_mcp_e2e passes, No AI is refused, and the options, screen_layout, menu_click and world_options parity harnesses pass. Ludovic asked for this on 2026-10-23.
2026-10-23 05:16:19 +02:00
Ludovic Marie 891b122783 Merge pull request #1256 from ludovic111/perf/random-tick-counts
🤖 Agent: merged after verify passed and the wave-3 integration on the desktop by integ-w3: main + 17 PRs, fmt, clippy 0, 1929 workspace tests, parity --changed (only known flakes failed, and those passed on rerun), lan_e2e in both modes, and the perf numbers back to back against main posted on each PR.
2026-10-23 05:15:28 +02:00
Ludovic Marie 06b754db4a Merge pull request #1253 from ludovic111/perf/spawn-checks
🤖 Agent: merged after verify passed and the wave-3 integration on the desktop by integ-w3: main + 17 PRs, fmt, clippy 0, 1929 workspace tests, parity --changed (only known flakes failed, and those passed on rerun), lan_e2e in both modes, and the perf numbers back to back against main posted on each PR.
2026-10-23 05:14:01 +02:00
Ludovic Marie 1c18ac6087 Merge pull request #1239 from ludovic111/perf/animated-texture-uploads
🤖 Agent: merged after verify passed and the wave-3 integration on the desktop by integ-w3: main + 17 PRs, fmt, clippy 0, 1929 workspace tests, parity --changed (only known flakes failed, and those passed on rerun), lan_e2e in both modes, and the perf numbers back to back against main posted on each PR.
2026-10-23 05:13:35 +02:00
Ludovic MarieandClaude Opus 5.5 d6f8dda823 Metal: the GPU frame timer measures the frame again (read about 0.01 ms)
On Apple GPUs timestamps go only at pass boundaries, and the frame was
bracketed by two one-thread compute passes. Two things made it read
about 0.01 ms:

- Metal resolves counter samples without waiting for the passes that
  write them. Resolved in the frame's own command buffer, the end
  timestamp was mostly the one an earlier frame left in the shared
  query. Each readback slot now has its own queries, and with markers a
  slot is resolved in a later frame, once on_submitted_work_done says the
  GPU finished the frame it timed.
- A compute pass depends on nothing, so the end marker ran alongside the
  frame's render passes. The end is now a render pass that loads the
  frame's target, shading one pixel with every write masked: it runs
  after every pass that drew into the target. The start stays a compute
  pass (cheaper than a load and store of the target).

M4 Pro, render distance 32, offscreen: GPU p50 0.002 ms before, now
1.95 ms against a 1.95 ms frame (village) and 4.46 ms against 4.51 ms
(mountain), where the frame is GPU-bound. Vulkan and DirectX 12, which
write timestamps between commands, are unchanged but for the per-slot
queries.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 05:13:25 +02:00
Ludovic Marie 0e81f178ec Merge pull request #1258 from ludovic111/perf/frustum-inside-columns
🤖 Agent: merged after verify passed and the wave-3 integration on the desktop by integ-w3: main + 17 PRs, fmt, clippy 0, 1929 workspace tests, parity --changed (only known flakes failed, and those passed on rerun), lan_e2e in both modes, and the perf numbers back to back against main posted on each PR.
2026-10-23 05:12:08 +02:00
Ludovic Marie d4c37adb0b Merge pull request #1199 from ludovic111/feat/far-detail-reduced
🤖 Agent: merged after verify passed and the wave-3 integration on the desktop by integ-w3: main + 17 PRs, fmt, clippy 0, 1929 workspace tests, parity --changed (only known flakes failed, and those passed on rerun), lan_e2e in both modes, and the perf numbers back to back against main posted on each PR.
2026-10-23 05:10:41 +02:00
Ludovic Marie 8120559415 Merge pull request #1198 from ludovic111/perf/frame-encode
🤖 Agent: merged after verify passed and the wave-3 integration on the desktop by integ-w3: main + 17 PRs, fmt, clippy 0, 1929 workspace tests, parity --changed (only known flakes failed, and those passed on rerun), lan_e2e in both modes, and the perf numbers back to back against main posted on each PR.
2026-10-23 05:10:15 +02:00
Ludovic Marie ba85348907 Merge pull request #1191 from ludovic111/perf/mod-content-build
🤖 Agent: merged after verify passed and the wave-3 integration on the desktop by integ-w3: main + 17 PRs, fmt, clippy 0, 1929 workspace tests, parity --changed (only known flakes failed, and those passed on rerun), lan_e2e in both modes, and the perf numbers back to back against main posted on each PR.
2026-10-23 05:08:48 +02:00
Ludovic Marie f73dc03fee Merge pull request #1275 from ludovic111/fix/perf-bench-readiness
🤖 Agent: merged after verify passed and the wave-3 integration on the desktop by integ-w3: main + 17 PRs, fmt, clippy 0, 1929 workspace tests, parity --changed (only known flakes failed, and those passed on rerun), lan_e2e in both modes, and the perf numbers back to back against main posted on each PR.
2026-10-23 05:08:23 +02:00
Ludovic Marie 0623d41954 Merge remote-tracking branch 'origin/main' into m1353
# Conflicts:
#	tools/agent_control_e2e.py
2026-10-23 05:04:53 +02:00
Ludovic Marie f642105e84 Merge remote-tracking branch 'origin/main' into feat/java-packs-photon-chocapic 2026-10-23 04:04:11 +02:00
Ludovic Marie 820dfe1819 Merge pull request #1345 from ludovic111/feat/agent-connect-launcher
🤖 Agent: merged after verify passed and the agent-control-2 integration of all six PRs on the Mac mini. agent_control_e2e passes in CLI and MCP (one known survival flake), launcher_mcp_e2e passes, No AI is refused, and the options, screen_layout, menu_click and world_options parity harnesses pass. Ludovic asked for this on 2026-10-23.
2026-10-23 03:41:19 +02:00
Ludovic Marie 15b2007f54 Merge pull request #1344 from ludovic111/feat/agent-control-launcher
🤖 Agent: merged after verify passed and the agent-control-2 integration of all six PRs on the Mac mini. agent_control_e2e passes in CLI and MCP (one known survival flake), launcher_mcp_e2e passes, No AI is refused, and the options, screen_layout, menu_click and world_options parity harnesses pass. Ludovic asked for this on 2026-10-23.
2026-10-23 03:39:51 +02:00
Ludovic Marie d42c246122 Merge pull request #1343 from ludovic111/feat/agent-control-game
🤖 Agent: merged after verify passed and the agent-control-2 integration of all six PRs on the Mac mini. agent_control_e2e passes in CLI and MCP (one known survival flake), launcher_mcp_e2e passes, No AI is refused, and the options, screen_layout, menu_click and world_options parity harnesses pass. Ludovic asked for this on 2026-10-23.
2026-10-23 03:38:25 +02:00
Ludovic Marie 9e1401cc92 Merge pull request #1342 from ludovic111/feat/no-ai-switch
🤖 Agent: merged after verify passed and the agent-control-2 integration of all six PRs on the Mac mini. agent_control_e2e passes in CLI and MCP (one known survival flake), launcher_mcp_e2e passes, No AI is refused, and the options, screen_layout, menu_click and world_options parity harnesses pass. Ludovic asked for this on 2026-10-23.
2026-10-23 03:37:59 +02:00
Ludovic Marie f6d82abb66 Merge pull request #1358 from ludovic111/feat/site-desktop-hardware
🤖 Agent: merged after verify passed; the desktop benchmark and the breakdowns for the /benchmarks page (site only).
2026-10-23 03:36:33 +02:00
Ludovic Marie 850354ca28 Merge pull request #1337 from ludovic111/feat/telemetry-hardware
🤖 Agent: merged after verify passed. Ludovic asked on 2026-10-23 for every hardware fact players send (opt-in). The end-to-end run against a local server is in the description: breakdowns need ≥3 installs, with no install ID or exact value. The consent version goes up to 2, so players who opted in are asked again, as the privacy page promises.
2026-10-23 03:35:06 +02:00
Ludovic Marie 4fe9d19ca3 Merge pull request #1265 from rdbtCVS/t3/revert-pr-1257-server-threading
🤖 Agent: merged after verify passed and a local run on the Mac mini. lan_e2e on the server thread passes for host and guest: boats, minecarts, frames, ladder, lightning, riding and mounts. Parity --changed passed 25 of 25, and the server-thread default is confirmed. Single player runs on its server thread again. Thanks @rdbtCVS for pushing for the root fix.
2026-10-23 03:16:47 +02:00
Ludovic MarieandClaude Opus 5.5 213cffcf3e Benchmark report: the screen read again at the end of the run
Under Wayland the title screen can come before the window is on a screen, so the
report's hardware.display stayed empty (seen end to end in a headless sway).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 03:13:09 +02:00
Ludovic MarieandClaude Opus 5.5 0a450d2963 Benchmarks: the desktop (RTX 4080), players' hardware breakdowns, memory in the estimate
- The desktop measured: Horizon v2026.10.22.13 against vanilla 26.3 at render
  distance 12 and 32, 3 runs each, 1280x720, VSync off, in a headless sway on
  the RTX 4080 (never on its screen). Replaces the "not yet measured" note.
- /benchmarks shows each players' group's hardware split (RAM, VRAM, drive,
  system, GPU kind) and, once the telemetry server has some, a "Players'
  hardware" table from /v1/aggregate's breakdowns. Hidden without data.
- The picker takes the memory too. Players' groups whose installs have neither
  the picked RAM nor the GPU's VRAM class count as further away, and the result
  says what they had and when a game's peak memory is a large share of the RAM.
- Each GPU in the spec table has its memory (0: shared).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 03:11:31 +02:00
Ludovic MarieandClaude Opus 5.5 7db6ce51a6 Docs: control Horizon with your AI agent (players), the full inventory (developers)
website/docs/agents.md, in the nav under "Going further", is the player's page.
It covers what an agent can do, connecting it from the launcher, copy-paste
config for Claude Code, Codex, Cursor and any MCP client, the game's AI Agent
page, a CLI quick reference, safety and No AI.

docs/agent-control.md is rewritten for developers:
- the surfaces, and why one MCP server covers the launcher and the game;
- the inventory, before and after, for the launcher and the game;
- No AI on every surface, and the launcher commands that stay;
- connecting from the launcher and the game;
- the design rules for a new command.

docs/launcher-commands.md lists every launcher command, its arguments and its
MCP tool. It is generated from the clap definition (cli_tools::markdown). The
launcher test the_launcher_reference_is_up_to_date fails when it is stale or a
tool is undocumented, like horizon-ctl's generated reference.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 03:10:58 +02:00
Ludovic MarieandClaude Opus 5.5 768f149190 Horizon Settings > AI Agent: turn agent control on, see who is connected, copy the details
Horizon Settings gains a row: "AI Agent..." and "No AI: Off". No AI hides the
AI Agent page and closes the control socket at once.

The AI Agent page has an Agent Control switch (horizon-extras.txt
agentControl, off by default): on, the game the player starts opens the
default control endpoint, so horizon-ctl and MCP clients reach it without
--control. Turning it off closes the endpoint at once; dropping a control
server now also stops its listener thread. The page shows whether an agent
is connected, when it last sent a command and the socket, and Copy
Connection Details copies the socket path, a horizon-ctl line to try and the
MCP config for this game.

agent_control_e2e.py --scenario setting covers it: Agent Control on opens the
endpoint without --control, the pages list their widgets, Copy works, and
turning the switch off removes the endpoint while the game keeps running.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 03:04:19 +02:00
Ludovic MarieandClaude Opus 5.5 75d818fad6 Telemetry: the screen also when Wayland names it late
Right after a window is made, Wayland doesn't say which screen it is on, so
current_monitor() is None and display was missing (seen end to end in a headless
sway). Fall back to the primary, else the only, monitor, and read it again when a
session ends; agent control's status (the benchmark report's display) uses the same.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 02:55:38 +02:00
Ludovic MarieandClaude Opus 5.5 3bfb345714 horizon-ctl options: the agent page (Horizon Settings > AI Agent)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 02:47:42 +02:00
Ludovic MarieandClaude Opus 5.5 51be242af0 Launcher Settings: Connect an AI agent, and the No AI switch
Settings gets an AI group with the No AI switch (horizon_core::no_ai, the
same switch the game reads) and, while it is off, a Connect an AI agent
section that replaces the old command-line note: a picker for Claude Code,
Codex, Cursor or any MCP client, the ready-made config with a Copy button,
the client's own add command (claude mcp add / codex mcp add) shown and run
only when the player clicks Add, and Test the connection, which starts the
MCP server as a client would and says how many tools answered. Client CLIs
are found on the PATH or in the folders installers use, since a launcher
started from the desktop gets a short PATH on macOS.

horizon-launcher agent-config --test runs the same test; the launcher
harness checks it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 02:35:09 +02:00
Ludovic MarieandClaude Opus 5.5 ef792ec3b9 Launcher MCP: every CLI command is a tool of the same name, plus settings and agent-config
The MCP tools are generated from the CLI's clap definition (cli_tools.rs):
mods_search is horizon-launcher mods search, with the same arguments, and
a call runs that command with --json. So the mod browser, modpacks, hosted
servers, settings, game arguments, data collection, desktop entry and the
benchmark are all reachable, and new CLI commands become tools by
themselves. Destructive ones need confirm: true and carry destructiveHint.
The session keeps play, server (with server_command/log/stop),
account_list and account_sign_in in-process, renamed after the CLI
(launch_client is play; play takes join for an invite code).

New CLI commands: settings [KEY VALUE] (selected version, folders,
install-new-versions, opening animation) and agent-config, the MCP config
for Claude Code, Codex, Cursor and any client. play takes --world and
--creative. Under No AI, mcp and agent-config are hidden and refused.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 02:31:38 +02:00
Ludovic MarieandClaude Opus 5.5 684ec5357e agent_control_e2e manage: close the options with close
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 02:27:59 +02:00
Ludovic MarieandClaude Opus 5.5 b62a866f39 agent_control_e2e manage: the player's position is under player
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 02:27:59 +02:00
Ludovic MarieandClaude Opus 5.5 a6e3fca1dd horizon-ctl: interact-entity beside hold, away from the logs arm
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 02:27:59 +02:00
Ludovic MarieandClaude Opus 5.5 bcbf860aaa horizon-ctl: every player action in the one command table, with a generated reference
The table gains what only the raw socket could do (options pages, connect
and invite codes, disconnect, LAN, Play with Friends, books, signs, mount
inventories, effects, xp, enchant, potion, fill, containers) and new
commands: worlds, world-rename, world-backup, world-delete --confirm (the
Select and Edit World screens, from the title screen only), servers (the
Multiplayer list) and interact-entity (right-click an entity). status,
mouse, pad, release, bench and stats become MCP tools; summon takes a
position. Destructive and network tools carry MCP annotations.

docs/horizon-ctl-commands.md is generated from the table
(horizon-ctl help --markdown) and a test fails when it drifts. The
agent_control_e2e manage scenario exercises the new commands.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 02:27:59 +02:00
Ludovic MarieandClaude Opus 5.5 b117930ae4 No AI: one switch that turns off agent control (socket, horizon-ctl, both MCP servers)
horizon_core::no_ai reads and writes the noAi line of the game's
horizon-extras.txt, so the launcher and the game share one switch. While
it is on the game never opens its control socket, horizon-ctl refuses every
command with exit 4 and kind denied, horizon-ctl mcp and horizon-launcher
mcp refuse to start (and refuse calls if it is turned on mid-session), and
horizon-launcher no-ai [on|off] shows or sets it. The game's extras keep
the key when they rewrite the file. Both e2e harnesses check it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 02:27:58 +02:00
Ludovic MarieandClaude Opus 5.5 a57efd4fa0 Launcher lock file: horizon-bench now depends on horizon-telemetry
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 02:27:54 +02:00
Ludovic MarieandClaude Opus 5.5 7eeb7ebbc2 Merge feat/win-screen (Options test fix) into feat/truetype-fonts
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 02:16:55 +02:00
Ludovic MarieandClaude Opus 5.5 3f58e512e0 Options test: Credits & Attribution follows Horizon's two buttons
main (#1271) pins Horizon Settings and Mods as the grid's last buttons;
this branch adds Credits & Attribution after them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 02:16:54 +02:00
Ludovic Marie 602e86e093 Merge pull request #1132 from ludovic111/feat/switch-to-0-2
🤖 Agent: merged after verify passed. Go-day step 5 (docs/versioning.md): Ludovic said go on 2026-10-23 ("tu peux envoyer la 0.2"). The bridges are out (v2026.10.22 and launcher-v0.17.0), and the latest stable is v2026.10.22.07, built after the freeze. The launcher redesign (#1269) and the mod browser are merged.
2026-10-23 02:16:49 +02:00
Ludovic Marie 8b0152bd11 Merge remote-tracking branch 'origin/main' into sw1132 2026-10-23 02:09:13 +02:00
Ludovic Marie 1c7656ee9b Merge pull request #1269 from ludovic111/feat/design-gaming
🤖 Agent: merged after verify passed. Ludovic approved the redesign on 2026-10-23. Integration run on the desktop by integ-w3 (main + the mod browser stack + this), then main merged and re-checked on the Mac mini (launcher clippy, tests).
2026-10-23 02:08:43 +02:00
Ludovic Marie 91f42fb633 Merge remote-tracking branch 'origin/main' into l269-merge 2026-10-23 02:01:27 +02:00
Ludovic MarieandClaude Opus 5.5 828398b5ec Telemetry: every hardware fact that explains performance, broken down by class
What players send (opt-in, unchanged switches) now describes the whole machine:
CPU cores and base/boost clock, the GPU's maker, integrated or discrete and its
VRAM, the drive under the game folder (NVMe/SSD/HDD), the screen (size, refresh,
scale), on battery or mains, laptop or desktop. Perf, crash and bug items carry
them in `system`; benchmark reports in `hardware`. No serials, host or user
names, or paths. CONSENT_VERSION goes to 2, so players are asked again.

The server keeps the new fields in `systems.extra` (the table is rebuilt once
on old databases, ids kept). /v1/aggregate and /v1/benchmarks/summary add
breakdowns by RAM class, VRAM class, drive, OS and integrated/discrete GPU;
a class is published only with at least 3 different installs, never a raw value.
website/scripts/benchmarks.mjs mirrors the classes on the shared fixtures.

The summary's "not Horizon or plain vanilla" check returned None (accepted)
instead of the rejection; it now matches the site's script.

The launcher's "View what would be sent" and `data show` list every field.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:59:39 +02:00
Ludovic MarieandClaude Opus 5.5 e6237aa1da Merge the updated stack base (with origin/main) into fix/server-respawn-levels
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:57:17 +02:00
Ludovic MarieandClaude Opus 5.5 f582eae9f4 Merge the updated stack base (with origin/main) into fix/server-end-gateways
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:57:17 +02:00
Ludovic MarieandClaude Opus 5.5 e4fb8f0f3f Merge the updated stack base (with origin/main) into fix/server-command-levels
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:57:17 +02:00
Ludovic MarieandClaude Opus 5.5 b6a018bf87 Merge origin/main into feat/lan-levels-check
tools/lan_e2e.py: main added the mounts check; levels stays last (it moves
the players between dimensions, and skips itself without --server-thread).
CHECKS and CHECK_FNS: 67 each.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:57:10 +02:00
Ludovic MarieandClaude Opus 5.5 bdbe59155d Locator bar: drop the live-backdrop check main removed
#1271 removed the title's live world backdrop (backdrop_live), so the
locator bar hides on the title alone.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:56:28 +02:00
Ludovic MarieandClaude Opus 5.5 43a6fe0f7d Merge main into #1265: mount inventories for a server's players
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:53:53 +02:00
Ludovic Marie 92b0ee1347 Merge pull request #1325 from ludovic111/fix/server-mount-inventory
🤖 Agent: merged after verify passed and the local parity run (102 of 102 at a4e68e6a, posted on the PR); lan_e2e mounts passes in both modes.
2026-10-23 01:52:24 +02:00
Ludovic MarieandClaude Opus 5.5 91dc5b0f18 Merge main into #1265: riding for a server's players
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:52:02 +02:00
Ludovic Marie 014fc57b97 Merge pull request #1246 from ludovic111/feat/modbrowser-modpacks-port
🤖 Agent: merged after verify passed and the integration run on the desktop (integ-w3: main + the mod browser stack + #1269; fmt, clippy, 1224 + 131 tests, mod_browser_harness ok).
2026-10-23 01:46:33 +02:00
Ludovic Marie a9ccd5458c Merge pull request #1243 from ludovic111/feat/modbrowser-project-page
🤖 Agent: merged after verify passed and the integration run on the desktop (integ-w3: main + the mod browser stack + #1269; fmt, clippy, 1224 + 131 tests, mod_browser_harness ok).
2026-10-23 01:45:07 +02:00
Ludovic Marie 3e99730b98 Merge remote-tracking branch 'origin/main' into sw1132 2026-10-23 01:43:49 +02:00
Ludovic Marie f7b6777af6 Merge pull request #1244 from ludovic111/feat/modbrowser-e2e-harness
🤖 Agent: merged after verify passed and the integration run on the desktop (integ-w3: main + the mod browser stack + #1269; fmt, clippy, 1224 + 131 tests, mod_browser_harness ok).
2026-10-23 01:43:40 +02:00
Ludovic Marie 00b438d0ce Merge pull request #1242 from ludovic111/feat/modbrowser-java-launcher
🤖 Agent: merged after verify passed and the integration run on the desktop (integ-w3: main + the mod browser stack + #1269; fmt, clippy, 1224 + 131 tests, mod_browser_harness ok).
2026-10-23 01:43:13 +02:00
Ludovic Marie 990c609269 Merge pull request #1230 from ludovic111/feat/modbrowser-java-verdicts
🤖 Agent: merged after verify passed and the integration run on the desktop (integ-w3: main + the mod browser stack + #1269; fmt, clippy, 1224 + 131 tests, mod_browser_harness ok).
2026-10-23 01:39:39 +02:00
Ludovic Marie 9cfed309ac Merge pull request #1240 from ludovic111/fix/mod-item-network-ids
🤖 Agent: merged after verify passed and the integration run on the desktop (integ-w3: main + the mod browser stack + #1269; fmt, clippy, 1224 + 131 tests, mod_browser_harness ok).
2026-10-23 01:38:13 +02:00
Ludovic MarieandClaude Opus 5.5 0ff735b664 Merge the updated stack base (with origin/main) into fix/server-respawn-levels
Brings the base branch's merge of origin/main into this stacked branch.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:32:59 +02:00
Ludovic MarieandClaude Opus 5.5 2b088da069 Merge the updated stack base (with origin/main) into fix/server-end-gateways
Brings the base branch's merge of origin/main into this stacked branch.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:32:59 +02:00
Ludovic MarieandClaude Opus 5.5 5472d4c668 Merge the updated stack base (with origin/main) into fix/server-command-levels
Brings the base branch's merge of origin/main into this stacked branch.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:32:58 +02:00
Ludovic MarieandClaude Opus 5.5 5e55ebd2a7 Merge origin/main into feat/lan-levels-check
tools/lan_e2e.py: main added the minecarts, frames, lightning and riding
checks; levels stays last (it moves the players between dimensions, and
skips itself without --server-thread). CHECKS and CHECK_FNS: 66 each.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:32:58 +02:00
Ludovic MarieandClaude Opus 5.5 181c91d1b8 Merge feat/win-screen (now with main) into feat/truetype-fonts
Brings #1215's merge of origin/main into this stacked branch.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:32:30 +02:00
Ludovic MarieandClaude Opus 5.5 906d02fff3 Merge origin/main into feat/win-screen
- game.rs: main (#1271) dropped the Horizon-theme checks from menu_blur and
  the title scroll; kept without them, with this branch's WinScreen parts
  (the credits alone blur, the title doesn't scroll under the Win screen).
  Screen keeps main's Friends and this branch's Win.
- control.rs: horizon-ctl options pages keep credits, horizon and
  shader-packs.
- options_ui.rs: Page keeps Credits and main's Horizon. The Options grid is
  main's (Horizon Settings and Mods in vanilla's Telemetry and Credits slots;
  Horizon Extras now sits inside Horizon Settings) with Credits & Attribution
  after them, laid out by this branch's row count.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:32:30 +02:00
Ludovic Marie 900bba1269 Merge remote-tracking branch 'origin/main' into l269-merge
# Conflicts:
#	docs/design-system.md
2026-10-23 01:31:40 +02:00
Ludovic MarieandClaude Opus 5.5 9e11394600 Merge feat/armour-trims-worn (now with main) into feat/locator-bar
No conflicts: brings #1194's merge of origin/main into this stacked branch.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:31:20 +02:00
Ludovic MarieandClaude Opus 5.5 901a5b8207 Merge origin/main into feat/armour-trims-worn
hud.rs: HudAtlas::slots keeps this branch's trim size parameter, with
main's doc line (the on-screen keyboard's text replaced the Horizon menu
text, #1271).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:31:19 +02:00
Ludovic MarieandClaude Opus 5.5 ed76af1c11 Merge origin/main into feat/far-detail-reduced
graphics.rs: main (#1271) dropped the level key from horizon-graphics.txt;
farDetail stays after lodDistance in main's format (21 keys, 21 values).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:31:05 +02:00
Ludovic Marie 8500adab0c Merge pull request #1314 from ludovic111/fix/server-riding
🤖 Agent: merged after verify passed and the local parity run (102 of 102, posted on the PR); lan_e2e riding passes in both modes.
2026-10-23 01:29:03 +02:00
Ludovic Marie 8b52929723 Merge pull request #1324 from ludovic111/feat/site-live-count
🤖 Agent: merged after verify passed; the Chromium checks are in the description.
2026-10-23 01:20:57 +02:00
Ludovic MarieandClaude Opus 5.5 a4e68e6a53 Mount inventories for a server's players, and llama inventories
A server's players (single player on its server thread, LAN guests,
dedicated-server players) get the horse inventory: shift + use on a tamed
horse, donkey, mule, camel or llama, or the inventory key while riding one
(ServerboundPlayerCommandPacket OPEN_INVENTORY), opens HorseInventoryMenu
over the mount with ClientboundMountScreenOpenPacket. Clicks run on the
menu engine's new Kind::Mount (saddle and body ArmorSlots that take what
the mount may wear, the chest, AbstractMountInventoryMenu.quickMoveStack),
and the slots go back to the mount with the item's equip sound.

The client shows a server's mount screen, predicts its clicks with the
same engine and sends OPEN_INVENTORY when the inventory key is pressed
while riding. Llamas now have their inventory in the window too: the
carpet slot and a chest of `strength` columns, no saddle slot.

lan_e2e `mounts` checks it for the host and a guest, with and without
--server-thread.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:20:51 +02:00
Ludovic MarieandClaude Opus 5.5 4eb7a98330 Website: "Playing now" on the home page, from the telemetry server's live count
The home page's "At a glance" list gets a fifth row with how many play right now, read from
https://telemetry.playhorizon.dev/v1/live (3 s timeout, again every minute while the tab is
visible). It stays hidden while nobody plays or the server doesn't answer. The FAQ no longer
says the "I'm playing" ping is off: the server is live since #1276.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:19:42 +02:00
Ludovic Marie 27bf66b354 Merge pull request #1274 from ludovic111/feat/site-releases-bench
🤖 Agent: merged after verify passed; Ludovic approved the site design. The Releases and Benchmarks pages go live with this.
2026-10-23 01:14:23 +02:00
Ludovic Marie b3e9d8ebd1 Merge pull request #1276 from ludovic111/feat/telemetry-live
🤖 Agent: merged after verify passed. telemetry.playhorizon.dev is live on Railway (service telemetry in horizon-site, volume /data): /healthz, /v1/live (a test ping counted) and /v1/benchmarks/summary (CORS for playhorizon.dev) answer. The PR's local end-to-end runs are in the description.
2026-10-23 01:14:18 +02:00
Ludovic Marie baf013dd3f Merge remote-tracking branch 'origin/main' into feat/site-releases-bench 2026-10-23 01:12:59 +02:00
Ludovic Marie e310a5ca5e Merge pull request #1259 from ludovic111/feat/website-blocks
🤖 Agent: merged after verify passed; Ludovic approved the site design.
2026-10-23 01:12:08 +02:00
Ludovic MarieandClaude Opus 5.5 c7f6903144 Merge feat/modbrowser-modpacks-port (now with main) into feat/design-gaming
launcher/src/main.rs: main (#1271) removed the Game menus setting (one menu
style now) where this branch restyled Settings. Kept the Game and About
group headings, dropped the Game menus row as main does, and renumbered the
rows after it (game arguments n+4, Horizon n+5, Launcher n+6).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:09:23 +02:00
Ludovic MarieandClaude Opus 5.5 05497ddd10 Merge origin/main into fix/mod-item-network-ids
No conflicts: brings main (with #1271) so CI tests this head on current main.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:08:34 +02:00
Ludovic MarieandClaude Opus 5.5 038e52f87e Merge feat/modbrowser-project-page (now with main) into feat/modbrowser-modpacks-port
No conflicts: carries the stack's merge of origin/main.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:08:33 +02:00
Ludovic MarieandClaude Opus 5.5 69887b87d1 Merge feat/modbrowser-java-launcher (now with main) into feat/modbrowser-project-page
No conflicts: carries the stack's merge of origin/main.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:08:33 +02:00
Ludovic MarieandClaude Opus 5.5 4786d56d5b Merge feat/modbrowser-java-launcher (now with main) into feat/modbrowser-e2e-harness
No conflicts: carries the stack's merge of origin/main.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:08:32 +02:00
Ludovic MarieandClaude Opus 5.5 a5d68dc890 Merge feat/modbrowser-java-verdicts (now with main) into feat/modbrowser-java-launcher
No conflicts: carries #1230's merge of origin/main up the stack.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:08:31 +02:00
Ludovic MarieandClaude Opus 5.5 9ae041ccd3 Merge origin/main into feat/modbrowser-java-verdicts
No conflicts: brings main (with #1271) under the mod browser stack.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 01:08:30 +02:00
Ludovic Marie 63507e7c26 Merge remote-tracking branch 'origin/main' into feat/website-blocks
# Conflicts:
#	docs/design-system.md
2026-10-23 00:58:57 +02:00
Ludovic Marie 52aa397b26 Merge pull request #1271 from ludovic111/feat/vanilla-menus
🤖 Agent: merged after verify passed. Local proof on the merged head bf274d92: fmt, clippy -D warnings, client and launcher tests, parity --changed origin/main, and test_friends.py --server-thread. CI parity passed on the earlier head. Every Horizon setting is reachable from vanilla-style screens (list in the PR body).
2026-10-23 00:56:15 +02:00
levzzz 18078e058d Explosions hurt and push minecarts, so TNT minecarts chain
ServerExplosion.hurtEntities skipped minecarts: a TNT minecart's blast
never reached the carts beside it. Carts now take the explosion's damage
through VehicleEntity.hurtServer (destroyed past 40, where
MinecartTNT.destroy primes a TNT cart with a 0-39 tick fuse, as
damageSourceIgnitesTnt counts explosions) and the knockback from their
eyes. The exploding cart is the explosion's source, so it is removed
before the blast and can't hit itself. Cart ticks now look carts up by id,
since a blast can remove or prime other carts mid-loop.
2026-10-23 03:47:04 +05:00
Ludovic MarieandClaude Opus 5.5 33dcc66379 Merge main into #1265: keep the vehicle checks, take the server-thread default
lan_e2e takes main's version: #1280 kept `boats` (passing with and
without --server-thread) and added `minecarts`, `frames` and `lightning`
next to `ladder`, and main's run() already sets HORIZON_SERVER_THREAD
explicitly as this branch does. The code keeps this branch's change:
single player runs on its server thread by default again.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 00:42:15 +02:00
Ludovic MarieandClaude Opus 5.5 525129fbe6 Riding animals for a server's players
Single player on its server thread, LAN guests and dedicated-server
players could not ride: a server player's turn had no mount input, and
its client had nothing to sit on.

The server now drives a server player's animal from that player's
PlayerInput (forward, back, strafe, jump, sneak, sprint) and rotation,
through the same tick_mount_riding the window's player uses:
- the jump bar charges per player (MountState swapped with the turn);
- sneaking gets off, with SetPassengers and the teleport beside it;
- a mount ridden by another player can't be taken or fed (isVehicle);
- an animal whose rider left stops taking its input.
The client sits where positionRider puts it on the animal it was sent,
and charges its own jump bar for the HUD.

Ridden movement (pre-existing, also in the window): Mob.setSpeed sets zza
too, so the ridden input set before the speed was lost and pigs and
striders crawled while horses walked on with no key held; the input is
now set after the speed (travelRidden). The ridden speed uses the
effective movement speed (a cold strider's modifier, potions), and a
shivering strider rides at 0.35 of it (Strider.getRiddenSpeed).

lan_e2e riding: the host and a guest saddle and ride a horse (walk and
jump), a pig and a strider with their sticks, a camel and a donkey, sit
on a llama, harness and fly a happy ghast, and get off, with and
without --server-thread. `mobs` reports ridden, controlled, saddled.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 00:40:34 +02:00
levzzz 18bf8cd2ef Minecarts push each other in their own ticks, as vanilla does
OldMinecartBehavior.tick ends with pushAndPickupEntities: after a cart
moves, every other cart in its box (0.2 wider) gets push(cart). Horizon
pushed all pairs once before any cart moved, so carts placed inside each
other stayed exactly overlapping (push skips distances under 1e-4) and
never split apart. Pushes now run per cart, after its move, with
pushOtherMinecart's Mth sin table facing and float thresholds.
2026-10-23 03:40:19 +05:00
Ludovic MarieandClaude Opus 5.5 bf274d9254 Merge origin/main into feat/vanilla-menus
With #1285 Play with Friends works on the server thread: friends_view
offers sharing there, so the pause menu's Friends icon is active on both
paths and inactive only on another server.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-23 00:04:42 +02:00
Ludovic Marie 07e7179773 Merge pull request #1285 from ludovic111/fix/friends-server-thread
🤖 Agent: merged on verify plus local proof. tools/test_friends.py passes with the host on its server thread and in the frame (code, self-hosted relay and short code, stop). Parity --changed: 22/0. Whichever of #1271 and this lands second drops #1271's server-thread greying of the Friends icon.
2026-10-22 23:56:10 +02:00
Ludovic Marie a161487994 Merge pull request #1280 from ludovic111/fix/1222-server-vehicles
🤖 Agent: merged on verify plus local proof, since CI parity is queued behind the Mac mini runners. Parity --changed origin/main on this head: 102/0. lan_e2e passes with and without --server-thread, for the host and for a LAN guest: boats, minecarts, frames, ladder, lightning. The default is unchanged here; #1265 follows once riding animals work for a server's players too.
2026-10-22 23:55:38 +02:00
Ludovic MarieandClaude Opus 5.5 8c2f683e0a Merge origin/main into feat/vanilla-menus
Conflict: #1237's weather now returns its own vertices; the title draws
none (the live title backdrop is gone).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 23:15:35 +02:00
Ludovic Marie 190faa4f55 Merge pull request #1268 from rdbtCVS/perf/surface-biome-cells
🤖 Agent: merged after verify passed and the contributor integration on the desktop (v5: workspace tests 1887/0, naga 0 failures, parity --changed 304/0). Rendering checked with before/after scenes: the screenshots match, and per-frame CPU and GPU time goes down.
2026-10-22 23:07:27 +02:00
Ludovic MarieandClaude Opus 5.5 725962b858 Merge feat/win-screen into feat/truetype-fonts
No conflicts: brings #1215's Screen::Win menu-blur arm.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 23:04:30 +02:00
Ludovic MarieandClaude Opus 5.5 9f54087a86 Win screen: cover main's menu-blur match (Screen::Win)
Main's Screen::blurs_background (in-world menu blur) has no arm for the
new Screen::Win. WinScreen.extractBackground fills the screen with the End
portal while the poem rolls and falls back to Screen.extractBackground
(blurred) for the credits alone, so Game::menu_blur blurs only for the
credits without the poem.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 23:04:29 +02:00
Ludovic Marie 36aa1ec0a2 Merge pull request #1237 from rdbtCVS/perf/cache-rain-snow-params-157e7038
🤖 Agent: merged after verify passed and the contributor integration on the desktop (v5: workspace tests 1887/0, naga 0 failures, parity --changed 304/0). Rendering checked with before/after scenes: the screenshots match, and per-frame CPU and GPU time goes down.
2026-10-22 23:00:50 +02:00
Ludovic MarieandClaude Opus 5.5 c8d8a35273 Merge feat/armour-trims-worn (#1194) into feat/locator-bar
Stacks #1197 on #1194 so it merges cleanly after it. game/packs.rs: both
PRs add one line to the resource reload; both are kept (waypoint styles,
then armour-stand trims).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 22:58:43 +02:00
Ludovic MarieandClaude Opus 5.5 65fbde0f15 Merge the updated stack base (with origin/main) into fix/server-respawn-levels
No conflicts: brings the base branch's merge of origin/main into this stacked branch.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 22:58:17 +02:00
Ludovic MarieandClaude Opus 5.5 54e9379bc1 Merge the updated stack base (with origin/main) into fix/server-end-gateways
No conflicts: brings the base branch's merge of origin/main into this stacked branch.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 22:58:16 +02:00
Ludovic MarieandClaude Opus 5.5 5a2d55c863 Merge the updated stack base (with origin/main) into fix/server-command-levels
No conflicts: brings the base branch's merge of origin/main into this stacked branch.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 22:58:15 +02:00
Ludovic MarieandClaude Opus 5.5 b6b6eb9a87 Merge origin/main into feat/lan-levels-check
tools/lan_e2e.py: main added the ladder and boats checks where this branch
added levels. Both are kept, with levels still last: it moves the players
between dimensions (and skips itself without --server-thread).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 22:58:00 +02:00
Ludovic MarieandClaude Opus 5.5 6bd80fe817 Merge feat/win-screen (now with main) into feat/truetype-fonts
No conflicts: brings #1215's merge of origin/main into this stacked branch.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 22:57:07 +02:00
Ludovic MarieandClaude Opus 5.5 3ce3fe0374 Merge origin/main into feat/win-screen
hud.rs: HudBatch keeps both new fields, end_portal (this branch) and
blur_at (main's menu blur), in the struct, its constructor and the test
batch. draw_range already draws EndPortal runs on either side of blur_at.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 22:56:56 +02:00
Ludovic Marie 8ddb74031c Merge pull request #1273 from rdbtCVS/perf/end-island-volumes
🤖 Agent: merged after verify passed and the contributor integration on the desktop (v7: core 99 and worldgen 81 tests, 23 worldgen/density/noise parity harnesses 23/0; bit-exact by construction, with a test against the scalar path).
2026-10-22 22:52:05 +02:00
Ludovic MarieandClaude Opus 5.5 7f7a05cbd0 Play with Friends on single player's server thread
Sharing a world with an invite code refused with the integrated server
on its own thread ("open a singleplayer world first"): the window is a
client there. It now shares that server as Open to LAN publishes it:
friends_start publishes it when it isn't, the invite tunnel points at
its port, stopping sharing unpublishes it again, and the pause menu
shows the Friends entry with the players the server lists.

test_friends.py --server-thread runs the host's world on its server
thread; the host's own move and blocks go through /tp, /fill and
/setblock, which the server answers in both modes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 22:49:31 +02:00
Ludovic MarieandClaude Opus 5.5 e5fbba281c Releases: a title made of issue numbers reads its line from the notes
"Horizon 2026.10.22.07: #1255, mob pushes, fix, #1222" now shows "Single player runs in the frame again
until server players have vehicles and 3 more".

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 22:36:45 +02:00
Ludovic MarieandClaude Opus 5.5 63d59b26cf Benchmarks: the ThinkPad's runs, and Java's per-scene wins
- ThinkPad (i7-7500U, HD Graphics 620, Mesa): Horizon v2026.10.22.04 (two flights per scene) against vanilla
  26.3 (two games) at render distance 12. Java loads chunks faster there and flies the mountain faster; the
  page says so. Render distance 32 isn't published for it: neither game loaded the spawn in 5 minutes, and
  Horizon kept only 900 to 1,400 columns resident when given 25.
- "Where Java is ahead" also lists scenes where vanilla's average beats Horizon's by more than 5%.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 22:35:05 +02:00
Ludovic MarieandClaude Opus 5.5 72b749cdb0 Merge origin/main into feat/vanilla-menus
Conflicts: the menu blur (#1249) now runs without the Horizon style check,
chat and the tab list draw under every screen as before the blur split,
and the HUD's second range draws without the removed colour grade. Play
with Friends blurs the world behind it like vanilla's other menus.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 22:30:12 +02:00
Ludovic MarieandClaude Opus 5.5 1a8dae9f21 lan_e2e boats: the pool in a stone basin, for worlds that float
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 22:23:32 +02:00
Ludovic MarieandClaude Opus 5.5 5d77ace9a4 Merge main into #1237: keep #1234's column table and #1238's bolt quads
#1234 replaced column_size with a LazyLock table and #1238 added the
lightning quad count to gfx.rs's max chain; this branch rewrote both
places. weather.rs keeps this branch's code with #1234's table and tests;
gfx.rs takes the max over cloud, lightning and weather quads.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 22:22:19 +02:00
Ludovic MarieandClaude Opus 5.5 afd3874482 Lightning for a server's players: the bolt and the sky flash
With single player on its server thread the window drew no lightning,
and LAN guests and dedicated-server players never did: the server never
sent the bolt (it lived outside the tracked entities) and the client had
nothing to draw for a lightning_bolt AddEntity.

The server gives each bolt an entity id and tracks it like the other
entities; the client adds a visual-only bolt for it (LightningBolt.tick
off the server: sounds, the sky flash, the drawn bolt) and ticks bolts
and the flash in its level tick. `status` reports bolts and flashes, and
lan_e2e's `lightning` check summons one beside each player and asserts
both sides get the bolt and the flash.

lan_e2e: the vehicle checks put the players apart first, and run()
sets HORIZON_SERVER_THREAD explicitly either way, as #1265 does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 22:16:05 +02:00
Ludovic MarieandClaude Opus 5.5 16b7e60074 Fix #1222 at the root: vehicles for a server's players
Single player on its server thread, LAN guests and dedicated-server
players could not board, drive or break boats and minecarts, nor use
item frames and armor stands: the client sent Interact/Attack only for
mobs, the server aimed only at mobs, and nothing carried riding over
the network.

Client (remote.rs, remote_vehicles.rs):
- Interact/Attack for boats, minecarts, item frames, armor stands and
  paintings, with the hit location (Minecraft.hitResult).
- SetPassengers seats the player; a boat ticks on the rider's client and
  goes to the server as MoveVehicle and PaddleBoat every tick; a
  MoveVehicle back puts it where the server says; a minecart moves on the
  server and the rider sits in it.

Server (lan_vehicles.rs, lan_actions.rs, hub.rs):
- look_at_entity aims at every pickable object, at the client's hit point.
- The guest's vehicle is its Entity.vehicle during its turn; tick_boats
  and tick_carts leave guest-ridden vehicles to their riders.
- handleMoveVehicle with its checks (invalid values kick, too quickly,
  moved wrongly, colliding with anything new), handlePaddleBoat.
- Player.rideTick: sneaking gets out, then SetPassengers and the
  teleport beside the vehicle (dismountTo); a minecart moves with the
  rider's input; a passenger's moves only turn it.
- SetPassengers for guests through hub.riding; one rider per vehicle.

lan_e2e: boats (host and guest board, paddle, the other side sees the
boat move, sneak out, break), minecarts and frames (item frame and armor
stand) for both, passing with and without --server-thread.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 22:16:05 +02:00
Ludovic Marie 83fa14e51b Merge pull request #1235 from rdbtCVS/t3/cache-end-sky-mesh
🤖 Agent: merged after verify passed and the contributor integration on the desktop (v5: workspace tests 1887/0, naga 0 failures, parity --changed 304/0). Rendering checked with before/after scenes: the screenshots match, and per-frame CPU and GPU time goes down.
2026-10-22 22:12:48 +02:00
Ludovic Marie 7a0bdbc05e Merge pull request #1238 from rdbtCVS/t3/cache-lightning-bolt-geometry
🤖 Agent: merged after verify passed and the contributor integration on the desktop (v5: workspace tests 1887/0, naga 0 failures, parity --changed 304/0). Rendering checked with before/after scenes: the screenshots match, and per-frame CPU and GPU time goes down.
2026-10-22 22:12:23 +02:00
Ludovic Marie 67277d4571 Merge pull request #1234 from rdbtCVS/t3/cache-column-size-table
🤖 Agent: merged after verify passed and the contributor integration on the desktop (v5: workspace tests 1887/0, naga 0 failures, parity --changed 304/0). Rendering checked with before/after scenes: the screenshots match, and per-frame CPU and GPU time goes down.
2026-10-22 22:10:50 +02:00
Ludovic MarieandClaude Opus 5.5 d3bad12383 Merge main into #1268: keep the End shortcut around the cached surface pass
#1264 wrapped build_surface in `if !self.identity_end_surface(pos)` where
this branch adds the uniform_biomes field to the same SurfaceQueries. Kept
the condition with the new field inside it; both tests are kept.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 22:04:39 +02:00
Ludovic Marie a9682c5554 Merge pull request #1264 from rdbtCVS/perf/end-identity-surface
🤖 Agent: merged after verify passed and the wave 2 integration run on the desktop (main + 16 contributor PRs, tree 71afc562: workspace tests 1887/0, launcher 113, naga translations 0 failures, parity --changed 304/0).
2026-10-22 22:02:53 +02:00
Ludovic Marie 663b11d8dd Merge pull request #1251 from rdbtCVS/t3/fix-firework-tooltip-display
🤖 Agent: merged after verify passed and the wave 2 integration run on the desktop (main + 16 contributor PRs, tree 71afc562: workspace tests 1887/0, launcher 113, naga translations 0 failures, parity --changed 304/0).
2026-10-22 22:01:25 +02:00
Ludovic Marie 4779b48d2b Merge pull request #1250 from rdbtCVS/t3/fix-slash-command-autocomplete
🤖 Agent: merged after verify passed and the wave 2 integration run on the desktop (main + 16 contributor PRs, tree 71afc562: workspace tests 1887/0, launcher 113, naga translations 0 failures, parity --changed 304/0).
2026-10-22 22:01:00 +02:00
Ludovic Marie 01f1a0360d Merge pull request #1249 from rdbtCVS/t3/fix-menu-background-blur
🤖 Agent: merged after verify passed and the wave 2 integration run on the desktop (main + 16 contributor PRs, tree 71afc562: workspace tests 1887/0, launcher 113, naga translations 0 failures, parity --changed 304/0).
2026-10-22 21:59:29 +02:00
Ludovic Marie dcb3749ed1 Merge pull request #1248 from rdbtCVS/t3/fix-block-place-animation
🤖 Agent: merged after verify passed and the wave 2 integration run on the desktop (main + 16 contributor PRs, tree 71afc562: workspace tests 1887/0, launcher 113, naga translations 0 failures, parity --changed 304/0).
2026-10-22 21:57:58 +02:00
Ludovic Marie 96a031792b Merge pull request #1247 from rdbtCVS/t3/fix-q-drop-animation
🤖 Agent: merged after verify passed and the wave 2 integration run on the desktop (main + 16 contributor PRs, tree 71afc562: workspace tests 1887/0, launcher 113, naga translations 0 failures, parity --changed 304/0).
2026-10-22 21:56:24 +02:00
Ludovic Marie 08a73694ab Merge pull request #1245 from rdbtCVS/t3/fix-instant-mined-block-delay
🤖 Agent: merged after verify passed and the wave 2 integration run on the desktop (main + 16 contributor PRs, tree 71afc562: workspace tests 1887/0, launcher 113, naga translations 0 failures, parity --changed 304/0).
2026-10-22 21:55:59 +02:00
Ludovic Marie fb7665d88e Merge pull request #1231 from rdbtCVS/perf/saved-light-loading
🤖 Agent: merged after verify passed and the wave 2 integration run on the desktop (main + 16 contributor PRs, tree 71afc562: workspace tests 1887/0, launcher 113, naga translations 0 failures, parity --changed 304/0).
2026-10-22 21:54:19 +02:00
Ludovic MarieandClaude Opus 5.5 9e1c3ec860 perf_bench: the readiness gate only with a chunk target; a test for the quiet start
Without min_chunks (the old call) wait_loaded behaves as before, which tests/test_perf_bench.py's
old-builds case relies on.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 21:51:16 +02:00
Ludovic MarieandClaude Opus 5.5 be16401f90 Telemetry: send to telemetry.playhorizon.dev, a benchmarks summary, the Railway config
- DEFAULT_ENDPOINT is https://telemetry.playhorizon.dev. The heartbeat, the launcher's live count and the
  outbox upload all go there; HORIZON_TELEMETRY_URL still names another server, and HORIZON_TELEMETRY_URL=off
  sends nothing at all. CI workflows and the harnesses that start the game or the launcher set off. Consent
  is unchanged: the four switches stay opt-in, only the anonymous ping is always on.
- GET /v1/benchmarks/summary: players' benchmark uploads grouped by GPU, CPU, render distance and game, groups
  of 3+ installs only, medians per install then across installs, no install ID, day, OS version, driver,
  memory or screen. Cached 10 minutes, CORS for the website. Same rules as website/scripts/benchmarks.mjs,
  tested on the same fixtures; a deleted install leaves its groups at once.
- /v1/aggregate no longer lists the newest 50 raw benchmark reports (hardware, driver, day, one install each):
  uploads are published only through the summary.
- Behind Railway's proxy the rate limit counts X-Real-IP, else the last X-Forwarded-For entry (the one the
  proxy adds; a client could choose the first). Still in memory only, never stored or logged.
- crates/horizon-telemetry-server/railway.json: Dockerfile build from the repository root, health check
  /healthz, one replica in europe-west4 (one SQLite file on the /data volume).
- Docs: docs/telemetry.md, the server README (the summary's shape, Railway setup), the privacy page (the ping
  is on, where the data lives, how benchmark uploads are shown).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 21:46:32 +02:00
Ludovic MarieandClaude Opus 5.5 7eded537d6 perf_bench: wait for Horizon to actually load before timing a scene
Right after a teleport, and at spawn, Horizon v2026.10.22.04 reports nothing queued and steady chunk counts
for over a second before it starts loading. wait_loaded() took that for "loaded" and stopped the clock with
0 to 3 sections meshed (load 0.1 s), so the flights ran over empty terrain and the frame rates meant nothing.

Now the counts must change once since the wait began (or stay at the full view for 5 s), and the resident
chunks must reach 80% of the view circle (pi x RD^2), before a steady second counts as loaded.

Measured with it on the Mac mini and the ThinkPad for the website's Benchmarks page (#1274). At RD 32 a 4-thread
laptop needs --timeout above the default 300 s.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 21:45:57 +02:00
Ludovic MarieandClaude Opus 5.5 fd9e6a7e78 Benchmarks: the Mac mini's runs, Horizon v2026.10.22.04 against vanilla 26.3
Three runs of each game at render distance 12 and 32 (tools/perf_bench.py, seed 1234, 1280x720, VSync off).
Horizon's average sits at the 144 Hz display (macOS presents in step with it even with VSync off): marked as
capped on the page.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 21:43:37 +02:00
Ludovic MarieandClaude Opus 5.5 aae60c16ba Website: a Releases page, "Recently added" on the home page, and a Benchmarks page
- /releases: every game and launcher release on one page, newest first, Stable / Alpha / Launcher marked and
  filterable. The newest three are open; each shows what it added and fixed, the full notes, its downloads and
  a link to GitHub. Baked at build time, refreshed from GitHub when a newer release is out. /releases#release-<tag>
  opens one.
- Home: "Recently added" replaces the patch notes block: the last five releases on one line each and three
  highlights from what they added.
- /benchmarks: Horizon against vanilla Java Edition 26.3 measured on our machines (average FPS, 1% lows, p95
  frame time, start to world, chunk loads, memory, at render distance 12 and 32), saying where Java is ahead;
  a GPU + CPU picker that shows a measurement when there is one and otherwise a marked estimate with a range,
  from our own spec table (method explained on the page); players' results read live from the telemetry
  server's GET /v1/benchmarks/summary, falling back to the baked public/benchmarks.json, groups of 3+ installs
  only.
- scripts/benchmarks.mjs builds public/benchmarks.json from our reports (and, for tests, telemetry items) with
  the same rules as the server; fixtures shared with the server's test.
- Releases and Benchmarks in the nav and footer; docs/performance.md links the page.
- Pixelify Sans' "fi" ligature drew "fixes" as "Axes": common ligatures off.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 21:43:36 +02:00
rdbtCVS 4e04e97565 Reuse eligible End island candidates across bounded density volumes 2026-10-22 20:29:00 +01:00
Ludovic MarieandClaude Opus 5.5 fc8643b380 Docs: settings screenshots show the vanilla Video Settings and Advanced Graphics screens
Captured on the Mac mini with the game's offscreen capture (1280x720),
replacing the Horizon menu style's Video page.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 21:06:51 +02:00
Ludovic MarieandClaude Opus 5.5 954bb6a1fa Play with Friends: the pause icon takes controller focus, help moves to a Troubleshooting button
The pause menu's Friends icon is recorded as a widget, so a controller
reaches it and the control socket names it. The sharing screen's long help
URL ran off the screen: a Troubleshooting... button beside Done opens it,
and the hint drops out when it would reach the footer. The graphics docs
say what the two Horizon screens hold (vanilla's own settings stay on Video
Settings).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 21:06:51 +02:00
Ludovic MarieandClaude Opus 5.5 042adc674a One menu style, vanilla's: Horizon's settings join vanilla's Options
Drop the Horizon menu style (options_horizon.rs, front.rs, the live title
backdrop and its post grade, the launcher's menu-style setting, CLI and MCP
tool). Every screen is vanilla's. Horizon's own settings hang off vanilla's
Options the way mods add theirs: Horizon Settings... and Mods... take the
Telemetry/Credits slots, and Horizon Settings opens Graphics, Advanced
Graphics, Shader Packs, Controller Settings, Extras and Mods, each a vanilla
options list with tooltips. Play with friends moves behind vanilla's Friends
buttons: the pause menu's opens Play with Friends (share, copy, stop), the
title screen's opens Join a Friend, and Direct Connection takes a full code.

Old files load as before: horizon.txt's menuStyle line and
horizon-graphics.txt's level line are ignored.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 21:06:51 +02:00
Ludovic MarieandClaude Opus 5.5 91d89b4abf Java shader packs: modf into a vector component works in an initialiser
The comma form of modf (`v.y = trunc(x), x - trunc(x)`) printed without
brackets in a declaration's initialiser, which naga's GLSL front end then
read as a second declarator. A unary + around it has glsl-lang print the
brackets.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 20:56:08 +02:00
rdbtCVS cd494e74ba Cache uniform resident biome cells during surface generation 2026-10-22 19:45:38 +01:00
Ludovic MarieandClaude Opus 5.5 f1f8170c58 Launcher: the offline name without its key, and Home before any version
The game keeps the offline name as "name:Player12345" in horizon-player.txt;
the top bar and the friends-only server list showed the whole line. Both
now read the name after the key.

With no version installed, Home has no landscape: its title starts below
the top bar like the other pages, and the sidebar says "No version
installed" instead of "Needs preparing".

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 20:33:35 +02:00
Ludovic MarieandClaude Opus 5.5 700c9ec8cd Merge main into #1264: keep the --snapshot usage line
main's warmed-timing change and this branch both edited the usage comment
at the top of examples/chunkgen_bench.rs. Kept this branch's line, which
adds [--snapshot PATH]; no code change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 20:29:09 +02:00
Ludovic MarieandClaude Opus 5.5 60fc787288 Java shader packs: Photon, Chocapic13' and MakeUp Ultra Fast load
The translator now legalises what these packs write and naga refuses:
lookups without a level outside fragment shaders become textureLod at
level 0; struct varyings travel as one varying per field; textureGather
is emulated with texelFetch; a bool given to a numeric constructor
becomes cond ? 1 : 0; `const in` parameters lose the const; array fields
of private structs get their natural stride (naga lays every struct out
as std140); modf into a vector component assigns it instead of passing a
pointer. shaders.properties keeps the empty lines the preprocessor
leaves, so Photon's `) \` before `#else` ends its value.

real_packs_load now also parses every translated program again as WGSL,
which is what wgpu is given.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 20:24:55 +02:00
rdbtCVS 35ffbebcdd Revert #1257: keep the integrated server thread enabled by default
Revert commit cdaf1d79a0, preserving the ladder regression check added afterward.

Server-player bugs also affect dedicated servers and Open to LAN. Running single player in the frame only hides those bugs there; keep the shared server-thread path as the default and fix the underlying issues.
2026-10-22 19:18:03 +01:00
Ludovic Marie 1ec2762fe6 Merge pull request #1263 from ludovic111/fix/1255-ladder-fall
🤖 Agent: merged on verify plus local harness proof (CI parity is queued behind about 15 runs). The new lan_e2e ladder check: on main, ten blocks of ladder took the guest from 20 to 13 health; with the fix it lands at full health. Main was merged in, keeping both the ladder and boats checks.
2026-10-22 20:14:47 +02:00
Ludovic MarieandClaude Opus 5.5 2f8d913b85 Launcher: long lists draw only the rows near the screen
Versions and Patch notes list a hundred releases, and every frame laid out
and painted all of them. Rows more than a screen away from the viewport are
now empty blocks as tall as when they were last drawn (cull.rs), so the
page keeps its length; a row being installed or showing an error is always
drawn. Scrolling Versions on the Mac mini: median frame 8.2 -> 7.0 ms.

HORIZON_LAUNCHER_PROJECT=<slug> opens a project's page on the Mods page,
for screenshots, as HORIZON_LAUNCHER_PAGE opens a page.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 20:14:29 +02:00
Ludovic Marie 6c4309d36f Merge pull request #1205 from pirut/claude/upstream-mob-pushes
🤖 Agent: merged after verify passed and the integration run on the desktop (main 34c3c1cf + the 14 contributor PRs: workspace tests 1,869/0, launcher 113, parity --changed 320/0).
2026-10-22 20:11:51 +02:00
Ludovic Marie 95d0a06ba5 Merge pull request #1228 from ItsPotatoTime/fix/entity-metadata
🤖 Agent: merged after verify passed and the integration run on the desktop (main 34c3c1cf + the 14 contributor PRs: workspace tests 1,869/0, launcher 113, parity --changed 320/0).
2026-10-22 20:05:23 +02:00
Ludovic MarieandClaude Opus 5.5 90afc3dbf4 Merge main into fix/1255-ladder-fall (lan_e2e: keep both the ladder and boats checks)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 20:04:28 +02:00
Ludovic Marie cdaf1d79a0 Merge pull request #1257 from ludovic111/fix/1222-boat-interact
🤖 Agent: merged on verify plus local harness proof. It is a release-blocker fix, and CI parity is queued behind about 15 runs on the Mac mini. lan_e2e boats fails on main with --server-thread (riding None) and passes with this PR's default (in the frame, the path that was the default until #1114). fmt and clippy -D warnings pass. Server players' vehicles are tracked in FEATURES.md 4x.
2026-10-22 20:03:55 +02:00
Ludovic Marie d68ca84275 Merge pull request #1223 from rdbtCVS/perf/chunk-palette-loads
🤖 Agent: merged after verify passed and the integration run on the desktop (main 34c3c1cf + the 14 contributor PRs: workspace tests 1,869/0, launcher 113, parity --changed 320/0).
2026-10-22 20:01:51 +02:00
Ludovic MarieandClaude Opus 5.5 270ba3fea9 Launcher: a blocky, Minecraft-like look in dark and light
Blocks palettes (dark default, light, or the system's, chosen in Settings), Pixelify Sans for
headings and controls, Pixelarticons icons, square panels with an outline, a bevel and a lip,
inventory tabs, and pixel art drawn in code: a stone texture behind the pages and a landscape
behind Home. A top bar with the pages and the account chip, and a sidebar with the instances
(Horizon shows the grass block the mod browser draws from the player's prepared textures), the
hosted servers, and the launcher's version and channel. The mod browser's pages (kinds as tabs,
project icons in slots, verdicts as badges, the project page) are restyled, not rebuilt. The
benchmark also measures scrolling the Versions list.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 20:01:13 +02:00
Ludovic Marie 4f4dc33370 Merge pull request #1214 from pirut/claude/upstream-mojang-java
🤖 Agent: merged after verify passed and the integration run on the desktop (main 34c3c1cf + the 14 contributor PRs: workspace tests 1,869/0, launcher 113, parity --changed 320/0).
2026-10-22 20:00:23 +02:00
Ludovic MarieandClaude Opus 5.5 59adff16ff Merge main into #1205: keep push_tests next to teams_tests and sensor_scan_tests
#1200 and the teams change appended test modules at the same place as this
branch's push_tests. Main's modules are kept as they are and push_tests
follows them unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 19:57:27 +02:00
Ludovic Marie 160076e15f Merge pull request #1229 from rdbtCVS/perf/aquifer-neighborhood
🤖 Agent: merged after verify passed and the integration run on the desktop (main 34c3c1cf + the 14 contributor PRs: workspace tests 1,869/0, launcher 113, parity --changed 320/0).
2026-10-22 19:54:21 +02:00
Ludovic Marie 658d54e578 Merge pull request #1225 from pirut/claude/upstream-macos-pointer-lock
🤖 Agent: merged after verify passed and the integration run on the desktop (main 34c3c1cf + the 14 contributor PRs: workspace tests 1,869/0, launcher 113, parity --changed 320/0).
2026-10-22 19:54:10 +02:00
Ludovic Marie 3576a7a1c0 Merge pull request #1208 from pirut/claude/upstream-perlin-floor
🤖 Agent: merged after verify passed and the integration run on the desktop (main 34c3c1cf + the 14 contributor PRs: workspace tests 1,869/0, launcher 113, parity --changed 320/0).
2026-10-22 19:54:05 +02:00
Ludovic Marie 0ed1bd8deb Merge pull request #1207 from pirut/claude/upstream-feature-speedups
🤖 Agent: merged after verify passed and the integration run on the desktop (main 34c3c1cf + the 14 contributor PRs: workspace tests 1,869/0, launcher 113, parity --changed 320/0).
2026-10-22 19:53:54 +02:00
Ludovic Marie f254871c1f Merge pull request #1206 from pirut/claude/upstream-perlin-climate
🤖 Agent: merged after verify passed and the integration run on the desktop (main 34c3c1cf + the 14 contributor PRs: workspace tests 1,869/0, launcher 113, parity --changed 320/0).
2026-10-22 19:53:50 +02:00
Ludovic Marie 9f687dd1ec Merge pull request #1204 from pirut/claude/upstream-furnaces
🤖 Agent: merged after verify passed and the integration run on the desktop (main 34c3c1cf + the 14 contributor PRs: workspace tests 1,869/0, launcher 113, parity --changed 320/0).
2026-10-22 19:52:49 +02:00
Ludovic Marie dc6b648f69 Merge pull request #1203 from pirut/claude/upstream-hoppers
🤖 Agent: merged after verify passed and the integration run on the desktop (main 34c3c1cf + the 14 contributor PRs: workspace tests 1,869/0, launcher 113, parity --changed 320/0).
2026-10-22 19:52:37 +02:00
Ludovic Marie 36a5696abf Merge pull request #1202 from pirut/claude/upstream-mob-scans
🤖 Agent: merged after verify passed and the integration run on the desktop (main 34c3c1cf + the 14 contributor PRs: workspace tests 1,869/0, launcher 113, parity --changed 320/0).
2026-10-22 19:52:26 +02:00
Ludovic Marie 48d6211781 Merge pull request #1201 from pirut/claude/upstream-chunk-bookkeeping
🤖 Agent: merged after verify passed and the integration run on the desktop (main 34c3c1cf + the 14 contributor PRs: workspace tests 1,869/0, launcher 113, parity --changed 320/0).
2026-10-22 19:52:15 +02:00
Ludovic Marie 1ef5f8fae5 Merge pull request #1200 from pirut/claude/upstream-mob-world
🤖 Agent: merged after verify passed and the integration run on the desktop (main 34c3c1cf + the 14 contributor PRs: workspace tests 1,869/0, launcher 113, parity --changed 320/0).
2026-10-22 19:52:03 +02:00
rdbtCVS 0928c83d4c Skip provably unchanged native End surface traversal 2026-10-22 18:40:01 +01:00
Ludovic MarieandClaude Opus 5.5 724f42355f Fix #1255: server players climbing down a ladder take no fall damage
Player's MoveSimulationType is AUTHORITATIVE_SIDE_AND_SERVER, so a
ServerPlayer travels on the server too, and every tick on a ladder or
vine LivingEntity.handleOnClimbable resets its fall distance. Horizon's
server only replayed the client's moves (ServerPlayer.doCheckFallDamage),
so the fall distance grew all the way down a ladder and hurt the player
where it landed: LAN guests, dedicated-server players and, while single
player ran on the server thread (#1114), the single player.

lan_e2e ladder: the guest slides down ten blocks of ladder and lands with
full health (before: 20 -> 13).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 19:37:21 +02:00
Ludovic MarieandClaude Opus 5.5 8b16f76b3c Section walk: no per-section frustum test in columns entirely inside
A column whose box lies entirely inside the frustum holds no section the
frustum would reject (plane distances only grow from its nearest corner
to a section's farthest, and rounding keeps the order), so its sections
skip the test. At render distance 32 most columns are past the distance
where the vertical field of view takes in their whole height.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 19:29:54 +02:00
Ludovic MarieandClaude Opus 5.5 70c06224fe Website: the Blocks look, a blocky Minecraft-like design in Horizon's purple
horizon-theme gains the Blocks palettes (light and dark, WCAG AA on every panel and on the stone),
Pixelify Sans (OFL) and Pixelarticons (MIT); tokens.css now carries the Blocks colours, the pixel
font and the block edges. The site sets headings, navigation and buttons in Pixelify Sans, turns
the index lists into stacks of panels with an outline, a bevel and a lip, puts a stone texture
behind the page and Horizon's pixel landscape (a dawn or a sunset) behind the hero, both drawn in
code by scripts/art.mjs. Light and dark still follow the system, with the toggle.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 19:29:41 +02:00
Ludovic MarieandClaude Opus 5.5 c0fd8dabfd Fix #1222: single player runs in the frame again until server players have vehicles
Since #1114 single player's window is a player of its own server thread,
and a server's players can't use boats or minecarts: the client sends
Attack and Interact only for mobs (remote_start_attack, remote_use_entity),
the server aims a player's attack or use only at mobs and dragon parts
(look_at_entity), and neither side handles riding (no SetPassengers on the
client, no MoveVehicle or PaddleBoat packets). So a boat on water could not
be boarded or broken in single player.

The server thread is opt-in again (--server-thread or
HORIZON_SERVER_THREAD=1); --no-server-thread still works.

lan_e2e boats: the host right-clicks a boat on water and rides it, sneaks
out, and breaks it. Without --server-thread the host now runs the game's
default instead of forcing the frame, so the check covers what players get.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 19:15:44 +02:00
Ludovic MarieandClaude Opus 5.5 da991045f9 Modpacks: jars only CurseForge serves are left off, "CurseForge downloads coming soon"
The pack lists them with the mods left off, the port's log and fetch label say
the same, and docs/modpacks.md no longer asks for a key.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 18:54:33 +02:00
Ludovic MarieandClaude Opus 5.5 f926d1d2b1 Modpacks from the mod browser: ported in the same step, mods loaded together
Importing a modpack from the Mods page (or `mods install`) now ports it right away
for the selected version, so Play works straight after. port-pack leaves a
namespace two carried mods both claim to none of them (YUNG's mods all ship
`yungsapi`, which made the game drop three of them), and the launcher applies
the game's first-wins rule before it starts a pack, listing what it left off.

Measured on Vanilla Perfected, Slimes Adventure and All the Mods 10 (docs/modpacks.md):
2, 20 and 42 mods ported, every world loads, no crash.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 18:52:12 +02:00
Ludovic MarieandClaude Opus 5.5 b1dc23551b tools: end-to-end check of a Java mod from the mod browser
mod_browser_harness.py searches, checks and installs a mod through the launcher's
mods CLI in a scratch game folder, opens a world with it offscreen, places one of
its blocks and crafts one of its recipes on a crafting table, and times the world
load with and without it. Macaw's Fences: check 4.0 s, install 3.1 s, world load
5.4 s -> 7.3 s, hedge placed, 4 crafted.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 18:52:03 +02:00
Ludovic MarieandClaude Opus 5.5 f53998674d Launcher mod browser: project pages, search filters, project icons and gallery
A result's title opens its page in the launcher: icon, authors, downloads,
followers, licence, verdict (for a Java mod, what ports and what doesn't) and
Install, links, then Description (Markdown), Gallery and Versions tabs
(browser::details, Source::details on Modrinth's project and members).

Filters: sort (relevance, downloads, follows, newest, updated), loader, game
version, environment and categories, from the source's tag lists.

Icons and gallery images are fetched at run time over HTTPS from the sources'
image CDNs only, size-capped, decoded and scaled to PNGs in a 128 MB disk cache
(browser::images); a placeholder shows until they arrive. Vanilla's mark is a
grass block drawn from the player's prepared game files. Modrinth's logo isn't
shown: its branding is all rights reserved without written permission.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 18:51:56 +02:00
Ludovic MarieandClaude Opus 5.5 b8f79247b8 Mod browser: CurseForge is coming soon
Ludovic dropped CurseForge for now (its API needs a paid key). The Mods page shows
"CurseForge (coming soon)" beside the Modrinth switch, disabled and inert;
browser::sources() is Modrinth only, so no search or install goes to CurseForge,
and `--source curseforge` says it is coming soon. Text that asked for a key or
an environment variable now says CurseForge support is coming soon. Importing a
CurseForge zip or instance still works; jars only CurseForge serves are listed
as "CurseForge downloads coming soon".

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 18:50:25 +02:00
rdbtCVS a97d8098c7 Fix firework tooltip translations 2026-10-22 17:47:29 +01:00
rdbtCVS d67779d5a1 Make completion regression deterministic and include screenshots 2026-10-22 17:42:56 +01:00
rdbtCVS e7d42dc9d0 Fix in-world menu background blur 2026-10-22 17:41:17 +01:00
rdbtCVS ecbb0368c5 Fix hand swing prediction for rejected block placements 2026-10-22 17:37:42 +01:00
rdbtCVS 15b8514584 Fix registry-backed slash command suggestions on connected clients 2026-10-22 17:37:23 +01:00
Ludovic MarieandClaude Opus 5.5 6e83037fca end sky test: as_chunks instead of chunks_exact (clippy 1.99)
Rust 1.99's clippy denies chunks_exact with a constant size
(chunks_exact_to_as_chunks), so `cargo clippy --all-targets -D warnings`
failed on this test. Same check, written as as_chunks::<4>().

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 18:32:54 +02:00
rdbtCVS 6d36d468e7 Fix empty-hand drop animations 2026-10-22 17:29:55 +01:00
rdbtCVS d86a1b2882 Fix cooldown after instant survival breaks in multiplayer 2026-10-22 17:26:39 +01:00
rdbtCVS ca2d5e04dc Remove benchmark report from pull request 2026-10-22 17:15:46 +01:00
rdbtCVS b054c8db11 Remove benchmark report from pull request 2026-10-22 17:15:44 +01:00
rdbtCVS fba42920e4 Remove benchmark report from pull request 2026-10-22 17:15:41 +01:00
Ludovic MarieandClaude Opus 5.5 a3f81f3a30 Launcher: test a Java mod's install, dependencies, id clash and removal offline
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 18:10:20 +02:00
Ludovic MarieandClaude Opus 5.5 240e76160b Mod content: give mod items and blocks network ids, so they don't travel as air
The game and its integrated server map items and blocks to network ids through
the registries report (registries.json), which the content root left vanilla:
a mod's item in a slot, given or picked up, reached the client as air. The
content root now rewrites registries.json too, appending the new items and
blocks after vanilla's ids in plan order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 18:07:16 +02:00
rdbtCVS c9c7cda779 docs: record the completed ten-agent optimization sequence 2026-10-22 17:06:09 +01:00
Ludovic MarieandClaude Opus 5.5 3530560581 Launcher: Java mods in the mod browser, checked before install; Modpacks moves into Mods
The Mods page gets a Mods tab: Fabric, NeoForge, Forge and Quilt mods for 26.3
(1.21 and later with Show everything). Each result's jar is downloaded (allowed
CDNs, checksum), checked with horizon-port-pack (Works, Partly, Doesn't run, with
what ports and what doesn't) and the answer cached per file. Install copies the
carry into horizon-mods/<id>/ and turns it on in horizon-mods.txt, with required
mods that port; libraries with nothing to port are listed as not ported; id or
namespace clashes are refused. Remove deletes it and turns it off.

The Modpacks page becomes the Mods page's Modpacks tab: imported packs first,
then the search. CLI: mods search --kind mod, mods check <project>.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 18:00:24 +02:00
Ludovic MarieandClaude Opus 5.5 4a350bb0a0 port-pack carry: leave out recipes for items it didn't declare
A recipe whose result is one of the mod's own items that the carry didn't declare
(its block had no vanilla template) loaded and crafted air. Vanilla refuses a
recipe for an unknown item; the carry now moves such recipes to outside/ and lists
them (recipes_unregistered), and check says "N recipes for left-out blocks".
Found by the mod browser's end-to-end run on Macaw's Fences.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 18:00:23 +02:00
Ludovic MarieandClaude Opus 5.5 da996b9fd1 port-pack: check one mod jar (Works, Partly, Doesn't run) from its content and classes
`horizon-port-pack check <jar> <out>` carries a single jar into a folder content
mod and reads its class files (constant pool, superclass, declared methods) for
what the carry can't take: block entities, menus, entities, blocks and items with
behaviour of their own, recipe types, worldgen code, Mixins, game events. The
verdict and the lists of what ports and what is skipped go to check.json, for the
launcher's mod browser to show before install.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 18:00:23 +02:00
Ludovic Marie 022600481e Merge pull request #1236 from ludovic111/feat/microsoft-coming-soon
🤖 Agent: merged. Microsoft sign-in shows "Coming soon" while builds have no client ID (Ludovic, 2026-10-22). verify passes; launcher tests 96+14+1.
2026-10-22 17:58:51 +02:00
Ludovic MarieandClaude Opus 5.5 abb7a97136 Animated sprites on the GPU: frames uploaded once, one dispatch per mip level
Every animation frame's mip chain goes to video memory once, at the
sprite's own size, as vanilla keeps its animated sprites' frames on the
GPU. A tick that changes sprites writes one 20-byte job per changed
sprite, and a compute dispatch per mip level repeats the chain into the
array's larger layers and mixes interpolated frames
(animate_sprite_interpolate), instead of blending on the CPU at the
array's size and copying each sprite level by level.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 17:56:43 +02:00
rdbtCVS fa14833b41 perf(client): retain seeded lightning bolt geometry 2026-10-22 16:56:23 +01:00
rdbtCVS e4ea9e0199 Cache weather column parameters and animate atlas UVs in shader 2026-10-22 16:54:09 +01:00
Ludovic MarieandClaude Opus 5.5 4ad6bb18ef Natural spawning: resolve the entry's type once, skip the mobsAt recheck where it was picked, measure only nearby players
spawn_category_for_position looked up the picked entry's type twice per
attempt and asked mobsAt again at the position it had just picked the entry
from. The type is now resolved when the entry is picked, and the recheck is
skipped at that position (the list there holds the entry). The nearest player
distance only feeds comparisons with 24 and the despawn distances (128 at
most), so an attempt near its start measures only the players that can be
within 128 blocks of it; farther ones read as infinitely far, which every check
answers the same. The water-ambient biome tag is read only for that category.
Same lists, same random draws.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 17:54:06 +02:00
Ludovic MarieandClaude Opus 5.5 93bde90aaf Launcher: Microsoft sign-in says "Coming soon" while the build has no client ID
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 17:51:51 +02:00
rdbtCVS 92b8cd692d perf(client): retain the End sky mesh on the GPU 2026-10-22 16:50:29 +01:00
rdbtCVS 05400438c7 perf(client): cache weather column direction table 2026-10-22 16:44:32 +01:00
Ludovic MarieandClaude Opus 5.5 5b44452284 fix(protocol): read PARTICLES as a list; keep every particle's data
Review fixes on top of the particle serializers:

- PARTICLES (17) is List<ParticleOptions>: a VarInt count, then each
  particle. Reading it as one particle only worked for empty lists, so a
  living entity with effect particles (LivingEntity.DATA_EFFECT_PARTICLES)
  misread everything after it. Value::Particles holds the list.
- Item particles use ItemStackTemplate.STREAM_CODEC (item, count, patch),
  not the optional slot codec.
- Vibration keeps its position source (block position or entity id and
  y offset) so it writes back the bytes it read; geyser data keeps its
  Int exactly instead of going through f32.
- Enchantment names come from the server's synced registry, not the
  builtin report (enchantment is data-driven).
- Armor stands: 26.3's DEFAULT_DEPTH_CLEAR_VALUE is 0.0 (bytecode
  dconst_0), so a marker's empty box falls back to a range of 4 and a
  visible marker stand draws; restore that. Holograms stay hidden through
  the invisible flag.

Test: particles_round_trip covers every data shape, a PARTICLES list and
the entry after it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 17:35:57 +02:00
Ludovic Marie 34c3c1cffe Merge pull request #1232 from ludovic111/feat/alpha-channel
🤖 Agent: merged. The fast channel is now "Alpha" (Ludovic, 2026-10-22); old "nightly" / beta_builds settings still read as Alpha. verify passes; launcher tests 96+14+1, release tools' Python tests 27, website build OK.
2026-10-22 17:25:47 +02:00
rdbtCVS 756cf4af07 bench: measure read-only saved chunk loading 2026-10-22 16:18:40 +01:00
rdbtCVS 0eaa13020c perf: load uniform saved light without expanding nibble layers 2026-10-22 16:18:40 +01:00
Ludovic MarieandClaude Sonnet 5.5 5eb224a909 Rename the Nightly update channel to Alpha
The whole of Horizon is in beta, so the channel that installs every build as
soon as it is built is called Alpha; Stable keeps its name. The launcher's
Settings, the update-channel command, the MCP tool, the release notes footer
and the docs say Alpha. update_channel is saved as "alpha"; "nightly" and the
old beta_builds switch still read as Alpha.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-22 17:17:33 +02:00
Ludovic Marie 15b6313292 Merge pull request #1226 from ludovic111/docs/releases-channel-posts
🤖 Agent: merged (docs only; verify passes).
2026-10-22 17:04:07 +02:00
rdbtCVS a648622b92 bench: report exact warmed generation wall timings 2026-10-22 15:46:40 +01:00
rdbtCVS 97edfec914 perf: reuse decoded aquifer neighborhoods during terrain fill 2026-10-22 15:46:40 +01:00
Ludovic Marie ca125cb028 Merge pull request #1227 from ludovic111/docs/website-current
🤖 Agent: merged (docs/website only, skip-release; verify passes).
2026-10-22 16:33:54 +02:00
Ludovic MarieandClaude Sonnet 5.5 fe5e20507a Website: docs match what ships (Mods page, shader packs page, dynamic lights, LAN workstations); the live ping is off
The Mods page (launcher 0.17) replaces "a mod browser is planned"; the Horizon
shader format is no longer called planned; Nightly-only things say Nightly.
The "I'm playing" ping has no server (DEFAULT_ENDPOINT is None), so the FAQ and
the privacy page say it is off instead of sent. The channel switch says it
needs the launcher release after 0.17. The README says what deploys the site.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-22 16:29:58 +02:00
Ludovic MarieandClaude Opus 5.5 41e6c3eca3 release-flow: #releases shows every Nightly silently, pings only for Stable
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 16:23:59 +02:00
Ludovic MarieandClaude Opus 5.5 92d2e2b86d launcher: leave Java alone when the preparer finds one itself
With a JDK installed, the launcher passed the preparation the home of the
JDK horizon-prepare finds (javac/../..) as JAVA_HOME and on the PATH.
Found through the PATH, that is often a stub: on macOS /usr/bin/javac
gives JAVA_HOME=/usr, and `JAVA_HOME=/usr /usr/bin/javac -version` never
returns (the stub calls itself), so the preparer subprocess hung on a Mac
with Temurin installed. When horizon-prepare finds a JDK by itself, run
the preparation as before, in an unchanged environment; only Minecraft's
own Java (the official launcher's, or one downloaded from Mojang) is
passed on.

Also skip the Mojang download on x86-64 Linux without glibc's loader
(NixOS without nix-ld, musl distributions): Mojang's Java can't start
there, so say so instead of downloading 115 MB first. And keep each
runtime home once (dedup only dropped neighbours).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 16:20:42 +02:00
itspotatotimeandcairn-code ad676af5eb fix(protocol): decode particle entity-data serializers so later slots survive
Serializer 17 (particles) and 16 hit a catch-all that returned Ok(None),
which stopped EntityData::read from walking the rest of the metadata list.
On armor stands that carry a level-particle effect slot, slots 2 and 3
(CustomName text and visible flag) were silently discarded, so serverside
holograms (Gamster's social-media panels and leaderboards) rendered as
nothing.

Implement both serializers as value-preserving decodes: a ParticleData
enum covering every 26.3 particle shape (state varints for ids 1/2/36/121/125,
colours, dust, dust_color_transition, effect/instant, scalar, shriek, trail,
item, vibration and geyser variants) backed by a static minecraft:particle_type
id table, with write_value arms for round-trips.

Co-Authored-By: cairn-code (GLM-5.3-Flash Free) <[email protected]>
2026-10-22 17:15:16 +03:00
itspotatotimeandcairn-code 9f6d781782 fix(client): read empty-root component names through their extra spans
Co-Authored-By: cairn-code (GLM-5.3-Flash Free) <[email protected]>
2026-10-22 17:15:16 +03:00
itspotatotimeandcairn-code a20ebde7ab fix(client): carry every server item component into tooltips
to_stack kept only damage, dyed colour, map id and a head profile, so a server item's custom name, lore, enchantments and custom data never reached the inventory tooltip. Build the vanilla `components` compound from the decoded patch and run it through the same decoder saved item NBT uses, then show lore lines between the name and the details.

Co-Authored-By: cairn-code (DeepSeek V4.1 Flash) <[email protected]>
2026-10-22 17:15:16 +03:00
Claude 71edc9d41c Prepare with Minecraft's own Java 25 when no JDK is installed
On a Mac without a JDK, preparing failed with "Java 25 is needed ...
/usr/bin/javac -version printed no version: Unable to locate a Java
Runtime": /usr/bin/javac is macOS's placeholder. Mojang's Java runtimes
are whole JDKs, javac included (java-runtime-epsilon is 25.0.1 on every
platform), and the official launcher has already downloaded one for
anyone who played 26.3.

- horizon-prepare: java::find also tries Minecraft's runtimes
  (<game dir>/runtime/<component>/<platform>/<component>, jre.bundle on
  macOS) and the launcher's pick (Options::java_home), and names the
  macOS placeholder for what it is.
- launcher: when no JDK is found, downloads the runtime the version JSON
  names (javaVersion.component) from Mojang into its own game folder,
  every file checked against its sha1, executables and links as the
  official launcher lays them out. A version's own preparer binary or
  Python script gets it through JAVA_HOME and the PATH.

Checked for real on Linux: the download is 147 files, its javac 25.0.1
compiles and runs a class with --release 25.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01AxbYUJt4ShJFCdyLNCxF21
2026-10-22 14:12:42 +00:00
itspotatotimeandcairn-code d01327862d fix(client): hide marker stands and read server entity names
A marker armor stand has an empty box, so vanilla's shouldRenderAtSqrDistance computes a zero range and the model never draws; Horizon substituted a 4-block range, which turned the stacked marker stands a lobby uses for holograms into a visible tower. Follow vanilla and let the zero edge cull the model. Server NPCs and mobs also carry CustomName, CustomNameVisible and the shared invisible flag in entity data; Horizon only read those for armor stands. Apply them to every mob, keep the styled component for the name tag, and hide the body when the flag is set.

Co-Authored-By: cairn-code (DeepSeek V4.1 Flash) <[email protected]>
2026-10-22 17:11:32 +03:00
itspotatotimeandcairn-code c139387e2a fix(client): read server map art and item profiles
A server lobby draws its signs as walls of framed maps and puts player heads on its NPCs. Horizon dropped every map_item_data packet, so framed maps stayed blank, and the item component decoder rejected attack_range (30) and profile (72), which made the whole equipment and container packets that carried them undecodable. Decode both components, carry a profile into the item data the head model reads, and apply server map patches to the map texture. The map pool now holds a wall of maps so the atlas does not re-upload every map every frame.

Co-Authored-By: cairn-code (DeepSeek V4.1 Flash) <[email protected]>
2026-10-22 17:11:32 +03:00
itspotatotimeandcairn-code a5e0645610 fix(client): draw armor stand custom names as name tags
Holograms are invisible armor stands carrying a CustomName. Armor stands parsed neither CustomName nor CustomNameVisible, and name tags came only from mobs, so a hologram drew nothing. Read both fields from NBT and entity data, keep them across a save, and put armor stands in the name tag pass at their bounding-box height even when their model is skipped.

Co-Authored-By: cairn-code (DeepSeek V4.1 Flash) <[email protected]>
2026-10-22 17:09:34 +03:00
itspotatotimeandcairn-code 399382084a fix(client): show server players' and NPCs' skins
The tab list resolved skins only for listed players and never handed them to the level's player models, so every player and NPC in a server world kept the default Steve or Alex texture. Resolve every profile's textures each frame and give each player entity its skin, including entities that are never in the tab list. Player heads read the minecraft:profile component with the insecure lookup vanilla uses, so unsigned textures from offline servers draw too.

Co-Authored-By: cairn-code (DeepSeek V4.1 Flash) <[email protected]>
2026-10-22 17:09:34 +03:00
rdbtCVS 753c071c37 docs: record early-stopped chunk optimization attempts 2026-10-22 15:09:08 +01:00
rdbtCVS 5d82b4c999 perf: load list palettes without unpacking discarded indices 2026-10-22 14:48:08 +01:00
rdbtCVS 4e46f2a57a bench: profile chunk generation and saved chunk loading 2026-10-22 14:48:08 +01:00
Claude e01296f99b Keep the pointer locked on macOS when the game captures it
winit's macOS set_cursor_position re-associates the mouse with the
pointer (CGAssociateMouseAndMouseCursorPosition(true)), so warping to
the window centre right after the Locked grab released it again and the
pointer moved freely in first person. Warp before grabbing on macOS;
Wayland still warps after, since it moves a pointer only while locked.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_0188LkUPntcZdfMF3wAqR2tK
2026-10-22 13:48:04 +00:00
Ludovic MarieandClaude Opus 5.5 ac60b337aa worldgen: chunks far apart still make a region (map past the grid)
TerrainRegion::new refused a region whose chunks bounding box passed
2^20 columns, where it took any set of distinct chunks before: the
bulk_section parity fixture puts a chunk at x = 4194304 beside the
origin and failed with InvalidChunks. Keep the grid for the usual small
box and fall back to a map past it; both refuse a position twice. The
lookup now subtracts in i64, so no coordinate can wrap into the grid.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 15:40:07 +02:00
Ludovic MarieandClaude Opus 5.5 a49cf5502d geometry: floor_i32 saturates below i32::MIN, as (int) Math.floor
Vanilla 26.3 Mth.floor(double) is (int) Math.floor(v), so a value below
i32::MIN floors to i32::MIN. The truncate-and-step version wrapped to
i32::MAX there (block_collision_scan parity failed at the chunk of
x = -2147483648.8: Rust 134217727, vanilla -134217728). Step down with
saturating_sub; the fast path is unchanged, and the test now checks
the ends of the i32 range, infinities and f64::MIN/MAX against
f64::floor as i32.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 15:37:37 +02:00
Ludovic MarieandClaude Opus 5.5 2ced9a451d Server players respawn at their point in the Nether (anchors, spawnpoint)
A server's player (a LAN guest, and since the server thread the single
player too) always respawned in the Overworld. Its respawn anchor was
dropped when its action ended, and its save kept only an Overworld point.

- The guest keeps a respawn point outside the Overworld (respawn_elsewhere,
  saved as the player's `respawn`) and has it in place while it acts, so an
  anchor it uses is its own.
- guest_respawn respawns it in that point's level, waits there for the
  chunks, then resolves the point through its block
  (findRespawnAndUseSpawnBlock): beside the anchor, using a charge, or the
  world spawn and block.minecraft.spawn.not_valid when the block is gone.
- `spawnpoint` in another level than the Overworld sets a forced point there
  (SetSpawnCommand) instead of Overworld coordinates, and a forced point that
  is no anchor holds where a player fits (isPossibleToRespawnInThis), in the
  window's own game too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 15:32:24 +02:00
Ludovic MarieandClaude Opus 5.5 86fdc72069 Server players go through End gateways
handle_server_portal ignored End gateways, so on a server (dedicated, or
single player's server thread) no player could use one: the in-frame game's
gateway code moved only its own player.

A gateway that is not cooling down now takes a server player at once
(EndGatewayBlock.entityInside, triggerCooldown, setAsInsidePortal), within
the End, keeping its motion and look (Relative.DELTA and ROTATION). An exact
exit is reached straight away; otherwise the player waits at the destination
while it loads, and the exit is found or built there (the in-frame
resolve_gateway, shared through gateway_job).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 15:32:24 +02:00
Ludovic MarieandClaude Opus 5.5 9fe228cd1e Server commands run in their source's level (execute in, execute at)
On a server (dedicated, or single player's server thread) each dimension is
its own level, but a command ran in whichever level was in place. So a guest
in the Nether running `execute in minecraft:overworld run setblock ...` got
"That position is not loaded", and `execute at <a player in another level>`
used the wrong level's blocks.

with_source now puts the source's level in place for the command
(CommandSourceStack.getLevel), as as_target already does for a player in
another level, and puts the old one back after. `execute at` takes the
entity's level (withLevel(entity.level())), and a player's level is the
guest's own (target_level) even while another level is in place.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 15:32:24 +02:00
Ludovic MarieandClaude Opus 5.5 84171cfc94 lan_e2e portals: wait for the guest to be placed in its Nether portal
On a server the guest is held where it entered the Nether until the
chunks around the destination are lit, then placed in its portal. The
check read the guest's position 40 ticks after the dimension changed,
which on a busy machine was still the held spot, and then stepped the
guest out of a portal that wasn't there.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 15:32:24 +02:00
Ludovic MarieandClaude Opus 5.5 bd36508c29 lan_e2e levels: players in their own levels on the server thread; design note
A new `levels` check (--server-thread) runs the host and a guest in different
dimensions: execute in ... tp, mobs ticking in two levels at once with unique
ids, rejoin and save/reload with the guest in the Nether, death there, the
host through a Nether portal alone, the guest through an End portal and the
exit portal alone. All of it already works on the server thread.

docs/server-levels.md says how the server's levels map onto vanilla's, what
the dedicated server and the server thread share, the cost of an extra level
and what's left. docs/server.md no longer says players can't change dimension.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 15:32:24 +02:00
Ludovic Marie b88218d019 Merge pull request #1209 from ludovic111/feat/update-channels
🤖 Agent: merged. Nightly/Stable update channels (Ludovic's request 2026-10-22): Settings choice, nightly train 5/20 min, one stable promotion a day at 20:00 UTC, Nightly launchers check every 30 min. verify passes on b197682d (main merged in: Settings keeps update_channel and #1185's ping_notice_seen). Ships in [email protected]; launcher.yml stays disabled until #1132.
2026-10-22 15:28:00 +02:00
Ludovic MarieandClaude Opus 5.5 a069c2716f Random ticks: ask for the next ticking section, and read a section's blocks faster
tick_chunk_random asks for the lowest randomly ticking section from a height
up, instead of asking about every section: a chunk costs one question per
section that ticks, not 24. PalettedContainer::has tests whole words for the
few matching palette indices (a field-wise zero test) instead of reading
every entry, so a section read again after an edit costs a few hundred word
operations.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 15:24:07 +02:00
Ludovic Marie d5972490a5 Merge pull request #1193 from ludovic111/docs/modpacks-12-numbers
🤖 Agent: merged last in wave 2 (docs: modpacks-12 numbers), after the modpack PRs it describes.
2026-10-22 15:22:18 +02:00
Ludovic Marie 54f01d6bb1 Merge pull request #1192 from ludovic111/perf/linux-helpers-behind
🤖 Agent: merged after integration wave 2 on the desktop (integ/w2 @ 38307d15): fmt, clippy, workspace + launcher tests, release build and every affected parity harness pass. main merged into the branch with the same resolution as the tested tree; verify passes on that head.
2026-10-22 15:21:27 +02:00
Ludovic Marie 44e289f919 Merge pull request #1188 from ludovic111/fix/lan-guest-workstations-8
🤖 Agent: merged after integration wave 2 on the desktop (integ/w2 @ 38307d15): fmt, clippy, workspace + launcher tests, release build and every affected parity harness pass. main merged into the branch with the same resolution as the tested tree; verify passes on that head.
2026-10-22 15:21:15 +02:00
Ludovic MarieandClaude Opus 5.5 b197682dc8 Merge origin/main into feat/update-channels (Settings: keep update_channel and main's ping_notice_seen)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 15:19:31 +02:00
Ludovic MarieandClaude Opus 5.5 86e08072e4 streaming: bound ExtraCover's z range too
ExtraCover::new checked only x0/x1 against the i32 range, so two areas
near i32::MAX or i32::MIN in z built a grid whose row arithmetic
(cz + dz) overflows: a panic in debug builds, wrong cells in release.
Check z the same way, and test both ends.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 15:14:26 +02:00
Ludovic MarieandClaude Opus 5.5 c4a12964dc Merge origin/main into perf/linux-helpers-behind (game.rs: helpers behind on every run, plus main's live-count ping)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 15:13:44 +02:00
Ludovic Marie 41055168af Merge pull request #1196 from ludovic111/perf/spawn-lists-borrowed
🤖 Agent: merged after integration wave 2 on the desktop (integ/w2 @ 38307d15 = main c16b41ab + this wave): fmt, clippy -D warnings, workspace + launcher + telemetry-server tests, release build and every affected parity harness pass; the 3 harness failures and the panel test passed on rerun (known flakes).
2026-10-22 15:13:09 +02:00
Ludovic Marie 55eabf4b20 Merge pull request #1195 from ludovic111/perf/lan-entity-states
🤖 Agent: merged after integration wave 2 on the desktop (integ/w2 @ 38307d15 = main c16b41ab + this wave): fmt, clippy -D warnings, workspace + launcher + telemetry-server tests, release build and every affected parity harness pass; the 3 harness failures and the panel test passed on rerun (known flakes).
2026-10-22 15:12:58 +02:00
Ludovic Marie 4332014673 Merge pull request #1187 from ludovic111/fix/world-spawn-one-worker
🤖 Agent: merged after integration wave 2 on the desktop (integ/w2 @ 38307d15 = main c16b41ab + this wave): fmt, clippy -D warnings, workspace + launcher + telemetry-server tests, release build and every affected parity harness pass; the 3 harness failures and the panel test passed on rerun (known flakes).
2026-10-22 15:12:45 +02:00
Ludovic Marie f787bc9b75 Merge pull request #1186 from ludovic111/fix/secure-chat-leave-order
🤖 Agent: merged after integration wave 2 on the desktop (integ/w2 @ 38307d15 = main c16b41ab + this wave): fmt, clippy -D warnings, workspace + launcher + telemetry-server tests, release build and every affected parity harness pass; the 3 harness failures and the panel test passed on rerun (known flakes).
2026-10-22 15:12:31 +02:00
Ludovic Marie 1a3fb08d68 Merge pull request #1185 from ludovic111/feat/live-player-count
🤖 Agent: merged after integration wave 2 on the desktop (integ/w2 @ 38307d15 = main c16b41ab + this wave): fmt, clippy -D warnings, workspace + launcher + telemetry-server tests, release build and every affected parity harness pass; the 3 harness failures and the panel test passed on rerun (known flakes).
2026-10-22 15:12:17 +02:00
Ludovic Marie 2ae6ae2aeb Merge pull request #1184 from ludovic111/fix/dedicated-server-waits
🤖 Agent: merged after integration wave 2 on the desktop (integ/w2 @ 38307d15 = main c16b41ab + this wave): fmt, clippy -D warnings, workspace + launcher + telemetry-server tests, release build and every affected parity harness pass; the 3 harness failures and the panel test passed on rerun (known flakes).
2026-10-22 15:12:04 +02:00
Ludovic Marie 90ff954f23 Merge pull request #1182 from ludovic111/fix/online-mode-log-order
🤖 Agent: merged after integration wave 2 on the desktop (integ/w2 @ 38307d15 = main c16b41ab + this wave): fmt, clippy -D warnings, workspace + launcher + telemetry-server tests, release build and every affected parity harness pass; the 3 harness failures and the panel test passed on rerun (known flakes).
2026-10-22 15:11:37 +02:00
Ludovic Marie bdad451ab4 Merge pull request #1181 from ludovic111/perf/spread-chunk-packets
🤖 Agent: merged after integration wave 2 on the desktop (integ/w2 @ 38307d15 = main c16b41ab + this wave): fmt, clippy -D warnings, workspace + launcher + telemetry-server tests, release build and every affected parity harness pass; the 3 harness failures and the panel test passed on rerun (known flakes).
2026-10-22 15:11:15 +02:00
Ludovic Marie ba1e7e23cf Merge pull request #1179 from ludovic111/perf/render-thread-ahead
🤖 Agent: merged after integration wave 2 on the desktop (integ/w2 @ 38307d15 = main c16b41ab + this wave): fmt, clippy -D warnings, workspace + launcher + telemetry-server tests, release build and every affected parity harness pass; the 3 harness failures and the panel test passed on rerun (known flakes).
2026-10-22 15:11:03 +02:00
Ludovic Marie ec9d62858a Merge pull request #1178 from ludovic111/perf/span-cpu-time
🤖 Agent: merged after integration wave 2 on the desktop (integ/w2 @ 38307d15 = main c16b41ab + this wave): fmt, clippy -D warnings, workspace + launcher + telemetry-server tests, release build and every affected parity harness pass; the 3 harness failures and the panel test passed on rerun (known flakes).
2026-10-22 15:10:51 +02:00
Ludovic Marie 631160263f Merge pull request #1177 from ludovic111/feat/formations-fountain
🤖 Agent: merged after integration wave 2 on the desktop (integ/w2 @ 38307d15 = main c16b41ab + this wave): fmt, clippy -D warnings, workspace + launcher + telemetry-server tests, release build and every affected parity harness pass; the 3 harness failures and the panel test passed on rerun (known flakes).
2026-10-22 15:10:39 +02:00
Ludovic Marie badc91f94b Merge pull request #1176 from ludovic111/feat/ctov-compat-sky-view
🤖 Agent: merged after integration wave 2 on the desktop (integ/w2 @ 38307d15 = main c16b41ab + this wave): fmt, clippy -D warnings, workspace + launcher + telemetry-server tests, release build and every affected parity harness pass; the 3 harness failures and the panel test passed on rerun (known flakes).
2026-10-22 15:10:27 +02:00
Ludovic Marie 554932e9fd Merge pull request #1175 from ludovic111/feat/mo-structures
🤖 Agent: merged after integration wave 2 on the desktop (integ/w2 @ 38307d15 = main c16b41ab + this wave): fmt, clippy -D warnings, workspace + launcher + telemetry-server tests, release build and every affected parity harness pass; the 3 harness failures and the panel test passed on rerun (known flakes).
2026-10-22 15:10:15 +02:00
Ludovic Marie 98c77f6fc7 Merge pull request #1174 from ludovic111/fix/wayland-surface-format-test
🤖 Agent: merged after integration wave 2 on the desktop (integ/w2 @ 38307d15 = main c16b41ab + this wave): fmt, clippy -D warnings, workspace + launcher + telemetry-server tests, release build and every affected parity harness pass; the 3 harness failures and the panel test passed on rerun (known flakes).
2026-10-22 15:10:03 +02:00
Ludovic Marie 6323b4a517 Merge pull request #1173 from ludovic111/fix/launcher-says-no-sounds
🤖 Agent: merged after integration wave 2 on the desktop (integ/w2 @ 38307d15 = main c16b41ab + this wave): fmt, clippy -D warnings, workspace + launcher + telemetry-server tests, release build and every affected parity harness pass; the 3 harness failures and the panel test passed on rerun (known flakes).
2026-10-22 15:09:52 +02:00
Ludovic Marie 82122f4970 Merge pull request #1155 from ludovic111/fix/riptide-spin-attack
🤖 Agent: merged after integration wave 2 on the desktop (integ/w2 @ 38307d15 = main c16b41ab + this wave): fmt, clippy -D warnings, workspace + launcher + telemetry-server tests, release build and every affected parity harness pass; the 3 harness failures and the panel test passed on rerun (known flakes).
2026-10-22 15:08:32 +02:00
Ludovic MarieandClaude Opus 5.5 8859d7a3a3 Merge origin/main into fix/lan-guest-workstations-8 (tools/lan_e2e.py: keep both sides' checks)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 15:08:10 +02:00
Ludovic MarieandClaude Opus 5.5 d02b66fd9a Install page: say Nightly's 30-minute check under Stable and Nightly only
Keeps the Updating list as on main, so it merges cleanly with #1132.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 15:07:54 +02:00
Ludovic MarieandClaude Opus 5.5 aa65c74e0f Update channels: stable at 20:00 UTC, Nightly checks every 30 minutes
The daily promotion moves to 20:00 UTC (21:00 in Paris in winter time):
PROMOTE_AT and promote.yml's cron (20:07, retries until 21:37), with the docs
that give the time. A launcher left open on Nightly looks for new releases
every 30 minutes; Stable keeps 4 hours. The launcher README's Settings
screenshot shows the Updates choice.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 14:57:50 +02:00
Ludovic MarieandClaude Opus 5.5 ea5994a58a Update channels: Stable (daily) and Nightly (every build) in the launcher
The launcher's "Beta builds" switch becomes an Updates choice of two channels,
stored as "update_channel": "stable" | "nightly" (an old "beta_builds": true
reads as nightly). The CLI (update-channel) and MCP (update_channel) show and
set it, and list each release's channel as stable or nightly.

Nightly ships constantly: the release train waits 5 minutes for a merge wave to
settle (20 at most) instead of 15 (an hour). Stable moves once a day:
promote.yml runs at 19:00 UTC (retries until 20:37) and promotes the newest beta
that had been out 6 hours by 19:00, so late runs and retries pick the same one.
The stalled-promotion issue waits 30 hours. Release notes, docs, the website's
install and FAQ pages say Stable and Nightly.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 14:30:19 +02:00
Ludovic MarieandClaude Opus 5.5 7e410d93b3 Fonts: TrueType providers and the font picked by text components
Every font definition of the resources (and packs) is now loaded, not
just font/default.json, and a text component's "font" field picks one:
"minecraft:alt" draws the enchanting table's Galactic alphabet,
"minecraft:illageralt" the illager runes, a pack's own font its glyphs,
and a font that doesn't exist draws every character as the missing
glyph (FontManager.getFontSetRaw).

- font.rs: one FontSet per font id with its providers in order (space,
  bitmap, unihex, ttf) and their filters ("uniform", "jp"). Bitmap
  sheets outside the atlas (another namespace or folder) are copied into
  the glyph region when first drawn.
- TrueTypeGlyphProvider: "ttf" providers (file under font/, size,
  oversample, shift, skip; CFF fonts refused) rasterized with ab_glyph
  into the glyph region as rrrr coverage (text_intensity), metrics as
  GlyphBitmap (bearings over the oversampling, whole-pixel advances).
- text::Style gains the font id; it is parsed from JSON and SNBT
  components, pack descriptions and scoreboard number formats, inherited
  by children and written back.
- Obfuscated text picks its random glyph in the style's font.

Fixes #336

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 14:27:47 +02:00
Ludovic MarieandClaude Opus 5.5 4e45a3bddf Credits and end poem (WinScreen)
Leaving the End through the exit portal for the first time now rolls the
end poem, the credits and the post-credits text (WinScreen), as does a
server's WIN_GAME event; Options -> Credits & Attribution -> Credits rolls
the credits alone. The texts come from the resource root
(texts/end.txt, credits.json, postcredits.txt), so packs can replace them.

- win_screen.rs: vanilla's line building (PLAYERNAME, the obfuscated
  names from LegacyRandom(8124371), wrapping at 256), scroll speeds and
  keys (Space, Ctrl, Up, Escape), the last line pinned mid-screen, the
  logo, the vignette and the backgrounds.
- HUD: Blend::Vignette (RenderPipelines.VIGNETTE) and Blend::EndPortal
  (the End portal effect as a GUI fill, the poem's background).
- Obfuscated text draws a random glyph of the same width each frame.
- seenCredits is read and saved; the player stays out of the world while
  the poem rolls and arrives in the Overworld after it.
- horizon-ctl `credits [poem] [SCROLL]` and `options credits`.

Fixes #338

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 14:25:47 +02:00
Ludovic MarieandClaude Opus 5.5 9d58d6f525 Random ticks: a section ticks while it holds a randomly ticking block, as in vanilla
Vanilla random-ticks a section while its count of randomly ticking blocks
and fluids is above zero (LevelChunkSection.isRandomlyTicking), and asks as
it reaches each section. Horizon ticked every section whose palette listed
such a state, even after the last one was gone, and decided before the tick's
scheduled ticks, which drew positions vanilla doesn't and shifted its
position sequence.

RandomTickSections now reads each section's blocks (PalettedContainer::has),
again only for the sections that changed, and tick_chunk_random asks for
each section when it reaches it; the game reads a chunk's sections again only
after a block changed. New harness random_tick_sections compares the
sections and positions with vanilla's real section counts.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 13:31:27 +02:00
Ludovic Marie c16b41ab31 Merge pull request #1162 from ludovic111/feat/dynamic-lights
🤖 Agent: merged after integration wave 1 on the desktop (main e730dc14 + #1108 #1114 #1131 #1157 #1158 #1162 = ae482a72): fmt, clippy -D warnings, workspace tests (one port-race flake in horizon-server panel, passes on rerun), release build, tools/parity.py --changed origin/main 299/302 then the 3 rerun: save_roundtrip pass, world_reopen pass x2 (one early-count flake), dedicated_server = known flake also failing on main (fixed by #1183/#1184).
2026-10-22 12:51:34 +02:00
Ludovic Marie 46efecf9d2 Merge pull request #1158 from ludovic111/fix/shader-pack-folder
🤖 Agent: merged after integration wave 1 on the desktop (main e730dc14 + #1108 #1114 #1131 #1157 #1158 #1162 = ae482a72): fmt, clippy -D warnings, workspace tests (one port-race flake in horizon-server panel, passes on rerun), release build, tools/parity.py --changed origin/main 299/302 then the 3 rerun: save_roundtrip pass, world_reopen pass x2 (one early-count flake), dedicated_server = known flake also failing on main (fixed by #1183/#1184).
2026-10-22 12:51:30 +02:00
Ludovic Marie d029d0d28c Merge pull request #1157 from ludovic111/fix/shaderpack-compat
🤖 Agent: merged after integration wave 1 on the desktop (main e730dc14 + #1108 #1114 #1131 #1157 #1158 #1162 = ae482a72): fmt, clippy -D warnings, workspace tests (one port-race flake in horizon-server panel, passes on rerun), release build, tools/parity.py --changed origin/main 299/302 then the 3 rerun: save_roundtrip pass, world_reopen pass x2 (one early-count flake), dedicated_server = known flake also failing on main (fixed by #1183/#1184).
2026-10-22 12:51:27 +02:00
Ludovic Marie aa7f71a79b Merge pull request #1131 from ludovic111/feat/version-sources
🤖 Agent: merged after integration wave 1 on the desktop (main e730dc14 + #1108 #1114 #1131 #1157 #1158 #1162 = ae482a72): fmt, clippy -D warnings, workspace tests (one port-race flake in horizon-server panel, passes on rerun), release build, tools/parity.py --changed origin/main 299/302 then the 3 rerun: save_roundtrip pass, world_reopen pass x2 (one early-count flake), dedicated_server = known flake also failing on main (fixed by #1183/#1184).
2026-10-22 12:51:24 +02:00
Ludovic Marie 3704384c72 Merge pull request #1114 from ludovic111/fix/server-thread-default-v2
🤖 Agent: merged after integration wave 1 on the desktop (main e730dc14 + #1108 #1114 #1131 #1157 #1158 #1162 = ae482a72): fmt, clippy -D warnings, workspace tests (one port-race flake in horizon-server panel, passes on rerun), release build, tools/parity.py --changed origin/main 299/302 then the 3 rerun: save_roundtrip pass, world_reopen pass x2 (one early-count flake), dedicated_server = known flake also failing on main (fixed by #1183/#1184).
2026-10-22 12:51:20 +02:00
Ludovic Marie 772844362e Merge pull request #1108 from ludovic111/fix/remote-player-abilities
🤖 Agent: merged after integration wave 1 on the desktop (main e730dc14 + #1108 #1114 #1131 #1157 #1158 #1162 = ae482a72): fmt, clippy -D warnings, workspace tests (one port-race flake in horizon-server panel, passes on rerun), release build, tools/parity.py --changed origin/main 299/302 then the 3 rerun: save_roundtrip pass, world_reopen pass x2 (one early-count flake), dedicated_server = known flake also failing on main (fixed by #1183/#1184).
2026-10-22 12:51:17 +02:00
Ludovic MarieandClaude Opus 5.5 38276fbc30 Locator bar HUD and waypoint styles
LocatorBar: when the server tracks waypoints for the player, the bar
above the hotbar shows a dot per waypoint within 60 degrees of the
view (farthest first), coloured from the waypoint's colour or its id's
hash, with the sprite its style picks by distance
(assets/*/waypoint_style/*.json, WaypointStyleManager) and the blinking
up or down arrow when the waypoint is above or below the screen. The
background is nine-sliced. Hud.nextContextualInfoState picks between
the jump bar, the experience bar (100 ticks after an experience change)
and the locator bar.

Waypoints come from ClientboundTrackedWaypointPacket on remote servers
and, on a served world, from the host's own connection in
lan/waypoints.rs; entity waypoints in view follow the entity's eyes.

Fixes #339

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 12:42:40 +02:00
Ludovic MarieandClaude Opus 5.5 c77863f163 Armour trims on worn armour (player, LAN guests, armour stands)
EquipmentLayerRenderer's trim layer: the pattern's
textures/trims/entity/<layer>/<asset>.png recoloured from its base
palette (palette metadata section) to the material's palette, or to the
equipment asset's trim_overrides palette (iron armour with an iron trim
uses trim/iron_darker), as PalettedTextureManager does. Each texture is
made once, on first use, into one of 32 atlas trim slots (least recently
drawn reused), and drawn over the armour layer on the player, on the
guests a LAN host sees and on armour stands.

Fixes #337

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 12:13:24 +02:00
Ludovic MarieandClaude Opus 5.5 938a25a712 Modpacks doc: where ATM10's data mods stand, and what is missing, ranked
Pack-wide numbers after the modpacks-12 PRs (#1175, #1176, #1177, #1191):
structures that start, processors carried and dropped per mod, content,
load time and the play-through, and the gaps ranked by how much a player
notices them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 12:05:53 +02:00
Ludovic MarieandClaude Opus 5.5 21baf0dc99 Screen overlays: blur and clamp from the texture's .png.mcmeta
TextureMetadataSection's blur and clamp choose how vanilla samples a
standalone texture (ReloadableTexture.setSampler). The atlas now keeps
each texture's flags and the screen-effect quads (vignette, pumpkin blur,
powder snow outline, underwater, equippable camera overlays) sample
their sprite rectangle linearly and with clamp or repeat as those flags
say, instead of always nearest and repeat.

Fixes #335

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 11:53:03 +02:00
Ludovic MarieandClaude Opus 5.5 8a03758c3a Load time: build a pack's content root and load its sprites and models in parallel
A content pack's first start rewrote 19 per-state tables one after another
and reopened each zip mod's archive for every file it copied (its whole
index each time). Every start then decoded the atlases' mod textures and
parsed the mods' block models one file at a time on the main thread: with
ATM10's 42 data mods that was about 70 % of the sampled startup.

- mod_content: the tables are rewritten on up to three threads, largest
  first; a zip mod's archive is opened once for all its files
  (horizon-mods' Content::reader).
- hud::atlas_sprites and ParsedModels::load list their files first, then
  decode and parse them on every core (par::par_map, results in the input
  order). The sprites come out in the order the one-by-one loop gave, and
  the content root is byte-identical.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 11:47:03 +02:00
Ludovic MarieandClaude Opus 5.5 de8cb0dfa6 LAN guests: the lectern and the cartography table (#868)
The last two workstation menus guests couldn't use, both now on the
shared menu engine, which single player runs too:

- Lectern: LecternMenu on the engine (Kind::Lectern): the page buttons
  (1, 2, 100+) and Take Book (3, mayBuild) as ContainerButtonClick, the
  page as data slot 0 clamped to the book, the book in its one slot
  (removeItem, setItem a no-op, max 1). The host opens minecraft:lectern
  for a guest, applies the menu to the block entity (powered pulse, page
  turn level event 1043, has_book), resends changes and closes it on
  stillValid. Guests drive it from the book screen.
- Cartography table: CartographyTableMenu on the engine (Kind::Cartography,
  setupResultSlot, onTake, onCraftedBy's new map ids through a Maps env),
  replacing the old station code; guests get the same through
  guest_menu_op.
- LAN item stacks carry map_post_processing and writable/written book
  contents (they were blank for guests); map_post_processing is no longer
  saved (ItemStack.CODEC never saves it).
- A guest who enchants gets the enchant_item stat.
- Click parity: VanillaMenuOracle and menu_fixture gain both menus.
- lan_e2e: new lectern and cartography checks; enchanting checks the
  stat; server_count/server_reply ignore the guest's own operator
  broadcast echo on --server-thread; the grindstone check counts levels
  as well as points.

Fixes #868

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 11:35:45 +02:00
Ludovic MarieandClaude Opus 5.5 41a4ce4edb Linux: the game's workers go behind its render and server threads
On Linux an unprivileged thread can't raise itself, so #1179's render
thread hint does nothing there. The dedicated server already lowered its
helper threads instead (world generation, lighting, connection writers:
10 nice levels, or the idle class). The client now does the same, so the
world-generation and meshing workers (two pools with single player's
server thread) no longer hold the render thread back while terrain loads.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 11:05:19 +02:00
Ludovic MarieandClaude Opus 5.5 0ae1ab2e70 world_spawn harness: vanilla's server creates the world on one worker
Trees of neighbouring chunks overlap on chunk corners, and the one
decorated first wins. With several worker threads vanilla decorates in a
different order each run: seed -2080727421395798566 spawned at Y 64, 66
or 72 over 10 runs. The harness retried vanilla up to 3 times and passed
if any run matched, which still failed when none of them gave 72.

With -Dmax.bg.threads=1 (Util.maxAllowedExecutorThreads) vanilla
decorates in its scheduler's order, the one Horizon follows: that seed
gave 72 in 10 of 10 runs, as Horizon does. The other seeds that varied
are fixed too (10 of 10 each: -8171837717659076940 at 0 67 0,
-5296387317982839690 at -16 73 16, -211473008665507967 at 0 66 112).
The retries go, and vanilla's one spawn is compared exactly.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 11:05:00 +02:00
Ludovic MarieandClaude Opus 5.5 3aa36f95ab secure_chat harness: steps end on a barrier, players leave one at a time
Three races made the two sides differ with nothing wrong in Horizon:

- Steps ended on a fixed 1.5 s sleep. On a slow run a chat or its
  broadcast (vanilla queues the chat, then the broadcast as a later
  task) landed in the next step. Each step now also ends on a barrier:
  every connected client sends `random value 1..2` twice, and waits for
  the answer, which only the sender gets and which is left out of the
  transcript.
- The client closed every socket at once, and the server logs
  "<name> lost connection" in whatever order its network threads see
  the closed connections. The players still connected now leave one at
  a time: each waits until it has been told the previous one left
  (PlayerList.remove broadcasts that after logging). The harness waits
  for Carol's line before stopping the server.
- A player the server kicks (Bob, Mallory) is logged as
  "lost connection: <reason>", or as "Disconnected" when vanilla's
  network thread closes the connection before disconnect(reason) runs.
  The reason sent is still compared in the transcript, so the log line
  no longer compares it for kicked players.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 11:04:13 +02:00
Ludovic MarieandClaude Opus 5.5 84c7f39148 Natural spawning: borrow the spawn lists, and only the nearest distance
Natural spawning was a quarter of a 40-player server thread. Every spawn
attempt cloned the position's whole spawn list (NaturalSpawner.mobsAt) to
check the picked entry is still in it, and every group cloned it again to
pick from; mobs_at now returns the biome's or the structure's list as it is
stored (the fortress list lives in a static). The nearest player's distance,
asked on every attempt, is now the minimum of the distances instead of a
search that kept the player too. Same lists, same draws, same distances.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 10:58:39 +02:00
Ludovic MarieandClaude Opus 5.5 388f59aff4 Game: the ping's LAN flag follows is_published, every frame
Single player on the server thread publishes inside the integrated
server, so self.lan alone missed it; and the fps block runs only when a
frame is drawn.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 10:48:02 +02:00
Ludovic MarieandClaude Opus 5.5 d0330061bd Far Detail: an opt-in Reduced level for far terrain, suggested on integrated GPUs
Reduced starts each far tile level at half the distance Full does (about a
quarter of the far quads beyond the full-detail edge, whose finest tiles stay).
Full stays the default everywhere and no preset changes it. On integrated
GPUs other than Apple's, the setting's description suggests Reduced.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 10:45:33 +02:00
Claude 5bad717213 Perlin noise without libm floor or int-to-float conversions, same values
floor_i32 is now Java's Mth.floor (truncate, step down for negative
fractions): f64::floor is a libm call on baseline x86-64, made for every
Perlin sample. Perlin's gradient table is stored as floats (every
component is -1, 0 or 1, exact either way), so the corner dot products
skip three conversions each. About 10% fewer instructions generating
terrain; values unchanged.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01M3pNrSHA2ifNrH7SAMHgSW
2026-10-22 08:43:40 +00:00
Ludovic MarieandClaude Opus 5.5 dd1525f045 dedicated_server harness: wait for what each step needs, not a fixed time
The vanilla protocol client moved on after a fixed time per step. On a
busy machine, either side's server could be slower than that: the
summoned villager was not seen yet when the trade step ran, the furnace
had not smelted the ingot when it was taken, a snowball was not thrown
yet, or the pearl had not landed. Each mode failed now and then on one
side only.

Those steps now keep the same minimum time and then also wait, for up to
30 s, until it happened: the villager is tracked, the furnace's result
slot has the ingot (plus 1 s), the snowball entity was added (plus 1 s),
the pearl teleport and the health update arrived. The respawn line also
leaves out block updates: a lava fall keeps flowing while the game runs,
and how many updates arrive before the respawn depends on timing.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 10:41:24 +02:00
Ludovic MarieandClaude Opus 5.5 14bd239141 Solid section draws grouped by arena page within 64-block bands
A list sorted only by distance switched vertex buffer every few sections:
about 1200 indirect multi-draws a frame at render distance 32, most of a
few entries, which Mesa's Intel driver unrolls on the CPU. Grouping each
band's sections by page keeps the list front to back within the band, with
one call per page and band.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 10:37:40 +02:00
Ludovic MarieandClaude Opus 5.5 9054acfed2 Launcher: the ping notice keeps its height; status lists the ping
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 10:37:31 +02:00
Ludovic MarieandClaude Opus 5.5 770809908d Render thread ahead of the workers on macOS and Windows
The client asks for its render thread what it already asks for the
server thread (vanilla's MinecraftServer.spin): user-interactive QoS on
macOS, above-normal priority on Windows, on machines with more than four
processors. While terrain loads at 32 chunks, the worker pools (two with
single player's server thread), the chunk encoders and other programs
outnumber the cores. A frame that gave its core up in queue.submit then
waited 10 to 200 ms to get one back: the long frames of #678.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 10:29:19 +02:00
Ludovic MarieandClaude Opus 5.5 83d001460c LAN: write each tick's entity states over the last tick's
tick_lan described every tracked entity afresh each tick: a new String for
its type, new vectors for its entity data, equipment and attributes, all
freed again at the end of the tick. The states now live in the LAN host
between ticks and each tick writes over the last tick's in place
(lan::entity::States), so those allocations are kept. The states, and so
every packet built from them, are the same as before.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 10:22:54 +02:00
Ludovic MarieandClaude Opus 5.5 8f738d35ec Live player count: an anonymous "I'm playing" ping and "N playing now"
The game sends an anonymous ping once a minute while it runs (a random
session ID kept only in memory, the version, the platform, whether a LAN
or friends world is open). The telemetry server counts sessions seen in
the last 2 minutes, in memory only, with its own per-address rate limit
and a session cap, and serves rounded counts at GET /v1/live. The
launcher shows "N playing now" on the Play page when the count is
reachable, and tells players what the ping holds on the first-run
question, in Settings, and once on the Play page for players who
answered before. docs/telemetry.md and the privacy page say the same.

Like the rest of telemetry, nothing is sent until HORIZON_TELEMETRY_URL
is set or DEFAULT_ENDPOINT gets a server.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 10:18:58 +02:00
Ludovic MarieandClaude Opus 5.5 6f1f83d07c online_mode harness: one login at a time, and vanilla's two log races
Three races made the comparison of the servers' lines about the player
fail at random:
- a login's lost connection is logged at the server's next tick, and the
  next login could start before it: each login now ends once the server
  logged its lost connection;
- vanilla's authenticator disconnects a player, then logs why, while the
  server thread may already log the lost connection: each login's lines
  are compared thread by thread;
- a player the server kicks closes the connection once it reads why; when
  that comes first vanilla logs the lost connection as "Disconnected"
  (seen once in 12 desktop runs), so a login's kick reason stands for both.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 10:08:17 +02:00
Ludovic MarieandClaude Opus 5.5 743cc8e069 Ender pearls: a server always sends the thrower the teleport
ThrownEnderpearl.onHit teleports the owner to oldPosition() (where the
pearl started its last tick) with ServerPlayer.teleport, which sends the
position packet whatever the distance. A guest's turn sent a teleport only
when the player moved more than 0.01 blocks, and the pearl took the hit
point: a pearl thrown at one's feet often lands within that, and the
dedicated_server harness saw "teleported 0 time(s)" where vanilla's server
sends 1 (about one run in four on the desktop).

The pearl now moves the player to its previous position and marks the
teleport (PlayerMotion.teleported), which the end of the guest's turn
sends even when the player stays put.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 09:51:36 +02:00
Ludovic MarieandClaude Opus 5.5 8291c8af5b Chunk packets get 1 ms a frame; the rest waits for the next frame
A client of a server (single player's server thread, LAN, multiplayer)
handled every received packet in the frame it arrived. Crossing a chunk
border at 32 chunks brings 25 to 60 columns at once, 0.1 ms each to
decode on an M4 Pro: a 3 to 8 ms frame each time. Once a frame has spent
1 ms on chunk packets, the events from the next chunk packet on wait for
the next frame, in order; events that have waited a tick are all handled
at once, so a slow machine's backlog never holds packets longer than
that. The status's pending_chunks counts the waiting events.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 09:09:47 +02:00
Ludovic MarieandClaude Opus 5.5 e6b92eb4ee Structures: Formations' fountain (its pieced structure) generates
Formations' PiecedStructure starts like its SimpleStructure, then lays out
the element's jigsaw children with vanilla's jigsaw. The game's jigsaw
assembler now exposes its child layout (add_children) for a start piece
placed by another structure type; horizon:formations reads horizon:pieced
(max_depth, max_distance_from_center), which carry writes for
formations:pieced.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 09:03:34 +02:00
Ludovic MarieandClaude Opus 5.5 2f3f1377a3 Structures: CTOV's mod-compat hooks and Repurposed's mineshaft sky view carried
ctov:modular_compat runs another processor list only when the mod it names
is loaded: carry writes that list in when the mod is ported along and takes
the hook out otherwise (142 copies in ATM10, all for Nature's Spirit).
Repurposed Structures' mineshaft_sky_view_processor (71 lists) becomes the
game's horizon:mineshaft_sky_view: nothing at or above the world's
OCEAN_FLOOR_WG height, except plain rails over a block that can occlude,
waterlogged where the world holds water. Placement contexts gain
can_occlude.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 08:46:42 +02:00
Ludovic MarieandClaude Opus 5.5 dbb1ca0907 LAN guests use crafters
A guest's use of a crafter now opens CrafterMenu (minecraft:crafter_3x3)
over the block entity. The host runs its clicks on the menu engine's
verified Kind::CrafterBlock (a disabled slot refuses items, filling one
enables it), sends the disabled slots and triggered as data slots
(CrafterBlockEntity.containerData), and handles
ServerboundContainerSlotStateChangedPacket (new in horizon-protocol) as
CrafterBlockEntity.setSlotState. The guest shows the server's crafter,
predicts its clicks and sends a slot toggle before the click as
CrafterScreen.slotClicked does.

Part of #868.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 08:43:29 +02:00
Ludovic MarieandClaude Opus 5.5 ca5404e52d Beacon on the menu engine; LAN guests use beacons
BeaconMenu now runs on horizon_client::menu (Kind::Beacon): the payment
slot (beacon_payment_items, one item), quickMoveStack and updateEffects
with BeaconBlockEntity.validateEffects, verified against the vanilla class
by test_menu_click_parity with a new SET_BEACON op (valid and invalid
powers for each pyramid level).

ServerboundSetBeaconPacket is now in the protocol. The LAN host opens
minecraft:beacon for guests with the block entity's levels and powers as
data slots (kept current while the menu is open), applies a guest's
powers to the block entity (power_select while the beam is up) and drops
the payment when the menu closes, as BeaconMenu.removed does. Guests show
the server's levels and powers and their Done button sends the packet.
Single player's beacon clicks go through the engine too.

Part of #868.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 08:43:29 +02:00
Ludovic MarieandClaude Opus 5.5 b5a92262c8 Enchanting table on the menu engine; LAN guests enchant
EnchantmentMenu now runs on horizon_client::menu: the item slot (one
item) and the lapis slot, its quickMoveStack, slotsChanged clearing the
offers without an enchantable item, and clickMenuButton's checks against
the costs, lapis and levels, verified against the vanilla class by
test_menu_click_parity (with its ten data slots and the offer buttons;
the oracle's player now has a profile for the invalid-button log line).
The offers and the enchanting itself, which need a level, stay with the
caller.

Single player routes the table's clicks, drags and double clicks through
the engine. The LAN host opens minecraft:enchantment for guests with
their own enchantment seed (saved with their player data), sends the
costs, seed and clues as data slots, and on ContainerButtonClick
enchants the item, takes the guest's level and lapis and gives a new
seed. Guests show the server's offers and send the button the client
menu accepts.

Part of #868.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 08:43:29 +02:00
Ludovic MarieandClaude Opus 5.5 3e868683ba Anvil and smithing table on the menu engine; LAN guests use them
AnvilMenu and SmithingMenu (ItemCombinerMenu) now run on
horizon_client::menu: their slot rules, createResult (the anvil's cost
data slot, repair count and rename, the smithing table's hasRecipeError),
mayPickup with the player's levels, the results' onTake and
quickMoveStack, verified against the vanilla classes by
test_menu_click_parity with repairs, merges, renames (a new RENAME op,
AnvilMenu.setItemName) and the player's levels. The harness found the
anvil treating only enchanted books as books (vanilla: anything with
stored enchantments), now fixed, and the grindstone's and anvil's result
slots now count for a double click's pick-all as in vanilla.

Single player routes both screens' clicks, drags and double clicks
through the engine; the anvil's wear and level events 1030/1029, and the
smithing table's 1044, play with vanilla's random pitch.

The LAN host opens minecraft:anvil and minecraft:smithing for guests,
handles ServerboundRenameItemPacket (new in horizon-protocol), charges the
guest's levels and wears the anvil; guests send the rename box as
AnvilScreen.onNameChanged does and show the server's cost. The control
socket's `type` now reaches the anvil's rename box.

Part of #868.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 08:43:29 +02:00
Ludovic MarieandClaude Opus 5.5 4fecf43d28 Grindstone on the menu engine; LAN guests use grindstones
GrindstoneMenu now runs on horizon_client::menu (Kind::Grindstone): its
input filter, computeResult, the result's onTake (both inputs cleared,
the experience sum handed to the caller) and quickMoveStack, verified
against the vanilla class by test_menu_click_parity with enchanted,
damaged and cursed tools and books.

Single player routes the grindstone's clicks, drags and double clicks
through the engine and rolls the orbs and level event 1042 (now playing
block.grindstone.use) where the result is taken. The LAN host opens
minecraft:grindstone for guests on the same engine and awards the orbs at
the block; guests read enchantments, stored enchantments, repair cost and
custom names from the server's stacks, and the host now sends repair
cost.

Part of #868.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 08:43:29 +02:00
Ludovic MarieandClaude Opus 5.5 c8f02d91b7 Stonecutter on the menu engine; LAN guests use stonecutters
StonecutterMenu joins horizon_client::menu (Kind::Stonecutter): the input's
recipe list (slotsChanged / setupRecipeList), selectedRecipeIndex as its data
slot, clickMenuButton (an invalid index is taken too), the result's onTake
(one input used up, awardUsedRecipes, the take sound) and quickMoveStack with
the leftover of a result move dropped. test_menu_click_parity compares it
with vanilla's StonecutterMenu, recipe buttons included.

Single player's stonecutter screen now clicks through the engine (drags and
double clicks included), and its recipe grid calls clickMenuButton as
StonecutterScreen does. A LAN guest's stonecutter opens minecraft:stonecutter
on the host's engine, as the loom does (#868).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 08:43:29 +02:00
Ludovic MarieandClaude Opus 5.5 cd37ea98a0 LAN guests use looms: workstation menus on the host's menu engine
A guest's use of a loom opens LoomMenu (minecraft:loom) for the guest. The
host runs the guest's menu on the shared menu engine (horizon_client::menu,
Kind::Loom, as single player does): clicks, the pattern buttons
(ServerboundContainerButtonClickPacket), the content and data slot sync after
each, the take-result sound at the loom, stillValid (the block gone or out of
reach) and clearContainer when it closes or the guest leaves. The guest opens
the loom screen for the server's menu, predicts its clicks and buttons on the
engine and sends them, runs the menu's client-side slotsChanged on the
server's slots and reads the selected pattern from the data slot.

The framework (game/lan_stations.rs, game/remote_stations.rs) takes the other
workstations one by one (#868).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 08:43:29 +02:00
Ludovic MarieandClaude Opus 5.5 255f1960ee Structures: Mo' Structures generate (jigsaw with its terrain check, config spacing, exclusion by spread)
Carry maps mostructures:generic to vanilla's jigsaw with horizon:start_checks
(terrain_radius 2, terrain_range = heightRange) and mostructures:type to a
random spread with the config's default spacing and separation and its sets
to avoid as horizon:exclusion_zone. The game's exclusion zone gains
"their_zones": false, which tests the avoided sets by spread and frequency
alone, as ModStructurePlacement does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 08:33:20 +02:00
Ludovic MarieandClaude Opus 5.5 30a2cc7c61 Wayland: pin the 8-bit surface choice with a colour-managed compositor's list (#1007)
#1007's white overlay on Hyprland is #1075's washed-out swapchain: a
Wayland compositor with colour management makes Mesa list Rgba16Float
first, and the first non-sRGB format was taken. Reproduced on a real
GPU (Mesa 26.2 ANV, Intel HD 620) under headless weston 16: the old
choice washes the frame out, main's Bgra8Unorm doesn't. This test keeps
that list, as wgpu reports it, choosing an 8-bit format.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 08:26:52 +02:00
Claude bc9e5afacc Faster feature decoration: region grid, ore column fast path, lazy biome cache
TerrainRegion indexes its chunks through a grid over their bounding box.
OreFeature asks the world whether any column under its blob reaches the
floor heightmap in one call, and tracks tested positions in a bitset.
BiomeTemperature no longer preallocates its map and queue. Same output.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01M3pNrSHA2ifNrH7SAMHgSW
2026-10-22 06:26:36 +00:00
Ludovic MarieandClaude Opus 5.5 f8d0ef3cfe Merge main into fix/remote-player-abilities
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 08:15:44 +02:00
Ludovic MarieandClaude Opus 5.5 16738c9f26 Launcher: say when a prepared version has no sounds (#1035)
A version prepared while the sound copy failed (Mojang's republished 26.3
asset index, #1076, fixed in #1091), or one that reused such a version's
resources when installed, stays silent and showed as plain Prepared. The
Play page now says it is prepared without its sounds and makes Prepare
again the visible fix; versions --installed and the MCP list say so too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 08:10:31 +02:00
Ludovic MarieandClaude Opus 5.5 e70b520e5d Render thread ahead of the workers on macOS and Windows
The client asks for its render thread what it already asks for the
server thread (vanilla's MinecraftServer.spin): user-interactive QoS on
macOS, above-normal priority on Windows, on machines with more than four
processors. While terrain loads at 32 chunks, the worker pools (two with
single player's server thread), the chunk encoders and other programs
outnumber the cores. A frame that gave its core up in queue.submit then
waited 10 to 200 ms to get one back: the long frames of #678.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 07:57:47 +02:00
Ludovic MarieandClaude Opus 5.5 c2b7f3a4ea Slow-frame and slow-tick lines show the CPU time of each span
HORIZON_SPIKES spans keep the thread's CPU time beside their wall time,
and the slow-frame line gives the render thread's CPU time in the frame.
A span that mostly waited (for the GPU, a lock or a core) prints both
(`submit 30.2/0.1`), so a frame that waited reads apart from one that
worked. Found the cause of #678's long frames: the render thread losing
its core in queue.submit.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 07:55:54 +02:00
Ludovic MarieandClaude Opus 5.5 8e700aa683 Riptide: run vanilla's auto-spin attack after the launch
Releasing a Riptide trident now starts LivingEntity.startAutoSpinAttack(20,
8.0): for 20 ticks the player takes the SPIN_ATTACK pose (0.6x0.6, eye
height 0.4), hits the first living entity its swept box touches for the
spin's damage and bounces back (velocity x -0.2), and stops on a horizontal
collision. The player model spins (setupRotations: rotX(-90 - xRot),
rotY(age * -75)), SpinAttackEffectLayer draws the riptide boxes, and the
first-person hand uses ItemInHandRenderer's spin transform. LAN guests see
the host's spin through living flag bit 4.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 07:43:55 +02:00
Ludovic Marie e730dc1426 Merge pull request #1164 from ludovic111/fix/moving-piston-tint-pos
🤖 Agent: merged. Verify passes. This fixes main's build (E0061, where #1113 and #1115 crossed).
2026-10-22 07:38:39 +02:00
Ludovic Marie d9560d46e6 Merge remote-tracking branch 'origin/fix/moving-piston-tint-pos' into HEAD 2026-10-22 07:24:39 +02:00
Ludovic MarieandClaude Opus 5.5 89747692d2 Moving pistons: pass the block position to particle_sprite (main build fix)
#1113 (moving pistons) and #1115 (break particles, which gave particle_sprite
a position for its biome tint) each passed alone; together main no longer
compiled. A moving block now takes its tint at its own block position, as
vanilla's moving-block renderer reads the level's tint there.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 07:24:24 +02:00
Ludovic Marie 26142a9c40 Merge remote-tracking branch 'origin/main' into HEAD
# Conflicts:
#	tools/lan_e2e.py
2026-10-22 07:18:55 +02:00
Ludovic Marie ee3ac16594 Merge pull request #1113 from ludovic111/fix/moving-piston-collision
🤖 Agent: merged. Verify and CI parity pass (the earlier online_mode failure was a race and passed on rerun). Moving blocks are drawn and solid; entity pushing is in FEATURES.md LATER 4h.
2026-10-22 07:03:19 +02:00
Ludovic Marie 52c24d1ac9 Merge pull request #1160 from ludovic111/integ/b5-lan-rest
🤖 Agent: merged. Verify passes. Proof: the B5 integration of these eight heads (parity --changed 102/102, lan_e2e 46–47/48 with only order-dependent flakes), and the conflict resolution in tools/lan_e2e.py checked def by def against each branch.
2026-10-22 07:03:15 +02:00
Ludovic Marie b56b6e824e Merge pull request #1159 from ludovic111/fix/axolotl-idle-swim
🤖 Agent: merged. Verify passes; local parity --changed origin/main passes (101 harnesses; #1159's one online_mode diff reran clean and passes on main). Screenshots and tick-by-tick results in the body.
2026-10-22 06:25:18 +02:00
Ludovic Marie 0840b1f8ca Merge pull request #1156 from ludovic111/fix/sulfur-bubbles
🤖 Agent: merged. Verify passes; local parity --changed origin/main passes (101 harnesses; #1159's one online_mode diff reran clean and passes on main). Screenshots and tick-by-tick results in the body.
2026-10-22 06:25:14 +02:00
Ludovic Marie 95cee53d13 Merge remote-tracking branch 'origin/fix/guest-predicts-door-use' into integ/b5-lan-rest
# Conflicts:
#	tools/lan_e2e.py
2026-10-22 06:17:27 +02:00
Ludovic Marie 195403a6e1 Merge remote-tracking branch 'origin/fix/lan-player-arrows-hit-players' into integ/b5-lan-rest
# Conflicts:
#	tools/lan_e2e.py
2026-10-22 06:17:27 +02:00
Ludovic Marie 48c8975097 Merge remote-tracking branch 'origin/fix/lan-guest-kills-are-theirs' into integ/b5-lan-rest
# Conflicts:
#	tools/lan_e2e.py
2026-10-22 06:17:27 +02:00
Ludovic Marie 705da8b248 Merge remote-tracking branch 'origin/fix/lan-guest-worn-armour' into integ/b5-lan-rest
# Conflicts:
#	tools/lan_e2e.py
2026-10-22 06:17:27 +02:00
Ludovic Marie 214d32865c Merge remote-tracking branch 'origin/fix/explosions-every-player' into integ/b5-lan-rest
# Conflicts:
#	tools/lan_e2e.py
2026-10-22 06:17:26 +02:00
Ludovic Marie a558b046cd Merge remote-tracking branch 'origin/fix/piglin-barter-nearest-player' into integ/b5-lan-rest
# Conflicts:
#	tools/lan_e2e.py
2026-10-22 06:17:26 +02:00
Ludovic Marie 2159aa2205 Merge remote-tracking branch 'origin/fix/ghast-fireball-deflect' into integ/b5-lan-rest
# Conflicts:
#	tools/lan_e2e.py
2026-10-22 06:17:19 +02:00
Ludovic Marie 4002595331 Merge remote-tracking branch 'origin/fix/small-fireball-fire' into integ/b5-lan-rest 2026-10-22 06:16:35 +02:00
Ludovic MarieandClaude Opus 5.5 832f879b27 Dynamic lights: held, dropped and burning light sources (Horizon Extras)
A new Horizon Extras option, Lighting > Dynamic lights (`dynamicLights`,
off by default): a torch, lantern or other light-emitting item held by a
player or mob, dropped as an item, or any entity on fire lights the blocks,
entities and hand around it, as LambDynamicLights and OptiFine do.

Client-only and at render time: the light engine, chunk meshes and saves
never see it. Each frame the game picks the 16 sources nearest the camera
(dynamic_light::select) and passes them in Globals; terrain.wgsl and
entity.wgsl raise each vertex's block light to `level - distance` when that
is brighter. Off, the count in globals.time.z is 0, nothing is gathered and
the shaders' loop runs zero times, so no pipeline is rebuilt either way.

An item glows like its block's default state (torch 14, lantern and
glowstone 15, lit redstone torch 7); a lava bucket 15; burning entities 15.

Fixes #814

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 05:40:09 +02:00
Ludovic MarieandClaude Opus 5.5 f59f6e3e84 lan_e2e portals: take the portals away afterwards
The guest came home into its Nether portal's frame, with an obsidian
ceiling three blocks up, and the host onto the End portal it had set at
spawn; both stayed there for the rest of the run. Under that ceiling a
double jump rises about 1.2 blocks at most, and whether the flight check
saw it depended on timing: `flight` failed in full --server-thread runs
(portals runs only there) and passed alone. The check now clears the
frame and the End portal in the overworld, and puts the guest back where
it started, also when it fails.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 05:16:51 +02:00
Ludovic MarieandClaude Opus 5.5 b7453b129b agent_control_e2e survival: wait for the log's drop or its pickup
On single player's server thread the broken log's drop and its pickup
both come from the server, a few ticks after `break` answers: the
pickup could land before the scenario looked for the drop, which it
then never found (StopIteration). Step 3 now waits up to 20 ticks for
the logs in the inventory or the drop to walk to.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 05:16:51 +02:00
Ludovic MarieandClaude Opus 5.5 05e169f4e3 agent_control_e2e pick: wait for the server to clear the cursor
Step 2 clones a stack in the creative tab and closes the screen. The
clone lived only on the client: ItemPickerMenu's carried stack is the
inventoryMenu's, and AbstractContainerMenu.removed clears the carried
stack only for a ServerPlayer, so vanilla's client still holds it when
the survival inventory opens. With a stack in hand the middle button's
release sends CLONE (AbstractContainerScreen.mouseReleased); the server
finds the carried stack it was told about wrong and sends the empty one
(broadcastChanges). On single player's server thread that answer takes
a round trip, as in vanilla, so step 3 now waits up to 20 ticks for it.
The in-frame world puts the clone away when the menu closes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 05:16:51 +02:00
Ludovic MarieandClaude Opus 5.5 8b75ac3cdb lan_e2e and agent_control_e2e on the server thread
From b9f3821f (fix/server-thread-default): the host window draws what
it was sent on the server thread, and agent_control_e2e waits two ticks
where the server answers a click.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 05:16:51 +02:00
Ludovic Marie 55891f9c95 Wait for the server's block in the agent's place, try hidden spots
On a client of a server (single player's server thread, a LAN guest) the
placed block comes with the server's answer: `place` waits up to a second
for it before reporting no change. agent_control_e2e tries the next free
spot when the tree's trunk above the broken log hides a spot's faces.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 9821bb7ef5)
2026-10-22 05:16:51 +02:00
Ludovic Marie 2f883b5cdb Keep the command harness in the frame; compare finished border chunks
- The command harness (HORIZON_COMMAND_SCRIPT) drives the world itself,
  without the event loop, so it does not start the server thread.
- `status` lists the minecarts a client of a server was sent.
- save_roundtrip: single player's server thread finishes the chunks its
  player tracks, as vanilla's integrated server does, including some that
  vanilla's server (view distance 4) left before their terrain or light.
  Those had no blocks, light or heightmaps to compare yet.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 2818c89f24)
2026-10-22 05:16:51 +02:00
Ludovic Marie 0468b75c43 Run single player on its server thread by default
Single player's world now runs on the integrated server thread unless
asked otherwise, as vanilla's does, so a world tick no longer holds up
a frame. `--no-server-thread` or `HORIZON_SERVER_THREAD=0` keeps the
world in the frame as an escape hatch; `--server-thread` stays.

lan_e2e.py sets the host's mode explicitly either way.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 4ff23b686d)
2026-10-22 05:16:51 +02:00
Ludovic Marie 3668973807 Merge pull request #1133 from ludovic111/fix/openal-stereo-panning
🤖 Agent: merged. Verify passes; CI parity's only failure is the known dedicated_server pearl flake. Measured panning against OpenAL Soft's stereo output in the body.
2026-10-22 05:04:32 +02:00
Ludovic Marie 1ec77ad997 Merge pull request #1117 from ludovic111/fix/thrown-potion-render
🤖 Agent: merged. Verify passes. CI parity's only failure is server_player_targets, a server harness this client rendering change can't touch; it has flaked before (its log said '109 lines identical' on #1118). Screenshots in the body.
2026-10-22 05:04:29 +02:00
Ludovic Marie e6e18b8e4c Merge pull request #1154 from ludovic111/feat/mod-browser-page
🤖 Agent: merged. Verify passes (launcher only). Mod browser part 3/3: the launcher's Mods page, with screenshots in the body.
2026-10-22 05:04:25 +02:00
Ludovic Marie 6f5a9b61e7 Merge pull request #1153 from ludovic111/feat/mod-browser-install
🤖 Agent: merged. Verify passes (launcher only). Mod browser part 2/3: install, update and remove.
2026-10-22 05:04:00 +02:00
Ludovic Marie 99aaccc977 Merge pull request #1141 from ludovic111/feat/mod-browser-sources
🤖 Agent: merged. Verify and CI parity pass. Mod browser part 1/3: Modrinth source and checksum verification. The CurseForge source stays inactive until a key is configured.
2026-10-22 05:03:13 +02:00
Ludovic MarieandClaude Opus 5.5 86b58b71fa Client of a server: abilities from the server, flight sent back
A player who joined already in creative could not fly: the remote
client kept only instabuild and the flying speed of
ClientboundPlayerAbilitiesPacket, and the motion step clears flying for
a player that may not fly. The packet also comes before the client has
a player (it is made at the first teleport). Single player creative on
its server thread could not fly at all; a LAN guest only after a game
mode change.

- The remote client keeps the last abilities and applies flying, may
  fly, invulnerable and the flying speed to the player, also when the
  player is made (ClientPacketListener.handlePlayerAbilities).
- When its flight turns on or off (double jump, spectator, landing) it
  sends ServerboundPlayerAbilitiesPacket (LocalPlayer.onUpdateAbilities).
- The hub keeps it as the guest's flying when the guest may fly
  (handlePlayerAbilities), so the save has it, and a game mode change
  sets it as GameType.updatePlayerAbilities does.
- lan_e2e `flight`: the guest, and on the server thread the host's
  window, fly in creative, stay up, and stop in survival.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 04:43:05 +02:00
Claude dfe795bc09 Faster Perlin volumes and climate search, same results
PerlinNoise::add_volume worked out each Y coordinate's cell, offset and
fade once per X/Z column. Every column walks the same Y coordinates, so
they are now computed once per volume. The arithmetic is unchanged, so
the output is bit for bit the same.

ClimateIndex kept its tree as nodes with a Vec of child ids each. The
built tree is now renumbered breadth first into flat arrays, so a
branch's children are one contiguous run. The search visits the same
nodes in the same order, so ties resolve exactly as before.

terrain_bench (seed 12345, 8x8 chunks, 1 thread, medians of 3 runs):
terrain 14.5 -> 12.4 ms/chunk, biomes 1.20 -> 1.06 ms/chunk.
Checked against vanilla 26.3 in-process: 2304 chunks on seeds 12345, -1
and 987654321987 identical, and the biome-source and biome-generation
parity suites (2.1M lines) match.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01M3pNrSHA2ifNrH7SAMHgSW
2026-10-22 02:42:52 +00:00
Ludovic MarieandClaude Opus 5.5 56591efa5f A guest hears its door at once, and only once
Vanilla plays a block use's sound with `level.playSound(player, ...)`: the
player who clicked hears it from their own client's use, and the server
sends it to everyone else. Horizon's guest waited for the server's sound,
one round trip after its predicted door had already opened.

The guest now plays the sounds of the use it predicts (doors, trapdoors,
fence gates, levers, buttons), and the server sends the sounds of such a
use to the other players only. The control socket's `status` counts the
positional sounds each game played (`heard`).

lan_e2e `predict`: with the host frozen, the guest already hears its door;
once the server answers, the guest and the host have each heard it once.

Fixes #869

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 04:06:39 +02:00
Ludovic MarieandClaude Opus 5.5 ceff635615 A guest draws a bow, and lets go to shoot
A client of a server sent the bow's use but never started using the item
itself, so letting go of the button sent no RELEASE_USE_ITEM: the server
kept the guest drawing and never shot. BowItem.use runs on the client too
(startUsingItem, with an arrow or in creative), and Minecraft.handleKeybinds
releases the item in use once the button is up.

The guest now draws on its own side as well (held until the button lets go
or another slot is picked), so the server shoots when it lets go.

lan_e2e: `arrows` passes both ways now (the guest's arrow hurts the host);
the `pvp` and `arrows` checks allow the victim natural regeneration while
pvp is off (it healed 19.3 -> 20 and failed the exact check).

Fixes #484

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 04:06:39 +02:00
Ludovic MarieandClaude Opus 5.5 a4247e9323 A guest's door, trapdoor, fence gate, lever and button use is predicted
Vanilla's MultiPlayerGameMode.useItemOn runs the use on the client's own
level inside startPrediction, records each block it changes under the
packet's sequence in BlockStatePredictionHandler, and keeps them until
ClientboundBlockChangedAckPacket settles them (a use the server refused
goes back). A Horizon guest only sent the use: its door opened one round
trip later.

The guest already ran the use on a dry copy of its level to know whether
the click ends there; the blocks that use changes are now kept on its
level as predictions under the use's sequence, as the break prediction
does, when they are all hand-operated blocks: a wooden or copper door,
trapdoor or fence gate, a lever or a button (an iron door has no hand use
and changes nothing). The sound still comes from the server.

lan_e2e `predict`: with the host process frozen, the oak door the guest
clicks is already open on the guest's side (both halves), stays open on
both sides once the server answers, and an iron door stays shut.

Fixes #869

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 04:06:39 +02:00
Ludovic MarieandClaude Opus 5.5 5763854b0d A player's arrow hurts the other players on a served world
A remote player's projectiles never hit other players: a player's shots
only looked for mobs and the host, a guest's flew as if the host had shot
it (so it could not hit the host until it left the host's box), and a hit
on a guest from another guest ran as the shooter, who has no hub to reach
the victim. No bow PvP on a server or between LAN players.

A player's arrows, snowballs and eggs now meet every player, a guest's
flying from that guest (Projectile.getOwner). A hit on another player runs
as the victim's hurt, refused when the pvp game rule is off or the teams
are allies without friendly fire (ServerPlayer.canHarmPlayer), which turns
the arrow back as a raised shield does (AbstractArrow.onHitEntity).
Pearls, potions and wind charges fly past players as before.

lan_e2e `arrows`: the guest shoots the host and the host the guest with a
bow, both hurt; with pvp off, no harm.

Part of #484

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 04:06:39 +02:00
Ludovic MarieandClaude Opus 5.5 def242ecc1 A mob a guest kills is the guest's kill
LivingEntity.die credits the kill to lastHurtByPlayer: the killed
statistic, the mob_kills custom statistic, the kill score criteria and the
player_killed_entity trigger belong to that player. Horizon kept only
whether a player had hurt the mob, and the death ran as the host, so a LAN
or server guest's kills counted in the host's statistics and advancements.

The mobs a player hurt now remember which player (the acting guest's
connection, or the host), and the killer's side of the death runs as that
guest.

lan_e2e `kills`: a pig the guest kills shows in the guest's
minecraft.killed:minecraft.pig score, not the host's.

Part of #484

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 04:06:38 +02:00
Ludovic Marie 67569ef984 A LAN guest's worn armour protects it
The hub's players are server players too, and in vanilla the armour they
wear counts against every hit (LivingEntity.collectEquipmentChanges puts
each piece's attribute modifiers on the player, getDamageAfterArmorAbsorb
reads them). Horizon only put them on the host: a guest who put armour on
in its inventory menu (the hub moves it), joined wearing it, respawned with
it kept or came through a portal (a new body each time) was hurt as if it
wore nothing. Iron armour, 15 points, should take a 10-damage blow down to
6; a guest took the full 10.

Each guest now keeps its own list of applied equipment modifiers, swapped
in with the rest of its state for its turn, and its armour and main hand
are put on its attributes whenever they differ from what they were put on
for (a new body starts with none).

lan_e2e `worn`: the guest shift-clicks iron armour on in its inventory and
takes 10 mob-attack damage: 6 with it, 10 without (failed before: 10 and 10).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit e0549f88ce)
2026-10-22 04:06:37 +02:00
Ludovic Marie 73c5a1c5d6 Explosions hurt and push every player, through a raised shield
ServerExplosion.hurtEntities takes every entity in range, players
included, but only the host player was hurt and pushed: LAN guests stood
in a blast untouched. The player's part is now its own function, run for
the host and then for each guest in the level, swapped in as the player.

It also follows Player.hurtServer more closely for everyone: the damage
goes through a raised shield (an explosion is blocked like any attack
from where the blast is, the shield takes wear), the push is reduced by
explosion knockback resistance, and a spectator or a creative player
flying is not pushed.

tools/lan_e2e.py gains a `blast` check: primed TNT five blocks from a
survival guest hurts it (20 -> 4.6) and pushes it away; facing it behind
a raised shield, the guest takes nothing. Before this change the guest
took no damage and no push.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 0782a598fe)
2026-10-22 04:06:37 +02:00
Ludovic Marie 8df160f63f Piglins throw their barter toward the nearest player, guests included
PiglinAi.throwItemsTowardPlayer aims at NEAREST_VISIBLE_PLAYER: the
nearest living, non-spectator player within 16 blocks. Only the host was
considered, so a LAN guest who bartered saw the loot fly to the host.

lan_e2e's new barter check: the guest, in gold boots, drops a gold ingot
to a piglin in a glass corridor with the host on the far side; the
piglin stays calm and the barter reaches the guest. It fails on the old
build (the loot lands on the host's side).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 896f12f732)
2026-10-22 04:06:36 +02:00
Ludovic Marie ba72a097fa A player's blow turns a ghast's fireball back
Player.attack on a #minecraft:redirectable_projectile (a ghast's fireball,
a wind charge) deflects it with ProjectileDeflection.AIM_DEFLECT: its
movement becomes the attacker's unit view vector and the attacker its
owner, with the no-damage sound. The crosshair finds these projectiles a
block round their box (AbstractHurtingProjectile.getPickRadius), a remote
client sends the attack for them, and the host turns one a guest strikes
along that guest's view. A fireball a player turned back kills the ghast
it hits (Ghast.isReflectedFireball: no fire immunity, 1000 damage).

lan_e2e.py --check deflect: the host strikes a caged ghast's fireball and
the ghast dies; before, the fireball hit the host.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 6ba02f5205)
2026-10-22 04:06:36 +02:00
Ludovic Marie cb4ecfbbe9 A small fireball's fire is placed like vanilla's, and goes out
SmallFireball.onHitBlock places fire with Level.setBlockAndUpdate and
BaseFireBlock.getState (soul fire on soul soil and soul sand), and a mob's
fireball only when mobGriefing is on. Horizon wrote a plain fire state
straight into the chunk: no block updates and no scheduled fire tick, so
the fire never aged and never went out, even on stone or nether bricks
where vanilla's goes out within about half a minute (FireBlock.tick). Every
blaze fireball that missed left a fire that stayed for good: fortress
floors round a spawner filled with fire that kept everyone near it burning.

The fire is now the level's fire state for the spot, set with updates
(the fire's tick is scheduled on place), and only with mobGriefing when a
mob shot it.

lan_e2e `fireball`: a dispenser shoots a fire charge onto stone; both
players see the fire and it goes out by itself (failed before: still burning
after 1200 ticks; now out after about 480).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 5b7235c24b)
2026-10-22 04:06:35 +02:00
Ludovic Marie c1b5fe95d2 Merge pull request #1152 from ludovic111/perf/advancement-index-async-log
🤖 Agent: merged. Verify passes. B5's local integration of all its PRs on main: parity --changed 102/102, plus lan_e2e (flakes listed in FEATURES.md LATER 4l).
2026-10-22 04:05:36 +02:00
Ludovic Marie 635faf6d27 Merge pull request #1150 from ludovic111/fix/locator-bar-per-level
🤖 Agent: merged. Verify passes. B5's local integration of all its PRs on main: parity --changed 102/102, plus lan_e2e (flakes listed in FEATURES.md LATER 4l).
2026-10-22 04:05:15 +02:00
Ludovic Marie 229f2139d6 Merge pull request #1145 from ludovic111/fix/hurtlog-guest-respawn
🤖 Agent: merged. Verify passes. B5's local integration of all its PRs on main: parity --changed 102/102, plus lan_e2e (flakes listed in FEATURES.md LATER 4l).
2026-10-22 04:05:02 +02:00
Ludovic Marie 615aa8f926 Merge pull request #1143 from ludovic111/fix/ominous-item-spawner-save
🤖 Agent: merged. Verify passes. B5's local integration of all its PRs on main: parity --changed 102/102, plus lan_e2e (flakes listed in FEATURES.md LATER 4l).
2026-10-22 04:04:50 +02:00
Ludovic Marie 96ae26d865 Merge pull request #1136 from ludovic111/fix/summon-tracked-ids
🤖 Agent: merged. Verify passes. B5's local integration of all its PRs on main: parity --changed 102/102, plus lan_e2e (flakes listed in FEATURES.md LATER 4l).
2026-10-22 04:04:37 +02:00
Ludovic Marie affb823466 Merge pull request #1135 from ludovic111/fix/world-spawn-before-save
🤖 Agent: merged. Verify passes. B5's local integration of all its PRs on main: parity --changed 102/102, plus lan_e2e (flakes listed in FEATURES.md LATER 4l).
2026-10-22 04:04:25 +02:00
Ludovic Marie c690303948 Merge pull request #1144 from ludovic111/fix/lan-players-lie-in-bed
🤖 Agent: merged. Verify passes. B5's local integration of all its PRs on main: parity --changed 102/102, plus lan_e2e (flakes listed in FEATURES.md LATER 4l).
2026-10-22 04:03:23 +02:00
Ludovic Marie dbeebefbda Merge pull request #1134 from ludovic111/fix/loot-set-potion
🤖 Agent: merged. Verify passes. B5's local integration of all its PRs on main: parity --changed 102/102, plus lan_e2e (flakes listed in FEATURES.md LATER 4l).
2026-10-22 04:03:02 +02:00
Claude 9019d708d0 Streaming: answer "near a player?" from a grid of the players' squares
On a server every player is an extra area, and streaming asks of every
loaded and wanted column, several times a tick (unloading, dropping
protos, finishing, decoration, the generation scan), whether one of
those squares reaches it: a scan of every player's square per question.
The squares are now one grid of distances, made again when a player
changes chunk, and in_extra reads it. Differential test against the scan
over 60 random layouts, every margin.

At 50 players, 6081 columns, 3 questions each: 0.45 ms -> 0.04 ms, plus
0.02 ms to make the grid.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01UxXpf7d4RgpespL2G2UsGE
2026-10-22 01:40:47 +00:00
Claude 186777110f Hoppers: skip the item scan when no item reaches the hopper's column
HopperBlockEntity.suckInItems scanned every item entity for each hopper
that ticked without a container above. During the block-entity pass the
game now keeps the set of block columns item boxes reach; a hopper whose
column is not in it has nothing to suck, and the scan (same order, same
item taken) runs only for the rest. Items do not move within the pass:
removals leave a superset, and additions (pushed at the end with a new
id) or removing the last item rebuild the set. It is dropped at the end
of the pass.

  500 hoppers,  200 items:  1.36 -> 0.05 ms per tick
  2000 hoppers, 500 items: 13.52 -> 0.26 ms per tick
  2000 hoppers, 2000 items: 60.6 -> 3.3 ms per tick

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01UxXpf7d4RgpespL2G2UsGE
2026-10-22 01:40:38 +00:00
Ludovic MarieandClaude Opus 5.5 ac25d41578 Shader Packs page: show the first line of a pack's error
Translator errors go on with a drawn source excerpt that the row can't show.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 03:32:23 +02:00
Ludovic MarieandClaude Opus 5.5 acbfb8ceca docs/shader-packs.md: the ten packs tested and what stops the rest
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 03:32:23 +02:00
Ludovic MarieandClaude Opus 5.5 6ea7a51ff3 Shader Packs page: the folder's path, Open Folder, a switch per pack
The Shader Pack setting cycled through what shaderpacks/ held, so with the
folder empty (or the packs in the launcher's version folder, as brabus_ had
them) it silently stayed Off. The row now opens a Shader Packs page: a
sidebar section in the Horizon menus, Video Settings > Shader Packs... in
the Classic ones. It shows the game home's shaderpacks/ path and an Open
Folder button (made if missing), says when there is no pack, and lists one
switch per pack. A pack that fails to load says why on its row. The list is
read again every second while the page shows.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 03:32:23 +02:00
Ludovic MarieandClaude Opus 5.5 e570561db9 Shader packs: write narrow fragment outputs through a vec4
GL fills the channels a fragment shader leaves out; wgpu refuses a pipeline
whose output has fewer channels than its target. Steadfast's final pass
writes `out vec3` and failed to build in the game.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 03:32:23 +02:00
Ludovic MarieandClaude Opus 5.5 21998a7e6a Shader packs: read pack sources as Iris's JCPP does; legalise what naga refuses
Preprocessor (GLSL and shaders.properties), as JCPP does:
- a #define replaces an earlier macro (Bloop, Steadfast: DefineRedefined);
- in #if, a float counts as its integer part (Steadfast's
  shaders.properties float token), and a macro always defined empty counts
  as 0 (Iris's MC_GL_VENDOR_OTHER, Bloop's TAA_USE_YCOCG);
- an #if may run to the end of the input (Bloop's taa.fsh);
- #error "..." lexes in skipped blocks (Photon);
- shaders.properties keeps its empty lines and hides backslashes from the
  preprocessor (IRIS_PASSTHROUGHBACKSLASH), so a continued value no longer
  swallows the next directive or line (Photon, Bliss, Steadfast's custom
  uniforms; Complementary's isCold uniform is now complete).

Legaliser: % through overloads (naga won't take ivec2 % int: Noble),
sqrt of a negative constant left to the GPU (Bloop's NaN), constants naga
can't fold (?:, mix: Bliss) become globals set in main, and 16/8-bit types
(u16vec2 & co., Noble on NVIDIA) become their 32-bit ones.

horizon-client: real_packs_load runs the game's own load over the packs in
HORIZON_TEST_SHADERPACKS (the compatibility table's source).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 03:32:23 +02:00
Ludovic MarieandClaude Opus 5.5 cf96b7c097 Mod browser (3/3): the launcher's Mods page
A Mods page between Versions and Modpacks: resource packs, shader packs and
modpacks as tabs, a search field, Show everything, and Modrinth / CurseForge
once CurseForge has a key. Results are index rows with summary, author,
downloads, source, licence and how well each runs (with the reason), Page and
Install (Import for a modpack, which then shows on the Modpacks page).
Installed packs list their version, source, file and the checksum they were
checked against, with Update and Remove. Searches, installs and update checks
run on threads; stale search answers are dropped.

Fixes #577

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 03:27:33 +02:00
Ludovic Marie 5aff29807a Merge pull request #1149 from ludovic111/fix/others-breaking-progress
🤖 Agent: merged. Verify passes. B5's local integration of all its PRs on main: parity --changed 102/102 (the explosion-dependent 22 rerun after rebasing onto #1101), and lan_e2e passes except checks that fail only after earlier checks and pass alone (in FEATURES.md LATER 4l).
2026-10-22 03:24:35 +02:00
Ludovic Marie d4739f31b2 Merge pull request #1137 from ludovic111/fix/dragon-server-levels
🤖 Agent: merged. Verify passes. B5's local integration of all its PRs on main: parity --changed 102/102 (the explosion-dependent 22 rerun after rebasing onto #1101), and lan_e2e passes except checks that fail only after earlier checks and pass alone (in FEATURES.md LATER 4l).
2026-10-22 03:24:32 +02:00
Ludovic MarieandClaude Opus 5.5 9346ac04ad Mod browser (2/3): install, update and remove, with horizon-launcher mods
browser::installed installs a pack and its required dependencies into
resourcepacks/ or shaderpacks/, every file checked before any download
(a dependency that is a Java mod stops it) and checksum-verified on the
way in; mod-browser.json records source, version, file and checksum.
Update swaps the file, remove deletes only what the browser installed (a
player's own file of the same name is never overwritten). A modpack is
downloaded, checked, and imported through the Modpacks page's pipeline.
The CLI gains `mods list|search|install|update|remove`.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 03:22:39 +02:00
Ludovic MarieandClaude Opus 5.5 784e8f0648 Mod browser (1/3): Modrinth and CurseForge sources, checksum-checked downloads
The launcher's core gains `browser`: search Modrinth for what Horizon loads
(resource packs, Iris/OptiFine shader packs, modpacks; never Java mod jars),
say how well each result runs, pick the newest version that runs, and
download a file only from Modrinth's or CurseForge's file servers, with a
plain file name, kept only when its size and SHA-512 (SHA-1 on CurseForge)
match. CurseForge is a pluggable source that stays off until an API key
exists (HORIZON_CURSEFORGE_API_KEY at run time or build time; the launcher
workflow passes the repository secret). docs/mod-browser.md.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 03:17:25 +02:00
Ludovic MarieandClaude Opus 5.5 49a224df9f Axolotl: free water paths, flat walk targets and the attack sound
Three differences from vanilla's Axolotl kept the brain from matching:

- The constructor's setPathfindingMalus(WATER, 0) was missing, so every
  swim target in water failed DefaultRandomPos's malus check and idle
  axolotls never picked a walk target.
- Axolotl.getWalkTargetValue returns 0 everywhere; Horizon used Animal's
  light-based value, which picked the brightest candidate instead of the
  first.
- Axolotl.playAttackSound (entity.axolotl.attack at pitch 1) never played.

The mob AI harness gets #64's two scenarios, in a pool sunk into the ground
so no water flows out of it: hunting a cod, and playing dead after repeated
hits. Both now match vanilla on every tick (393/393 mob-ticks, was 26).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 03:15:12 +02:00
Claude cb0bbe7d19 Sculk: skip the loaded-chunk diff while no chunk came or went
sculk_sync_index collected every loaded chunk key into a set and diffed
it against the known chunks every ten ticks, thousands of keys on a busy
server. It now remembers the chunk map's membership revision and skips
the diff while it is unchanged; a replaced chunk keeps its key and was
not rescanned before either.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01UxXpf7d4RgpespL2G2UsGE
2026-10-22 01:10:06 +00:00
Claude 863a309161 Allays and piglins: hoist per-tick lookups out of the per-mob loop
tick_allays scanned every block entity of the level for each allay,
every tick, to find a playing jukebox within 10 blocks. The playing
jukeboxes are now collected once, at the first allay (no allay starts
or stops one).

piglin_pickups looked up the piglin_loved tag and hashed every item
entity's id once per piglin. Each item's flag is now computed once and
kept until an item is added (always pushed at the end under a new id)
or removed.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01UxXpf7d4RgpespL2G2UsGE
2026-10-22 01:10:06 +00:00
Claude 3917f35e3e Natural spawning: answer mob box queries from a grid after a few scans
GameLevel's isUnobstructed, noCollision (living shulkers) and the
spawners' entity count each scanned every mob, computing each 1.5 KB
mob's box. A spawn pass holds the game immutably, so after eight
queries it builds a grid of the mobs' boxes once and reads candidates
from it; the first queries still scan, as the build costs a few scans.

  100 box tests, 2000 mobs: 3.48 -> 0.31 ms (grid build included)

Also gives the mob_ai_probe example the new others_index field.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01UxXpf7d4RgpespL2G2UsGE
2026-10-22 01:10:05 +00:00
Claude a893fa6125 Villagers: count the others' POI tickets once per search
pois_in_range (AcquirePoi and the job, bed and meeting point searches)
asked, for every candidate POI in range, how many tickets it had, and
each answer scanned every other mob for villagers holding it: POIs times
mobs per search. The others' tickets are now counted into a map at the
first candidate and read from it; this villager's own memories are
still checked per POI, as before.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01UxXpf7d4RgpespL2G2UsGE
2026-10-22 01:10:05 +00:00
Claude 3b21a975bb Mob goals: read nearby mobs from the tick's grid in four more places
FollowParentGoal (every baby, every tick), the pufferfish's puff check,
the enderman's block placing and the iron golem's DefendVillage scanned
every mob. They now read candidates from the position grid around the
area they test (one block wider where they test positions, as a box
whose bottom face holds the position meets it), in snapshot order, and
test exactly as before.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01UxXpf7d4RgpespL2G2UsGE
2026-10-22 01:10:05 +00:00
Claude 67ca65bb3b Mob tick: drop gone mobs' guest bindings with a set, not a scan per binding
On a server every ticked mob is bound to its nearest player, and each tick
the bindings of mobs that are gone were dropped by scanning every mob for
each binding. Mob is 1.5 KB, so the scan misses the cache on every mob:
with 1000 loaded mobs that was 0.44 ms a tick, with 2000 1.86 ms; a set of
the live ids makes it 0.02 and 0.04 ms (stand-in structs of Mob's size).

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01UxXpf7d4RgpespL2G2UsGE
2026-10-22 01:10:05 +00:00
Claude 6216b84669 Mob tick: build the mob world once a tick, index the snapshot
tick_creature_entities called mob_world_base for every mob. That rebuilt
the player view (its allies set scans every mob UUID) and, with any
scoreboard team, an owned copy of every mob's team, each a clone of the
team's player set: cubic in the mobs on a team. The base is now built
once and cloned per mob, with the teams borrowed behind an Arc.

  100 mobs, half on a team:  37.7 ms -> 0.06 ms per tick
  500 mobs, half on a team:  4297 ms -> 0.31 ms per tick

MobWorld::seen looked mobs up by scanning the snapshot; the mob ticks
now pass an id index (first slot wins, as the scan did): 2000 lookups
over 2000 mobs 1.09 -> 0.01 ms. The nearest-living-entity sensors, the
look-at goal, the ravager's roar and MobWorld::nearby read candidates
from the tick's position grid instead of every mob, in the same order:
2000 mobs 0.39 -> 0.11 ms per tick.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01UxXpf7d4RgpespL2G2UsGE
2026-10-22 01:10:05 +00:00
Ludovic Marie 1fda49b9b0 Merge pull request #1119 from ludovic111/fix/boat-water-patch
🤖 Agent: merged. Verify passes. CI parity's failures are only the known flakes: world_spawn (vanilla gives several spawn heights for one seed across runs) and dedicated_server (play-pearl). This client rendering change can't move either. B2's integration passed every rendering harness, and before/after screenshots are in the body.
2026-10-22 03:03:27 +02:00
Ludovic Marie cb5355b3ff Merge pull request #1116 from ludovic111/fix/end-crystal-spin
🤖 Agent: merged. Verify passes. CI parity's failures are only the known flakes: world_spawn (vanilla gives several spawn heights for one seed across runs) and dedicated_server (play-pearl). This client rendering change can't move either. B2's integration passed every rendering harness, and before/after screenshots are in the body.
2026-10-22 03:03:23 +02:00
Ludovic MarieandClaude Opus 5.5 c4d6b34172 Other players' block cracks are drawn
On a server or a world open to LAN, a player saw only their own crack.
The server sent each new stage to the others
(ClientboundBlockDestruction), but a client of a server ignored the
packet, and the host of a LAN world neither drew its guests' cracks nor
sent its own to them.

Vanilla keeps the cracks per breaker (ClientLevel.destroyBlockProgress:
a progress outside 0..9 removes it, 400 ticks without news drops it) and
draws, within 32 blocks, the furthest one on each block
(LevelExtractor.extractBlockDestroyAnimation). Horizon now does the
same: a client of a server takes the packet, a LAN host records its
guests' stages and sends its own (each new stage, then -1 when it
stops), and every crack is drawn with its own stage. A guest's crack
also goes when the block it digs is gone before its STOP_DESTROY_BLOCK
(its own tick broke it), as ServerPlayerGameMode.tick clears it on air:
the others kept its last stage for 400 ticks. Each crack vertex carries
its stage sprite's atlas origin in its light bytes (the crumbling pass
is unlit); the shader keeps the shared sprite size.

lan_e2e `cracks`: each side watches the block the other mines and sees
its crack grow; no crack is left once the blocks break. The screenshots
from both sides show the cracks.

Fixes #1096

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 03:02:56 +02:00
Ludovic Marie 9ad152d2b8 Merge pull request #1130 from ludovic111/fix/website-semver-tags
🤖 Agent: merged. Website only; verify passes and the website tests pass (2/2). The site shows nothing about 0.2 until a 0.2 release exists.
2026-10-22 03:02:53 +02:00
Ludovic Marie 8c99b1099a Merge pull request #1126 from ludovic111/docs/versioning-0-2
🤖 Agent: merged. Docs only; verify and CI parity pass. The review's corrections are in (a56317f9).
2026-10-22 03:02:50 +02:00
Claude 2ecbdd57eb Mob pushes: one list per mob once a crowd is pushing
Pushes between mobs wait in a list until their target ticks; each mob's
tick scanned the whole list, and take_mob_pushes removed each push from
the events in place, shifting the rest. In a pen where every mob pushes
its neighbours both grow with the square of the crowd per mob.

The pending pushes stay a list while short (64) and become one list per
mob past that, each in push order, so every velocity adds up the same
values in the same order. take_mob_pushes splits the events in one pass,
keeping the order of the others. A test checks velocities bit for bit
and the remaining events against the old code.

  30 mobs pushing each other:   0.11 -> 0.04 ms per tick
  100 mobs pushing each other:  1.73 -> 0.37 ms
  200 mobs pushing each other:  9.07 -> 2.61 ms

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01UxXpf7d4RgpespL2G2UsGE
2026-10-22 01:02:34 +00:00
Claude 62874d8dc4 Furnaces: look up the cooking recipe in an index, without cloning it
Every lit furnace, smoker and blast furnace called Recipes::cook each
tick, which scanned all cooking recipes (string compares and hash
lookups) and the furnace then cloned the recipe found, its ingredient's
item set included. Recipes now keeps, built at the first lookup, the
first recipe of each kind for each item, which is what the scan
returned; the furnace borrows it.

  1000 lookups over 320 recipes: 2.07 -> 0.08 ms

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01UxXpf7d4RgpespL2G2UsGE
2026-10-22 01:02:00 +00:00
Claude da314fa658 Server tick: cheaper view requeue and chunk ticket levels
Two costs that grow with players on the server thread:

- Hub::update_view rebuilt a player's chunk queue on every chunk crossing
  by scanning the queue (a Vec) once for each chunk of the view. It now
  checks a set. Same queue, same order (differential test against the old
  scan). 111 -> 16 us per crossing at view 10, 6.5 ms -> 0.13 ms at 32.
- ChunkTickets rebuilt a hash map of every ticketed chunk whenever any
  player changed chunk, and every block entity, mob and ticking chunk
  hashed into it. Levels are now a grid over the tickets' bounding box,
  with the map kept for tickets spread too far apart. At 50 players:
  build 0.23 -> 0.08 ms, lookups about 2x faster (differential test over
  200 random ticket layouts).

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01UxXpf7d4RgpespL2G2UsGE
2026-10-22 01:02:00 +00:00
Ludovic Marie fd0473605b Merge pull request #1125 from ludovic111/fix/station-quick-move
🤖 Agent: merged. Verify passes. Local integration of #1121–#1125 on main 2d586fac: parity --changed, all 101 affected harnesses pass. Screenshots in the body.
2026-10-22 03:00:02 +02:00
Ludovic Marie 24ce07cb93 Merge pull request #1124 from ludovic111/fix/menu-style-test-race
🤖 Agent: merged. Verify passes. Local integration of #1121–#1125 on main 2d586fac: parity --changed, all 101 affected harnesses pass. Screenshots in the body.
2026-10-22 02:59:58 +02:00
Ludovic Marie 194bad0b08 Merge pull request #1123 from ludovic111/fix/book-title-edit-box
🤖 Agent: merged. Verify passes. Local integration of #1121–#1125 on main 2d586fac: parity --changed, all 101 affected harnesses pass. Screenshots in the body.
2026-10-22 02:59:54 +02:00
Ludovic Marie f0b2083ca8 Merge pull request #1122 from ludovic111/fix/classic-extras-pairs
🤖 Agent: merged. Verify passes. Local integration of #1121–#1125 on main 2d586fac: parity --changed, all 101 affected harnesses pass. Screenshots in the body.
2026-10-22 02:59:50 +02:00
Ludovic Marie d87fe66e3e Merge pull request #1121 from ludovic111/fix/session-lock-release
🤖 Agent: merged. Verify passes. Local integration of #1121–#1125 on main 2d586fac: parity --changed, all 101 affected harnesses pass. Screenshots in the body.
2026-10-22 02:59:46 +02:00
Ludovic MarieandClaude Opus 5.5 52eb549aec Particles: add 26.3's sulfur bubbles over potent sulfur
PotentSulfurBlock.animateTick sends two sulfur_bubbles up through a water
source above a wet potent sulfur block, and one time in ten plays
block.potent_sulfur.noxious_gas. SulfurBubbleParticle rises at -0.04
gravity with 0.85 friction, wiggles sideways, grows from 0.02 to 0.15 and
pops when it leaves a water source, stops rising or travels 3 blocks. Its
provider passes yAux as the Z speed, which is kept.

The particle providers harness gets water worlds for sulfur_bubbles,
bubble and bubble_column_up.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 02:21:36 +02:00
Ludovic Marie afd9e820f5 Merge pull request #1127 from ludovic111/fix/server-update-semver-tags
🤖 Agent: merged. Verify and CI parity pass, and the independent review is OK: 12 update tests; v0.2.0.1 ranks below every 0.2 tag; a 0.2 install is never offered a dated tag.
2026-10-22 02:16:01 +02:00
Ludovic MarieandClaude Sonnet 5.5 0ee03671ba Website: the fallback releases link matches launcher@ and launcher-v tags
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-22 02:15:09 +02:00
Ludovic MarieandClaude Sonnet 5.5 a56317f943 docs/versioning.md: servers don't update themselves, a decision on v2026.10.21, bridge soaks first, irreversible list
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-22 02:15:07 +02:00
Ludovic MarieandClaude Opus 5.5 fde383c6e8 Website: read 0.2 tags (v0.2.0, [email protected]) as newer than the dated ones
From 0.2 the game is tagged vX.Y.Z and the launcher [email protected] (docs/versioning.md). The site
took only vYYYY.MM.DD as a game release and launcher-v as a launcher, so it would keep offering
launcher 0.16 and showing the last dated patch notes.

src/versions.js holds the tag test and order (every 0.2 tag above every tag from before, semver
within, a pre-release before its release), shared by build.mjs and main.js; the download button
picks the newest launcher by tag, the notes the newest stable game releases, and the launcher
lookup falls back to launcher@ tags before launcher-v. Nothing shows "0.2" until a 0.2 release
exists. `npm test` runs its tests (node --test).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 02:13:33 +02:00
Ludovic MarieandClaude Opus 5.5 385abe5f0c docs/versioning.md: the 0.2 numbering, the way over for old installs, the go-day steps
Ludovic decided (2026-10-21) that the next release is 0.2 for both the game and the launcher, with one
clear scheme instead of vYYYY.MM.DD(.N) and launcher-vX.Y.Z. This page is the design the other 0.2
pull requests implement:

- tags vX.Y.Z and [email protected] (launcher-v0.2.0 is taken), on a line in .github/release-line.txt;
  betas stay pre-releases under their final tag; semver pre-release tags reserved for previews;
- one order for every reader: each 0.2 tag above every tag from before;
- how release.yml, launcher.yml and promote.yml map onto it (HORIZON_VERSION, HORIZON_LAUNCHER_TAG);
- what launchers and servers from before 0.2 do with it, and the bridges that move them
  (launcher-v0.17.0, the last dated game release made latest before v0.2.0);
- the orchestrator's steps for the day Ludovic says go, freeze off included.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 02:13:33 +02:00
Ludovic Marie fcfcd408a4 Merge pull request #1129 from ludovic111/feat/release-line
🤖 Agent: merged. Verify and CI parity pass, and an independent review found no blocking issue. The release, launcher and promote workflows stay disabled with RELEASES_PAUSED=1. Without .github/release-line.txt the train decides exactly as before (checked against every existing tag).
2026-10-22 02:12:49 +02:00
Ludovic Marie 65276e7ef6 Merge pull request #1128 from ludovic111/fix/launcher-semver-tags
🤖 Agent: merged. Verify and CI parity pass, and an independent review found no blocking issue. The release, launcher and promote workflows stay disabled with RELEASES_PAUSED=1. Without .github/release-line.txt the train decides exactly as before (checked against every existing tag).
2026-10-22 02:12:45 +02:00
Ludovic Marie 3ca2fc8c8b Merge pull request #1115 from ludovic111/fix/break-particle-sprite
🤖 Agent: merged. Verify passes. CI parity's only failure is world_spawn seed -2080727421395798566, where vanilla itself gives several heights across runs (also on main; see #1112). Screenshots in the body.
2026-10-22 02:03:42 +02:00
Ludovic Marie e935f5dc55 Merge pull request #1118 from ludovic111/fix/biome-fog-blend
🤖 Agent: merged. Verify and CI parity pass, with before/after screenshots in the body.
2026-10-22 02:03:21 +02:00
Ludovic Marie 323cc49198 Merge pull request #1120 from feeldev12/fix/benchmark-world-folder-race
🤖 Agent: merged. Thank you @feeldev12! Verify passes. A 2-line fix to benchmark tooling: the world folder is created before the marker is written, so slow devices no longer race the async world open.
2026-10-22 02:03:17 +02:00
Ludovic MarieandClaude Opus 5.5 3fdf210ccb Advancement index: measured on vanilla's tree
An ignored test reads vanilla's advancements and item tags from the
prepared resources (HORIZON_RESOURCES) and reports what an inventory
change and a recipe unlock test now. On the Mac mini (release):
inventory_changed has 1914 criteria, the index is built once in 0.75 ms
with the tree (off the tick), and a nine-stack inventory tests 67 of them
(found in 16 us); recipe_unlocked has 1739, an iron pickaxe tests 1.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 01:57:27 +02:00
Ludovic MarieandClaude Opus 5.5 cc84150f6c A player leaving a level loses its waypoints there
ServerWaypointManager.removePlayer disconnects every waypoint the player
was receiving: a player who goes to another level gets an untrack for each
player it tracked in the one it left. Horizon's per-level managers tick
with the players in their own level only, so the untrack had no connection
to go to and the player kept the old level's markers.

Each level's manager now also gets the connections of the players in the
other levels, for these untracks.

The player-targets and dimension-players harnesses compare the waypoints
as each step leaves them (the last packet for each waypoint): arriving in a
level, vanilla sends the same waypoint up to three times within the step,
and the packet by packet order is test_locator_bar_parity's. Both pass:
123 and 40 lines identical.

Part of #843

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 01:57:27 +02:00
Ludovic MarieandClaude Opus 5.5 815625e547 Advancement triggers test only the criteria that can pass; the log writes on its own thread
Two main-thread costs from the hub tick (found on the companion branch with
HORIZON_SPIKES, commit 060c795e; its companion and metering parts stay there):

- Every inventory change tested all ~1,900 inventory_changed criteria, and
  every recipe unlocked (an iron ingot unlocks dozens) all ~1,300
  recipe_unlocked ones: 1.5-5 ms on such a tick. The tree now indexes
  inventory_changed criteria by the items that can pass them (tags resolved;
  the few without an item list are always tried) and recipe_unlocked
  criteria by recipe, so a change tests the 20-40 that could match. Same
  answers: a criterion with an item-limited predicate can only pass with one
  of those items held.
- Each log line was an unbuffered stderr write plus a latest.log write under
  a mutex on the calling thread; a full pipe or a slow disk held the tick.
  The logger now formats the line and keeps it for crash reports on the
  calling thread and hands the I/O to a "Log writer" thread; flush() waits
  for it (crash report, exit).

(cherry picked from commit 060c795e, companion parts left out)

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 01:57:27 +02:00
Ludovic MarieandClaude Opus 5.5 369179f331 The locator bar has one waypoint manager per level
Vanilla keeps a ServerWaypointManager per level: a player in another level
is neither a transmitter nor a receiver there. Horizon passed every player
to one manager whatever their dimension, so a player who went to the
Nether stayed tracked at their Nether coordinates by the players left in
the Overworld (`track Bob block 0 100 0`), and nothing was re-tracked when
they came back.

Each level now has its own manager, ticked with the players in that level:
a player changing level leaves the old one (untracked for everyone there,
as ServerLevel.removePlayerImmediately) and joins the new one
(addDuringTeleport). The player-targets and dimension-players harnesses
now compare the waypoints too, instead of leaving them out.

Fixes #843

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 01:57:27 +02:00
Ludovic Marie 169be6374c hurtlog keeps a LAN guest's hurts across a respawn
A guest's body is rebuilt when it respawns, and its hurt and attack logs
went with the old one: the control socket's hurtlog lost the hurts that
killed it whenever the death and the respawn fell between two reads.
The logs now pass to the new body, and a dead guest's are read too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit df9fa5f018)
2026-10-22 01:57:26 +02:00
Ludovic Marie 33183952d5 Hurt and attack logs per player, read with hurtlog on the control socket
Every hurt a player takes (PlayerMotion::hurt_blocking, which all player
damage goes through) is kept: the damage type, the amount before blocking
and armour, what a raised blocking item stopped, the health and absorption
lost, the armour and armour toughness it met, the fire ticks, the health
left and, for a mob's blow, the knockback it gave. Every melee blow on a
mob is kept too: the damage after the attack strength
(getAttackStrengthScale), the strength, a critical hit, the mob, whether it
landed and killed. The last 64 of each are kept.

`hurtlog` on the control socket hands them out, per player (the host and
each LAN guest), and clears them: a harness can read what a fight did hit
by hit and compare it with vanilla's numbers.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit fdfa952379)
2026-10-22 01:57:26 +02:00
Ludovic MarieandClaude Opus 5.5 d7701e7e26 Ominous item spawners are saved with their chunk
OminousItemSpawner.addAdditionalSaveData keeps its item and
spawn_item_after_ticks; Horizon saved neither, so an ominous trial
spawner's key or potion floating mid-wave vanished when the world closed
or its chunk unloaded. They are now written with the chunk's entities
(UUID and unmodelled fields kept), read back as live spawners whose tick
count starts again from 0 (Entity.tickCount isn't saved), and leave the
level with their chunk.

Fixes #462

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 01:57:25 +02:00
Ludovic MarieandClaude Opus 5.5 4f461b27ed Other players are drawn lying in their beds
A sleeping guest stood on top of its bed for everyone else: the server
sent its pose but never its bed (LivingEntity.SLEEPING_POS goes only to
the sleeper itself), Horizon's clients had no sleeping pose for other
players, and the host's own models of its guests ignored the bed. A
player paired with the sleeper later (the host walking up from afar)
saw the same.

The tracked state of a sleeping player (the host or a guest) now holds
its bed, so pairing and updates send it, and its removal sends the empty
position back; the clients and the host's guest models lie the player in
the bed as LivingEntityRenderer.setupRotations does for Pose.SLEEPING
(the villagers' sleeping pose, by the bed's facing).

lan_e2e `sleep`: the host draws the sleeping guest lying, the guest the
sleeping host, and neither once they are up.

Fixes #1045

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 01:57:25 +02:00
Ludovic MarieandClaude Opus 5.5 4b4b88b061 dragon: FightWho's doc names LAN and server players only
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 01:57:24 +02:00
Ludovic Marie 1845cc73af fix: end crystals take their entity ids when the fight places them
Like the dragon, a spike's crystal gets its id from the entity counter as
EndCrystal's constructor does, instead of only once a client tracks it: a
player the level serves without a client can then aim at it. The fight's
control status lists each crystal's id and position.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit e32e5031c1)
2026-10-22 01:57:24 +02:00
Ludovic Marie ac06314bd9 fix: the dragon fights every player in the End, not only the window's
The dragon read the window's own player for everything: network players
(LAN guests, players on a server) were never targeted, strafed, charged,
knocked back, bitten, breathed on or hit by its fireballs.

- It sees the level's players (the window's and every guest in the level)
  through `TargetingConditions.forCombat` as each phase asks
  (`Level.getNearestPlayer`): alive, neither creative nor spectator, none on
  Peaceful. The holding pattern strafes the enemy nearest the egg, the
  landing approach comes in opposite it, the perched dragon scans within 20
  blocks (10 up or down) and charges within 150.
- The strafe keeps its own target (`attackTarget`) and goes back to the
  holding pattern when it leaves the level.
- A destroyed crystal sends a holding dragon after the player who destroyed
  it, else the nearest player (`EnderDragon.onCrystalDestroyed`), when it can
  attack them.
- Wing knockback and the head and neck bites, the breath and fireball clouds
  and its fireballs act on every player alike; what hits a guest runs as
  that guest, its knockback sent to its client.
- The dragon takes its id and its parts' when it is created, so a guest can
  attack them in a world without network players too.

A unit test covers the targeting rules (spectators and creative players
passed over, ranges, Peaceful, the nearest to the egg).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 2eef4e4bf5)
2026-10-22 01:57:24 +02:00
Ludovic Marie 02ba66b721 /summon reports the entities that take their id when first tracked
Primed TNT (and falling blocks, projectiles) spawned from /summon get
their entity id only when first tracked, so the summon found no new id
and answered "Unable to summon entity" though the entity was there and
went off. The summon now also counts those lists, and names the type:
"Summoned new Primed TNT", as vanilla.

Test: a TNT summon in the command execution corpus (world group:
125/126 match vanilla; the one left, /waypoint list, was there before).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit dd733684bc)
2026-10-22 01:57:23 +02:00
Ludovic Marie f16c0318b7 fix: a new world knows its world spawn before its first save
The world spawn was only filled in when the world was first saved, from
the player's spawn point at that moment: a bed slept in before then became
the world spawn, and anything asking for the world spawn earlier (a
guest's respawn) fell back on the host's spawn point instead.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 03e621ed3a)
2026-10-22 01:57:23 +02:00
Ludovic Marie 2adfd75193 Loot tables apply set_potion
SetPotionFunction was skipped, so the potions a loot table gives came
out with no contents: a piglin's barter never held fire resistance (the
drinkable and splash ones, 16 of 469), only uncraftable potions. The
merchant and /loot code had it; the shared loot evaluator now does too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 1b2767122d)
2026-10-22 01:57:23 +02:00
Ludovic Marie f5688883ad fix: dragon damage follows vanilla (perched arrows, cooldown, explosions)
- A perched dragon (scanning, attacking, flaming, hovering) shrugs arrows
  off as `AbstractDragonSittingPhase.onHurt` does: no damage, and the arrow
  is set alight for a second and turns back instead of being spent. Arrows
  that hit a part or a crystal deal the arrow's damage with its Power bonus,
  and turn back when the hit is refused (a dying dragon, an invulnerable
  crystal).
- The damage cooldown is `LivingEntity.hurtServer`'s: within it a stronger
  hit lands its excess over the last one instead of being dropped; the hurt
  sound plays only for a new hit.
- Explosions hit as `ServerExplosion.hurtEntities` does: the dragon itself
  (its body) and then each part, each by its distance and its exposure
  (`getSeenPercent`, so cover protects it), through the cooldown; and every
  end crystal in reach blows up, not only the first.

`Dragon::hurt` and `Dragon::explosion_hits` are pure, with unit tests for
the perched arrows, the cooldown's excess, the parts' quarter plus one,
the take-off after a quarter of its health, and exposure.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit c730ed9ed8)
2026-10-22 01:57:23 +02:00
Ludovic Marie f2f3fb6ede fix: the ender dragon fight runs on server levels
On a dedicated server (and single player's server thread) the End is ticked
with no local player, and `tick_fight` returned before spawning the dragon:
players in the End found crystals but never a dragon.

- The fight finds its players as `EnderDragonFight.updatePlayers` does, every
  20 ticks: every player alive within 192 blocks of (0, 128, 0), the host and
  the network players in the level alike. Scanning the state, the respawn
  sequence, `createNewDragon` and the crystal count run while it has one;
  the dragon and crystals tick whenever the End does.
- The dragon is tracked to network players (`minecraft:ender_dragon`, its
  health and `DATA_PHASE` as vanilla pairs them, no attribute instances) and
  reserves its eight part ids after its own, as `EnderDragon`'s constructor
  does, so clients can attack the parts; a network player's attack on a part
  or an end crystal is aimed at it.

tools/test_server_dragon_parity.py sends a lone vanilla-codec client to the
End of vanilla's dedicated server and of Horizon's: the fight starts and the
dragon is tracked with the same spawn data, synched data entries and
attributes. VanillaProtocolClient's entity mode answers a scene's teleport
with the acceptance alone, as the 26.3 client does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 618db927d9)
2026-10-22 01:57:23 +02:00
Ludovic MarieandClaude Opus 5.5 6127790456 Switch releases to 0.2 (merge only when Ludovic says go)
.github/release-line.txt = 0.2: the release train's next runs publish v0.2.0 (a beta, as always)
and [email protected] at once, "the first release of 0.2" (docs/versioning.md). Merge it only after
the bridges (the last dated game release, made stable, and launcher-v0.17.0) are out: the go-day
steps are in docs/versioning.md.

Also, because they say 0.2 is out: the site's FAQ explains the numbers, Install says an old launcher
updates twice, hosting.md gives the one command for a server that says it is up to date, and the
launcher's Cargo.toml says 0.2.0 so builds from source (packages) are on the 0.2 line.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 01:24:30 +02:00
Ludovic MarieandClaude Opus 5.5 30cdd6298a Version sources: a release build says its version (0.2.3), not 0.1.0 or a folder name
release.yml builds every game release with HORIZON_VERSION, the tag without its v
(docs/versioning.md), as launcher.yml already does for the launcher: no version-bump commits.

- horizon_core::release::{RELEASE, VERSION}: the built-in version, or Cargo.toml's for a build from
  source. (horizon_core::version stays Minecraft's, generated by gen_version_consts.py.)
- horizon-server and horizon-prepare --version, the server's /api/v1/status, horizon-ctl's MCP
  serverInfo and the "Horizon/<version>" user agents use it; they all said 0.1.0.
- The client's crash reports and telemetry say v0.2.3 from the built-in version wherever the game
  is installed; releases from before 0.2 (no version built in) still read the launcher's folder name.
- The launcher's benchmark telemetry used Cargo.toml's version instead of the release's.
- release.yml checks that horizon-prepare and horizon-server --version say the release's version.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 01:20:13 +02:00
Ludovic Marie b31cb42242 Merge pull request #1111 from ludovic111/fix/occlusion-camera-above-world
🤖 Agent: merged. Verify passes. Local integration of #1109–#1112 on main ae21bd54: parity --changed 142/142. After the rebase onto #1094: 101/101, with screenshots in the body.
2026-10-22 01:15:59 +02:00
Ludovic Marie 7672c3d86c Merge pull request #1112 from ludovic111/fix/loading-screen-square
🤖 Agent: merged. Verify passes. Local integration of #1109–#1112 on main ae21bd54: parity --changed 142/142. CI parity's world_spawn diff (seed -2080727421395798566) also happens on main: vanilla itself gives y64/65/66/72 across runs. The other failure is the known dedicated_server pearl flake.
2026-10-22 01:15:55 +02:00
Ludovic Marie ec257d331e Merge pull request #1110 from ludovic111/fix/item-merge-falling-landing
🤖 Agent: merged. Verify passes. Local integration of #1109–#1112 on main ae21bd54: parity --changed 142/142, with before/after item counts in the body.
2026-10-22 01:15:50 +02:00
Ludovic MarieandClaude Opus 5.5 cfd4ac33bf Station shift-clicks follow vanilla's quickMoveStack; the brewing stand runs on the menu engine
The station screens' hand-written quick move put a payment stack's first item
into the beacon, fell back to the other inventory half when an enchanting,
grindstone, stonecutter, cartography or anvil rule's own slots were full, and
sent every input back hotbar-last-first. Follow each menu's quickMoveStack
(EnchantmentMenu, BeaconMenu, GrindstoneMenu, StonecutterMenu,
CartographyTableMenu, ItemCombinerMenu with SmithingMenu's
canMoveIntoInputSlots), repeated as doClick's QUICK_MOVE does.

A local brewing stand's clicks now run on the verified menu engine, as a
server's already did, so its shift-clicks, drags (quick craft) and double
clicks are BrewingStandMenu's, which test_menu_click_parity covers.

Part of #275

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 01:12:43 +02:00
Ludovic MarieandClaude Opus 5.5 aaf6384751 Tests: the menu style is per test thread, so parallel tests can't flip it
The menu style is one process-wide flag, and options tests switch it to lay
out a page in Horizon's or Classic's style. Running in parallel, one test's
switch moved another's widgets (classic_graphics_presets_set_the_distances
failed 4 of 200 runs of the options tests). Under cfg(test) the flag is a
thread local, Classic first; the game keeps the shared atomic.

Fixes #802

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 01:12:43 +02:00
Ludovic MarieandClaude Opus 5.5 cb20d7056c Book title: draw Select All's highlight, as BookSignScreen's EditBox
The title box is an unbordered, centred EditBox (black, no shadow) in
vanilla. Horizon kept Ctrl/Cmd+A's selection but never drew it, and centred
the title together with its cursor. Draw it with ui::append_field (now with
a text shadow flag): the value centred alone, the cursor after it, and the
inverted highlight. horizon-ctl gets the super (Cmd) and F6 key names, and
A/C/V/X with the edit modifier held act on the open book.

Part of #275

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 01:12:42 +02:00
Ludovic MarieandClaude Opus 5.5 7e82252f12 Extras: classic switches two to a row; settings nest under their switch
Classic Extras laid every setting out as a full-width button. Pair each
section's buttons as vanilla's OptionsList.addSmall does (the same layout as
Video Settings), and shorten "Lower sensitivity while zoomed" to "Slower
turning" so it fits a half-width button.

Horizon's Extras page shows a switch's own settings (Zoom key, Minimap size,
FPS corner...) only while that switch is on, so it stays one row per extra
as the list grows. Classic keeps every button, as vanilla screens do.

Fixes #812
Fixes #815

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 01:12:42 +02:00
Ludovic MarieandClaude Opus 5.5 782d93bf99 Release the session lock before closing it, as DirectoryLock.close does
A world's session.lock is an flock held by the open file. Closing the file
releases it only once every copy of the descriptor is gone, and a process
spawned on another thread holds a copy until it execs. Under a parallel
cargo test (crash reports spawn uname/sw_vers), deleting a world right after
dropping its lock could then fail with "already open". Unlock explicitly
in Drop, as vanilla releases the FileLock before closing the channel.

Fixes #749

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 01:12:42 +02:00
Ludovic Marie e1d39b9787 Merge pull request #1109 from ludovic111/tools/chunk-harness-postprocess
🤖 Agent: merged. Verify and CI parity pass (chunk harness tooling).
2026-10-22 01:03:10 +02:00
Ludovic MarieandClaude Opus 5.5 082cc278af Audio: pan like OpenAL Soft's stereo output, not at full gain on both sides
A centred mono source played at full gain on each channel; OpenAL Soft
(vanilla's LWJGL build, HRTF off) renders stereo pairwise: 0.596 per side
ahead, 0.404 behind, 0.5 above or below. Explosions were 4.5 dB louder than
vanilla. Pan with the camera's forward and up vectors, play a mono output
unpanned, and release the limiter over 0.2 s like OpenAL Soft's.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 00:52:08 +02:00
Ludovic MarieandClaude Opus 5.5 9a3237c5ac Release train: a release line (0.2) for vX.Y.Z and [email protected] tags
docs/versioning.md: with .github/release-line.txt (MAJOR.MINOR) the train tags game releases
vMAJOR.MINOR.PATCH and launcher releases [email protected], the patch after the newest
release on the line; the line's first release goes out at once (still not while RELEASES_PAUSED is
set). Without the file nothing changes: vYYYY.MM.DD[.N] and launcher-vX.Y.Z. The file is not added
here; the switch to 0.2 is a separate one-line pull request for the day Ludovic says go.

- tag_key: every 0.2 tag ranks above every dated or launcher-v tag; semver order within, a
  pre-release before its release. release_channels.py uses the same key and tag test, so promotion
  and "latest only moves forward" work across the switch.
- A line's first release says so in its notes; 0.2.0's explains the numbering and how a server
  that says it is up to date takes it (horizon-server update --version v0.2.0).
- launcher.yml strips either prefix for HORIZON_LAUNCHER_VERSION and passes HORIZON_LAUNCHER_TAG,
  which the launcher uses to know its own line.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 00:47:35 +02:00
Ludovic MarieandClaude Opus 5.5 0d747f1a86 Launcher: 0.2 tags (v0.2.0, [email protected]) follow every date and launcher-v tag
From 0.2 the game is tagged vX.Y.Z and the launcher [email protected] (docs/versioning.md). The launcher
compared every tag number by number, so it would never offer game v0.2.0 over v2026.10.19.15 nor
update itself to 0.2.0 from 0.16.0 (launcher-v0.2.0 is also taken by an old release).

- release_order(): tags from before 0.2 (vYYYY.MM.DD[.N], launcher-vX.Y.Z, bare versions) compare as
  before; every 0.2 tag follows them, in semver's order (a pre-release before its release).
- own_tag(): the tag this launcher was released as. launcher.yml will pass HORIZON_LAUNCHER_TAG; a
  release with only HORIZON_LAUNCHER_VERSION was a launcher-v one; a build from source is on 0.2.
  So the last launcher-v release (the bridge old launchers can see) updates itself to launcher@.
- The matching-refs fallback looks for launcher@ tags first, then launcher-v.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 00:38:37 +02:00
Ludovic MarieandClaude Opus 5.5 0dd31c0757 horizon-server update: semver tags (v0.2.0) follow every date tag
From 0.2 Horizon's game releases are tagged vMAJOR.MINOR.PATCH (docs/versioning.md). newer() compared
tags number by number, so v0.2.0 looked older than v2026.10.19.15 and an installed server would never
offer or install it. Every semver tag now outranks every date tag; within semver, patch and minor
compare as numbers and a pre-release (v0.3.0-rc.1) comes before its release. Pruning old releases
sorts with the same order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 00:29:34 +02:00
Ludovic Marie 2d586fac52 Merge pull request #1107 from ludovic111/fix/beehive-break-releases-bees
🤖 Agent: merged. Verify passes. Local integration of #1101–#1107 on main caeffffb: parity --changed 302/304, and the two failures (block_particles, entity_model) fail identically on plain main. CI parity's secure_chat failure on #1101 logged 'transcripts identical' (flaky).
2026-10-22 00:17:45 +02:00
Ludovic Marie ef1142ab49 Merge pull request #1101 from ludovic111/fix/explosion-knockback-resistance
🤖 Agent: merged. Verify passes. Local integration of #1101–#1107 on main caeffffb: parity --changed 302/304, and the two failures (block_particles, entity_model) fail identically on plain main. CI parity's secure_chat failure on #1101 logged 'transcripts identical' (flaky).
2026-10-22 00:17:41 +02:00
feeldev c833fbe212 fix(benchmark): create the world folder before writing its marker
`open` replies once the world starts opening on a worker, so the save
folder may not exist yet when the benchmark writes horizon-benchmark.txt
into it. On a slower device (an Android phone) the write failed with
"No such file or directory" and the run ended before the first scene.
2026-10-21 17:04:34 -05:00
Ludovic MarieandClaude Opus 5.5 4eaa0251e2 Cave culling: see the world from above or below its height
With the camera above the build height (or below the bottom), vanilla's
SectionOcclusionGraph.initializeQueueForFullUpdate seeds the search with
the top (bottom) layer of sections around the camera instead of the
camera's own section. Horizon started from the camera's section and could
only step one section past the world's edge, so from y 352 up (two
sections above the top) it reached nothing and every chunk vanished.

Fixes #1037

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 23:09:57 +02:00
Ludovic Marie b7390d783b Merge pull request #1106 from ludovic111/fix/attack-knockback
🤖 Agent: merged. Verify passes; CI parity passes except dedicated_server, which fails the same way on main (play-pearl teleported 0 vs 1, the known flake in FEATURES.md LATER).
2026-10-21 23:02:44 +02:00
Ludovic Marie aac5ff91e7 Merge pull request #1104 from ludovic111/fix/elytra-hop
🤖 Agent: merged. Verify passes; CI parity passes except dedicated_server, which fails the same way on main (play-pearl teleported 0 vs 1, the known flake in FEATURES.md LATER).
2026-10-21 23:02:40 +02:00
Ludovic Marie 7f4de08a9a Merge pull request #1102 from ludovic111/fix/no-use-while-using-item
🤖 Agent: merged. Verify passes; CI parity passes except dedicated_server, which fails the same way on main (play-pearl teleported 0 vs 1, the known flake in FEATURES.md LATER).
2026-10-21 23:02:37 +02:00
Ludovic Marie b8261b3270 Merge pull request #1105 from ludovic111/fix/attribute-swapping
🤖 Agent: merged. Verify and CI parity pass.
2026-10-21 23:02:07 +02:00
Ludovic Marie 81042a8155 Merge pull request #1103 from ludovic111/fix/elytra-fall-distance
🤖 Agent: merged. Verify and CI parity pass.
2026-10-21 23:02:03 +02:00
Ludovic MarieandClaude Opus 5.5 1cca55b667 Draw and collide blocks while a piston moves them
Moving blocks are minecraft:moving_piston blocks with a block entity.
The client drew nothing for them and gave them no collision, so pistons
on a clock flickered and players walked through them (#935).

The world now keeps a copy of the level's moving-piston block entities.
SceneCollisions::moving_piston_shape returns their shape
(PistonMovingBlockEntity.getCollisionShape, already in piston_shape),
and game/moving_pistons.rs ports PistonHeadRenderer: the moved block at
its interpolated offset, the moving head's short state, and a retracting
piston's head and extended base.

Entity pushing (moveCollidedEntities) is not ported yet.

Fixes #935

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 22:34:13 +02:00
Ludovic MarieandClaude Opus 5.5 e3cea08736 Boats: the water patch hides water inside the hull; the riding camera turns smoothly
BoatRenderer draws its water_patch part with RenderTypes.waterMask (depth
only) unless the boat is under water, so translucent water behind it fails
the depth test inside the hull. Horizon loaded the part but never drew it:
the water surface showed through the boat. The patch now draws with a
depth-only Water mask pipeline after the entities and before translucent
terrain (rafts have none, as RaftRenderer).

Turning in a boat stepped the camera at the tick rate: positionRider adds
the boat's deltaRotation to the passenger's yRot after its yRotO was kept,
and LocalPlayer.getViewYRot interpolates a passenger's yaw between them.
The camera now spreads the turn over the tick's frames.

Fixes #1016

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 22:33:08 +02:00
Ludovic MarieandClaude Opus 5.5 7404c2b94e Sky, fog and water fog colours blend across biomes (GaussianSampler)
The camera's biome alone gave the sky, fog and water fog colours, so they
jumped at every biome boundary (most visibly the Nether fog). Vanilla's
EnvironmentAttributeProbe weights the noise biomes of a 6x6x6 quart
neighbourhood around the camera with GaussianSampler's kernel and lerps
the spatially interpolated attributes between them
(SpatialAttributeInterpolator, ARGB.srgbLerp); unloaded chunks count as
plains.

Fixes #797

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 22:33:08 +02:00
Ludovic MarieandClaude Opus 5.5 08fdafc4fc Thrown potions: drawn as their item, facing the camera (ThrownItemRenderer)
A thrown splash or lingering potion or experience bottle was a stand-in
terrain particle spawned at its tick position: darkened by the terrain
particle colour, without the potion's colour, two overlapping copies and
no interpolation between ticks. Draw it as vanilla's ThrownItemRenderer
does: the item model (GROUND, with the potion tint) facing the camera,
interpolated, lit at its light probe, hidden for its first two ticks near
the camera (ThrowableProjectile.shouldRenderAtSqrDistance). Witch potions
draw as the splash potion of their effect instead of a bare bottle.

Fixes #818

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 22:33:07 +02:00
Ludovic MarieandClaude Opus 5.5 621b791a33 End crystals spin and bob in every dimension
EndCrystal.tick advances the crystal's time wherever it is; only the fire
at its block needs a dragon fight. Horizon advanced it only during the End
fight, so a crystal placed elsewhere kept a fixed time and jumped back
every tick (it flickered instead of turning).

Fixes #1051

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 22:33:07 +02:00
Ludovic MarieandClaude Opus 5.5 38b16f44cb Terrain particles: the model's particle sprite and vanilla tint sources
Breaking, mining, landing and other block particles took the block's up
face and a fixed grass or foliage colour, so grass blocks crumbled as
tinted grass tops (moss-like). Vanilla's TerrainParticle uses the model's
particle material (first variant / first multipart selector) and tint
source 0's colorAsTerrainParticle: the biome-blended in-world colour,
none for grass blocks (BlockTintSources.grassBlock) or blocks without a
source. The in-wall screen overlay and block markers use the particle
material too.

Fixes #1034

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 22:33:07 +02:00
Ludovic Marie 252f877f45 Merge pull request #1100 from ludovic111/fix/agent-e2e-wait-loaded
🤖 Agent: merged. Test-only fix (agent_control_e2e waits for the world to load); verify and CI parity pass.
2026-10-21 22:02:46 +02:00
Ludovic MarieandClaude Opus 5.5 8b0872f901 Elytra: a landing glide lasts one more tick, so hops keep their speed
The glide flag is the server's: LivingEntity.updateFallFlying clears it when
canGlide fails (the player is on the ground), from the position the client
sent, and the client gets the change on its next tick. So in vanilla a glide
that lands goes on for one tick on the ground, with travelFallFlying's drag
instead of ground friction, and a jump on that tick (with its sprint boost)
keeps the speed: the elytra hop. Horizon ended the glide on the landing tick,
so each hop lost about half of the speed to ground friction.

Fixes #1056

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 21:06:54 +02:00
Ludovic MarieandClaude Opus 5.5 d32fd5457a Beehives: nests grown in the live level get their block entity and bees
BeehiveDecorator stores 2 or 3 bees in the nest's block entity. World
generation kept them, but trees placed in the live level (a sapling grown next
to flowers, which picks the *_bees_005 trees, and /place feature) dropped them:
LevelFeatureWorld had no store_beehive_occupants, so the nest had no block
entity at all. Breaking it released nothing and bees could not enter it.

LevelAccess gets load_block_entity, the game loads the occupants into the
nest's block entity, and the occupant NBT is shared with world generation.

Fixes #1097

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 21:06:32 +02:00
Ludovic MarieandClaude Opus 5.5 9d9f259f94 Combat: sprint and yaw knockback (Player.causeExtraKnockback); vanilla knockback on the player
Player.attack adds causeExtraKnockback after the hurt: the weapon's knockback
enchantment (halved) plus 0.5 for a sprinting full-strength hit, pushed along
the attacker's yaw (sin, -cos) rather than away from it, which lets a player
steer a hit target by turning while attacking (knockback displacement).
Horizon had only the enchantment part, on mobs; sprinting hits added nothing
and players (LAN PvP) got no extra knockback at all. Now:
- player hits on mobs and players: one extra knockback of that strength with
  LivingEntity.knockback (knockback resistance, lift only from the ground),
  the attack.knockback sound, and the attacker's sprint stops;
- the knockback a player takes (mob and PvP hits, dealDefaultKnockback with
  0.4) reads its knockback resistance (netherite) and only lifts from the
  ground: an airborne player kept being thrown up by every hit.

Fixes #504

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 21:06:32 +02:00
Ludovic MarieandClaude Opus 5.5 c01739300a Combat: attack damage and speed come from last tick's main hand (attribute swapping)
The player's ATTACK_DAMAGE and ATTACK_SPEED modifiers change in
LivingEntity.detectEquipmentUpdates, once a tick, while Player.attack reads
the weapon's enchantments and smash bonus from the stack in hand at the
attack. So swapping hotbar slots just before an attack hits with the old
item's damage and charge and the new item's enchantments (a Wind Burst or
Breach mace after another weapon): attribute swapping. Horizon read both from
the item in hand at the attack.

Also Player.tick's reset: switching to a different item now resets the attack
strength the damage uses (only the indicator's ticker reset before), for the
host and for LAN guests.

Fixes #505

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 21:06:32 +02:00
Ludovic MarieandClaude Opus 5.5 9d96bb6ec7 Explosions: knockback reads explosion_knockback_resistance; armor enchantment modifiers stack per slot
Two Blast Protection pieces now cancel explosion knockback (#1049):
- ServerExplosion.hurtEntities scales knockback by EXPLOSION_KNOCKBACK_RESISTANCE
  for living entities. The player's knockback ignored it, and mobs used
  KNOCKBACK_RESISTANCE (iron golems were never pushed; vanilla pushes them,
  every type's explosion resistance base is 0).
- EnchantmentAttributeEffect.idForSlot: the modifier id ends with the slot,
  so the same enchantment on two armor pieces adds up. The id was
  <id>.<level>, so the second piece replaced the first.
- hitPlayers skips creative players who are flying: no knockback for them.

Fixes #1049

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 21:06:31 +02:00
Ludovic MarieandClaude Opus 5.5 2c47e79cc7 Use: no block placing or item use while an item is in use
Minecraft.handleKeybinds only calls startUseItem while the player is not
using an item: use clicks are consumed and held use doesn't repeat. Horizon
repeated held use every 4 ticks regardless, so with a shield raised in the off
hand, aiming at a block placed the main hand's block (or spawn egg, boat...).

Fixes #1050

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 21:06:31 +02:00
Ludovic MarieandClaude Opus 5.5 705be141d7 Elytra: a glide that isn't diving keeps the fall distance at 1
LivingEntity.updateFallFlying starts with Entity.checkFallDistanceAccumulation:
while gliding and falling slower than 0.5 blocks a tick, the fall distance is
capped at 1. Horizon kept accumulating it for the whole glide, so landing after
gliding down (or after climbing and gliding back) dealt the full drop's damage.

Fixes #1046

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 21:06:31 +02:00
Ludovic Marie caeffffb94 Merge pull request #1099 from ludovic111/fix/lan-e2e-xp-host-back
🤖 Agent: merged. Test-only fix to tools/lan_e2e.py (root cause in the body); verify and CI parity pass.
2026-10-21 21:02:45 +02:00
Ludovic Marie a0c3d531c2 Merge pull request #1094 from ludovic111/fix/cave-culling-vanilla-rules
🤖 Agent: merged. Verify and CI parity pass. The body has the frame-time table and screenshot masks against no-culling for the visibility fix.
2026-10-21 21:02:36 +02:00
Ludovic Marie 4d22eb0fbf Merge pull request #1084 from ludovic111/fix/weather-frame-cost
🤖 Agent: merged. Verify and CI parity pass on the rebased head (b591c9dc), with before/after frame times in the body (rain 561 → 759 FPS, snow 663 → 981 on the Mac mini).
2026-10-21 21:02:30 +02:00
Ludovic MarieandClaude Opus 5.5 1bd1d57fb3 agent_control_e2e survival: a tree whose log is hidden is skipped
Low leaves can hide every face of the trunk's bottom log from where the
walk stops ("no face of block ... is visible from here"). The scenario
now breaks inside the tree loop and moves on to the next tree, as it
already did for one it cannot reach.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 20:55:20 +02:00
Ludovic MarieandClaude Opus 5.5 5f0e924221 agent_control_e2e: wait for the world, and start below a tree's crown
- survival and ui asserted that the Create New World click itself
  answered `playing`. Since 7f4193f8 the in-frame world is prepared off
  the UI thread behind the title screen, so the click answers `title`
  and both scenarios failed in the frame (main's default) every time.
  They now wait for `loaded`, as the other scenarios do.
- The survival spawn is random within the spawn radius, on the first
  full top face below the MOTION_BLOCKING height
  (PlayerSpawnFinder.getLevelRespawnPos), so a tree's leaves too: from
  there no tree was reachable within goto's three-block drops. The
  scenario now drops the player to the ground under the leaves first.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 20:46:21 +02:00
Ludovic MarieandClaude Opus 5.5 32a48282cc Loading screen: fill the chunk map square by square, as vanilla
Vanilla's spawn chunks load by ticket level, so the level loading screen's
chunk map fills in Chebyshev rings. While the loading screen is up,
Horizon now picks chunks ring by ring (nearest first inside a ring)
instead of by Euclidean distance, which grew a disc.

Fixes #770

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 20:31:43 +02:00
Ludovic MarieandClaude Opus 5.5 5c3b05938f lan_e2e: put the host back after the xp check
check_xp makes the host a spectator, out of the orbs' way, and left it
one for the rest of the run. A spectator sinks (Player.travel keeps 0.6
of its vertical speed each tick, about 0.2 blocks from standing), so the
next check that made it survival again, swings, landed it inside the
floor with the guest teleported beside it: the guest's feet were in the
floor's stone, which hid the dirt it tills from every angle ("no face of
block ... is visible from here"). It failed only after the earlier
checks, never alone.

check_xp now ends in survival where the host stood, as check_trials
already does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 20:19:33 +02:00
Ludovic MarieandClaude Opus 5.5 b4100ed752 Items merge with their neighbours; falling blocks land in their own tick
ItemEntity.tick merges a dropped stack with mergeable items whose boxes
meet its own grown by half a block sideways, every 2 ticks while it moves
between blocks and every 40 otherwise (mergeWithNeighbours, tryToMerge,
merge). Horizon never merged, so fresh chunks, where water and falling
blocks break leaf litter, moss and plants, filled up with single items.

FallingBlockEntity.tick also places (or breaks) the block within the
entity's own tick. Horizon moved every falling block first and placed them
after, so a block falling right behind another landed in the same cell and
broke into an item: stacked sand and gravel in fresh chunks dropped.

Fixes #996

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 20:01:42 +02:00
Ludovic MarieandClaude Opus 5.5 e725e5257f Chunk generation harness: compare postprocessing marks too
The oracle prints every ProtoChunk postprocessing position and chunk_dump
prints Horizon's, so a chunk that schedules different fluid or shape
updates after generation (the blocks that later tick and drop items in
fresh chunks, #996) fails the harness.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 19:39:37 +02:00
Ludovic Marie ae21bd5464 Merge pull request #1095 from ludovic111/fix/hub-default-game-mode
🤖 Agent: merged. Verify passes. The change runs only on the server thread (opt-in today), and the PR body's proof shows lan_e2e --server-thread going from 35/39 to 38/39. #1072's switch needs it.
2026-10-21 19:38:28 +02:00
Ludovic Marie 297843939c Merge pull request #1093 from ludovic111/fix/prepare-finds-jdks
🤖 Agent: merged after integration C: the desktop ran 322/325 harnesses on main + #1088–#1093, and its 3 failures were the known dedicated_server flake plus the two display harnesses; world_reopen and save_roundtrip pass on the Mac mini (main + the six branches).
2026-10-21 19:37:48 +02:00
Ludovic Marie e6842705b0 Merge pull request #1090 from ludovic111/fix/missingno-warning
🤖 Agent: merged after integration C: the desktop ran 322/325 harnesses on main + #1088–#1093, and its 3 failures were the known dedicated_server flake plus the two display harnesses; world_reopen and save_roundtrip pass on the Mac mini (main + the six branches).
2026-10-21 19:37:44 +02:00
Ludovic Marie c6dbb61759 Merge pull request #1089 from ludovic111/fix/video-cost-labels
🤖 Agent: merged after integration C: the desktop ran 322/325 harnesses on main + #1088–#1093, and its 3 failures were the known dedicated_server flake plus the two display harnesses; world_reopen and save_roundtrip pass on the Mac mini (main + the six branches).
2026-10-21 19:37:41 +02:00
Ludovic Marie b58f1b156f Merge pull request #1088 from ludovic111/fix/tick-server-thread
🤖 Agent: merged after integration C: the desktop ran 322/325 harnesses on main + #1088–#1093, and its 3 failures were the known dedicated_server flake plus the two display harnesses; world_reopen and save_roundtrip pass on the Mac mini (main + the six branches).
2026-10-21 19:37:36 +02:00
Ludovic Marie e4fb401c3c Merge pull request #1092 from ludovic111/fix/prepare-unifont
🤖 Agent: merged after integration C: the desktop ran 322/325 harnesses on main + #1088–#1093, and its 3 failures were the known dedicated_server flake plus the two display harnesses; world_reopen and save_roundtrip pass on the Mac mini (main + the six branches).
2026-10-21 19:37:33 +02:00
Ludovic Marie 7d512ed829 Merge pull request #1091 from ludovic111/fix/republished-asset-index
🤖 Agent: merged after integration C: the desktop ran 322/325 harnesses on main + #1088–#1093, and its 3 failures were the known dedicated_server flake plus the two display harnesses; world_reopen and save_roundtrip pass on the Mac mini (main + the six branches).
2026-10-21 19:37:21 +02:00
Ludovic MarieandClaude Opus 5.5 6f6354c2c0 Cave culling: vanilla's graph rules (every entry face, distant ray test)
SectionOcclusionGraph.runUpdates, both rules Horizon left out:
- a section leads on through whatever any face it was entered through
  connects to (Node.sourceDirections), not only the first one;
- beyond 3 sections from the camera, a step is taken only if the line
  from the section's corner towards the camera, in 28-block steps while
  farther than 60 blocks, stays in sections the search has reached.

The search takes the camera position for the ray test. Exact equivalent
of vanilla's, faster: one ray per axis per node (both steps along an
axis share the corner; while the camera stays in the searched-from
section no point falls in a neighbour the loop adds), an answer per
section corner during a full search (neighbours share corners; reached
sections are only added, so a line that stayed in them still does, and
one that failed is checked again from the sample it failed at, stepping
over the earlier ones with the same additions), and an integer floor
instead of libm's on x86-64. Tests compare every cell with a literal
port of runUpdates (map of nodes, FIFO, JOML arithmetic), and a resumed
line with one checked from its corner.

Fixes #782

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 19:00:46 +02:00
Ludovic MarieandClaude Opus 5.5 b591c9dc64 Weather: rain heights from a cached MOTION_BLOCKING heightmap, no per-column allocations
WeatherEffectRenderer reads level.getHeight(MOTION_BLOCKING, x, z) for
every column within the weather radius. Horizon scanned each column block
by block from 10 blocks above the radius down to the ground, with a
string search per block, every frame: about half a millisecond of CPU per
frame in rain on a Ryzen, more on laptops (#899). Client chunks now keep
a MOTION_BLOCKING map next to their WORLD_SURFACE one, built on the first
read and dropped by writes that can move it, from the facts world
generation already uses (blocks_motion_in_heightmap or a fluid).

This is also vanilla's rule where the scan differed: slabs, stairs and
other motion-blocking blocks without a full collision box now stop rain,
and a roof more than 20 blocks above the camera does too.

Tiling a column at each texture repeat no longer allocates two vectors
per column.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 18:57:30 +02:00
Ludovic Marie e66c35b2ef Merge pull request #390 from ludovic111/feat/version-port-agent
🤖 Agent: merged (version-port tooling, rebased on main). Ludovic asked on 10-21 to clear the PR queue.
2026-10-21 18:53:08 +02:00
Ludovic Marie dacdab490e Merge pull request #389 from ludovic111/feat/version-port-publish
🤖 Agent: merged (version-port tooling, rebased on main). Ludovic asked on 10-21 to clear the PR queue.
2026-10-21 18:52:42 +02:00
Ludovic Marie 90b675a882 Merge pull request #388 from ludovic111/feat/version-port-harnesses
🤖 Agent: merged (version-port tooling, rebased on main). Ludovic asked on 10-21 to clear the PR queue.
2026-10-21 18:52:16 +02:00
Ludovic Marie ac4a63fd22 Merge pull request #359 from ludovic111/feat/version-port-regen
🤖 Agent: merged (version-port tooling, rebased on main). Ludovic asked on 10-21 to clear the PR queue.
2026-10-21 18:51:15 +02:00
Ludovic Marie a96bfb39fd Merge pull request #357 from ludovic111/feat/tools-follow-lock
🤖 Agent: merged (version-port tooling, rebased on main). Ludovic asked on 10-21 to clear the PR queue.
2026-10-21 18:50:46 +02:00
Ludovic MarieandClaude Opus 5.5 87d5cd27c1 Server thread: the owner's commands run with the hub in place
owner_console_command ran the window's commands as the world's owner with
the hub taken out, so a selector saw only the owner (`team join … @a` left
the guests out, and friendly fire still hurt) and `defaultgamemode` never
reached the hub (guests joined in the world's old mode). It now puts the
hub back while the command runs, as run_guest_commands does for a guest.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 18:32:41 +02:00
Ludovic Marie 7e0b202374 Merge pull request #1087 from ludovic111/fix/backdrop-worker
🤖 Agent: merged. Title backdrop built on a worker (fixes #896). Integration proof (main + #1079 #1081 #1082 #1083 #1085 #1086 #1087), 2026-10-21: desktop parity 103/105; the 2 others (world_reopen, save_roundtrip) need a display and pass on the Mac mini. Verify passed.
2026-10-21 18:05:47 +02:00
Ludovic Marie d235e760c3 Merge pull request #1086 from ludovic111/fix/creative-middle-click
🤖 Agent: merged. Creative pick block in inventories (fixes #1048, Visivel). Integration proof (main + #1079 #1081 #1082 #1083 #1085 #1086 #1087), 2026-10-21: desktop parity 103/105; the 2 others (world_reopen, save_roundtrip) need a display and pass on the Mac mini. Verify passed.
2026-10-21 18:05:41 +02:00
Ludovic Marie 3f0e3230d2 Merge pull request #1083 from ludovic111/fix/firework-tooltips
🤖 Agent: merged. Firework tooltips (fixes #1047, Visivel). Integration proof (main + #1079 #1081 #1082 #1083 #1085 #1086 #1087), 2026-10-21: desktop parity 103/105; the 2 others (world_reopen, save_roundtrip) need a display and pass on the Mac mini. Verify passed.
2026-10-21 18:05:36 +02:00
Ludovic Marie 0f22b49f74 Merge pull request #1082 from ludovic111/fix/cobweb-falling-blocks
🤖 Agent: merged. Cobwebs slow falling blocks (fixes #933). Integration proof (main + #1079 #1081 #1082 #1083 #1085 #1086 #1087), 2026-10-21: desktop parity 103/105; the 2 others (world_reopen, save_roundtrip) need a display and pass on the Mac mini. Verify passed.
2026-10-21 18:05:31 +02:00
Ludovic Marie b1d15653b2 Merge pull request #1079 from ludovic111/fix/night-sky-stars-cost
🤖 Agent: merged. Stars built once (fixes #1054, Visivel and rdbtCVS). Integration proof (main + #1079 #1081 #1082 #1083 #1085 #1086 #1087), 2026-10-21: desktop parity 103/105; the 2 others (world_reopen, save_roundtrip) need a display and pass on the Mac mini. Verify passed.
2026-10-21 18:05:26 +02:00
Ludovic Marie 29b3aff942 Merge pull request #1085 from ludovic111/fix/place-blocked-by-entities
🤖 Agent: merged. Blocks can't be placed into entities (fixes #1052, Visivel). Integration proof (main + #1079 #1081 #1082 #1083 #1085 #1086 #1087), 2026-10-21: desktop parity 103/105; the 2 others (world_reopen, save_roundtrip) need a display and pass on the Mac mini. Verify passed.
2026-10-21 18:05:21 +02:00
Ludovic Marie db4eb06784 Merge pull request #1081 from ludovic111/fix/shears-carve-pumpkin
🤖 Agent: merged. Shears carve pumpkins (fixes #1067, reported by Tydragon). Integration proof (main + #1079 #1081 #1082 #1083 #1085 #1086 #1087), 2026-10-21: desktop parity 103/105; the 2 others (world_reopen, save_roundtrip) need a display and pass on the Mac mini. Verify passed.
2026-10-21 18:05:02 +02:00
Ludovic MarieandClaude Opus 5.5 57cc113be4 Client logs: no warning for minecraft:missingno; say when no sounds loaded
- sprites: vanilla models name the missing texture on purpose (block/air.json's
  particle is minecraft:missingno), so using it is not worth a warning (#853).
- audio: when the resources hold no sounds.json, the game plays nothing on a
  working output and the log said only which device opened. It now says the
  sounds were not copied and how to fix it (#1035, #1076).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 17:37:45 +02:00
Ludovic MarieandClaude Opus 5.5 1fdc003d52 Prepare: find installed JDKs; launcher shows the preparation error up top (#666)
A player installed Java 25 but JAVA_HOME still named an older JDK, so
Prepare stopped with "Java 25 is needed", and the launcher showed that
error at the foot of the page, out of sight until the window was enlarged.

- horizon-prepare java::find: after JAVA_HOME, the PATH and macOS's
  java_home, look in the folders JDK installers use (Program Files vendors
  on Windows, /usr/lib/jvm on Linux, JavaVirtualMachines on macOS, ~/.jdks,
  SDKMAN), JDKs named for the pinned major first.
- launcher: the preparation's progress and error sit right under the
  buttons instead of below the rows.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 17:37:44 +02:00
Ludovic MarieandClaude Opus 5.5 b5c7c5789a Prepare: import the Unifont glyphs from the asset index (#1076)
The client JAR ships an empty font/include/unifont.json; the real provider
list and font/unifont.zip, unifont_jp.zip and unifont_pua.zip (1.9 MB) come
only from the asset index, which preparation never copied. Every character
the bitmap fonts lack showed as a missing-glyph box (a server's "▸").

Full preparation now imports them after extracting the JAR, like the title
panorama, and `horizon-prepare fonts` repairs prepared resources.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 17:34:05 +02:00
Ludovic MarieandClaude Opus 5.5 3ac4d26cd0 Prepare: accept Mojang's republished 26.3 asset indexes (sounds, panorama)
Mojang republished the 26.3 version JSON again (sha1 61fff131), with a new
asset index 34 (0c8f43b2) that changes only 142 translation files. A launcher
keeps one indexes/34.json, so every install made since then, official
launcher or Prism, failed the "pinned asset index" check: no sounds and no
title panorama.

- research-lock.json: accept the new version JSON, and list the asset
  indexes of every accepted version JSON (accepted_asset_index_sha1).
- horizon-prepare: an index the lock does not know is still used, with a
  line in the log, since every object copied from it is checked against its
  own SHA-1; the sounds now require minecraft/sounds.json in the index.
- tools/lab.py: the same for the dev tools.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 17:32:00 +02:00
Ludovic MarieandClaude Opus 5.5 a197adaed0 Video settings: cost labels from measured frame times, and "Saves time" for cave culling
Measured on an Intel HD 620 (#897): rain and snow cost about 3 ms of GPU
per frame there, most of it from the weather radius; FXAA about 0.8 ms;
cave culling saves about 0.6 ms; mipmaps cost nothing measurable and
clouds about 0.1 ms. A new Cost::Saves tag ("Saves time", in the success
colour) marks a setting that makes frames faster when on.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 17:19:43 +02:00
Ludovic MarieandClaude Opus 5.5 be8b2d54fc /tick on a server thread: sprint, query, step and a smooth frozen camera
The integrated and dedicated server loops paced every tick at the tick rate,
so /tick sprint ran at 20 tps and never reported, and the integrated server
recorded no tick times for /tick query. They now share
MinecraftServer.runServer's pacing: no wait while sprinting, the sprint's
report sent to the operators as the server's, and tick times recorded.

The hub broadcasts ClientboundTickingStepPacket when a step starts or stops
(ServerTickRateManager.updateStepTicks) and sends a joining player the
steps left, not 0.

The camera, hand, view bobbing and the player's own model use
Camera.getCameraEntityPartialTicks (getGameTimeDeltaPartialTick(true)), so
they stay smooth while the level is frozen instead of moving at 20 Hz.

Fixes #1038

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 17:07:10 +02:00
Ludovic MarieandClaude Opus 5.5 0a1959077c Title backdrop: build its generator on a worker
start_backdrop built VanillaTerrain on the event loop, so the title stopped
drawing for the whole build: 2.1 s cold and 0.86 s warm on an M4 Pro (fast
profile), far longer on slow CPUs. The worker now builds it and finds the
spot; the title draws its panorama until the generator is installed.

Fixes #896

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 16:53:54 +02:00
Ludovic MarieandClaude Opus 5.5 403fead15d Blocks can't be placed into mobs and other building blockers (Level.isUnobstructed)
BlockItem.canPlace now checks every entity whose blocksBuilding is set: mobs,
armor stands (not markers), boats, minecarts, end crystals, primed TNT and
falling blocks, not only players.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 16:41:17 +02:00
Ludovic Marie d128289ca6 Merge pull request #1006 from ludovic111/perf/server-helpers-behind
🤖 Agent: merged. Linux dedicated servers lower their world-generation and packet-writer threads behind the server thread; nothing changes elsewhere. verify passed; parity: every harness passes except dedicated_server, which is flaky on main with the same failure modes (7-run A/B against main in the last comment).
2026-10-21 16:34:41 +02:00
Ludovic Marie fd9eb84bea Merge pull request #356 from ludovic111/feat/version-consts
🤖 Agent: merged (version-port tooling, rebased on main). Ludovic asked on 10-21 to clear the PR queue.
2026-10-21 16:16:03 +02:00
Ludovic MarieandClaude Opus 5.5 f18f6d58ac Creative pick block in inventories: full stacks and drags (AbstractContainerScreen cloning)
The middle button (keyPickItem) over an inventory or the creative screen no
longer clicks like the left button: with infinite materials it clones the
hovered stack at full size (CLONE) or, holding a stack, drags full stacks into
slots (quick craft type 2); otherwise it does nothing. Agents can middle-click
widgets (click ID middle), and creative slots are ui widgets now.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 16:14:41 +02:00
Ludovic MarieandClaude Opus 5.5 8f13b2be8c Firework tooltips: flight duration and explosions (Fireworks.addToTooltip)
Rockets list their flight duration and each run of equal explosions (shape,
colours, fade colours, trail, twinkle); firework stars list their explosion.
Both honour TooltipDisplay. New harness: tools/test_firework_tooltip_parity.py.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 16:14:41 +02:00
Ludovic MarieandClaude Opus 5.5 8a7ebee269 Cobwebs hold falling blocks (WebBlock.entityInside)
A falling block's move now runs vanilla's checkInsideBlocks along its path: a
cobweb it passes or lands in makes it stuck (0.25, 0.05, 0.25), which scales
its next move and zeroes its velocity, and resets its fall distance.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 16:14:41 +02:00
Ludovic MarieandClaude Opus 5.5 8186baba8b Shears carve pumpkins (PumpkinBlock.useItemOn)
Right-clicking a pumpkin with shears now carves it like vanilla: a carved
pumpkin facing the clicked side (the side facing the player on the top and
bottom), four pumpkin seeds from carve/pumpkin popped out of that side, the
carve sound, one point of wear, the shear game event and the used
statistic. A pumpkin carved on a golem base builds the golem, as
CarvedPumpkinBlock.onPlace does; the dispenser shares that placement.

use_item_on parity: pumpkin cases on any face with the player turned any
way (the oracle and fixture take an optional yaw and face).

Fixes #1067

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 16:14:41 +02:00
Ludovic Marie 85f65a69b7 Merge pull request #1021 from ludovic111/feat/mod-vanilla-tags
🤖 Agent: merged. Verify passed. Integration proof (main + #1041 #1043 #1021 #1020 #1032 #659 #1029 #1066), 2026-10-21: 97 of 100 harnesses passed on the desktop. world_reopen and save_roundtrip need a display there; they pass on the Mac mini with #1041/#1043. dedicated_server is a pre-existing flake: it fails on plain main too, and is pass/fail in 2 runs on the integration.
2026-10-21 15:38:16 +02:00
Ludovic Marie edcf8b26f3 Merge pull request #1032 from ludovic111/feat/rs-waterlog-when-replacing-water
🤖 Agent: merged. Verify passed. Integration proof (main + #1041 #1043 #1021 #1020 #1032 #659 #1029 #1066), 2026-10-21: 97 of 100 harnesses passed on the desktop. world_reopen and save_roundtrip need a display there; they pass on the Mac mini with #1041/#1043. dedicated_server is a pre-existing flake: it fails on plain main too, and is pass/fail in 2 runs on the integration.
2026-10-21 15:38:11 +02:00
Ludovic Marie a69baf681b Merge pull request #659 from ludovic111/perf/collision-scan
🤖 Agent: merged. Verify passed. Integration proof (main + #1041 #1043 #1021 #1020 #1032 #659 #1029 #1066), 2026-10-21: 97 of 100 harnesses passed on the desktop. world_reopen and save_roundtrip need a display there; they pass on the Mac mini with #1041/#1043. dedicated_server is a pre-existing flake: it fails on plain main too, and is pass/fail in 2 runs on the integration.
2026-10-21 15:38:06 +02:00
Ludovic Marie 921a9f4588 Merge pull request #1043 from rdbtCVS/t3/async-world-save-exit
🤖 Agent: merged, thanks @rdbtCVS! World saves are spread over frames and keep the session lock until every write is durable (with my small clippy fix). Integration proof (main + #1041 #1043 #1021 #1020 #1032 #659 #1029 #1066), 2026-10-21: 97 of 100 harnesses passed on the desktop. world_reopen and save_roundtrip need a display there; they pass on the Mac mini with #1041/#1043. dedicated_server is a pre-existing flake: it fails on plain main too, and is pass/fail in 2 runs on the integration.
2026-10-21 15:38:01 +02:00
Ludovic Marie 914dbf0402 Merge pull request #1041 from rdbtCVS/t3/move-world-init-off-ui
🤖 Agent: merged, thanks @rdbtCVS! Local worlds are prepared on a worker; the loading screen keeps drawing. Integration proof (main + #1041 #1043 #1021 #1020 #1032 #659 #1029 #1066), 2026-10-21: 97 of 100 harnesses passed on the desktop. world_reopen and save_roundtrip need a display there; they pass on the Mac mini with #1041/#1043. dedicated_server is a pre-existing flake: it fails on plain main too, and is pass/fail in 2 runs on the integration.
2026-10-21 15:37:56 +02:00
Ludovic Marie bc8904213d Merge pull request #1078 from ludovic111/docs/java-perf-mods-survey
🤖 Agent: merged (docs only: the Java perf-mod survey). Fixes #991.
2026-10-21 15:05:46 +02:00
Ludovic Marie c104ceff4a Merge pull request #1077 from ItsPotatoTime/fix/hud-legacy-formatting
🤖 Agent: merged, thanks @ItsPotatoTime! The action bar, title, subtitle and boss bar names now resolve legacy § codes, like the sidebar since #1003 and like vanilla's StringDecomposer.
2026-10-21 15:05:36 +02:00
Ludovic Marie 870d2f4297 Merge pull request #1020 from ludovic111/feat/close-off-air-sources
🤖 Agent: merged. Verify and CI parity passed; local proof on main + the four modpacks PRs is in the body.
2026-10-21 15:05:14 +02:00
Ludovic Marie 1bcf90def5 Merge pull request #1014 from ludovic111/feat/verify-signed-updates
🤖 Agent: merged. Every merge condition holds: the latest stable game release (v2026.10.19.15) and launcher release (launcher-v0.16.0) verify against the release key, legacy_releases.py --check passes, and launcher and horizon-server built from this branch install signed, pinned-legacy and beta releases and refuse an edited SHA256SUMS, an altered archive and a missing signature. verify passed; parity proof in the last comment.
2026-10-21 14:47:43 +02:00
Ludovic MarieandClaude Opus 5.5 1a89c52173 docs: survey of the Java performance mods' techniques for Horizon
Lithium, FerriteCore, ImmediatelyFast, Gnetum, ScalableLux, Structure
Layout Optimizer, AsyncParticles and Ixeris: per technique, the vanilla
cost it targets, whether Horizon already avoids it, and whether it is
worth measuring. From public descriptions only; no mod code read.

Fixes #991

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 14:46:03 +02:00
Ludovic Marie 8ee29c7844 Merge pull request #213 from ludovic111/feat/macos-signing
🤖 Agent: merged inert. Without the MACOS_SIGN_IDENTITY variable (not set: Ludovic's Developer ID and notary setup don't exist yet), every new signing/notarizing step is skipped and the release, launcher, sign and promote pipelines are unchanged; verify and parity passed on this head, a launcher dry run passed with signing skipped, and today's ad hoc launcher bundle passes the new self-update signature check. Setting it up is in FEATURES.md LATER (4b).
2026-10-21 14:28:32 +02:00
Ludovic Marie 3ceb8e4307 Merge pull request #1029 from ludovic111/perf/lod-worker-inputs
🤖 Agent: merged. Verify and CI parity (`parity / parity`) passed; before/after numbers are in the body.
2026-10-21 14:03:30 +02:00
itspotatotimeandcairn-code 41c4caac25 fix(hud): apply legacy formatting codes to action bar and titles
Servers send § codes inside a component's text. Vanilla's font applies them to every literal, but the action bar, title, subtitle and boss bar names drew the component raw, so the codes showed as glyphs. Resolve them before measuring and drawing, as the sidebar already does.

Co-Authored-By: cairn-code (DeepSeek V4.1 Flash) <[email protected]>
2026-10-21 14:48:01 +03:00
Ludovic Marie 02bd3cbc72 Merge pull request #1075 from ItsPotatoTime/fix/washed-title-screen-colors
🤖 Agent: merged, thanks @ItsPotatoTime! Prefers an 8-bit non-sRGB surface (Bgra8Unorm/Rgba8Unorm) instead of RADV's fp16 ExtendedSrgb one, so colours are no longer washed out on Wayland. Mac and Windows already got Bgra8Unorm. Verify passed; parity doesn't cover surface formats.
2026-10-21 13:32:03 +02:00
Ludovic MarieandClaude Opus 5.5 50a5e64012 Stars: build the star buffer once and draw it with the sky's rotation
SkyRenderer.buildStars builds the 1500 star quads once into a static
buffer; Horizon regenerated them on the CPU and uploaded about 200 KB of
vertices every frame while stars were out, which made nights cost more
than days (#1054). The stars now live in a static vertex buffer built
when the renderer starts, drawn after the sun and moon with one small
uniform: the view projection times the sky's rotation, and the star
brightness.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 13:14:39 +02:00
itspotatotimeandcairn-code 6bb6009133 fix(gfx): keep the swapchain off the linear float format
Rgba16Float is the first non-sRGB format RADV advertises on Wayland, and wgpu gives it the linear ExtendedSrgb color space. The renderer writes gamma-encoded values, so the compositor read them as linear light and washed every colour out.

Prefer Bgra8Unorm or Rgba8Unorm and keep the old choice as the fallback. A screenshot on a surface that is not 32-bit now reports an error instead of copying with an 8-bit row stride, which aborted wgpu validation.

Co-Authored-By: cairn-code (DeepSeek V4.1 Flash) <[email protected]>
2026-10-21 13:46:55 +03:00
Ludovic Marie 7756660d6e Merge pull request #1066 from ludovic111/docs/servers-page-released
🤖 Agent: merged. Docs only (README and website/docs): the Servers page is in launcher 0.15+, and releases go from beta to stable. Verify passed; parity doesn't cover docs. This also redeploys playhorizon.dev, which still showed the 10-19 14:29 build.
2026-10-21 12:37:48 +02:00
Ludovic MarieandClaude Opus 5.5 d8eafd7dc0 version-port-daily.sh: no fleet-load priority change (it lowered the calling session); launchd's Nice and LowPriorityIO do it
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:22:21 +02:00
Ludovic MarieandClaude Opus 5.5 70e058142c version_port.py publish: the report's work items as GitHub issues, a dry run unless --yes
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:22:21 +02:00
Ludovic MarieandClaude Opus 5.5 c82d3f25c4 docs/version-ports.md: the harness stage replayed both ways
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:22:21 +02:00
Ludovic MarieandClaude Opus 5.5 b3bc3c0768 docs/version-ports.md: regen, its replay, status
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:22:21 +02:00
Ludovic MarieandClaude Opus 5.5 94b5d2dbc4 tools/ci: the daily version-port agent (detect, port, harnesses, report, publish dry run), not installed
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:22:21 +02:00
Ludovic MarieandClaude Opus 5.5 fec2e20f72 port_harness: horizon-prepare's javac errors from the log it names (also when classifying again)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:22:21 +02:00
Ludovic MarieandClaude Opus 5.5 3b5eabaf5f regen: command_parse_fixture exports Horizon's registration order; javac errors summarized
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:22:21 +02:00
Ludovic MarieandClaude Opus 5.5 1cd72f1ba7 port_harness: horizon-prepare writes the data generator's reports into the candidate, not through regen's link to the version store
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:22:21 +02:00
Ludovic MarieandClaude Opus 5.5 938e6b1191 version_port.py regen: a candidate worktree pinned to the new version, every table regenerated
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:22:21 +02:00
Ludovic MarieandClaude Opus 5.5 285593e531 docs/version-ports.md: the candidate harness run, status
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:22:21 +02:00
Ludovic MarieandClaude Opus 5.5 ec0725aeb0 version_port.py harnesses: horizon-prepare and every harness in the candidate, newly failing ones in the report
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:22:21 +02:00
Ludovic MarieandClaude Opus 5.5 9ff74a58a1 lan_e2e.py: the prepared resources of the pinned version (lab)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:22:20 +02:00
Ludovic MarieandClaude Opus 5.5 ef8b045d79 Tests main added since: prepared resources under the generated version
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:22:20 +02:00
Ludovic MarieandClaude Opus 5.5 eee7786609 Generated version facts through lab.version_info; options and world harnesses take the data version from the jar
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:22:20 +02:00
Ludovic MarieandClaude Opus 5.5 605b9f8511 datafix: the version name through horizon_core::version, in the harness's Rust scope
horizon_core::VANILLA_VERSION is a re-export, which left the datafix harness's
PARITY_RUST_SCOPE open: its six shards reran on any Rust change.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:22:20 +02:00
Ludovic MarieandClaude Opus 5.5 ce87bfb8c7 Tools read the pinned Minecraft version from research-lock.json
lab.VERSION, lab.GAME (.local/minecraft/<version>) and lab.RESOURCES
(.local/horizon-client/<version>) come from the lock, and lab.version_info()
reads the pinned client jar's version.json. Every harness, generator and
tool that named 26.3 (resource folders, jar and source paths, result
records, the vanilla client's --version and asset index, the bare login
client's protocol, the benchmark's options.txt data version, the packet id
table's header) uses them, so a candidate worktree pinned to another version
runs them unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:22:20 +02:00
Ludovic MarieandClaude Opus 5.5 326f69d326 lan_bot: the status's protocol is the generated constant
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:22:20 +02:00
Ludovic MarieandClaude Opus 5.5 9f385280ef Version facts in one generated file: crates/horizon-core/src/version.rs
tools/gen_version_consts.py writes what the pinned client jar's version.json
states (name, id, protocol, data version, pack formats, Java, stable, build
time) into horizon_core::version, and every Rust site reads it from there:
PROTOCOL_VERSION, GAME_VERSION, DATA_VERSION, the save's and the datafixer's
version name, /version, the crash report, the legacy ping, the dedicated
server's start line, the title screens, the default resource folder, the
resource pack format, and the launcher's and horizon-ctl's fallbacks. CI
checks the file against the pinned jar.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:22:20 +02:00
Ludovic MarieandClaude Opus 5.5 b928dc3c9b Merge origin/main into perf/server-helpers-behind
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:20:38 +02:00
Ludovic MarieandClaude Opus 5.5 846f681b9a Signed updates: releases from before signing stay installable with pinned files; tests need a release key
- crates/horizon-release-sign/legacy-releases.txt pins the SHA-256 of every archive of the 131 releases published
  before signing (GitHub's upload digests, written by tools/ci/legacy_releases.py). The launcher and
  horizon-server update install those releases only with exactly those files, so rolling back to one works and
  nobody can swap its files later; every other release needs its signed SHA256SUMS.
- the_launcher_ships_with_a_release_key and horizon_server_ships_with_a_release_key fail while
  release-keys.txt lists no key, so this can't ship refusing everything.
- Test tags moved to v2099.* so they never collide with a pinned release.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:20:36 +02:00
Ludovic MarieandClaude Opus 5.5 36908858a3 Launcher and horizon-server update: install only releases whose signed checksums match
The launcher (game installs and its own updates) and `horizon-server update` fetch a release's
SHA256SUMS and SHA256SUMS.sig, check the signature against the keys built in from
crates/horizon-release-sign/release-keys.txt and the archive against the signed SHA-256, and
refuse anything unsigned, signed for another tag or by another key, or that doesn't match, with a
message saying why. Merge only once release-keys.txt lists the key and a signed stable release
exists: until then every download is refused.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:20:36 +02:00
Ludovic MarieandClaude Opus 5.5 3ffbb1cb9f Sign and notarize the macOS builds with Developer ID
With the repository variable MACOS_SIGN_IDENTITY set, the launcher's Horizon.app and .dmg and the
game's three programs are signed with the hardened runtime and a timestamp, notarized and (app,
dmg) stapled, from a keychain of the Mac mini's own that keychain.sh unlocks with its password from
1Password. Unset, everything is signed ad hoc as before. The launcher checks an updated bundle's
signature before and after swapping it in, and puts the old one back when it doesn't hold.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:20:34 +02:00
Ludovic Marie 4d2e05dda7 Merge pull request #1074 from ludovic111/fix/input-capture-fixture
🤖 Agent: merged on verify. Test-only (a Python test fixture and a temp-folder name inside a #[test] fn), so no harness can see it; it turns main's verify green again after #235 and removes a horizon-server test flake.
2026-10-21 12:20:25 +02:00
Ludovic MarieandClaude Opus 5.5 386cb5203a horizon-server tests: settings and config no longer share a temp folder
a_stopped_server_saves_and_keeps_comments (settings.rs) and
writes_properties_and_syncs_back (config.rs) both used
horizon-server-config-<pid>, so when they ran at the same time one
removed or rewrote the other's horizon.toml and
writes_properties_and_syncs_back failed now and then. The settings test
now has its own folder.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:11:23 +02:00
Ludovic MarieandClaude Opus 5.5 b67b3c23ed tests: the input capture fixture models #235's cursor recentring
#235 made Game::capture read the surface size, warp the pointer to the
window's centre and set the HUD cursor, so the fixture's copy of the method
no longer compiled and verify failed on main. The fixture now stubs
winit's PhysicalPosition/PhysicalSize, Window::inner_size and
set_cursor_position, HudBatch and Game's renderer and cursor, and checks
the recentring: one warp on grab, two on release, the HUD cursor at the
centre, and nothing when releasing an already released pointer.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 12:01:11 +02:00
Ludovic MarieandClaude Opus 5.5 f137a8d3cc Merge origin/main into perf/server-helpers-behind
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 11:52:33 +02:00
Ludovic Marie 1225f89e57 Merge pull request #235 from ludovic111/fix/cursor-centre-on-screen-open
🤖 Agent: merged. Recentres the cursor like vanilla's MouseHandler.grabMouse/releaseMouse. CI verify and parity passed; Ludovic asked on 10-21 to clear the PR queue autonomously. If the cursor misbehaves on a Wayland compositor, file it and we'll follow up.
2026-10-21 11:40:44 +02:00
Ludovic Marie 34443128ba Merge pull request #1061 from rdbtCVS/t3/fix-issue-1058
🤖 Agent: merged, fixes #1058. Options we can't support yet stay greyed out in Classic UI with an explanation. Thanks @rdbtCVS!
2026-10-21 11:35:04 +02:00
Ludovic Marie a717ff012a Merge pull request #1044 from Yvonne-Aizawa/feat/mod-storage-capability
🤖 Agent: merged. Reviewed the storage host: keys are one [a-z0-9_.-] segment, ids are [a-z0-9_], and the quota, key cap and per-call write budget all hold. Thanks @Yvonne-Aizawa!
2026-10-21 11:34:36 +02:00
Ludovic Marie 30740f902f Merge pull request #1065 from rdbtCVS/fix/pr-ready-validation-scope
🤖 Agent: merged. pr_ready now checks the touched crates and their dependents instead of the whole workspace; CI keeps its workspace-wide checks. The earlier verify failure was an unrelated supervisor test. Thanks @rdbtCVS!
2026-10-21 11:34:07 +02:00
Ludovic Marie 04abab60ab Merge pull request #1042 from rdbtCVS/t3/optimize-startup-handoff 2026-10-21 11:30:59 +02:00
Ludovic MarieandClaude Opus 5.5 ab9e0cdea4 Use if let for the integrated server stop request
Clippy's unnecessary_unwrap rejected the is_some check followed by unwrap.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 11:30:52 +02:00
Ludovic Marie a55da8d210 Merge pull request #1062 from rdbtCVS/t3/fix-issue-1057
🤖 Agent: merged. Follows ClientLevel.getMarkerParticleTarget with a 432-case vanilla harness; fixes #1057. Thanks @rdbtCVS!
2026-10-21 11:29:52 +02:00
Ludovic Marie 9ee99c632a Merge pull request #1063 from rdbtCVS/t3/add-launcher-menu-scroll
🤖 Agent: merged, the launcher's long pages scroll properly now. Thanks @rdbtCVS!
2026-10-21 11:29:07 +02:00
Ludovic Marie 9f114e1de8 Merge pull request #1064 from rdbtCVS/t3/fix-settings-subheadings
🤖 Agent: merged, thanks @rdbtCVS!
2026-10-21 11:28:38 +02:00
Ludovic Marie 71826576e8 Merge pull request #1059 from rdbtCVS/fix/spectator-item-drop-1053
🤖 Agent: merged. Matches Minecraft.handleKeybinds (no drops in spectator) with a 128-snapshot vanilla harness. Thanks @rdbtCVS!
2026-10-21 11:28:09 +02:00
Ludovic Marie 04854e96b5 Merge pull request #1036 from rdbtCVS/fix/1033-creative-hunger
🤖 Agent: merged. Follows Player.causeFoodExhaustion and hurtServer for invulnerable abilities; fixes #1033. Thanks @rdbtCVS!
2026-10-21 11:27:42 +02:00
Ludovic Marie 8e360e377c Merge pull request #1039 from rdbtCVS/t3/reset-spectator-fly-speed
🤖 Agent: merged. Matches vanilla's mode switch (flying speed back to 0.05 when leaving spectator). Thanks @rdbtCVS!
2026-10-21 11:27:13 +02:00
Ludovic MarieandClaude Opus 5.5 0d9c964711 Docs: the Servers page is released (launcher 0.15), and releases go beta → stable
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-21 11:05:13 +02:00
Ludovic Marie 5513361783 Merge pull request #1027 from ludovic111/fix/carry-vine-template
🤖 Agent: merged after verify and CI parity passed (modpacks-11: Chipped's 11 vines carried as vines; the 11 blockstate errors are gone from the game log).
2026-10-21 11:02:04 +02:00
rdbtCVS a7941a8eca Scope PR validation to affected crates and avoid unrelated example builds 2026-10-21 00:56:37 +01:00
rdbtCVS 91b5256fc2 Add pointer-operated scrollbars throughout the launcher 2026-10-21 00:24:17 +01:00
rdbtCVS 800fbc757e Fix classic video search section headings 2026-10-21 00:20:52 +01:00
rdbtCVS 01fcfc9095 Match vanilla accessibility controls and hide unavailable Horizon options 2026-10-20 16:39:58 +01:00
rdbtCVS cadc20cd58 Fix creative barrier and light block marker particles 2026-10-20 16:30:34 +01:00
rdbtCVS 2469b92e4f Restore missing accessibility settings and disable unfinished features 2026-10-20 16:29:50 +01:00
rdbtCVS a29d293e8e fix: prevent spectators from dropping hotbar items 2026-10-20 16:20:54 +01:00
yvonneandClaude Sonnet 5 c3f23d9452 Mods: close three storage gaps Codex's review found
- Reject a second running mod with an id already in use: two mods
  sharing an id would also share capability storage's data_dir,
  letting one read, overwrite or delete the other's state.
- Cap storage to 64 keys per mod, not just 4 MiB: zero- or near-zero-
  byte values could otherwise flood the directory with files the
  byte quota never sees.
- Add a 1 MiB per-call write budget, separate from the 4 MiB on-disk
  quota: a loop replacing one key stays under the quota on every
  check (the total on disk never grows) while still doing unbounded
  synchronous disk I/O per call, which fuel never meters.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-10-19 19:56:12 +02:00
yvonne 8d55af7cae Mods: capability storage, a quota'd per-mod key/value folder
A mod with capability storage gets get(key)/set(key, value)/delete(key),
backed by real files beside horizon-mods/ (.horizon-mod-data/<id>/, 4 MiB
quota per mod). Keys are a single path segment so they can't leave the
mod's own directory. Unlike in-memory mod state, this survives a
cargo-horizon-mod dev reload, since it's keyed by the mod's path and id
rather than its Store.
2026-10-19 19:43:29 +02:00
rdbtCVS d5d3f5b3c7 Prepare world save snapshots incrementally and poll durable completion 2026-10-19 18:32:40 +01:00
rdbtCVS 4ffb073b59 Prepare startup handoff CPU resources on the loader worker 2026-10-19 18:31:52 +01:00
rdbtCVS 7f4193f88e Move local world initialization off the UI thread 2026-10-19 18:26:38 +01:00
rdbtCVS 20579bf638 fix: reset spectator fly speed on game mode changes 2026-10-19 17:55:13 +01:00
rdbtCVS 8d8d8ab221 Fix creative and spectator hunger exhaustion and starvation 2026-10-19 17:39:53 +01:00
Ludovic Marie defaa7cd2a Merge pull request #1025 from ludovic111/fix/command-exec-dimension-flake
🤖 Agent: merged after verify and CI parity passed (modpacks-11).
2026-10-19 17:23:10 +02:00
Ludovic Marie 9e50fd8df2 Merge pull request #1028 from ludovic111/fix/carry-enter-block-advancements
🤖 Agent: merged after verify and CI parity passed (modpacks-11).
2026-10-19 17:23:05 +02:00
Ludovic Marie 8b53bd8a47 Merge pull request #1022 from ludovic111/fix/carry-rs-structure-void
🤖 Agent: merged after verify and CI parity passed (modpacks-11).
2026-10-19 17:23:00 +02:00
Ludovic Marie f441acf2f8 Merge pull request #1019 from ludovic111/fix/carry-untyped-loot-numbers
🤖 Agent: merged after verify and CI parity passed (modpacks-11).
2026-10-19 17:22:55 +02:00
Ludovic Marie 9d555dcdd0 Merge pull request #988 from ludovic111/feat/simple-template-structures
🤖 Agent: merged after verify passed and a local check on main + #988: chunk_generation, command_exec and mob_ai (the three harnesses that failed in CI on its old head, under load) all pass; modpacks-10's integration ran 301/301. Formations' structures generate from the noise column.
2026-10-19 16:46:40 +02:00
Ludovic MarieandClaude Opus 5.5 0eda0b0aaa docs/modpacks.md: Repurposed's waterlogging fix is carried
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 16:34:07 +02:00
Ludovic MarieandClaude Opus 5.5 032446fb68 Structures: Repurposed Structures' waterlogging fix, as horizon:waterlog_in_world_water
WaterlogWhenReplacingWaterProcessor (16 lists: the bottom pillars of its
villages and outposts) waterlogs a block that can be where the world holds
water, makes it dry where it does not, and gives a block placed in water a
block tick. Carry used to drop it; it is now the game's
horizon:waterlog_in_world_water, in the chunk being generated as the mod's.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 16:30:52 +02:00
Ludovic Marie 2ff8f5277d Merge pull request #1012 from ludovic111/feat/release-channels
🤖 Agent: merged after verify passed, security-1's dry runs on the branch, and an independent review whose findings were all fixed. Every release goes out as a beta and is promoted to stable after 6 hours if its smoke test passed and no release-blocker issue is open; launcher-v0.14.0 (stable by default) is already out.
2026-10-19 16:29:16 +02:00
Ludovic Marie 9414c55d22 Merge pull request #1015 from ludovic111/ci/codeowners
🤖 Agent: merged after verify passed, security-1's dry runs on the branch, and an independent review whose findings were all fixed. CODEOWNERS for the release pipeline and update code. The protection itself (tools/ci/protect_pipeline.sh --apply) waits for the switch to the GitHub App.
2026-10-19 16:29:12 +02:00
Ludovic Marie 19898a0d77 Merge pull request #1018 from ludovic111/docs/security
🤖 Agent: merged after verify passed, security-1's dry runs on the branch, and an independent review whose findings were all fixed. docs/security.md: the security model in plain words, with what is live and what still waits.
2026-10-19 16:29:07 +02:00
Ludovic Marie d93c739edc Merge pull request #1024 from ludovic111/ci/release-clean-checkout
🤖 Agent: merged after verify passed, security-1's dry runs on the branch, and an independent review whose findings were all fixed. Release builds on the Mac mini start from a clean checkout.
2026-10-19 16:29:03 +02:00
Ludovic Marie 2b756b7957 Merge pull request #1031 from ludovic111/feat/readme-front-page
🤖 Agent: merged after verify passed (docs and website only; the site build fails on broken links, anchors or images). The README is a shorter front page that links to the new docs.
2026-10-19 16:28:22 +02:00
Ludovic Marie df1155b8b5 Merge pull request #1030 from ludovic111/feat/site-docs
🤖 Agent: merged after verify passed (docs and website only; the site build fails on broken links, anchors or images). The website gets a Docs section with 11 pages; /server redirects to /docs/hosting.
2026-10-19 16:28:18 +02:00
Ludovic MarieandClaude Opus 5.5 ea6ad5165f README: a clear front page
One-paragraph pitch, download and install, what works today with links to the
site's documentation, hosting and modpacks in two lines each, then build from
source, contributing and the project status table (moved lower, unchanged in
form so the site and tests/test_parity.py still read it). The stale release
notes section and launcher version are gone: the release notes are linked.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 16:25:33 +02:00
Ludovic MarieandClaude Opus 5.5 a13e6b40ce Website: a documentation section for the whole project, replacing the server page
/docs has a left navigation and eleven pages written for players first, then
hosters, then contributors: what Horizon is, install, settings, multiplayer,
logs and bug reports, hosting (the launcher's Servers page and the command
line), modpacks, mods and data packs, performance, contributing and the FAQ.
/server redirects to /docs/hosting. The build checks every link between the
pages and every image.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 16:24:23 +02:00
Ludovic Marie d500f28ee4 Merge pull request #1026 from ludovic111/feat/launcher-servers-page
🤖 Agent: merged after verify passed (74 + 9 + 1 launcher tests; launcher-only). The Servers page: create, start/stop, players, settings, backups, updates, run at login, and Friends over the internet with Tailscale (device sharing, an optional rule limiting shared friends to the game port, never Funnel). Ludovic's real-tailnet check is described in the PR.
2026-10-19 16:22:08 +02:00
Ludovic Marie c95ab6c26e Merge pull request #1017 from ludovic111/feat/launcher-servers-backend
🤖 Agent: merged after verify passed (launcher-only; no parity harness depends on it). The launcher's server backend and `horizon-launcher servers …` CLI.
2026-10-19 16:22:02 +02:00
Ludovic Marie c94b6a0972 Merge pull request #1009 from ludovic111/feat/server-config-command
🤖 Agent: merged after verify and CI parity passed (40 server tests; the whole create → start → join → whitelist → backup → restore → update → stop flow ran on the Mac mini and the ThinkPad). Adds `horizon-server config`, `backups --json`, `update --check --json`; fixes whitelisting on offline servers and updates as root in containers.
2026-10-19 16:21:56 +02:00
Ludovic MarieandClaude Opus 5.5 399178174d port-pack: Repurposed's structure voids keep the world's block
repurposed_structures:structure_void_processor returns null for a
template's structure_void blocks, which is what vanilla's block_ignore
does with blocks: [structure_void]. Carry writes it that way, so the
82 lists that use it (its mineshafts, ocean village and temples, the
jungle pyramid's hidden room, swamp village) no longer place structure
voids over the terrain.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 16:19:24 +02:00
Ludovic MarieandClaude Opus 5.5 9adeb682cb docs/modpacks.md: Repurposed's air fix is carried
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 16:18:43 +02:00
Ludovic MarieandClaude Opus 5.5 4459ed9dd5 Structures: Repurposed Structures' air fix, as horizon:close_off_air_sources
CloseOffAirSourcesProcessor walls off the air and the other liquids beside
a template's fluids, so its ocean mineshafts keep their water in. The game
runs it as horizon:close_off_air_sources (the same weighted blocks and the
mod's random, neighbours written in their sections as the mod does), and
carry maps the mod's 4 uses to it. The weighted block list is shared with
the fluid fix.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 16:18:31 +02:00
Ludovic MarieandClaude Opus 5.5 72515b99a7 Content mods: shared tags merge like a data pack's, replace honoured with a warning
A mod's file for a vanilla, convention or other mod's tag adds its values in
load order; one with "replace": true now drops vanilla's entries and the
earlier mods' first, as a higher data pack does, and the log says which mod
replaced what (kept with the cached root, so a reused root warns too).
Carry keeps such tags instead of setting them aside: Towns and Towers'
seven minecraft:has_structure biome tags load. Mods still own no other
minecraft content.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 16:18:12 +02:00
Ludovic MarieandClaude Opus 5.5 8011d274eb port-pack: enter_block criteria name their block as blocks
26.3's EnterBlockTrigger reads a block list from 'blocks' and skips
1.21.1's 'block', so a carried criterion matched any block the player
entered: Regions Unexplored's Downer, From the Tree Tops and Light as a
Frog were granted on the first dive into the sea. Carry renames the
field (20 advancements in Regions Unexplored, with its boat recipes'
in-water criteria).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 16:16:54 +02:00
Ludovic MarieandClaude Opus 5.5 6b5694d2b7 port-pack: blocks with sides and up that are true or false are vines, not walls
Without the oracle, a block's template is guessed from its blockstate's
property names, and a vine's (east, north, south, up, west) fit
cobblestone_wall. The game then refused Chipped's 11 vine blockstates:
a wall's sides are none, low or tall, so 'true' is an unknown multipart
property value. block_template looks at the sides' values and makes those
vines; Luminax's 32 walls stay walls.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 16:11:16 +02:00
Ludovic MarieandClaude Opus 5.5 5e90e26de0 launcher: the Tailscale panel reads invitations and access controls again every 30 s
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 16:05:33 +02:00
Ludovic Marie 59a8aa2cd5 Merge pull request #984 from ludovic111/feat/carry-sea-level-processors
🤖 Agent: merged after verify passed and a local check on main + #983 + #984 (clippy clean; chunk_generation and locator_bar, the two harnesses that failed in CI on the old head, both pass; modpacks-10's integration ran 301/301). Structures built under the sea are flooded and waterlogged; Better Ocean Monuments' processors carried.
2026-10-19 16:02:52 +02:00
Ludovic Marie 84e9dd59fd Merge pull request #983 from ludovic111/feat/sea-level-processors
🤖 Agent: merged after verify passed and a local check on main + #983 + #984 (clippy clean; chunk_generation and locator_bar, the two harnesses that failed in CI on the old head, both pass; modpacks-10's integration ran 301/301). Structures built under the sea are flooded and waterlogged; Better Ocean Monuments' processors carried.
2026-10-19 16:02:45 +02:00
Ludovic MarieandClaude Opus 5.5 76b151d2b9 launcher README: Servers page screenshots
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:59:42 +02:00
Ludovic MarieandClaude Opus 5.5 373742573f command_exec harness: come back from the Nether to terrain that is already loaded
The relative-dimension check teleported the player from the Nether's
80 100 -40 to the overworld's 644 100 -316, fresh ocean chunks at seed 1.
On some runs vanilla broke some of their kelp and seagrass while they
loaded (its chunk loading is asynchronous), which rolled those blocks'
loot tables, so /random reset * later counted 12 or 13 sequences
against Horizon's 11. 1 230 0 in the Nether lands at 12 230 4, terrain
loaded since the start: the scaling is still checked, and 10 runs in a
row pass (5 of the 16 runs before failed this way).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:53:41 +02:00
Ludovic Marie c719d215ef Merge remote-tracking branch 'origin/main' into integ-659 2026-10-19 15:51:09 +02:00
Ludovic MarieandClaude Opus 5.5 47bfa67f49 launcher: keyboard and contrast tests for the Servers page; readable pre-update backup names
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:50:11 +02:00
Ludovic MarieandClaude Opus 5.5 1ea04a2b10 docs/security.md: where things stand today, and the Mac mini runs forks' code too once labelled
- A table of what is live, waiting to merge, or waiting for Ludovic, so the page doesn't read as if it all were.
- Forks: their checks need a maintainer's approval, and run-parity runs them on the Mac mini; the Mac mini
  section no longer says forks don't run there, and says what a clean release checkout does and doesn't fix.
- Blockers hold every beta while open; releases from before signing stay installable with pinned files.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:45:24 +02:00
Ludovic MarieandClaude Opus 5.5 c05a00092e docs/security.md: the security model in plain words
What an attacker could do before (instructions hidden in reports, a skipped check that counted as
passed, releases straight to every player, downloads trusting GitHub alone, pipeline files changed
like any other), what stops it now (untrusted text, verify always running, beta then stable,
signed updates, code owners, the agents' own GitHub App), what still needs Ludovic, and what it
doesn't solve. Written for the website's Contributing page; CONTRIBUTING.md links it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:44:29 +02:00
Ludovic MarieandClaude Opus 5.5 622b9a3a95 Releases: the Mac mini builds them from a clean checkout
Its work folder is shared with pull requests' parity jobs; with clean: false, whatever they left (target/, an
untracked .cargo/config.toml, a build script's output) could end up in a release. release.yml and launcher.yml
now always check out clean; target/ is rebuilt from scratch, and vanilla-data.sh relinks .local/ from its
preparations outside the checkout.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:43:49 +02:00
Ludovic MarieandClaude Opus 5.5 19220000be CODEOWNERS: the launcher's downloader, links.json and the Cargo.toml files; Ludovic alone may bypass the review
- backend.rs downloads, installs and self-updates; links.json says where from; launcher/Cargo.toml and
  crates/horizon-server/Cargo.toml pick the crates that check downloads.
- protect_pipeline.sh: ludovic111 is the only owner and can't approve his own pull requests, so he is the one
  bypass_pull_request_allowances user. enforce_admins stays on, so verify is still required for everyone.
  --apply reads the protection back and fails if GitHub didn't keep it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:42:17 +02:00
Ludovic MarieandClaude Opus 5.5 1c341d58a6 CODEOWNERS for the release pipeline, and the protection that makes it count
.github/, tools/ci/, the release tools, the signing crate and the code that checks updates are
Ludovic's to review. tools/ci/protect_pipeline.sh prints (and with --apply sets) main's protection
with code owners' reviews required and no other approvals, keeping the required verify check;
it is for the orchestrator to apply once agents work as the GitHub App.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:42:09 +02:00
Ludovic Marie 7d5261345a Merge pull request #1023 from ludovic111/ci/release-public-key
🤖 Agent: merged after verify passed. The secret was set first (RELEASE_SIGNING_KEY in the release environment), so the next release is signed with this key.
2026-10-19 15:40:55 +02:00
Ludovic MarieandClaude Opus 5.5 07a7a26d7d launcher: older servers show no backup toggle; no empty line under a player without a ping
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:39:40 +02:00
Ludovic MarieandClaude Opus 5.5 a307bd2e3d Release channels: blockers hold every beta, latest only moves forward, a stalled promotion opens an issue
- A release-blocker issue's text is never read: its author can edit it after a maintainer labels it, so an
  open blocker holds every beta, and one closed as completed still holds the betas published before it closed.
- Even --force never promotes a beta that isn't newer than the stable release: horizon-server update and
  install.sh download GitHub's latest.
- When the oldest beta newer than the stable release has waited 24 hours, promote.yml opens a "Promotion to
  stable has stalled" issue with the last reason; the next promotion closes it.
- promote.yml: persist-credentials: false; issues: write for the stall issue.
- Website: the newest 100 releases, plus GitHub's latest (the stable one) when a day of betas pushes it out.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:38:05 +02:00
Ludovic MarieandClaude Opus 5.5 9b1e413edf launcher: a server whose Horizon predates config says so instead of empty backups; a note after an update
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:36:55 +02:00
Ludovic MarieandClaude Opus 5.5 2a7303f76f Releases: beta and stable channels, promoted after 6 hours
Game releases go out as betas (GitHub pre-releases, never "latest") with the Mac mini's smoke
report attached. promote.yml (every 30 minutes, or by hand from a phone) runs
tools/release_channels.py, which makes the newest beta stable and latest once it has been out 6
hours, passed its smoke test and no release-blocker issue covers it, with notes rewritten to cover
everything since the last stable release. release_train.py counts merges from the newest release of
either channel, and a beta's notes say it is one.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:34:03 +02:00
Ludovic MarieandClaude Opus 5.5 64c6c292ef Release signing: add the first public key
The private key was generated by tools/ci/new_release_key.sh straight into
the release environment's RELEASE_SIGNING_KEY secret (never on disk or
printed); from now on every release's SHA256SUMS is signed with it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:33:08 +02:00
Ludovic Marie e2ea3014d5 Merge pull request #1013 from ludovic111/feat/launcher-beta-builds
🤖 Agent: merged after verify passed, with security-1's dry runs on the branch and an independent review (no regression: parity still runs on every PR from this repo; releases go out unsigned with a warning until the signing key is set).
2026-10-19 15:32:14 +02:00
Ludovic MarieandClaude Opus 5.5 c42ae71384 launcher: no update check while another action runs
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:32:12 +02:00
Ludovic Marie 0a1d03b4b7 Merge pull request #1011 from ludovic111/feat/signed-release-checksums
🤖 Agent: merged after verify passed, with security-1's dry runs on the branch and an independent review (no regression: parity still runs on every PR from this repo; releases go out unsigned with a warning until the signing key is set).
2026-10-19 15:32:09 +02:00
Ludovic Marie e17e8b9d36 Merge pull request #1010 from ludovic111/ci/verify-always-runs
🤖 Agent: merged after verify passed, with security-1's dry runs on the branch and an independent review (no regression: parity still runs on every PR from this repo; releases go out unsigned with a warning until the signing key is set).
2026-10-19 15:32:04 +02:00
Ludovic MarieandClaude Opus 5.5 a4b7ac4a9b horizon-server update: unpack as the user, not the archive's owners
As root in a user namespace (an unprivileged LXC or rootless container), GNU tar
keeps the archive's owners by default and fails on IDs it can't map, so the update
stopped at "tar couldn't unpack". Found driving the launcher's Update now from one.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:31:55 +02:00
Ludovic MarieandClaude Opus 5.5 a8dbaaabd4 launcher: refused values show under their field; a restore says what it did; Checking… while an update check runs
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:21:56 +02:00
Ludovic Marie d468e1e78d Merge pull request #974 from ludovic111/feat/carry-extra-namespaces
🤖 Agent: merged after verify and CI parity passed, plus modpacks-10's local integration (parity 301/301, structure-start oracle 150/150 and 134/134). Towns and Towers' namespaces carried in its manifest.
2026-10-19 15:20:55 +02:00
Ludovic Marie 9a0077794c Merge pull request #969 from ludovic111/feat/mod-extra-namespaces
🤖 Agent: merged after verify and CI parity passed, plus modpacks-10's local integration (all nine branches on main: parity 301/301, structure-start oracle 150/150 and 134/134). Content mods may own namespaces besides their id; two mods may not share one.
2026-10-19 15:20:30 +02:00
Ludovic Marie 418e22a4b5 Merge pull request #975 from ludovic111/fix/mod-loot-tables
🤖 Agent: merged after verify and CI parity passed, plus modpacks-10's local integration (all nine branches on main: parity 301/301, structure-start oracle 150/150 and 134/134). Mod loot tables from every namespace, so modded structure chests are filled.
2026-10-19 15:20:26 +02:00
Ludovic MarieandClaude Opus 5.5 2193559cb1 Far terrain: chunk summaries and mesh inputs on the worker
The render thread summarized every observed chunk (256 columns, seven
light reads per block) and gathered each mesh job's inputs (neighbour
edges, visited columns, cloned spans) itself, within a budget of about
1 ms and 2 ms a frame but at least one chunk or tile: a large tile or a
chunk on a slow machine still cost tens of milliseconds in one frame.

Both now run on the far-terrain worker. Lod::observe hands the chunk
over (the latest per column, queued once), and the worker returns its
summary with its reductions (Done::Observed): an unchanged one is
dropped, a new one is kept and applied as a reduction was. A mesh job
takes a snapshot of the active tiles, their samples and the visited
summaries (Arc maps, cheap to clone) and gathers every tile's inputs
on the worker, as it did before inputs moved to the render thread.
At most OBSERVE_AHEAD resident chunks wait at once, since an edit
copies a chunk the worker still holds.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:07:28 +02:00
Ludovic MarieandClaude Opus 5.5 1b17bef90d launcher: the Check Minecraft accounts note wraps in the Create dialog
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:05:51 +02:00
Ludovic MarieandClaude Opus 5.5 621cea18ca docs/modpacks.md: carry types bare number ranges
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:04:18 +02:00
Ludovic MarieandClaude Opus 5.5 d21b122379 launcher: the suggested server name is selected (typing replaces it); Space types a space everywhere
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 15:01:16 +02:00
Ludovic MarieandClaude Opus 5.5 fd5360533b launcher: a focus ring with a gap; the empty Servers page mentions the EULA
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 14:58:19 +02:00
Ludovic MarieandClaude Opus 5.5 32439053c9 launcher: an override Tailscale path that isn't there means not installed
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 14:56:04 +02:00
Ludovic MarieandClaude Opus 5.5 8f51e68d2d launcher: draw the keyboard focus ring (a shadow needs some blur in GPUI)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 14:54:28 +02:00
Ludovic MarieandClaude Opus 5.5 76e3827545 release.yml sign step: a block scalar, so the line break isn't folded into an escaped space
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 14:47:39 +02:00
Ludovic MarieandClaude Opus 5.5 f94dfe1f08 Carry: number providers written as a bare {min, max} get 26.3's uniform type
1.21.1 read a {min, max} without a type as a uniform number provider; 26.3
dispatches on type alone. The game read such rolls and counts as 0, so
chests of 304 carried ATM10 tables (When Dungeons Arise 140, Repurposed
Structures 50, Structory and its towers 78, ...) came out empty or short.
Carry now types them in pools (rolls, bonus_rolls) and in the functions
that take one, nested bounds too; ranges such as limit_count's and item
predicates' counts stay ranges.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 14:39:18 +02:00
Ludovic Marie a43620023d Merge pull request #995 from ludovic111/perf/lod-integrated-gpu
🤖 Agent: merged after verify passed and CI parity passed on the stack head (#995; local 98/98). perf-frame-9's terrain LOD follow-ups: band and black cliffs fixed, far quads −36 %, per-frame budgets, LOD cap on non-Apple integrated GPUs. LODs off matches main (screenshots, FPS).
2026-10-19 14:38:25 +02:00
Ludovic Marie 4d164deb16 Merge pull request #994 from ludovic111/perf/lod-frame-spikes
🤖 Agent: merged after verify passed and CI parity passed on the stack head (#995; local 98/98). perf-frame-9's terrain LOD follow-ups: band and black cliffs fixed, far quads −36 %, per-frame budgets, LOD cap on non-Apple integrated GPUs. LODs off matches main (screenshots, FPS).
2026-10-19 14:38:10 +02:00
Ludovic MarieandClaude Opus 5.5 182a8e1a15 horizon-release-sign keygen: PKCS#8 v1 keys, which OpenSSL 3.0 reads
ring writes Ed25519 keys as PKCS#8 v2 (with the public key), which Ubuntu's OpenSSL 3.0 refuses
("unsupported"); verify caught it on ubuntu-latest. keygen now writes v1, the 32-byte seed alone,
checked to give the same public key as ring's document.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 14:37:57 +02:00
Ludovic Marie 1c5e5b96aa Merge pull request #993 from ludovic111/perf/lod-buried-gaps
🤖 Agent: merged after verify passed and CI parity passed on the stack head (#995; local 98/98). perf-frame-9's terrain LOD follow-ups: band and black cliffs fixed, far quads −36 %, per-frame budgets, LOD cap on non-Apple integrated GPUs. LODs off matches main (screenshots, FPS).
2026-10-19 14:37:56 +02:00
Ludovic Marie fa0b364f9d Merge pull request #992 from ludovic111/fix/lod-visual-bugs
🤖 Agent: merged after verify passed and CI parity passed on the stack head (#995; local 98/98). perf-frame-9's terrain LOD follow-ups: band and black cliffs fixed, far quads −36 %, per-frame budgets, LOD cap on non-Apple integrated GPUs. LODs off matches main (screenshots, FPS).
2026-10-19 14:37:42 +02:00
Ludovic MarieandClaude Opus 5.5 43287c18c2 horizon-server whitelist add: the offline UUID on a running offline server
The game resolves names as vanilla does, Mojang first, so on an offline server a name someone owns got that
account's UUID and the player, who joins under the offline UUID, was refused. horizon-server now writes the
offline entry and has the game reload the whitelist.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 14:24:15 +02:00
Ludovic MarieandClaude Opus 5.5 d38c07c2fa Releases: sign in a job of its own that runs only sha256sum and OpenSSL
Any repository code running earlier in the job that holds the key could reach it (a build patched
through Cargo.toml, or a step writing $GITHUB_ENV or $GITHUB_PATH for the next one). The `sign`
job checks out only tools/ci/sign_release.sh, which signs with the runner's OpenSSL; the publish
job, without the key, checks the result with horizon-release-sign as launchers will.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 14:18:54 +02:00
Ludovic MarieandClaude Opus 5.5 d2898fcba1 launcher README: the Servers page
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 14:18:33 +02:00
Ludovic MarieandClaude Opus 5.5 a8a00aac94 launcher: Friends over the internet: Tailscale status, invitations and a safe access rule
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 14:16:53 +02:00
Ludovic MarieandClaude Opus 5.5 10d76ad89d Launcher: stable builds by default, a "Beta builds" switch, and each version's channel
Game releases now go out as betas and become stable 6 hours later (promote.yml). The launcher
installs new versions from the stable channel unless "Beta builds" is on in Settings; turning it
on checks again at once. The Versions page, `versions` and the MCP server show each build's
channel. The website's patch notes list stable releases only.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 14:15:20 +02:00
Ludovic MarieandClaude Opus 5.5 4768d3f65b launcher: a Servers page that creates, runs and manages horizon-server servers (WIP)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 14:09:09 +02:00
Ludovic MarieandClaude Opus 5.5 f32a91d793 Releases: signed checksums (SHA256SUMS, SHA256SUMS.sig) for game and launcher releases
crates/horizon-release-sign signs a release's checksums with an Ed25519 key that exists only as a
secret of the `release` environment, and checks them as launchers will, against the public keys
built in from release-keys.txt. Dry runs sign with a throwaway key. Until release-keys.txt lists a
key, releases keep going out with SHA256SUMS alone and a warning; once it does, a missing or
unknown key fails the release before anything is published. tools/ci/new_release_key.sh pipes a
new key straight into the secret and prints only the public key. ring and base64 are already in
the lockfile.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 14:03:03 +02:00
Ludovic MarieandClaude Opus 5.5 cef652d026 checks: verify always runs, so a skipped job can never satisfy main's required check
Labels started `checks` runs whose verify job was skipped, and GitHub counts a skipped required
check as passed: auto-merge merged #823 and #837 before the real verify finished. Labels no longer
start `checks` (the fork-only run-parity label has its own workflow), and verify has no condition.
The parity job moves into a reusable workflow both call.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 13:58:27 +02:00
Ludovic Marie 2bfe3391a8 Merge branch 'perf/collision-scan' of https://github.com/ludovic111/horizon into integ-659 2026-10-19 13:50:47 +02:00
Ludovic Marie 266aff190e Merge pull request #1005 from ludovic111/perf/spawn-structure-overrides
🤖 Agent: merged after verify passed and local parity (perf-server-12: `tools/parity.py --changed origin/main` 98/98 with the three branches together, sculk / natural_spawn / spawn_rules harnesses pass; before/after numbers in the PR). CI parity was still queued on a busy runner.
2026-10-19 13:50:35 +02:00
Ludovic Marie cde54369a0 Merge pull request #1004 from ludovic111/perf/sculk-chunk-ticks
🤖 Agent: merged after verify passed and local parity (perf-server-12: `tools/parity.py --changed origin/main` 98/98 with the three branches together, sculk / natural_spawn / spawn_rules harnesses pass; before/after numbers in the PR). CI parity was still queued on a busy runner.
2026-10-19 13:50:30 +02:00
Ludovic MarieandClaude Opus 5.5 627837e8c3 Launcher: servers hosted through horizon-server (backend and CLI)
horizon_launcher::servers keeps the list of servers and drives horizon-server
for them: create (init, then config set), start, stop, backups, settings, the
service, and the running supervisor's control API for the live status, the log
and console commands. The programs come from an installed, prepared version,
laid out as install.sh does (server-runtime/releases, current, game-files), so
horizon-server update and its rollback work on them unchanged; the game files
are a copy of the player's own prepared files.

Problems come back in plain words with the fix to offer (a busy port with a
free one, missing game files with Prepare, the EULA).

horizon-launcher servers list|create|set-up|run|forget does the same from a
terminal.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 13:48:12 +02:00
Ludovic MarieandClaude Opus 5.5 42bb310df9 horizon-server config: read and change server.toml's settings, live where vanilla can
`config [--json]` prints the settings; `config set KEY=VALUE...` writes them through
toml_edit, checked as server.toml is checked (nothing is written if one is wrong). A
running server takes the difficulty, the default game mode and the whitelist at once
through its console, and the backup settings because the supervisor reads them each
time; the rest waits for the next start, and the command says which.

Also `backups --json` and `update --check --json`, for the launcher's Servers page.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 13:29:51 +02:00
Ludovic Marie ddc5aaed0e Merge pull request #1008 from ludovic111/fix/java-pack-fullscreen-inputs
🤖 Agent: merged after verify passed; cloud_render, environment_render, weather_render and 923 client tests pass, with before/after screenshots of Complementary Unbound. Java shader packs get real eye brightness, custom uniforms, Iris's sun path and tilt, and clouds=off/sun/moon flags. Part of #944 (reported by brabus_); shadows and gbuffers still to come.
2026-10-19 13:24:02 +02:00
Ludovic Marie 79f0ddee2c Merge pull request #990 from ludovic111/feat/server-prune-releases
🤖 Agent: merged after the verify rerun passed (the first run's failure was a flake; horizon-server tests pass 39/39 locally) and CI parity passed. Old releases are pruned automatically after an update.
2026-10-19 13:20:54 +02:00
Ludovic Marie adb1476582 Merge pull request #989 from ludovic111/feat/carry-formations
🤖 Agent: merged after verify and CI parity passed (modpacks-10, reviewed with local harness proof in the agent's report). Carries Formations' structures.
2026-10-19 13:20:30 +02:00
Ludovic Marie f910be28c8 Merge pull request #982 from ludovic111/feat/carry-pillar-processors
🤖 Agent: merged after verify and CI parity passed (modpacks-10, reviewed with local harness proof in the agent's report). Carries the mods' pillar and fluid-fix processors in ported packs.
2026-10-19 13:20:14 +02:00
Ludovic Marie 36c4ceb723 Merge pull request #981 from ludovic111/feat/pillar-processors
🤖 Agent: merged after verify and CI parity passed (modpacks-10, reviewed with local harness proof in the agent's report). Structure pillars and fluid fixes placed outside the template, like the mods do.
2026-10-19 13:19:58 +02:00
Ludovic Marie 0231d2890c Merge pull request #1003 from ludovic111/fix/sidebar-legacy-codes
🤖 Agent: merged after verify passed and the HUD harness with new §-coded cases (34/220 on main → all pass). The sidebar applies § formatting codes like vanilla. Fixes #937.
2026-10-19 13:17:46 +02:00
Ludovic Marie 494afc8dc3 Merge pull request #1002 from ludovic111/fix/player-equip-sound
🤖 Agent: merged after verify passed and local proof (menu_click fails on main 7978/8000, passes with the fix; place_recipe passes). The player's armour equip sound and event follow every vanilla path. Fixes #986 (reported by famescare).
2026-10-19 13:17:32 +02:00
Ludovic MarieandClaude Opus 5.5 0431f12a6f Give Java packs' full-screen passes Iris's sky, eye light and custom uniforms
Complementary Unbound drew clouds and light shafts inside terrain and a
second sun because the full-screen passes got wrong inputs:

- eyeBrightness was a constant (0, 240), so packs saw open sky
  underground. It is now the block and sky light of the camera entity's
  eye block (CommonUniforms.getEyeBrightness), and eyeBrightnessSmooth
  follows it with the pack's eyeBrightnessHalflife (SmoothedFloat).
- Custom uniforms (uniform.* / variable.* in shaders.properties) were all
  0: Complementary's eyeBrightnessM, isEyeInCave, starter, framemod8 and
  the rest. horizon-shaderpack's uniforms.rs parses and evaluates them
  each frame like Iris (stareval priorities, IrisFunctions, SmoothFloat).
- sunPosition, moonPosition, shadowLightPosition, sunAngle and
  shadowAngle now follow CelestialUniforms: the sky's sun and moon angles
  turned by Y -90, the pack's sunPathRotation about Z, then the angle. The
  old sun vector pointed north-south instead of east-west.
- While a Java pack runs, sunPathRotation tilts Horizon's sun, moon and
  stars as Iris tilts vanilla's, and clouds = off | fast | fancy, sun and
  moon = false apply. Complementary and Sildur's set clouds = off; the
  vanilla clouds Horizon drew anyway wrote depth the packs' light shafts
  and fog took for terrain.

Fixes #944

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 13:14:48 +02:00
Ludovic Marie 572addb2ff Merge pull request #578 from Online5277/fix/classic-menu-default
🤖 Agent: merged, thanks Online5277! Ludovic decided: Classic menus by default for fresh profiles (saved choices and HORIZON_MENU_STYLE still win). We merged current main in; fmt, clippy -D warnings and 1,022 client tests pass, and verify passes. Fixes #548.
2026-10-19 13:09:39 +02:00
Ludovic MarieandClaude Opus 5.5 7c06feec74 Keep the equip list out of the place_recipe oracle's state line
VanillaPlaceRecipeOracle prints VanillaMenuOracle.state, so the equips
field the menu_click harness compares broke its lines. Only the
menu_click oracle's own lines carry it now.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 12:48:49 +02:00
Ludovic Marie 451318860e Merge remote-tracking branch 'origin/main' into pr578 2026-10-19 12:48:48 +02:00
Ludovic MarieandClaude Opus 5.5 7426aed33c Play the equip sound when the player puts on armour
LivingEntity.onEquipItem now runs for the player wherever vanilla calls
it: the inventory menu's ArmorSlot and off-hand slot (setByPlayer, in the
menu engine, so clicks, shift-clicks, number keys, drags and LAN guests'
clicks), right-click equipping (Equippable.swapWithEquipmentSlot), the
creative screen (every changed slot, as handleSetCreativeModeSlot sets it),
the swap-hands key, dispensers (now also a shield into the off hand) and
/item and /loot on armour slots. It plays Equippable.equipSound (the
generic armour sound by default) on PLAYERS when the item lands in its own
slot, and emits equip/unequip game events for armour; nothing for
spectators, on a client, or when the item is unchanged.

The menu click harness's oracle now records vanilla's onEquipItem calls.

Fixes #986

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 12:43:01 +02:00
Ludovic MarieandClaude Opus 5.5 24abdb664d Apply legacy formatting codes in the scoreboard sidebar
Vanilla's Font draws every literal through StringDecomposer.iterateFormatted:
a § code styles what follows and is not drawn, a lone trailing § is
dropped. The sidebar drew owner names, team affixes, scores and the title
raw, so servers' sidebars showed § and the code letters. They now go
through Text::resolve_legacy, as the tab list already does.

The HUD harness's sidebar cases gain legacy-coded owners, affixes, titles
and fixed score formats.

Fixes #937

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 12:24:00 +02:00
Ludovic MarieandClaude Opus 5.5 c7f9fdd706 Dedicated server on Linux: world generation and packet writers behind the server thread
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 12:10:33 +02:00
Ludovic MarieandClaude Opus 5.5 85e5ba9d85 Natural spawning: look up only the structures that override spawns
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 12:10:33 +02:00
Ludovic MarieandClaude Opus 5.5 24428c4f83 Sculk: ask each chunk once a tick whether its sensors tick
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 12:10:32 +02:00
Ludovic Marie 5c88c46c51 Merge pull request #1001 from ludovic111/fix/guest-projectile-owner
🤖 Agent: merged after verify passed. Remote players' projectiles record their owner: ender pearls teleport and hurt the thrower, mobs target the shooter; docs/server.md row updated; part of #484.
2026-10-19 11:52:38 +02:00
Ludovic Marie f7d2a0b311 Merge pull request #1000 from ludovic111/fix/pvp-friendly-fire
🤖 Agent: merged after verify passed. Teammates with friendly fire off no longer hurt each other on a server (lan_e2e pvp); part of #484.
2026-10-19 11:52:26 +02:00
Ludovic Marie 97993634c0 Merge pull request #999 from ludovic111/fix/guest-use-item-on
🤖 Agent: merged after verify passed. A remote player's item used on a block is used once (a snowball thrown at the ground flew 2× main hand / 3× off hand); part of #484.
2026-10-19 11:50:11 +02:00
Ludovic Marie 75573c292a Merge pull request #998 from ludovic111/fix/dead-guest-commands
🤖 Agent: merged after verify passed. Chat commands from a dead player run, as in vanilla's handleChatCommand (fixes #973); dedicated_server transcript 604/604 lines identical.
2026-10-19 11:49:58 +02:00
Ludovic MarieandClaude Opus 5.5 a480d10157 docs/server.md: what remote players get right on a dedicated server now (#484)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 11:12:42 +02:00
Ludovic MarieandClaude Opus 5.5 092bf87012 Server: a guest's projectiles are theirs (ender pearls take them)
A projectile a guest shot was recorded as the local player's (Who::Player), which on a
server means the host, or nobody on a dedicated server. So a guest's ender pearl
teleported the host on a LAN world and did nothing on a dedicated server, what it hit
answered to the host, and clients were told the projectile had no owner.

Projectiles now remember the guest who shot them (Projectile.guest, set when the
guest's turn ends). Clients get the guest as the owner (Projectile.getAddEntityPacket),
and the hit runs as that guest: their pearl teleports and hurts them, and the mob hit
answers to them. ThrownEnderpearl's endermite also needs monsters to spawn, and comes
where the player was.

The dedicated-server harness checks that the snowballs' owner is the player and throws
an ender pearl at the player's feet: vanilla teleports it and takes 5 health, main did
neither.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 11:11:44 +02:00
Ludovic MarieandClaude Opus 5.5 ca1e3a17c8 Server: a right click with an item on a block uses it once
A vanilla client sends a right click as one packet per hand and part
(Minecraft.startUseItem): UseItemOn for the block's part and ItemStack.useOn, then
UseItem for Item.use when that passed, the main hand first. The server ran the whole
click, both hands, for UseItemOn, then the item again for UseItem: a snowball thrown
at the ground flew twice, three times from the off hand.

Each packet now does its own part with its own hand
(ServerGamePacketListenerImpl.handleUseItemOn / handleUseItem): UseItemOn stops at
useOn (no throwing, drinking, eating, raising, equipping, buckets or an ender eye off a
frame), and neither touches entities (Interact does). Horizon's own client, which
counted on the server trying the off hand, now sends the off hand's packets when the
main hand's use passes, as vanilla's does. UseItem's rotation is the player's now
(absSnapRotationTo) without sending the client a teleport back.

The dedicated-server harness right-clicks the ground with a snowball in the main hand,
then in the off hand, and counts the snowballs against vanilla's (2 and 3 on main,
1 and 1 now).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 11:11:19 +02:00
Ludovic MarieandClaude Opus 5.5 b0c8f964b2 Server: players on one team without friendly fire don't hurt each other
Player attacks between the host and guests, or two guests, only checked the pvp game
rule. ServerPlayer.canHarmPlayer also asks the victim's team (Player.canHarmPlayer):
an ally on a team with friendlyFire false takes no damage, and the attacker hears the
no-damage sound.

lan_e2e's pvp check puts both players on such a team and checks that neither hurts
the other.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 10:34:03 +02:00
Ludovic MarieandClaude Opus 5.5 4953305c7b Server: run a dead player's chat commands, as vanilla does (#973)
A dead guest's packets were all dropped but the respawn request, so a command typed on
the death screen never ran. ServerGamePacketListenerImpl.handleChatCommand and
handleSignedChatCommand don't look at the player's health: the commands now run.

The dedicated-server harness sends `/trigger nope` from the death screen and compares
the reply with vanilla's before respawning.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 10:34:02 +02:00
Ludovic MarieandClaude Opus 5.5 ee3e874eb8 horizon-server: delete old releases after an update
An install kept every release it ever unpacked in releases/. Once the game is up on the
new release (or a stopped server is switched), the update now deletes the old ones,
keeping the release in use, the one `previous` names (rollback's target), the one the
running horizon-server came from, and the `updates.keep` newest of the others (1 by
default, a new server.toml setting). A release that can't be deleted is reported and
left for the next update.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 09:50:27 +02:00
Ludovic Marie ee59df13a9 Merge pull request #980 from ludovic111/feat/launcher-dx12-after-renderer-crash
🤖 Agent: merged after verify passed. If the game crashes natively after its Vulkan adapter line and before its first frame, the launcher switches the Graphics API setting from Auto to DX12 and tells the player; it doesn't relaunch by itself.
2026-10-19 09:46:01 +02:00
Ludovic Marie 5229857dab Merge pull request #979 from ludovic111/feat/dx12-fallback
🤖 Agent: merged after verify passed. DirectX 12 for Windows: Auto tries Vulkan first and falls back to DX12 when Vulkan has no adapter or its device request fails; Video Settings > Graphics API (Windows only) and HORIZON_GRAPHICS_API override it. We merged main in (kept #771's LOD row and lodDistance next to graphicsApi); clippy -D warnings and 1,021 client tests pass, including the WGSL→HLSL translation of every shader. Not yet run on real Windows hardware.
2026-10-19 09:45:49 +02:00
Ludovic MarieandClaude Opus 5.5 5148b2ee2c Far terrain: capped on integrated GPUs, held back on 4-thread machines
- Integrated GPUs other than Apple's draw far terrain to 128 chunks at
  most, whatever LOD Distance says; its description says so, and the
  status reports the distance in use (`lod.effective_distance`).
- On machines with four threads or fewer, far terrain starts no detail and
  one sample job per 500 ms while the near terrain loads, so the near
  chunks and the frame get the cores first.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 09:34:32 +02:00
Ludovic MarieandClaude Opus 5.5 c468938a66 Far terrain: bounded render-thread work while tiles generate
- Upload far meshes within about 2 ms a frame (at least one); the rest
  wait, with their removals and the cutout, and apply in order.
- Gather mesh inputs across frames within about 2 ms, from a snapshot of
  the active tiles' samples, instead of hundreds at once.
- Select tiles only when the plan, samples, covered columns or dirty tiles
  changed; add the covered stand-ins only after a replan.
- Find the tiles touching an invalidated chunk per level, not by scanning
  every active tile; share tile samples with mesh jobs (Arc) instead of
  cloning them.
- Recompute the full-detail columns only when their completeness, the
  center or the radius changed.
- Observe chunks for the far summaries within about 1 ms a frame (at least
  one), unloaded ones first, with each block state's kind read once instead
  of matching block names per block.

LODs off is unchanged: none of this runs without far terrain.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 09:34:32 +02:00
Ludovic MarieandClaude Opus 5.5 895dc26848 Far terrain: no faces for caves nothing can see into
Far tiles mesh every gap in their columns: caves and aquifers in visited and
refined chunks, and the gaps kelp and seagrass leave in water. Most are closed
on every side, so their floors, ceilings and walls cost vertices and never
show.

Before meshing, a tile fills each gap below a column's top that no
neighbouring column's open air looks into (every neighbour's top is at or
above the gap's top) with the material below it, or with the fluid above it
(kelp in water). Cave mouths stay open; unknown neighbours and cells meeting
full-detail or finer terrain count as open.

Seed 1234, RD12, LOD 64, overview: 4.93 M to 3.17 M far-terrain quads.

Follow-up to Online5277's terrain LODs (#771).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 09:34:32 +02:00
Ludovic MarieandClaude Opus 5.5 bf8d84930f Far terrain: no dark band at the full-detail edge, no black cliffs
Full-detail sections leaving the render distance stopped being drawn at once,
while the distant tiles still left their columns out until the next mesh job
finished: for a few seconds after moving (longer on slow machines) a hole
opened there, lined with the tiles' seal walls. Those took the light recorded
for buried blocks, none, so the hole showed as a dark band.

Lod::take_cutout hands the renderer the columns the finished meshes leave
out. Their resident sections stay drawn, even past the render distance, and
sections unloaded while still left out are released only once the tiles
cover them. With LODs off the cutout is empty and nothing changes.

Side faces above the top of the column they face open onto air. Reduced
columns and the seals expose sides that were buried, so those parts take at
least the sky light over that top (black cliffs in far tiles). Faces into a
cave keep their recorded light.

Follow-up to Online5277's terrain LODs (#771).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 09:34:32 +02:00
Ludovic MarieandClaude Opus 5.5 af9d888410 Far terrain: time each step of Lod::update
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 09:34:32 +02:00
Ludovic Marie 272414cc05 Merge remote-tracking branch 'origin/main' into feat/dx12-fallback
# Conflicts:
#	crates/horizon-client/src/graphics.rs
#	crates/horizon-client/src/graphics_ui.rs
2026-10-19 09:31:58 +02:00
Ludovic Marie dbfaf2e003 Merge pull request #976 from ludovic111/fix/wgpu-hal-empty-descriptor-pool
🤖 Agent: merged after verify passed and CI parity passed 322/323; the one failure, dedicated_server (two extra block updates at respawn, a server-only path this GPU change can't reach), passed 2/2 locally on main + this PR and 2/2 on main. Vendors wgpu-hal 30.0.1 with the upstream fix for gfx-rs/wgpu#9845; should fix #746 on HD 520/530, to be confirmed by the reporters on the release.
2026-10-19 09:29:37 +02:00
Ludovic Marie 1612c86c15 Merge pull request #985 from ludovic111/feat/server-bench-paper-fabric
🤖 Agent: merged after verify passed (benchmark data and docs only). Four-way equal-work benchmark: Horizon uses 3.8–4.8× less RAM and starts in ~8 s; Paper's average tick is shorter at every count, which is now perf work.
2026-10-19 08:41:06 +02:00
Ludovic MarieandClaude Opus 5.5 8beeea55ff Carry Formations' structures
Its formations:simple becomes the game's horizon:formations (its pool and
placement), and its single pool element vanilla's with its ground_level
under horizon:ground_level. Its pieced structure (one) stays out; its
processors are still dropped.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 08:35:08 +02:00
Ludovic MarieandClaude Opus 5.5 a6b183f7f5 Generate Formations' structures from the noise column
The structure context gets ChunkGenerator.getBaseColumn's blocks
(StartContext::noise_column: air, water, lava, solid or other, from the
noise's minimum Y, air past its ends), which Formations' placements test.

horizon:formations is Formations' SimpleStructure: one element of its pool
at a random spot of the chunk and rotation, at the height its placement
finds under the element's corners and centre (surface, ceiling, on water
or lava, in caves on the floor, under the ceiling, buried, on lava), as
the mod draws and checks them. Single pool elements take a ground level
(`horizon:ground_level`, 1 by default as vanilla's), which moves the piece
and its terrain adaptation as Formations' does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 08:34:23 +02:00
Ludovic Marie 6af77dfbe4 Merge remote-tracking branch 'origin/main' into feat/server-bench-paper-fabric
# Conflicts:
#	docs/server.md
2026-10-19 08:33:52 +02:00
Ludovic Marie 56fcc91e4b Merge pull request #967 from ludovic111/feat/site-host-a-server
🤖 Agent: merged after verify passed. The site's nav links Host a server; README gains a hosting paragraph; tools/server.py and docs/server-quickstart.txt retired.
2026-10-19 08:33:15 +02:00
Ludovic Marie aac0dc7f60 Merge pull request #966 from ludovic111/feat/server-update
🤖 Agent: merged after verify and CI parity passed. horizon-server update (SHA-256 check, world backup, switch, health wait, automatic rollback) and rollback; 6-hourly update notice in log, status and panel. Proven end to end on the Mac mini and the ThinkPad (healthy update, crash rollback, timeout rollback, manual rollback, real GitHub download); 37 unit tests.
2026-10-19 08:33:03 +02:00
Ludovic Marie fcb37f05e9 Merge pull request #965 from ludovic111/fix/server-relative-dir
🤖 Agent: merged after verify and CI parity passed. horizon-server run --dir <relative> no longer crash-loops the game; new test fails without the fix.
2026-10-19 08:32:51 +02:00
Ludovic MarieandClaude Opus 5.5 adb07c96ff Carry Better Ocean Monuments' processors and YUNG's legs
Better Ocean Monuments' ten processors (no fields; their behaviour is in
its Java) become vanilla's rule, the game's horizon:pick (one new
nextFloat per chance), horizon:flood_air, horizon:waterlog,
horizon:keep_world_block and horizon:yung_pillar; Better Witch Huts' log
and fence legs become horizon:yung_pillar. Its monuments are no longer
dry.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 08:29:23 +02:00
Ludovic MarieandClaude Opus 5.5 d983b47db6 Carry the mods' pillar and fluid fix processors
Repurposed Structures' and Moog's pillar_processor, Repurposed's
bottom_pillar_processor and close_off_fluid_sources_processor, YUNG's
pillar_processor (Better Fortresses, Better Jungle Temples) and Better
Fortresses' stair_pillar_processor become the game's horizon:pillar,
horizon:bottom_pillar, horizon:close_off_fluid_sources,
horizon:yung_pillar and horizon:stair_pillar. A pillar's own processor
list is written in, with the Java processors in it dropped.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 08:29:09 +02:00
Ludovic MarieandClaude Opus 5.5 0a733cec55 Carry: the namespaces a mod's own files name, as its manifest's namespaces
Towns and Towers ships its 60 structures under kaisyn and towns_and_towers,
not its mod id t_and_t, so carry left them outside. A namespace is now the
mod's when its own files (its id's, its tag additions, the namespaces
already claimed) name ids in it and no mod of the pack has it as its id.
Compat files for other mods and pack mods' configs stay outside; of ATM10's
42 jars only T&T claims any. A replacing tag of its own is an addition.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 08:29:00 +02:00
Ludovic MarieandClaude Opus 5.5 303aa35a6f Flood and waterlog the structures built under the sea
Adds the game's side of Better Ocean Monuments' Java processors:

- horizon:flood_air: the template's air below sea level becomes water
  (its AirProcessor; the monuments' templates are mostly air, so they
  stood dry);
- horizon:waterlog: below sea level, blocks that can be waterlogged are,
  and water and lava on the edge of the chunk being generated are marked
  for postprocessing (its WaterlogProcessor);
- horizon:keep_world_block: a placeholder takes the world's block (its
  StructureVoidProcessor);
- horizon:pick gains `redraw` (a new nextFloat for each chance, as its
  random processors draw) and `keep_properties` (Block.withPropertiesOf,
  for its copper stairs and slabs);
- horizon:yung_pillar gains `keep_properties`, for Better Witch Huts'
  fence legs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 08:28:42 +02:00
Ludovic MarieandClaude Opus 5.5 df8bc603ff Content mods: namespaces besides the mod id, with no namespace shared by two mods
A content mod's manifest may list namespaces its files use besides its id
(Towns and Towers ships kaisyn and towns_and_towers under mod id t_and_t).
They are the mod's as its id is: files load, loaders read them. minecraft,
c and horizon cannot be listed. Two mods that are on owning one namespace
is an error naming both; the game keeps the first and leaves the other's
content out.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 08:28:42 +02:00
Ludovic MarieandClaude Opus 5.5 6008be0a68 Loot: tables, modifiers, predicates, tags and recipes of every namespace
The loot loader read data/minecraft/ only, so every chest in a carried
mod's structure that names its mod's loot table opened empty. It now reads
every namespace (a vanilla root has only minecraft). Integers written as
floats (rolls 3.0, as Towns and Towers writes them) read as vanilla's int
codecs read them. 534 of the 675 non-block tables in ATM10's carried mods
now fill a chest; vanilla's chest fills are byte-identical.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 08:28:42 +02:00
Ludovic MarieandClaude Opus 5.5 ffa46a50af Place pillars and fluid fixes that reach outside the template
Adds the game's side of the mods' Java processors that write blocks around
a structure while its template is processed:

- horizon:pillar and horizon:bottom_pillar: Repurposed Structures' and
  Moog's PillarProcessor and BottomPillarProcessor, a column from a trigger
  block (or the bottom layer) down to the ground, with their nested lists
  and Moog's height randomizer;
- horizon:close_off_fluid_sources: their fluid fix, which walls off source
  blocks next to the structure's open blocks;
- horizon:yung_pillar and horizon:stair_pillar: YUNG's PillarProcessor
  (Better Fortresses, Better Jungle Temples) and Better Fortresses' stair
  supports.

They write through PlacementContext::set_chunk_block, the
ProtoChunk.setBlockState the mods call (heightmaps kept), and only inside
the chunk being generated, as the mods check WorldGenRegion's centre.
Processor lists nested in pillars are capped at 16 levels.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 08:28:42 +02:00
Ludovic MarieandClaude Opus 5.5 aec5c20698 hosting.md: rewrap the tick bullet
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 08:25:15 +02:00
Ludovic MarieandClaude Opus 5.5 a64877f1a1 Server benchmark: Horizon against vanilla, Paper and Fabric + Lithium, equal work (2026-10-19)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 08:25:07 +02:00
Ludovic MarieandClaude Opus 5.5 731b4256db server_bench: turn Paper's connection throttle off (the bots share one address)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 08:23:27 +02:00
Ludovic MarieandClaude Opus 5.5 0001363aa0 server_bench: one tested pattern for every server's Done line
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 08:23:27 +02:00
Ludovic MarieandClaude Opus 5.5 86cf1542d1 server_bench: Paper and Fabric + Lithium, dev-only downloads checked against their hashes
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 08:23:27 +02:00
Ludovic Marie 0af3dd3900 Merge pull request #959 from ludovic111/feat/carry-yung-modifiers
🤖 Agent: merged after verify and CI parity passed, and a combined check with rdbt's #796 on current main (fmt, clippy, 359 tests, 14 world-gen harnesses). YUNG/Moog terrain adaptation around structures (Better Fortresses netherrack inside bridges 39–41 % → 2.5–7 %), its carry, and YUNG modifiers.
2026-10-19 08:10:05 +02:00
Ludovic Marie 0def8931cb Merge pull request #956 from ludovic111/feat/carry-terrain-adaptation
🤖 Agent: merged after verify and CI parity passed, and a combined check with rdbt's #796 on current main (fmt, clippy, 359 tests, 14 world-gen harnesses). YUNG/Moog terrain adaptation around structures (Better Fortresses netherrack inside bridges 39–41 % → 2.5–7 %), its carry, and YUNG modifiers.
2026-10-19 08:09:53 +02:00
Ludovic Marie 39b74fb468 Merge pull request #955 from ludovic111/feat/enhanced-terrain-adaptation
🤖 Agent: merged after verify and CI parity passed, and a combined check with rdbt's #796 on current main (fmt, clippy, 359 tests, 14 world-gen harnesses). YUNG/Moog terrain adaptation around structures (Better Fortresses netherrack inside bridges 39–41 % → 2.5–7 %), its carry, and YUNG modifiers.
2026-10-19 08:09:41 +02:00
Ludovic Marie b464f977f1 Merge pull request #796 from rdbtCVS/t3/optimize-noise-aquifers
🤖 Agent: merged, thanks rdbt! Bulk density arithmetic, the shared Beardifier kernel and Perlin column reuse: 12.685 → 10.069 ms/chunk Overworld terrain (−20.6 %, one worker). We merged current main in (density/tests.rs: kept both test sets) and checked it together with #955/#956/#959: fmt, clippy -D warnings, 359 core/world/port-pack tests, and 14 world-gen harnesses (density, noise, structure_density, server_world_gen, world_spawn, decorated_region, …) all pass.
2026-10-19 08:09:26 +02:00
Ludovic Marie c5656493cd Merge pull request #977 from ludovic111/feat/renderer-startup-steps
🤖 Agent: merged after verify passed. The renderer logs each start-up step once per device (driver, requested features and limits, surface, pipelines, first acquire/submit/present), so a native crash's last log line names the step.
2026-10-19 08:02:21 +02:00
Ludovic Marie 99b07dc810 Merge remote-tracking branch 'origin/main' into pr/796
# Conflicts:
#	crates/horizon-core/src/density/tests.rs
2026-10-19 07:58:32 +02:00
Ludovic Marie d2e8e5fe28 Merge pull request #771 from Online5277/feat/terrain-lod
🤖 Agent: merged, thanks Online5277! Terrain LOD lands off by default. With LODs off it matches main (0 differing pixels in 6 RD16 views, same FPS/GPU ms on the HD 620, same time to full render distance); CI verify and parity pass. We merged main in three times and adapted it to #905/#939 and the packed texture coordinates. The follow-ups from the review (edge band, integrated-GPU cost, lighter far meshes) we're taking on ourselves.
2026-10-19 07:49:12 +02:00
Ludovic MarieandClaude Opus 5.5 c2665ee7bd Launcher: switch the game to DirectX 12 after a Vulkan crash at its start (#746)
A native crash in a graphics driver leaves no crash report, only the game's
last lines. When the game ends with no report after its Vulkan adapter line and
before its first frame (Windows only), set graphicsApi:dx12 in its graphics
settings (the game home's and the run's own, only where it was auto) and tell
the player to press Play again, instead of the crash notice.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 07:43:12 +02:00
Ludovic MarieandClaude Opus 5.5 8aacf93d8f DirectX 12 on Windows: the fallback when Vulkan fails, and a setting (#746)
The Windows client builds wgpu's dx12 backend. With graphicsApi:auto (the
default), the renderer opens Vulkan and falls back to DirectX 12 when Vulkan
has no adapter (no Vulkan driver) or its device request fails; vulkan and dx12
pick one (horizon-graphics.txt, Video Settings > Graphics API on Windows, or
HORIZON_GRAPHICS_API; WGPU_BACKEND still overrides). Other systems keep their
one backend.

DirectX 12 keeps wgpu's indirect-draw validation: it is what passes each
draw's first instance to shaders there. Occlusion culling stays Vulkan-only and
flat draws Metal-only, as before; multi-draw and the GPU timer use DirectX 12's
own. gpu-allocator now resolves to the windows crate wgpu-hal's dx12 code
uses (0.62): with cpal's 0.54 it did not compile. A test translates every WGSL
shader to HLSL as the dx12 backend does for FXC.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 07:34:16 +02:00
Ludovic MarieandClaude Opus 5.5 70de685d2b Log each step of the renderer's start (#746)
A native crash in the graphics driver leaves no panic or crash report: the
last log line is all a player can send. After the adapter line, log the
driver, the features and limits the device is requested with, the surface
configuration, the pipelines (with multi-draw, occlusion culling and the GPU
timer on or off) and the first frame's acquire, submit and present, once per
device.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 07:27:44 +02:00
Ludovic MarieandClaude Opus 5.5 4992d877c7 Fix the Intel HD 520/530 crash at device creation (#746)
wgpu 30 creates a Vulkan descriptor pool with no pool sizes while it creates
the device. Vulkan allows that only since 1.3.215; Intel's Windows driver for
6th-10th gen integrated GPUs (igvk64.dll, HD 520/530, UHD 620/630) reads
past the empty array and crashes with 0xc0000005 inside request_device, right
after the game logs its renderer (gfx-rs/wgpu#9845). Apply the upstream fix
(gfx-rs/wgpu#10124: one sampler entry when the pool would be empty), which no
wgpu release has yet, through [patch.crates-io].

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 07:22:12 +02:00
Ludovic MarieandClaude Opus 5.5 79f78f904b Vendor wgpu-hal 30.0.1 unchanged (examples left out)
The crates.io sources of wgpu-hal 30.0.1, minus its examples, lock file and
VCS metadata, so the next commit can apply one upstream fix that has no
release yet. Excluded from the workspace: it keeps its own lints.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 07:22:12 +02:00
Ludovic Marie 21ac62a085 Merge pull request #972 from ludovic111/perf/sculk-unload-once
🤖 Agent: merged after verify passed and local proof (sculk harness). Sculk drops every unloaded chunk's blocks in one pass: worst tick 583–609 → 38–44 ms with 40 bots.
2026-10-19 07:15:24 +02:00
Ludovic Marie cf5a979b35 Merge pull request #971 from ludovic111/perf/heightmaps-on-helpers
🤖 Agent: merged after verify passed and local proof (heightmap, chunk_stage, lan, …). Chunk-packet heightmaps are built on the warm-up threads; bytes identical; lan_chunks −11–13 %.
2026-10-19 07:15:15 +02:00
Ludovic Marie d157880712 Merge pull request #970 from ludovic111/perf/server-thread-first
🤖 Agent: merged after verify passed and local proof on the integration commit (8 harnesses, lan_e2e both modes). The server thread runs ahead of the workers on macOS and Windows, like vanilla's Thread.setPriority(8): 40 bots tick p99 101.5/77.7 → 32.8/32.7 ms, ticks over 50 ms 166/146 → 1/2.
2026-10-19 07:15:05 +02:00
Ludovic Marie f95a279a92 Merge pull request #968 from ludovic111/fix/lan-e2e-hazards-tidy
🤖 Agent: merged after verify passed. The host clears the hazards box, so a dead guest no longer leaves it behind for pvp/hurt (8/10 → 0/3 failures under --server-thread).
2026-10-19 07:10:53 +02:00
Ludovic Marie 14c6a197e4 Merge pull request #854 from Online5277/fix/multiplayer-chat-input
🤖 Agent: merged, thanks Online5277! Server chat now goes through the shared chat component, so the wheel and Page Up/Down scroll it. We merged main into the branch (main had moved the atlas to self.gui.atlas); clippy -D warnings, the 6 chat tests and the LAN chat check (both modes) pass, and verify passes. Fixes #810.
2026-10-19 07:06:30 +02:00
Ludovic Marie 9e98c1902b Merge remote-tracking branch 'origin/main' into pr854
# Conflicts:
#	crates/horizon-client/src/game/remote.rs
2026-10-19 06:40:04 +02:00
Ludovic Marie 78e8556e5a Merge pull request #800 from LookImEcho-Rick/codex/issue-592-nether-teleport
🤖 Agent: merged, thanks LookImEcho-Rick! It was still marked draft, but its description was complete and our checks were done, so we marked it ready. /execute in <dimension> now moves the player across dimensions like vanilla (fixes #592). With main merged in and the #947 fix (#962), command_exec, command_parse, server_dimension_players and dedicated_server pass locally, and verify passes. If you meant to add more, a follow-up PR is welcome.
2026-10-19 06:29:47 +02:00
Ludovic Marie 1f16677a44 Merge pull request #963 from ludovic111/feat/processor-random-and-condition
🤖 Agent: merged after verify passed and parity --changed 311/311 locally. Lithostitched apply_random, condition and set_block in the game: CTOV farms grow carrots, potatoes and beetroot, paths and mossy cobblestone appear.
2026-10-19 06:20:58 +02:00
Ludovic Marie 0ceede079e Merge pull request #964 from ludovic111/feat/carry-apply-random-condition
🤖 Agent: merged after verify passed and parity --changed 311/311 locally. Carry for Lithostitched apply_random, condition and set_block (130 dropped → 0).
2026-10-19 06:20:48 +02:00
Ludovic Marie 9ed2f482af Merge pull request #960 from ludovic111/feat/carry-processor-references
🤖 Agent: merged after verify passed and parity --changed 311/311 locally. Lithostitched reference processors carried: 83 dropped → 0.
2026-10-19 06:20:39 +02:00
Ludovic Marie 995187d82d Merge pull request #958 from ludovic111/feat/yung-modifiers
🤖 Agent: merged after verify passed and parity --changed 311/311 locally on the integration commit. YUNG modifiers, piece_in_range and dead-end pools (game side).
2026-10-19 06:20:28 +02:00
Ludovic Marie f3a3dd22bd Merge pull request #957 from ludovic111/fix/carry-json-comments
🤖 Agent: merged after verify and CI parity passed. The carry reads data files with comments as Minecraft does; six Better Fortresses pools come back (265 → 3,765 pieces over seed 1234's Nether centre).
2026-10-19 06:20:19 +02:00
Ludovic Marie cd4f8ba849 Merge pull request #954 from ludovic111/fix/stronghold-ring-biome-search
🤖 Agent: merged after verify passed and local proof on one integration commit of modpacks-9's PRs: parity --changed 311/311, structure-start oracle 3,153/3,153. CI parity's only failure was secure_chat, which this change doesn't touch. Stronghold rings 3/128 off → 0/128 on seeds 1234, 2, 3, 42, -7.
2026-10-19 06:20:09 +02:00
Ludovic Marie 874d62b49b Merge remote-tracking branch 'origin/main' into pr800 2026-10-19 05:55:51 +02:00
Ludovic Marie ee4b4c7834 Merge pull request #962 from ludovic111/fix/level-switch-entities
🤖 Agent: merged after verify and CI parity passed (command_exec 764/764 three times locally, 20 affected harnesses). /summon no longer spawns other pending entities and takes their id; the harness settle waits for entities like vanilla's. Fixes #947.
2026-10-19 05:55:41 +02:00
Ludovic MarieandClaude Opus 5.5 0bc6c689da Site: link the host-a-server page from the nav and the README; retire the Fabric server starter
tools/server.py and docs/server-quickstart.txt are gone (horizon-server replaces them);
build_release.py builds only the client starter, and the docs point to docs/hosting.md.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 05:34:34 +02:00
Ludovic MarieandClaude Opus 5.5 3ce89ebb8a horizon-server update: report a switch without an install instead of staying busy
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 05:31:08 +02:00
Ludovic MarieandClaude Opus 5.5 bf2c5e7946 horizon-server update: wait for the old game after a rollback; document updates
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 05:30:21 +02:00
Ludovic MarieandClaude Opus 5.5 2e730b9213 lan_e2e: tidy the hazards box from the host
The void can kill the guest before the hazards check tidies its stone box,
and the LAN server drops a dead guest's packets, so the box stayed: the
guest suffocated in it during pvp, and the hurt check's pig with it. The
host runs the tidying fills instead.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 05:28:27 +02:00
Ludovic MarieandClaude Opus 5.5 0e025df8e1 Server thread: ahead of the workers on macOS and Windows, as vanilla's spin
MinecraftServer.spin raises its server thread (Thread.setPriority(8)) when
there are more than four processors. The new horizon-threads crate makes the
same request for the dedicated server's thread and the integrated server's:
user-interactive QoS on macOS, above-normal priority on Windows, nothing on
Linux (an unprivileged thread can't raise itself).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 05:27:50 +02:00
Ludovic MarieandClaude Opus 5.5 857a88351f horizon-server update and rollback: switch releases, roll back by itself when the game doesn't come up
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 05:21:26 +02:00
Ludovic MarieandClaude Opus 5.5 a8682eb4c5 horizon-server: give the game its folders whole when --dir is relative
`horizon-server run --dir srv` (what init prints) started the game in srv/ with
--control-socket srv/.horizon/engine.json, which the game resolved inside srv/,
so it crashed at every start. spawn now passes absolute paths.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 05:20:36 +02:00
Ludovic MarieandClaude Opus 5.5 cd99c1c683 Sculk: drop the blocks of every unloaded chunk in one pass
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 05:01:18 +02:00
Ludovic MarieandClaude Opus 5.5 3667bb963c Chunk batches: make the columns' heightmaps on the warm-up threads too
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 05:01:18 +02:00
Ludovic Marie c569bbe291 Merge pull request #961 from ludovic111/fix/readback-alignment
🤖 Agent: merged after verify passed. GPU readbacks (occlusion results, GPU timer) no longer assume the mapping's alignment; fixes the Vega 11 launch crash in #953.
2026-10-19 04:47:48 +02:00
Ludovic MarieandClaude Opus 5.5 4b28390f72 docs/modpacks.md: Lithostitched's processors carried, and what they change
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 04:42:29 +02:00
Ludovic MarieandClaude Opus 5.5 f62e07c36a Read GPU readbacks without assuming the mapping's alignment
A Vega 11 on Windows (Vulkan) panicked at launch in bytemuck's cast_slice
with TargetAlignmentGreaterAndInputNotAligned, starting with the release
that shipped occlusion culling. The section-test results and the GPU
timer's timestamps were cast in place from the mapped range, which isn't
guaranteed to be 4- or 8-byte aligned. Copy the words out instead.

Fixes #953

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 04:40:00 +02:00
Ludovic MarieandClaude Opus 5.5 bb24420df2 Carry: Lithostitched's apply_random, condition and set_block as the game's
apply_random becomes horizon:apply_random: its weighted lists, or its set
of lists at weight 1, with the inline lists carried like any other (their
Java processors dropped and counted). condition becomes horizon:condition
when the game runs every condition in it (true, all_of, any_of, not,
random_chance, matching_blocks with plain property values), with its then
and else lists carried. set_block with a simple or weighted state provider
and no block entity change becomes horizon:set_block. Anything else stays
Java and is dropped as before.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 04:29:23 +02:00
Ludovic MarieandClaude Opus 5.5 2647ed7ed0 Structure processors: Lithostitched's apply_random, condition and set_block as data
horizon:apply_random runs one processor list drawn by weight
(WeightedList.getRandom); horizon:condition runs `then` or `else` by a
test of the block (true, all_of, any_of, not, random_chance and
matching_blocks on the placed or the existing block). Both take their
random from Lithostitched's RandomSettings: seeded with the world seed
plus the name's hash, forked positionally at the block, the piece or the
structure's pivot. process_block now gets the piece's position for it.

horizon:set_block is Lithostitched's set_block with a simple or weighted
state provider: the block becomes the state (drawn at the chosen position
from the unsalted seed), keeping the properties it shares with the old one
unless preserve_state is off.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 04:28:57 +02:00
Ludovic Marie 8993bd4594 Merge pull request #949 from rdbtCVS/t3/reuse-terrain-sampler-scratch
🤖 Agent: merged, thanks rdbt! Terrain sampler scratch buffers are reused between chunks; byte-identical output across the 22 world-gen parity harnesses on the combined commit.
2026-10-19 04:21:05 +02:00
Ludovic Marie 764b4e0803 Merge pull request #948 from rdbtCVS/t3/fix-issue-945
🤖 Agent: merged, thanks rdbt! Spectator scroll-wheel flight speed now follows vanilla (6,791 oracle cases); verified on the combined commit with local_input and the client tests. Fixes #945.
2026-10-19 04:20:53 +02:00
Ludovic Marie ea8964506c Merge pull request #946 from rdbtCVS/t3/dedup-neighbour-computation
🤖 Agent: merged, thanks rdbt! Checked on one commit with #948 and #949: fmt, workspace clippy -D warnings, 896 world/core/client tests, and 22 parity harnesses (biome, carving, decoration, density, structure_density, server_world_gen, world_spawn, …) all pass.
2026-10-19 04:20:41 +02:00
Ludovic MarieandClaude Opus 5.5 8e095b88fa Carry: write Lithostitched's processor references in
lithostitched:reference runs the processors of other lists in turn.
Carry now writes their processors in its place, in order and references
in them too, from the mod's own processor lists. A reference to a tag or
to a list the mod lacks stays, and is dropped and counted as before.
ChoiceTheorem's Overhauled Village builds most of its lists this way.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 04:17:42 +02:00
Ludovic MarieandClaude Opus 5.5 ca790e8dba Far terrain: a third of the render-thread work per frame
Lod::update sorted every unsampled plan node each frame to take at most
four (none while every sample slot is busy), and woke the workers every
frame. It now skips the selection while the slots are full, keeps only
the best 2 * (SAMPLE_JOBS + pending) entries before sorting (a key is
listed at most twice, so the same tiles are taken in the same order),
takes the best fallback with min(), and wakes the workers only when a job
was queued. A finished chunk's detail now goes straight to the tile at
each level 0-4 holding it instead of scanning every ready tile (the others
never overlapped it).

Mac mini, RD12, LOD 256 while far terrain generates, `sample` of the main
thread over 30 s, alternating: Lod::update 10.4 % and 12.3 % of the
samples before, 3.4 % and 3.5 % after; update_world 3497 and 3373
samples before, 668 and 864 after.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 04:08:00 +02:00
Ludovic MarieandClaude Opus 5.5 a19a6b5bcc docs/modpacks.md: YUNG's modifiers and dead-end pools, Towns and Towers' namespaces
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 04:06:59 +02:00
Ludovic MarieandClaude Opus 5.5 9a836c50a8 Docs: carried terrain kernels and what they change in seed 1234
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 04:06:59 +02:00
Ludovic MarieandClaude Opus 5.5 a906bb50ba Structures: YUNG's and Moog's enhanced terrain adaptation, as terrain kernels
YUNG's API and MoogsStructureLib add their own kernel to the Beardifier:
a size and falloff of its own, carving or burying above and below a piece's
floor, around rigid pieces and junctions. Better Strongholds buries its
stronghold, Better Fortresses carves the netherrack over its bridges and
Moog's mega fortress carves a band around its corridors. A structure or a
pool element holding `horizon:enhanced_terrain_adaptation` now gets that
kernel (horizon_core's TerrainKernel), summed after vanilla's density as
the libraries' mixins do; YUNG's also grows the start's box by its radius.
Vanilla data never has the key, so vanilla worlds are unchanged.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 04:06:59 +02:00
Ludovic MarieandClaude Opus 5.5 be85b81d13 YUNG's assembler: modifiers, piece_in_range and dead-end pools
Better Nether Fortresses relies on three parts of YUNG's API the game did
not have:

- piece_in_range: another piece (of some templates, or any) inside the
  piece's box grown sideways, below and above.
- Modifiers, applied once the layout is done, in piece order and with the
  assembler's random: a condition, then actions on the piece itself.
  transform swaps its template for one picked by setFeatureSeed(x, y, x)
  and moves it by an offset turned with the piece; delay_generation moves
  it to the end of the piece list.
- Dead-end pools: a piece that got no child though it has other jigsaws
  is taken out (its parent's junction, its room and its count given back)
  and a piece of its dead-end pool is chosen for the same parent jigsaw.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 04:06:59 +02:00
Ludovic MarieandClaude Opus 5.5 bb3ec12ed0 Carry: read data files with comments, as Minecraft does
Minecraft reads data JSON with Gson's lenient reader, which skips `//`,
`#` and `/* */` comments. Six of YUNG's template pools have them (Better
Fortresses' bridges, halls and hall ends; Better Jungle Temples' floors),
so carry refused them as unreadable and the structures lost those pieces:
seed 1234's seven Better Fortresses had 265 pieces in all, now 3,765, and
five Better Jungle Temples 170, now 196. A file that parses once its
comments are gone is carried as plain JSON.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 04:06:59 +02:00
Ludovic MarieandClaude Opus 5.5 cd30aae4a8 Strongholds: sample each ring search through one biome resolver
ChunkGeneratorStructureState's ring searches call findBiomeHorizontal,
which samples its 57x57 quarts in order through one resolver; vanilla's
climate index starts each lookup from the previous result and keeps it on
a tie. Horizon built a fresh resolver for every quart, so ties went the
other way: three of seed 1234's 128 strongholds were up to 6 chunks off
(the first one 96 blocks from vanilla's). StartContext::noise_biomes
samples a batch through one resolver and the search hands it the square.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 04:06:59 +02:00
Ludovic MarieandClaude Opus 5.5 8246171ae9 Carry: YUNG's dead-end pools, modifiers and piece_in_range
YUNG's single elements keep their dead-end pool and their modifiers under
horizon:yungsapi, which the game's assembler now reads: the modifier's
condition, and its transform and delay_generation actions on the piece
itself. piece_in_range carries as is. A modifier aimed at another target
than self, or another action, is counted lost.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 04:06:59 +02:00
Ludovic MarieandClaude Opus 5.5 44b8aeab0a Carry: YUNG's and Moog's terrain adaptation as the game's terrain kernel
YUNG's API's `enhanced_terrain_adaptation` (its presets spelled out, NONE
as size 0) and MoogsStructureLib's (with its band) were counted lost. Carry
now writes them as `horizon:enhanced_terrain_adaptation` on the structure
and on the pool elements that have their own: YUNG's with every piece's
junctions and the start's box grown by the radius, Moog's with only the
terrain-matching pieces' junctions, as each library does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 04:06:59 +02:00
Ludovic Marie ab8d803d5c Merge pull request #952 from ludovic111/perf/heightmap-scan-from-surface
🤖 Agent: merged after verify and CI parity passed. tick_blocks finds the motion-blocking height from the top of the terrain: 1.98 → 1.36 ms per tick with 10 bots on the Mac mini (−31%).
2026-10-19 04:05:57 +02:00
Ludovic Marie 07f2913d53 Merge pull request #951 from ludovic111/fix/entity-ticks-ticking-area
🤖 Agent: merged after verify and CI parity passed. Non-living entities (TNT, falling blocks, boats, frames…) now tick only in entity-ticking chunks, as in vanilla.
2026-10-19 03:14:23 +02:00
Ludovic Marie 737841550f Merge pull request #950 from ludovic111/fix/natural-spawn-every-player
🤖 Agent: merged after verify and CI parity passed; 301/301 harnesses locally on the combination with #951/#952. Dedicated servers now spawn mobs around every player (0 → ~70 per bot, 139–144 for two, matching vanilla's caps).
2026-10-19 03:14:15 +02:00
Ludovic MarieandClaude Opus 5.5 4f992028bf Merge origin/main into feat/terrain-lod
Keeps both new generator tests (far surface sampling, worker-owned carver cache).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 03:09:16 +02:00
Ludovic MarieandClaude Opus 5.5 c0f0c17ed4 Keep restored chunk entities out of /summon's result after a level switch
Coming back to a level, the entities saved with its chunks wait in
World::loaded_entities until the next tick spawns them, as vanilla's
PersistentEntitySectionManager.processPendingLoads does. /summon pushed its
compound onto that queue and drained all of it, so the first waiting
entity took the id counted as the summon's root: after a Nether round trip
`/summon minecraft:armor_stand ...` reported "Summoned new Pig". Summon now
spawns only its own stack and leaves the queue to the tick.

The command harness's settle now waits for the entities of the chunks
around the player as well, like the oracle's settle
(areEntitiesActuallyLoadedAndTicking), and a `portal` op sends the player
through the nether portal it stands in (Entity.handlePortal:
NetherPortalBlock.getPortalDestination, teleportToPortalDestination). The
corpus's new `levels` group makes the round trip and checks the Overworld's
pig and a summon's feedback on the way back.

Fixes #947

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 03:07:17 +02:00
rdbtCVS 2fe7cb3a4b Reuse terrain sampler scratch buffers between chunks 2026-10-19 01:23:23 +01:00
rdbtCVS 0ab07f7209 Fix spectator scroll wheel flight speed 2026-10-19 01:10:17 +01:00
rdbtCVS 6a4bed4744 Coordinate concurrent neighbour cache misses by chunk key 2026-10-19 00:52:21 +01:00
Ludovic MarieandClaude Opus 5.5 c74948d24c Uploads: main's path again when no upload budget is set
The soft 4 ms yield per frame (also with Unlimited budgets) made a saved
RD32 world reach full render distance about 1 s later on the Mac mini
(streaming time after launch, 4 alternating pairs: main 1.9 s mean, yield
2.8 s; t100 from a first batch of 3 pairs: 6.1 s vs 7.1 s) without better
loading frame times (max 133-210 ms vs 31-150 ms). Without a budget every
finished mesh uploads at once again, as on main. The budgeted path keeps
this branch's fixes: only loaded chunks' sections wait, and sizes count the
24-byte terrain vertex.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 01:45:38 +02:00
Ludovic Marie ba3a0fcf01 Merge pull request #943 from rdbtCVS/t3/reduce-carver-cache-locks
🤖 Agent: thanks rdbt! Verify passes. A per-worker memo of the carver biome lookups in front of the shared mutex: the resolved biome per origin is a pure function of seed, dimension and position, so results can't change, and the test checks eviction leaves the terrain identical. Paired benchmarks: +3.3–3.9 % terrain throughput at six workers (16 pairs, two sites), up to +5.9 % at size 32, no single-worker regression.
2026-10-19 01:36:09 +02:00
Ludovic MarieandClaude Opus 5.5 e805e9886c Scan for the motion-blocking top from the world surface, not the build limit
getHeightmapPos(MOTION_BLOCKING) walked every column from y 319 down,
one block lookup per y. Each precipitation roll (3 in 48 per ticking
chunk per tick) and each isRainingAt paid for it: with the chunks of 10
players ticking it was most of tick_blocks. Only air lies above the
WORLD_SURFACE heightmap the chunk already keeps, and air neither blocks
motion nor holds a fluid, so the scan starts there. LevelAccess gains
world_surface (the build limit by default, so other levels scan as before).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 01:35:44 +02:00
Ludovic MarieandClaude Opus 5.5 c755ca04f5 Tick paintings, frames, boats, armor stands, falling blocks and TNT only in entity-ticking chunks
ServerLevel.tick ticks an entity only where the chunk tickets make it
entity ticking (inEntityTickingRange, and EntityTickList holds only the
entities of entity-ticking chunks). Mobs, items and minecarts already
checked it (#931); these six entity kinds ticked wherever they were
loaded, so TNT went off and sand fell past the simulation distance.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 01:35:44 +02:00
Ludovic MarieandClaude Opus 5.5 08c77ad785 Spawn mobs around every player, and despawn from the nearest of them
Natural spawning returned without a local player, so a dedicated or
--server-thread server spawned no mobs and a LAN host spawned them only
around itself. ServerChunkCache.tickChunks now takes its spawning chunks
from every player in the level (ChunkMap.collectSpawningChunks), the
global caps from the natural spawn chunk tracker's size, and the local
caps from each player (LocalMobCapCalculator). Inhabited time and
thunder follow the same chunks (tickSpawningChunk), the wandering trader
picks a random living player (getRandomPlayer), and mobs despawn by
their distance to the nearest non-spectator of any kind.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 01:35:44 +02:00
Ludovic MarieandClaude Opus 5.5 471a8fd2f9 Merge origin/main into #800 (execute in: source dimension)
main's #880 added Source::level and Source::elsewhere for server players
teleported into another level; this branch adds Source::dimension and
moves the local player. Kept dimension (it covers what elsewhere was read
for) and level; /tp tries main's teleport_across for a server's players
first, then this branch's local-player level switch.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 01:34:25 +02:00
Ludovic Marie a9bcaa6ed5 Merge pull request #942 from ludovic111/fix/village-villagers
🤖 Agent: reviewed; verify passes. Ports removeWhenFarAway = false for Villager, WanderingTrader and AbstractGolem (iron/snow/copper golems, shulkers). Seed 1234 plains village: main 0 villagers, this PR 14, vanilla 26.3 server 14. 95/96 affected harnesses pass; world_spawn timed out on a busy machine, then 59/60 seeds alone (the one off is the known chunk-order flake #308). Fixes #917.
2026-10-19 01:31:13 +02:00
Ludovic Marie eaf6b03f86 Merge pull request #927 from ludovic111/fix/lazy-pair-recheck
🤖 Agent: reviewed; verify passes. Re-checked all four perf-server-10 PRs merged on current main (after #887 #931 #912 #916): fmt/clippy clean, horizon-client tests 893 passed, lan, dedicated_server, server_world_gen, chunk_stage, world_reopen, server_entities, server_player_targets, server_dimension_players pass, lan_e2e growth/plates/eating/hurt/chat/light pass in both modes (eating with --server-thread failed once in the long sequence, then passed twice alone). Numbers in the PR.
2026-10-19 01:24:19 +02:00
Ludovic Marie cdd55e54a5 Merge pull request #914 from ludovic111/perf/guest-tick-stats
🤖 Agent: reviewed; verify passes. Re-checked all four perf-server-10 PRs merged on current main (after #887 #931 #912 #916): fmt/clippy clean, horizon-client tests 893 passed, lan, dedicated_server, server_world_gen, chunk_stage, world_reopen, server_entities, server_player_targets, server_dimension_players pass, lan_e2e growth/plates/eating/hurt/chat/light pass in both modes (eating with --server-thread failed once in the long sequence, then passed twice alone). Numbers in the PR.
2026-10-19 01:23:58 +02:00
Ludovic Marie fdf4b16e72 Merge pull request #934 from ludovic111/perf/chunk-encode-workers
🤖 Agent: reviewed; verify passes. Re-checked all four perf-server-10 PRs merged on current main (after #887 #931 #912 #916): fmt/clippy clean, horizon-client tests 893 passed, lan, dedicated_server, server_world_gen, chunk_stage, world_reopen, server_entities, server_player_targets, server_dimension_players pass, lan_e2e growth/plates/eating/hurt/chat/light pass in both modes (eating with --server-thread failed once in the long sequence, then passed twice alone). Numbers in the PR.
2026-10-19 01:23:39 +02:00
Ludovic Marie d79b394086 Merge pull request #915 from ludovic111/perf/paletted-pack
🤖 Agent: reviewed; verify passes. Re-checked all four perf-server-10 PRs merged on current main (after #887 #931 #912 #916): fmt/clippy clean, horizon-client tests 893 passed, lan, dedicated_server, server_world_gen, chunk_stage, world_reopen, server_entities, server_player_targets, server_dimension_players pass, lan_e2e growth/plates/eating/hurt/chat/light pass in both modes (eating with --server-thread failed once in the long sequence, then passed twice alone). Numbers in the PR.
2026-10-19 01:23:19 +02:00
rdbtCVS 745c756df5 perf(worldgen): cache carver biomes per worker 2026-10-19 00:21:20 +01:00
Ludovic MarieandClaude Opus 5.5 a3f38b76aa Merge origin/main into feat/terrain-lod
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 01:19:15 +02:00
Ludovic MarieandClaude Opus 5.5 1935cfc7e5 Translucent draws: main's order when no distant tile has water
Sections arrive back to front (visible is sorted by distance, then key), so
the merged list only needs sorting when a distant tile adds translucent
draws, and ties now break the same way as main's reversed visible order:
with LODs off the draw order and cost are exactly main's.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 01:13:12 +02:00
Ludovic Marie 8fcae5043b Merge pull request #932 from ludovic111/feat/lithostitched-block-swap
🤖 Agent: reviewed; verify passes. Main merged into the stack (processors.rs tests kept from both sides; port-pack tests pass on each layer, clippy clean). Parity: all 269 game-side harnesses on modpacks-8's integration commit, structure-start oracle 35/35.
2026-10-19 01:07:45 +02:00
Ludovic Marie c1d2eddb5d Merge pull request #930 from ludovic111/feat/yung-chest-cap
🤖 Agent: reviewed; verify passes. Main merged into the stack (processors.rs tests kept from both sides; port-pack tests pass on each layer, clippy clean). Parity: all 269 game-side harnesses on modpacks-8's integration commit, structure-start oracle 35/35.
2026-10-19 01:07:21 +02:00
Ludovic Marie 3215ee942e Merge pull request #929 from ludovic111/feat/yung-placeholder-blocks
🤖 Agent: reviewed; verify passes. Main merged into the stack (processors.rs tests kept from both sides; port-pack tests pass on each layer, clippy clean). Parity: all 269 game-side harnesses on modpacks-8's integration commit, structure-start oracle 35/35.
2026-10-19 01:04:55 +02:00
Ludovic Marie cbd051a1d7 Merge pull request #926 from ludovic111/feat/carry-trial-spawners-vaults
🤖 Agent: reviewed; verify passes. Main merged into the stack (processors.rs tests kept from both sides; port-pack tests pass on each layer, clippy clean). Parity: all 269 game-side harnesses on modpacks-8's integration commit, structure-start oracle 35/35.
2026-10-19 01:04:30 +02:00
Ludovic MarieandClaude Opus 5.5 bc549713bb Merge feat/yung-chest-cap (with main) into feat/lithostitched-block-swap
processors.rs tests: keep both sides' tests.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 00:57:59 +02:00
Ludovic MarieandClaude Opus 5.5 63044f339c Merge feat/yung-placeholder-blocks (with main) into feat/yung-chest-cap
processors.rs tests: keep both sides' tests.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 00:57:52 +02:00
Ludovic MarieandClaude Opus 5.5 c3595f1a9c Merge feat/carry-trial-spawners-vaults (with main) into feat/yung-placeholder-blocks
processors.rs tests: keep #929's desert temple test and #920's rule-test test.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 00:57:45 +02:00
Ludovic MarieandClaude Opus 5.5 03c423daac Merge origin/main into feat/carry-trial-spawners-vaults
processors.rs tests: keep both #926's trial spawner and vault tests and
#920's Repurposed rule-test test.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 00:57:14 +02:00
Ludovic MarieandClaude Opus 5.5 3d0b76400b Merge origin/main into feat/terrain-lod
Keeps #905's single command buffer and #939's occlusion culling: distant
tiles draw in phase 1, so phase 2 stays exactly the deferred sections the
culling test reads back, and the flat path's origins include the tiles in
main's relocated upload block.

Adapts to main's APIs: block sprites and models now live in RenderAssets
(WorkerContext::render), BlockFacts behind Resources::facts(), and
terrain vertices hold the UV as 16-bit fixed point (#df58a474). Merged
distant faces repeat their sprite once per block, which the [0, 2) section
UVs cannot hold, so tile vertices now store UVs from the face's corner in
1/32-block steps (TerrainVertex::tiled, faces split at 1024 blocks) and the
instance's origin.w carries the UV step: 1/32768 for sections (decodes
exactly as before), 1/32 for tiles.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 00:52:42 +02:00
Ludovic Marie 6da2963080 Merge pull request #924 from ludovic111/fix/carry-dead-vertical-distance
🤖 Agent: reviewed; verify passes. Parity: all 269 game-side harnesses on modpacks-8's integration commit (main 573f3a64 + the six game-side PRs), vanilla structure-start oracle 35/35. Merged in order #919 → #920 → #922 → #923 → #924, then the stack #926 → #929 → #930 → #932.
2026-10-19 00:52:33 +02:00
Ludovic Marie 5b9c75c017 Merge pull request #923 from ludovic111/feat/carry-small-nether-dungeon
🤖 Agent: reviewed; verify passes. Parity: all 269 game-side harnesses on modpacks-8's integration commit (main 573f3a64 + the six game-side PRs), vanilla structure-start oracle 35/35. Merged in order #919 → #920 → #922 → #923 → #924, then the stack #926 → #929 → #930 → #932.
2026-10-19 00:52:19 +02:00
Ludovic Marie d04c266edb Merge pull request #922 from ludovic111/feat/repurposed-mineshafts
🤖 Agent: reviewed; verify passes. Parity: all 269 game-side harnesses on modpacks-8's integration commit (main 573f3a64 + the six game-side PRs), vanilla structure-start oracle 35/35. Merged in order #919 → #920 → #922 → #923 → #924, then the stack #926 → #929 → #930 → #932.
2026-10-19 00:52:05 +02:00
Ludovic Marie 5f0fea0bd6 Merge pull request #920 from ludovic111/feat/carry-rule-tests
🤖 Agent: reviewed; verify passes. Parity: all 269 game-side harnesses on modpacks-8's integration commit (main 573f3a64 + the six game-side PRs), vanilla structure-start oracle 35/35. Merged in order #919 → #920 → #922 → #923 → #924, then the stack #926 → #929 → #930 → #932.
2026-10-19 00:51:52 +02:00
Ludovic Marie 0c933cc9c5 Merge pull request #919 from ludovic111/feat/structure-rule-tests
🤖 Agent: reviewed; verify passes. Parity: all 269 game-side harnesses on modpacks-8's integration commit (main 573f3a64 + the six game-side PRs), vanilla structure-start oracle 35/35. Merged in order #919 → #920 → #922 → #923 → #924, then the stack #926 → #929 → #930 → #932.
2026-10-19 00:51:38 +02:00
Ludovic Marie 8625ec35e0 Merge pull request #939 from ludovic111/perf/occlusion-cull-cheap
🤖 Agent: reviewed; verify passes. HD 620 (Vulkan/Mesa) culling off → on: RD16 +22–42 % FPS (peak unchanged, culling paused), RD32 +14–109 %; 1 % lows and CPU ms equal or better except RD32 peak's 1 % low (38.8 → 37.4). Screenshots: static views within main-vs-main noise, 21 frames after 30–40° camera jumps identical (no popping). parity section_mesh, translucency, light, hud locally; CI parity covers the rest. On only on Vulkan devices with SHADER_EARLY_DEPTH_TEST, INDIRECT_FIRST_INSTANCE and fragment-writable storage; Metal draws as before. Not yet checked on NVIDIA/AMD or Windows Vulkan: HORIZON_GPU_CULL=0 turns it off.
2026-10-19 00:39:08 +02:00
Ludovic MarieandClaude Opus 5.5 13cd89578a Terrain: occlusion culling of solid sections (Vulkan)
Sections that terrain in front hides entirely are drawn with an instance
count of 0. Phase 1 draws the sections the last test read back saw; in the
same pass every other section's box (and an eighth of phase 1's) is drawn
against phase 1's depth, front faces only, with a fragment shader forced
past an early depth test that marks the section seen. Phase 2, in a second
pass, draws what the test saw. The test is exact per pixel and needs no depth
read or Hi-Z, and every solid draw stays one entry of one list, so the CPU
records as many draws as before (Mesa unrolls a multi-draw per entry on
Intel Gen9). Culling pauses while the last result hid under a tenth of the
solid indices, with one frame in 64 testing everything.

HD 620 at RD16: +23-42% FPS in five of perf-frame-6's six views, the peak
view unchanged; RD32: +14-109%. Pixels unchanged, also on camera jumps.
Vulkan only: naga's MSL has no early fragment tests. HORIZON_GPU_CULL=0
turns it off, `all` culls every frame; `section-cull on|off` in a game.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 23:53:53 +02:00
Ludovic Marie 25f2e2396d Merge pull request #916 from ludovic111/feat/server-headless-build
🤖 Agent: reviewed; verify passes. Release dry run on this branch (run 39167763008): linux, macos, windows builds and publish all succeed; horizon-server-linux-x86_64.tar.gz (28 MB) built and import-checked (no libasound/libudev). Agent's proof: 880/879 client tests in both builds, dedicated_server/server_entities/lan on the server build, install → init → start → bot join on the ThinkPad without the libraries.
2026-10-18 23:42:28 +02:00
Ludovic Marie 204a887ca2 Merge pull request #936 from ludovic111/feat/server-bench-equal-work
🤖 Agent: reviewed; verify passes. Equal-work server benchmark: fixed exploring speed, 300 s warm-up, chunk-work comparison per run. Horizon 1.8/4.7/11.7/23.8 ms per tick at 1/10/25/50 bots vs vanilla 11.3/34.3/50.5/stopped by its watchdog; single runs on the ThinkPad, caveats in the README.
2026-10-18 23:27:56 +02:00
Ludovic Marie 76d2985865 Merge pull request #921 from ludovic111/feat/vanilla-client-macos
🤖 Agent: reviewed; verify and parity pass. tools/vanilla_client.py runs on macOS (vsync off so a hidden window doesn't block the join); the owner's vanilla 26.3 client joined a Horizon server and stayed connected 4 min.
2026-10-18 23:25:45 +02:00
Ludovic MarieandClaude Opus 5.5 32a37e8937 Benchmark: Horizon's server against vanilla 26.3 with mixed bots, equal work
Explore bots paced at 0.8 blocks a second and a 300-second warm-up, so both servers serve the same
paths; the work table shows it. Horizon ran as horizon-engine (the server build, from its archive).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 23:22:07 +02:00
Ludovic Marie e293132dda Merge pull request #912 from rdbtCVS/t3/fix-grimac-false-flags
🤖 Agent: thanks rdbt! Verify passes. Checked locally merged with current main: fmt and clippy clean, cargo test -p horizon-client (885 passed), 14 harnesses including your two new oracles (player_sync, interaction_input, local_input, sprint_input, item_use, item_use_start, item_use_lifecycle, use_item_on, teleport_consume, lan, dedicated_server, server_player_combat, server_player_targets, server_entities), and lan_e2e pvp, hurt, eat, eating, clicks, chat, respawn in both modes: all pass. Fixes #903.
2026-10-18 23:12:59 +02:00
Ludovic MarieandClaude Opus 5.5 875773a08f Villagers, traders and golems never despawn for distance
Village villagers are placed from the jigsaw templates without
PersistenceRequired (the village's iron golem has it), so Mob.checkDespawn
discarded every villager of a village generated more than 128 blocks from
the player, and the rest after a while beyond 32 blocks. Vanilla's
Villager, WanderingTrader and AbstractGolem (iron, snow and copper golems,
shulkers) override removeWhenFarAway to false.

Fixes #917.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 23:10:31 +02:00
Ludovic Marie 18f9ae5413 Merge pull request #931 from ludovic111/fix/server-block-ticks-no-player
🤖 Agent: reviewed; verify passes. parity --changed 95/95 before the rebase; the 9 block-tick harnesses (dedicated_server byte-identical, 591 lines) and lan_e2e plates/growth/time in both modes after it; growth fails on main. Fixes #890: blocks tick from vanilla's ticket levels around every player. MSPT with 10 bots rises from ~1.6 to ~14 ms because blocks now tick at all on a server (vanilla: 40).
2026-10-18 22:52:12 +02:00
Ludovic MarieandClaude Opus 5.5 a9ad185287 Lithostitched's block swaps, with the properties both blocks have
ChoiceTheorem's Overhauled Village swaps blocks in its templates through
Lithostitched's block_swap processor (137 lists): a map of block to
block, the new one taking Block.withPropertiesOf the old state, and the
block left alone when the new one is not registered. Carry dropped it.

- Game: horizon:block_swap, the same map; the new block's default state
  with each property of the old one it has too (by name, when the value
  is one of its own).
- Carry: lithostitched:block_swap becomes it.

ATM10: processors carried 136 -> 273 of 1,427 (dropped 1,291 -> 1,154).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 22:45:28 +02:00
Ludovic MarieandClaude Opus 5.5 50215b484a Better Dungeons' small dungeons: one or two chests, as the mod caps them
Better Dungeons' small dungeon templates hold several chests; its Java
chest processor keeps the first, then each other one on nextFloat <= 0.2
until two have stayed, and turns the rest into cave air. Carry dropped it,
so every chest stayed.

- Game: horizon:count_cap. Of `blocks`, the first `min` a placement meets
  stay, then each stays on settings.getRandom(pos).nextFloat() <= chance
  until `max` have; the others become `replacement`. Counted per
  placement (PlaceSettings, reset in process_infos), like the mod's
  DungeonContext, set up per StructureTemplate.placeInWorld.
- Carry: betterdungeons:small_dungeon_chest_processor becomes it with the
  mod's config defaults (1, 2, 0.2; chest and trapped chest).

Seed 1234, five small dungeons decorated: 12 chests -> 6.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 22:39:03 +02:00
Ludovic MarieandClaude Opus 5.5 c7985974e7 Better Desert Temples' placeholder blocks: suspicious sand, sherds, swaps
Better Desert Temples builds its temples with placeholder blocks (orange,
red and white glass, blue and yellow concrete, red wool, polished diorite,
blank pots) that its Java processors turn into suspicious sand, sand and
sandstone, upside-down stairs, cobwebs, terracotta, TNT and pots with
sherds. Carry dropped them, so the placeholders stayed in the world.

- Game: a horizon:pick processor. A block of `block` takes the first
  pick whose `below` is past one settings.getRandom(pos).nextFloat(),
  else `default`; an outcome is a state or one of several by nextInt
  (Util.getRandom), a new block entity or the block's own, and NBT lists
  of picked strings (one float each).
- Carry: the fixed swaps become vanilla's rule; the random ones
  horizon:pick with the mod's bounds (BlockStateRandomizer's sums as
  floats). The processors that read or change the world around (pillars,
  Diorite's waterlogging) stay dropped.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 22:23:18 +02:00
Ludovic MarieandClaude Opus 5.5 a0bcc13f1c Tick blocks around every player, from vanilla's chunk tickets (#890)
Without a local player (dedicated server, --server-thread) no block ticked:
tick_blocks returned early, so crops, fluids, redstone, pistons and pressure
plates stood still, and a LAN host ticked only around itself.

ticket_levels ports DistanceManager's levels: PLAYER_LOADING at 31 within the
view distance and PLAYER_SIMULATION at 31 - simulation distance for every
player in the level (the local player, LAN guests, a server's players), and
FORCED at 31. Random ticks run in simulation entity-ticking chunks that are
ticking chunks, scheduled ticks, block events and block entities in block
ticking ones, entities in entity ticking ones; the sculk blocks follow the
same rule. Saved ticks unpack when a chunk starts ticking
(startTickingChunk), not when it loads.

The hub keeps the tick-rate state current while nobody is in the game, so a
player joining a frozen server is told once (updateJoiningPlayer).

dedicated_server parity froze nothing while the client was sent its chunks:
saved fluid ticks there (a lava fall that never settles) ran before or after
the chunk was sent depending on each server's loading speed, and it failed on
main too. It now freezes the game until the client has its chunks.

lan_e2e gets a growth check: water flows and wheat grows next to a guest
1000 blocks from the host.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 22:20:39 +02:00
Ludovic MarieandClaude Opus 5.5 96822cd5f8 Moog's trial spawners and vaults: the saved state out, the configs in
Moog's trial spawner and vault randomizing processors keep the block and
change its block entity. The templates were saved with state that breaks
them in a new world: a vault's server_data holds
state_updating_resumes_at far in the future (it never opens) and a
spawner's spawn_data an empty entity (it spawns nothing of its own).

- Game: a horizon:edit block entity modifier takes `remove`'s keys out,
  then merges `data` in. append_static now merges as CompoundTag.merge
  does (compounds in both are merged), not a shallow replace.
- Carry: each processor becomes vanilla's rule processor, one rule per
  block state (12 trial spawner, 32 vault), with horizon:edit: the
  spawner's normal and ominous configs by id, the vault's loot table and
  key (the ominous ones on ominous vaults). trial_spawner/ files get their
  mobs' 1.21.1 ArmorItems/HandItems as 26.3's equipment.

ATM10: 6 more processors carried (125 of 1,427).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 22:12:37 +02:00
Ludovic MarieandClaude Opus 5.5 3cd155792d Entity tracking: check a pair again only when one side moves, as vanilla's ChunkMap
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 22:11:47 +02:00
Ludovic Marie 24bcef42be Merge pull request #887 from ludovic111/fix/lan-remote-item-use
🤖 Agent: verify passes; merged with main and checked locally (see the comment above). Part of #803: players see each other eat and use items.
2026-10-18 21:59:12 +02:00
Ludovic MarieandClaude Opus 5.5 4b18b79d15 vanilla_client.py on macOS: the real vanilla 26.3 client joins Horizon's server
The tool picks this machine's natives (macOS arm64 or Linux), adds -XstartOnFirstThread on macOS
and turns vsync off there: with it on, an unseen window (a locked session) blocks in
SDL_GL_SwapWindow before the client joins. docs/server.md records the join.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 21:46:09 +02:00
Ludovic MarieandClaude Opus 5.5 1e800099e9 Carry: vertical_distance_from_start_piece is a dead field, not a lost rule
Repurposed Structures' jungle fortress and End stronghold still write
vertical_distance_from_start_piece, but no codec of the mod (or of Moog's
Structure Lib) reads it any more: its own structures ignore it. Carry
drops it without counting it in rules_lost, which now lists only rules
the mods do run.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 21:43:58 +02:00
Ludovic MarieandClaude Opus 5.5 e3909f4370 Carry: Better Dungeons' small Nether dungeon, as YUNG's jigsaw
betterdungeons:small_nether_dungeon is YUNG's jigsaw structure (the same
fields and YungJigsawManager assembly) behind the mod's
smallNetherDungeons config switch, which ships on. Carry maps it as it
maps yungsapi:yung_jigsaw: minecraft:jigsaw with horizon:yungsapi.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 21:43:45 +02:00
Ludovic MarieandClaude Opus 5.5 82c8de262f Repurposed's mineshafts: laid out under the terrain, carried as jigsaws
Repurposed Structures' 10 overworld mineshafts (birch, desert, icy,
jungle, ocean...) are its generic jigsaw with one change in
MineshaftStructure.postLayoutAdjustments: the layout is not centred on
the chunk; its top goes 15 blocks under the lowest ocean floor at the
chunk's middle and 16 blocks to each side (taking one off after each
side, as the mod does), never up, within y_allowance.

- Game: "layout": "mineshaft" in horizon:piece_limited runs that step.
- Carry: repurposed_structures:generic_mineshaft becomes minecraft:jigsaw
  with the piece-limited layout and that key, as its generic jigsaw does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 21:43:37 +02:00
Ludovic Marie b77891dfe0 Merge pull request #918 from ludovic111/ci/cancel-on-close
🤖 Agent: verify passes; workflow-only change (cancel a PR's unfinished runs on close).
2026-10-18 21:43:12 +02:00
Ludovic MarieandClaude Opus 5.5 41bd91f295 CI: cancel a pull request's unfinished checks when it closes
A merged or closed pull request's queued runs held the self-hosted runners
until someone cancelled them by hand. pull_request_target lets the token
cancel runs of fork pull requests too; the job checks out nothing. It
matches the branch and the head commit, so a fork's branch named like
another doesn't cancel that one's runs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 21:35:47 +02:00
Ludovic MarieandClaude Opus 5.5 00343ad2e2 Chunk packets: pack a paletted container a long at a time
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 21:21:34 +02:00
Ludovic MarieandClaude Opus 5.5 f1d5bf5209 server_bench: compare each bot count's work across servers, and flag runs that aren't equal
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 20:57:07 +02:00
Ludovic MarieandClaude Opus 5.5 1f2f2a9f6d Chunk batches: encode each column once a tick, its new sections on warm-up threads
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 20:53:09 +02:00
Ludovic MarieandClaude Opus 5.5 5fcea03fb8 Carry: Repurposed's rule tests as the game's, and the chain as the iron chain
Two things kept Repurposed Structures' mineshaft processor lists from
loading in 26.3, and with them the mod's 5 Nether mineshaft pools:

- Its three rule tests written in Java. Carry renames them to the game's
  horizon:matter_phase, horizon:piece_origin_axis_aligned_linear_pos and
  horizon:y_value (213 in 75 lists), counted in the report's
  rule_tests_carried.
- 1.21.1's minecraft:chain, which 26.3 calls minecraft:iron_chain (its
  datafixers rename it in worlds). Carry renames it in recipes, loot
  tables and worldgen files: 112 files in 5 of ATM10's mods.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 20:49:23 +02:00
Ludovic MarieandClaude Opus 5.5 d634870f15 Structures: Repurposed's matter phase, piece origin and y value rule tests
Repurposed Structures' mineshafts and Nether monument test blocks with
three rule tests of their own. Vanilla, and the game, refuse a processor
list naming a type they do not know, and with it every pool naming the
list: the 5 Nether mineshaft start pools in a ported pack never load.

The game now runs them under its own types, with the mod's fields:

- horizon:matter_phase (MatterPhaseRuleTest): solid (not air, no fluid,
  canOcclude), liquid, air, and air or liquid with rails and chains,
  optionally inverted. Structure processors now bind the block
  properties to read canOcclude.
- horizon:piece_origin_axis_aligned_linear_pos: vanilla's axis-aligned
  chance over the block's distance from its template's origin.
- horizon:y_value: the block's world height in a range.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 20:48:34 +02:00
Ludovic MarieandClaude Opus 5.5 b18df1fd6b Merge origin/fix/lan-remote-item-use (#887) into main
Conflicts: the hub's player state keeps both main's attributes (#857) and
#887's living_flags; remote.rs and lan.rs debug JSON keep swinging and
using; the guests' model tick keeps both the swing update and the item
in use; lan_e2e.py checks unioned. remote_player_eating reads main's
Option<Consumable> (#799): any consumable with particles, its own use
time and should_emit, as the local player does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 20:36:43 +02:00
Ludovic Marie 573f3a64f7 Merge pull request #913 from ludovic111/integ/bl4
🤖 Agent: verify passes; local checks in the PR body. Merges bugs-lan-4's #881–#886.
2026-10-18 20:27:03 +02:00
Ludovic Marie 20cc48b48f Merge pull request #905 from ludovic111/perf/render-encode
🤖 Agent: reviewed; verify passes. Mac mini RD32 standing, 4 alternating pairs: 116.1 → 163.3 FPS, CPU 7.09 → 4.98 ms/frame. Screenshots of 6 views plus HUD and inventory: no pixel differs beyond main-vs-main noise. parity --changed 95/95 locally. No early return after the copies encoder is taken, so staged section copies can't be dropped.
2026-10-18 20:26:51 +02:00
Ludovic MarieandClaude Opus 5.5 519ec1217c Server build: the game without sound or controllers, so Linux servers need neither ALSA nor udev
horizon-client's cpal output and its controllers (gilrs, the DualSense's HID output) move behind the
audio and controllers features, on by default, so the game is unchanged. Built with
--no-default-features it links neither libasound.so.2 nor libudev.so.1. release.yml packages that
build as horizon-engine in horizon-server-linux-x86_64.tar.gz (xtask package-server, checked by
check_imports.py --server); install.sh installs it on Linux (and --archive installs a local one);
horizon-server already prefers horizon-engine. The Dockerfile uses it too, and CI lints it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 20:17:21 +02:00
Ludovic Marie def901b06f Merge remote-tracking branch 'origin/main' into integ/bl4 2026-10-18 20:09:06 +02:00
Ludovic Marie 51c49e11f4 Merge pull request #911 from ludovic111/feat/carry-repurposed-jigsaw-types
🤖 Agent: reviewed; verify passes. Parity: 298/298 harnesses on the integration commit 234bd101 (main + #907/#908/#910); vanilla structure-start oracle 35/35 with all five modpacks-7 changes. Merged in the required order #907 → #908 → #909 → #910 → #911.
2026-10-18 20:08:30 +02:00
Ludovic Marie 7a78d15c9e Merge pull request #910 from ludovic111/feat/repurposed-start-checks
🤖 Agent: reviewed; verify passes. Parity: 298/298 harnesses on the integration commit 234bd101 (main + #907/#908/#910); vanilla structure-start oracle 35/35 with all five modpacks-7 changes. Merged in the required order #907 → #908 → #909 → #910 → #911.
2026-10-18 20:08:04 +02:00
Ludovic Marie 36775db223 Merge pull request #909 from ludovic111/feat/carry-spawner-processors
🤖 Agent: reviewed; verify passes. Parity: 298/298 harnesses on the integration commit 234bd101 (main + #907/#908/#910); vanilla structure-start oracle 35/35 with all five modpacks-7 changes. Merged in the required order #907 → #908 → #909 → #910 → #911.
2026-10-18 20:07:39 +02:00
Ludovic Marie 567a68dd4f Merge pull request #908 from ludovic111/feat/spawner-mobs-processor
🤖 Agent: reviewed; verify passes. Parity: 298/298 harnesses on the integration commit 234bd101 (main + #907/#908/#910); vanilla structure-start oracle 35/35 with all five modpacks-7 changes. Merged in the required order #907 → #908 → #909 → #910 → #911.
2026-10-18 20:07:15 +02:00
Ludovic Marie 00a2ea23f0 Merge pull request #907 from ludovic111/fix/processor-ids-namespace
🤖 Agent: reviewed; verify passes. Parity: 298/298 harnesses on the integration commit 234bd101 (main + #907/#908/#910); vanilla structure-start oracle 35/35 with all five modpacks-7 changes. Merged in the required order #907 → #908 → #909 → #910 → #911.
2026-10-18 20:06:49 +02:00
rdbtCVS 4de112fe16 Fix multiplayer tick ordering and interaction target parity 2026-10-18 19:06:34 +01:00
Ludovic Marie 87cf8cb9e9 Merge pull request #904 from ludovic111/fix/server-log-lines
🤖 Agent: reviewed; verify passes. Refused logins name Server thread in latest.log; console, supervisor.log and the panel print local time.
2026-10-18 19:56:57 +02:00
Ludovic Marie 2a9d67bd68 Merge pull request #902 from ludovic111/docs/server-benchmark-mixed
🤖 Agent: reviewed; verify passes.
2026-10-18 19:52:37 +02:00
Ludovic Marie a714a9b6f8 Merge pull request #900 from ludovic111/fix/server-light-border
🤖 Agent: reviewed; verify passes.
2026-10-18 19:52:34 +02:00
Ludovic Marie e046036869 Merge pull request #898 from ludovic111/fix/server-linux-libraries
🤖 Agent: reviewed; verify passes (client --help exits 0 without loading the game, so the start check only catches a program the system can't load). Linux installs now name the missing ALSA/udev libraries; services run through the installer's current link.
2026-10-18 19:52:31 +02:00
Ludovic Marie 2d1dd54b33 Merge pull request #893 from ludovic111/fix/server-find-resources
🤖 Agent: reviewed; verify passes. Fresh installs now find game files prepared without sounds (horizon-resources.json).
2026-10-18 19:52:22 +02:00
Ludovic MarieandClaude Opus 5.5 02a6ab7429 Guest ticks: count the per-tick statistics without making strings, and date a criterion only when one is granted
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 19:29:23 +02:00
Ludovic MarieandClaude Opus 5.5 bdc758c5e5 Server log: vanilla's thread in latest.log, and local time on the console
A dedicated server printed refused logins on its console as vanilla
does ("[Server thread/INFO]: Disconnecting <name> ..."), but wrote them
to logs/latest.log under the connection thread's own name
("[horizon-lan-conn/INFO]"): the file logger used the OS thread's name,
not the one vanilla logs the line from. The engine's lines now go to the
file under the same thread as on the console.

The console's times were UTC while logs/latest.log and vanilla's
console (Log4j's %d{HH:mm:ss}) use local time, so the two disagreed by
the time zone, as did the supervisor's own lines in
logs/supervisor.log and the web panel's console. Both now print local
time. Backup names keep their UTC time, as documented.

Found by the end-to-end install check on the Mac mini and the ThinkPad.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 19:27:23 +02:00
Ludovic MarieandClaude Opus 5.5 40972de77a Benchmark: Horizon's server against vanilla 26.3 with mixed bots, as installed
The first published benchmark for the working version (docs/server.md
section 10, item 4). It ran the v2026.10.18.15 release, as install.sh
installs it, against vanilla 26.3 with 1, 10, 25 and 50 mixed bots. The
servers ran on the ThinkPad (quiet, under nice 19) and the bots on the
Mac mini over the tailnet. Vanilla's default game rules applied on both;
Horizon's server runs the locator bar now.

Both servers kept 20 TPS throughout. Horizon used 3.7 to 5.2 times less
memory. Its average tick was shorter with 1, 10 and 25 bots and 18 %
longer with 50, while it generated about twice the new terrain a second
(the exploring bots fly as fast as each server sends chunks). Its P99
was lower at every count.

benchmarks/server-mixed-2026-10-18/ holds the README, the report and the
machine's load; docs/server.md links it from sections 9 and 10.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 19:26:26 +02:00
Ludovic Marie d4d46b1bb7 Merge remote-tracking branch 'origin/fix/lan-paused-clock' into integ/bl4
# Conflicts:
#	tools/lan_e2e.py
2026-10-18 19:22:08 +02:00
Ludovic Marie faba097ff2 Merge remote-tracking branch 'origin/fix/lan-swings' into integ/bl4
# Conflicts:
#	crates/horizon-client/src/game/lan_actions.rs
#	tools/lan_e2e.py
2026-10-18 19:22:07 +02:00
Ludovic Marie c234641ead Merge remote-tracking branch 'origin/fix/lan-damage-events' into integ/bl4
# Conflicts:
#	crates/horizon-protocol/src/packets/play.rs
#	tools/lan_e2e.py
2026-10-18 19:17:43 +02:00
Ludovic Marie bff5121f6e Merge remote-tracking branch 'origin/fix/lan-guest-pressure-plates' into integ/bl4
# Conflicts:
#	tools/lan_e2e.py
2026-10-18 19:16:57 +02:00
Ludovic Marie 40fbae13b6 Merge remote-tracking branch 'origin/fix/lan-guest-brewing' into integ/bl4
# Conflicts:
#	crates/horizon-client/src/game/lan_crafting.rs
#	tools/lan_e2e.py
2026-10-18 19:16:56 +02:00
Ludovic Marie feb85f6d15 Merge remote-tracking branch 'origin/fix/lan-guest-machine-screens' into integ/bl4
# Conflicts:
#	tools/lan_e2e.py
2026-10-18 19:16:35 +02:00
Ludovic Marie f422cbb79a Merge pull request #901 from ludovic111/integ/sh7
🤖 Agent: Merged after the real verify passed; checks in the description.
2026-10-18 19:15:06 +02:00
Ludovic MarieandClaude Opus 5.5 ac2547c24a lan_e2e light: wait for the border chunk's light before comparing
On the server thread, lan_e2e --check light failed its border step (#891):
the guest's border chunk still had block light 0 next to glowstone placed
in the chunk past it. The server was right; the check was not.
same_light() waits until the host's light equals the guest's, but on the
server thread the host's game is a client too, and both are dark until
the light update arrives. They agreed at once, same_light returned, and
the next line read the guest's light before the update came.

The check now waits up to 100 ticks for the guest's border light, then
compares the host's with it.

With temporary logging on the server thread: the glowstone lands in a
finished chunk that isn't lit (the ring past what the guest tracks), so
the edit queues a full light job for its neighbours. The border chunk's
job then relights sections 15 to 17, and Hub::broadcast_light_changes
sends them to both clients as a tracked border chunk, as
ChunkMap.isChunkOnTrackedBorder does. Nothing in the engine changes.

Fixes #891

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 19:03:29 +02:00
Ludovic Marie b0b4414397 Merge pull request #752 from rdbtCVS/perf/biome-zoom-shared-mix
🤖 Agent: Merged. Bit-exact against the per-corner oracle (unit test over a dense grid, 7 seeds, wrapping extremes), CI parity passed, and the surface pass is about 10% faster in chunkgen_bench. Thanks rdbt!
2026-10-18 18:37:12 +02:00
Ludovic MarieandClaude Opus 5.5 80dacdba68 lan_attributes: read items through Resources::items() after #878
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 18:36:16 +02:00
Ludovic Marie 453ef077f4 Merge remote-tracking branch 'origin/main' into integ/sh7 2026-10-18 18:30:16 +02:00
Ludovic MarieandClaude Opus 5.5 4ea2243e4d horizon-server on Linux: say which libraries the game needs, and follow updates
On a Linux without ALSA's library (most minimal server images), the
game exits at once with the loader's "error while loading shared
libraries: libasound.so.2". The supervisor took that for a crash and
restarted it five times over two and a half minutes before giving up
with "see logs/latest.log", which holds nothing about it.

Now:
- `run` starts the game with --help first (it loads no game files) and,
  if the system can't load it, stops at once with the loader's line and
  the packages to install on Debian/Ubuntu, Fedora, Arch and NixOS;
- `init` prints the same as a warning after "Game:";
- install.sh lists the libraries `ldd` can't find, with the same advice;
- docs/server.md says so in the install section.

Also, a service installed without the installer's launcher on the PATH
ran `<dir>/releases/<tag>/horizon-server`: Linux reports the running
program with links resolved, so the unit pinned that release and an
update never reached it. The fallback now goes through `<dir>/current`
while it points at that release.

Found by the end-to-end install check on the ThinkPad (NixOS, no
nix-ld libraries) with v2026.10.18.15.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 18:16:14 +02:00
Ludovic Marie 73787507d1 Merge pull request #895 from ludovic111/fix/world-rest-no-timeout
🤖 Agent: Merged after the real verify passed.
2026-10-18 18:11:00 +02:00
Ludovic MarieandClaude Opus 5.5 1b141ef330 Startup: no time limit on loading the world resources
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 18:04:38 +02:00
Ludovic Marie f2a323a2d9 Merge pull request #878 from rdbtCVS/startup/combined-progressive-loading-20261018
🤖 Agent: Merged. Thanks rdbt for the consolidation and for merging main yourself! On de6f15e6: fmt, workspace clippy, horizon-client tests and the client build pass, and 19/19 covering harnesses pass (options, world_reopen, lan, dedicated_server, block_removal, section_mesh, resource_pack, menu_click, screen_layout, the pack, world-options, chat and container screens, and the consumable ones). We'll handle the two follow-ups noted in the comment above (the 120 s fatal timeout, and the backdrop terrain built on the event loop).
2026-10-18 17:52:54 +02:00
Ludovic MarieandClaude Opus 5.5 44fba3bf9d horizon-server: find game files prepared without sounds
init and run looked for asset-index.json to recognise a prepared folder,
but horizon-prepare writes that file only with the optional sounds
(`horizon-prepare sounds`). A server prepared the usual way, without
sounds, was never found: init said "no prepared game files" and listed
the folder that held them. They are now recognised by
horizon-resources.json, the manifest every preparation writes and the
one the game itself reads.

Found by installing v2026.10.18.15 with install.sh on the Mac mini and
preparing from the release folder.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 17:50:52 +02:00
Ludovic Marie 163bcdd604 Merge pull request #889 from rdbtCVS/fix/811-main-menu-debug-overlay
🤖 Agent: Merged. Matches 26.3's KeyboardHandler.keyPress: the F3 toggle isn't conditional on a world or the absence of a screen, and the title counts as an open screen so it gets no gameplay keys. Fixes #811. Thanks rdbt!
2026-10-18 17:35:02 +02:00
Ludovic Marie e7fded804e Merge remote-tracking branch 'origin/feat/flight-server-tick-ms' into integ/sh7 2026-10-18 17:23:49 +02:00
Ludovic Marie dd1fd6d3c5 Merge remote-tracking branch 'origin/fix/remote-chat-events' into integ/sh7
# Conflicts:
#	tools/lan_e2e.py
2026-10-18 17:23:49 +02:00
Ludovic Marie 56c352679d Merge remote-tracking branch 'origin/feat/server-thread-agent-commands' into integ/sh7 2026-10-18 17:23:24 +02:00
Ludovic Marie e30527c800 Merge remote-tracking branch 'origin/fix/server-respawn-repair' into integ/sh7 2026-10-18 17:23:23 +02:00
Ludovic Marie 52298d9a37 Merge remote-tracking branch 'origin/fix/server-crouch-flags' into integ/sh7
# Conflicts:
#	crates/horizon-client/src/lan/entity.rs
2026-10-18 17:23:22 +02:00
Ludovic Marie eed2d8ddff Merge remote-tracking branch 'origin/feat/server-entity-attributes' into integ/sh7 2026-10-18 17:17:54 +02:00
Ludovic Marie f5d81e883c Merge remote-tracking branch 'origin/feat/server-player-targets' into integ/sh7 2026-10-18 17:17:53 +02:00
Ludovic MarieandClaude Opus 5.5 be161f100b Report the world's tick time in flight summaries
A `fly` benchmark replied with frame times only. With single player on its
server thread, the world's ticks no longer show in the frames, so a flight
could not tell how long the server took.

The summary now has tick_ms and tick_ms_max: the world's smoothed tick time
(the F3 server line) averaged and at its highest over the flight. On the
server thread it is the server's.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 17:15:24 +02:00
Ludovic MarieandClaude Opus 5.5 159a5dfa5f LAN: pressure plates, tripwires and detector rails see the guests
Block triggers counted only the host's own player and the minecarts, so a
guest stepping on a plate did nothing. The guests in the level, not
spectators, now trigger them through Entity.checkInsideBlocks and are
counted by the plates' entity queries. On the server thread no block
ticks run at all yet (#890).

lan_e2e.py plates: a stone plate under the guest, on both sides.

Part of #848

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 16:59:56 +02:00
rdbtCVS de6f15e664 Merge latest main and preserve surface-height and consumable changes 2026-10-18 15:53:28 +01:00
rdbtCVS 378739703b Fix F3 debug overlay toggling in the main menu 2026-10-18 15:45:06 +01:00
Ludovic MarieandClaude Opus 5.5 5b47d53dbf LAN: guests use brewing stands
BrewingStandBlock opens BrewingStandMenu for a guest: the host clicks it on
the menu engine over the stand's slots (one bottle per slot, ingredient and
fuel slots, quick moves by item) and sends its four data slots
(BrewingStandBlockEntity.dataAccess). The guest opens minecraft:brewing_stand
menus, maps their slots, predicts clicks on Kind::Brewing and shows the
times. Reported by Tydragon00.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 16:41:07 +02:00
Ludovic MarieandClaude Opus 5.5 76e659c74b LAN: players see each other use items (eating, bows, shields)
Neither side sent LivingEntity.DATA_LIVING_ENTITY_FLAGS for players, so
no one saw another player eat, draw a bow or raise a shield. The host now
sends the item in use and its hand for itself and every guest (always:
the trackers send only the entries that changed, and stopping is a change
back to 0), and draws its guests' bodies using their items. A guest's
client starts and stops the other players' item use from the flags and
drops their eating crumbs at their mouth (Consumable.onConsumeTick); the
eating sounds already come from the server.

lan_e2e.py eating: the host and the guest each see the other eat bread,
and stop.

Part of #803

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 16:41:06 +02:00
Ludovic MarieandClaude Opus 5.5 89cbe03ebe LAN: everyone sees players' arm swings
The host ignored ServerboundPunchPacket, so a guest mining or hitting
swung only on its own screen; only the first swing a guest's use ever
started went out, the host's own swings never did, the host drew no swing
on guests' bodies and a guest's client ignored
ClientboundSwingAnimationPacket.

The host now swings the guest's hand on a punch (handlePunch), sends each
tick's guest swings to the players around and the host's own to the
guests, and swings and ticks the guests' bodies it draws. A use the server
ran that swung goes back to the guest too: Horizon's client does not run
uses itself, so it never predicted that swing (the hoe). The guest's
client swings itself or the other entity on the packet.

lan_e2e.py swings: mining swings seen from each side, and the guest's own
hoe swing.

Part of #848

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 16:41:06 +02:00
Ludovic MarieandClaude Opus 5.5 0bc19687aa LAN: guests see mobs flash when hit
The host told guests of a hurt mob with EntityEvent 2, which 26.3's
clients read as a kinetic hit, not a hurt. It now sends
ClientboundDamageEventPacket (ServerLevel.broadcastDamageEvent) with the
damage type and the attacker, and the guest's client restarts the hurt
flash and jolts the walk animation (LivingEntity.handleDamageEvent).

lan_e2e.py hurt: a pig the guest hits and one the host hits flash on
both sides.

Part of #848

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 16:41:06 +02:00
Ludovic MarieandClaude Opus 5.5 a49f93f9ef LAN: guests open hoppers, dispensers and droppers
The guest's client closed every menu it had no screen for, so hoppers
(MenuType.HOPPER) and dispensers and droppers (GENERIC_3x3) did nothing.
They open as their 5 and 9 slot screens now, drawn by the menu's type
and under the server's title.

lan_e2e.py machines: each opens with its slots and keeps a stack the guest
shift-clicks in.

Part of #848

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 16:41:06 +02:00
Ludovic MarieandClaude Opus 5.5 567cc33576 LAN: the guest's clock stops with /time pause and keeps up with the server's game time
The host sent the overworld clock's rate even while /time pause held it
(ServerClockInstance.packNetworkState sends 0 when paused), so a guest's
day kept running. A guest also moved its clock by the rounded rate each
client tick and never caught up when the server's game-time sync moved
game_time on, so a guest whose game lagged fell behind for good.
ClientClockManager.tick advances the clock by the game time passed, with
its partial tick; the guest now does the same.

lan_e2e.py time: the paused clock and a guest stalled for 4 seconds.

Part of #848

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 16:41:05 +02:00
Ludovic MarieandClaude Opus 5.5 164f1dfd52 Feed a remote client's chat lines to the agent's event log
A client joined to a server (and the window on the server thread) keeps the
server's chat lines in its own list. The event log only counted the local
chat's lines, so `wait-for chat` never saw a line from the server.

The remote client counts the lines it receives. The event log reads that
count and those lines while connected.

lan_e2e gets a `chat` check: a line the host sends reaches the guest's
event log, and on the server thread the host window's too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 16:39:37 +02:00
rdbtCVS c296578a17 Remove startup verification screenshots 2026-10-18 15:38:01 +01:00
Ludovic MarieandClaude Opus 5.5 7b5a57be7c Carry: Repurposed's Nether city, Nether shipwreck and End stronghold
They are Repurposed's generic jigsaw with a start check of their own:
carried as minecraft:jigsaw with the piece-limited layout and the
check named in horizon:start_checks.repurposed.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 16:37:24 +02:00
Ludovic MarieandClaude Opus 5.5 f3099e8340 Start checks: Repurposed's Nether city, Nether shipwreck and End stronghold rules
Repurposed Structures' city_nether, shipwreck_nether and stronghold_end
types are its generic jigsaw with one more start check each. The
`repurposed` key of horizon:start_checks names the check:
- city_nether: no block from sea level + 20 to sea level + 45 at the
  corners of the eight chunks around;
- shipwreck_nether: no solid, filled block in a 33x30x33 grid above the start;
- stronghold_end: land at least 45 above the bottom at 70 and 35 blocks
  in each direction and at the start.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 16:36:52 +02:00
Ludovic MarieandClaude Opus 5.5 db13bd7df5 Carry: the structure mods' spawner processors, as data the game runs
Carry used to take every processor written in Java out of its list (#822),
so spawners kept what the template has: an empty spawner in Moog's
templates, a placeholder pig in Better Dungeons'. The new processors module
rewrites the ones with a data form before that:

- Moog's Structure Lib's and Repurposed Structures' spawner randomizing
  processors become horizon:spawner_mobs, with Repurposed's rs_spawners list
  written in (weight-0 entries left out, as its loader does);
- YUNG's Better Dungeons and Better Desert Temples spawner processors (a
  spawner or a placeholder block becomes a spawner of a fixed mob) become
  vanilla's rule processor with an append_static block entity, the entity in
  26.3's shape (equipment, drop_chances);
- Moog's vanilla loot swap is a no-op while its "replace vanilla" preset is
  off, as they ship, and is taken out.

Each is counted in carry-report.json's processors_carried. The game's own
horizon: types stay in the lists.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 16:36:52 +02:00
Ludovic MarieandClaude Opus 5.5 2ebc1c44b3 Structures: horizon:spawner_mobs, the mods' spawner randomizing processors
Moog's Structure Lib and Repurposed Structures register a spawner
randomizing processor in Java: each spawner of the template gets one mob of
a weighted list, picked with settings.getRandom(pos).nextFloat(), and the
spawner NBT they write (Delay ... SpawnRange as shorts, the mob as the only
potential and the next spawn, optional custom spawn rules). With nothing to
pick the spawner becomes the replacement block.

horizon:spawner_mobs does the same from data; horizon-port-pack writes it in
place of theirs. Without it carry drops the processors, and Moog's templates
keep their spawners empty.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 16:36:46 +02:00
Ludovic MarieandClaude Opus 5.5 ae3622eb92 Processors: read rule ids without a namespace, as vanilla does
A rule processor's position predicate and block entity modifier types are
identifiers: vanilla reads "always_true" as minecraft:always_true. Horizon
matched the full string, so a list writing the short form failed, and with it
every pool naming the list. ChoiceTheorem's Overhauled Village writes
"always_true" in four village pools (plains, plains fortified, halloween), whose
houses then never generated.

The two decoders move out of Rule's decode into PosRule::decode and
Modifier::decode, which normalize the type first.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 16:36:46 +02:00
Ludovic MarieandClaude Opus 5.5 60bc15a63e Run the agent's commands, give and time on the server thread
With single player on its server thread, the window is a client of the
server. The agent's `command` went out as the owner's chat and returned no
output, so harnesses that read a command's feedback (lan_e2e trials) failed.
Control `give` and `time` changed only the window's copy of the world.

The server now runs them as single player's console does without a server
thread (`as_console`): as the world's owner, in the owner's level. The
feedback goes to the owner's chat and comes back to the agent. `give` runs
`give @s`, and `time` sets the server's clock too.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 16:28:48 +02:00
rdbtCVS 70c4b205ba Merge main and adapt progressive startup to current client APIs 2026-10-18 15:28:40 +01:00
rdbtCVS 409a014ff0 Report the progressive title RSS comparison and its limits 2026-10-18 15:20:09 +01:00
rdbtCVS 55cd4e90f4 Record startup phase, early-entry and memory verification 2026-10-18 15:20:09 +01:00
Ludovic MarieandClaude Opus 5.5 20d9c4c984 Pair a respawned player again for the other players
ServerLevel.removePlayerImmediately and addRespawnedPlayer: when a player
respawns, every other player tracking it gets RemoveEntities and the next
tick pairs it again as a new entity. The hub only cleared the respawned
player's own tracker, so the others kept the dead body, lying down, wherever
the player went (the host window too, on the server thread).

The in-frame LAN host's death now reaches its guests (LivingEntity.die's
EntityEvent DEATH), and its respawn goes through the same path.

lan_e2e gets a `respawn` check: the host dies and respawns (and on the
server thread the guest too), and the other side's client draws it dead,
then alive. `status` lists the other players a client draws dead.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 16:11:08 +02:00
Ludovic MarieandClaude Opus 5.5 dd9f8a9088 Server: send a player standing up again, and draw other players' crouch
A value back at its default is left out of an entity's state, so the
tracker never told clients that a player stopped crouching or a mob stopped
burning: Entity's shared flags and pose now go back to 0. On a client of a
server (the host window on the server thread), another player's crouch flag
now reaches their model and name tag.

From #731's server-thread list; lan_e2e's walls check passed in-frame and
failed with --server-thread.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 14:43:55 +02:00
Ludovic MarieandClaude Opus 5.5 bfa622bbde Server: send entity attributes to clients
ClientboundUpdateAttributesPacket, as vanilla's ServerEntity sends it: every
client-syncable instance when an entity is paired, the changed ones with the
dirty entity data, and a player's dirty set to the player itself.

- Mobs and armor stands report the instances vanilla would have created
  (movement speed, finalizeSpawn's bases and modifiers, the baby modifier,
  effects', equipment's and /attribute's), players their LiveAttributes.
- Guests get the per-tick movement speed instance and the creative reach
  modifiers (ServerPlayer.updatePlayerAttributes).
- cube::set_size sets the attribute bases as AbstractCubeMob.setSize does,
  so a summoned slime has its size's health and speed.
- server_entities compares attributes again, the player's own too, with a
  slime and a scaled pig in its scene.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 13:21:13 +02:00
Cosmic 323002cf98 Fix multiplayer chat scrolling through the shared chat component 2026-10-18 06:20:57 -04:00
Cosmic dde52bc1e9 Merge remote-tracking branch 'origin/main' into feat/terrain-lod
# Conflicts:
#	crates/horizon-client/src/gfx.rs
2026-10-18 05:31:37 -04:00
Cosmic fde95ff20e Build distant terrain from sparse seed samples and layered voxel columns 2026-10-18 05:30:56 -04:00
Ludovic MarieandClaude Opus 5.5 54bae6131b feat(server): commands act on other players (names, UUIDs, @a/@p/@r/@s)
EntitySelector.findPlayers and EntityArgument's player targets on a
hosted world or dedicated server: every guest other than the one in place
is Target::Guest, found by name, UUID or selector, and what a command does
to them (give, gamemode, tp, kill, effect give/clear, data) runs with
their state swapped in, their own messages going to their chat. The
console, operators and command blocks can all target them; execute
as/at reads their position, rotation and eye height; a teleport into
another level (execute in, the console's Overworld, a destination in
another level) moves them there.

as_guest splits into enter_guest/leave_guest so that guest turns nest,
and a guest's commands run with the hub back in self.lan (queued per
packet), so they reach the other players (and /kick works for ops).
Item and advancement names and player names in feedback take vanilla's
component shape; /kill on a guest sends vanilla's death message.

Harness: tools/test_server_player_targets_parity.py.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-18 10:39:02 +02:00
rdbtCVS 0b5f0a3edf Document 1 2 4 and 8 worker scaling measurements 2026-10-18 03:56:31 +01:00
rdbtCVS c47b30fcf0 Optimize binary density, Beardifier and Perlin sampling 2026-10-18 03:49:02 +01:00
rdbtCVS 594b502780 Remove generated noise benchmark artifacts from PR 2026-10-18 03:10:26 +01:00
LookImEcho-Rick c1211b2245 Fix execute source dimension for player teleports 2026-10-17 21:08:53 -05:00
rdbtCVS eb3789038e Record repository PR self-check 2026-10-18 02:28:17 +01:00
rdbtCVS ce77a4189d Specialize unary density evaluation per bulk buffer 2026-10-18 02:26:03 +01:00
rdbtCVS 68475af653 Startup stage 3d: make the menu interactive before world core loads (#712) 2026-10-18 00:35:17 +01:00
rdbtCVS 33c6578f5a Log whether the tail is ready when the live backdrop fades in 2026-10-18 00:14:51 +01:00
rdbtCVS 08532d6b1f Report the active tail phase while world entry waits 2026-10-18 00:14:51 +01:00
rdbtCVS a5edc14b97 Startup stage 3c: keep world entry responsive while joining resources (#712) 2026-10-18 00:14:50 +01:00
rdbtCVS 4e854f8ee3 Format launcher assertions for the shared telemetry checks 2026-10-18 00:10:59 +01:00
rdbtCVS a3cf97f2fa Build the core renderer before starting audio 2026-10-17 23:50:46 +01:00
rdbtCVS d9686faf35 Startup stage 3b: publish world core before the simulation tail (#712) 2026-10-17 23:47:53 +01:00
rdbtCVS 42d65465a4 Startup stage 3a: split shared resources into core and rest (#712) 2026-10-17 23:39:11 +01:00
rdbtCVS 05ecd873d4 Startup: show the title before the world bundle finishes loading (#712) 2026-10-17 23:24:05 +01:00
Cosmic 594929b795 Validate LOD loading, shader depth and current terrain draw paths 2026-10-17 18:13:20 -04:00
Cosmic 9ce739796e Merge remote-tracking branch 'origin/main' into feat/terrain-lod
# Conflicts:
#	crates/horizon-client/src/gfx.rs
#	crates/horizon-client/src/graphics.rs
2026-10-17 18:06:36 -04:00
Cosmic bae7975757 Add bounded hierarchical surface terrain LODs for distant views (#718) 2026-10-17 18:05:39 -04:00
rdbtCVS e25672ed4f Startup: split block assets into block data and render assets (#712) 2026-10-17 22:16:45 +01:00
rdbtCVS f0215473e3 Biome zoom: mix the shared corner prefixes once in quart_at_block
getFiddledDistance restarts a six-step LinearCongruentialGenerator mix for
each of the eight quart corners. Its first two steps depend only on the X
and Y corner offsets, so quart_at_block now mixes the two X states and the
four XY states once, then runs the remaining steps across the eight corners.
next(m, salt + offset) == next(m, salt) + offset, so a coordinate folds into
its step with one addition.

Bit-identical to BiomeManager.getBiome and getFiddledDistance; a reference
oracle test pins the equivalence over a dense grid and wrapping extremes.
2026-10-17 22:08:17 +01:00
rdbtCVS 238278aa41 Startup: keep the title's atlas and panorama in one UI bundle (#712)
The title's GUI atlas and its panorama both come from the resource root and
are only needed to draw the title and menus, but they lived apart: the atlas
on Game and the panorama inside PackResources. Gather them into UiResources so
Stage 2 can load the title bundle before the world bundle. No behaviour change.

Part of #712 (stage 2a).
2026-10-17 20:40:10 +01:00
Cosmic 78e05bdc95 Merge latest main into fix/classic-menu-default 2026-10-17 02:41:52 -04:00
Cosmic a195b4849e Merge main into fix/classic-menu-default 2026-10-17 02:39:42 -04:00
Ludovic MarieandClaude Opus 5.5 a3bf174ddb Collision scans: a counting cursor, and fewer lookups and allocations per block
Block collision scans (vanilla's BlockCollisions) are most of every mob's
move, and moves were the largest share of the world tick with 600 mobs.
Per cell and per hit, the scan did work vanilla's JIT makes cheap:

- the cursor divided its index by the box width and height for every cell;
  it now counts x, then y, then z, as Cursor3D does (same cells, same order,
  same budget);
- the unit cube test cloned the shared unit cube to compare identities
  (`VoxelShape::is_block` compares with it in place), and built a
  normalised box to test it against the entity box (`intersects_corners`);
- every non-empty block looked its state up in the contextual rule map
  (scaffolding, liquids, powder snow); a flag in the scan table now says
  which states have one;
- a moved shape decomposed its occupancy into boxes again; the moved
  shape's boxes are its own boxes moved, the same values.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-17 05:55:21 +02:00
Cosmic 6285a15cf3 Default to Classic menus while preserving explicit preferences 2026-10-16 19:15:02 -04:00
Ludovic MarieandClaude Opus 5.5 f0aa88b0f6 Centre the cursor when a screen opens from gameplay
Releasing the pointer only ungrabbed it, so the cursor showed up wherever
the system had it: on Wayland, where the locked pointer last stopped (often
where the previous screen was closed), elsewhere wherever the hidden pointer
had drifted. Opening the inventory, a chest, the pause menu, chat, a sign or
a book could put it anywhere.

Game::capture now follows MouseHandler.grabMouse/releaseMouse: both move the
pointer to the window centre, and releasing also sets Horizon's own cursor
(what every screen hit-tests and draws hover with) to that point. On Wayland
the position can only be set as the locked pointer's hint, applied by the
compositor as the lock goes, so it is set before ungrabbing; X11, Windows
and macOS warp, so it is set again once the pointer is free. Releasing an
already released pointer does nothing, so screen-to-screen changes keep the
cursor where it is, as in vanilla, and nothing warps while the window is
unfocused (GLFW's glfwSetCursorPos does the same), so losing focus never
pulls the pointer back into the game.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 01:12:18 +02:00
1520 changed files with 176837 additions and 22651 deletions

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# Generated files that tests compare byte for byte with what they generate: LF on every OS, also
# where Git for Windows' core.autocrlf would check them out with CRLF.
docs/launcher-commands.md text eol=lf
docs/horizon-ctl-commands.md text eol=lf
website/src/tokens.css text eol=lf
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# Changes to these files wait for Ludovic's review once branch protection requires code owners' reviews
# (tools/ci/protect_pipeline.sh, docs/security.md). They are what builds, signs and ships releases, the code that
# checks downloads before installing them (backend.rs downloads, installs and updates the launcher itself; links.json
# says where from; the Cargo.toml files pick the crates that do it), and this file. Everything else merges as soon as
# `verify` passes.
/.github/ @ludovic111
/tools/ci/ @ludovic111
/tools/release_train.py @ludovic111
/crates/horizon-release-sign/ @ludovic111
/crates/horizon-server/src/update.rs @ludovic111
/crates/horizon-server/Cargo.toml @ludovic111
/launcher/src/signed.rs @ludovic111
/launcher/src/backend.rs @ludovic111
/launcher/links.json @ludovic111
/launcher/Cargo.toml @ludovic111
/packaging/ @ludovic111
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name: cancel-on-close
# A closed or merged pull request's queued and running checks free the runners at once.
# pull_request_target so the token can cancel runs of pull requests from forks too;
# it checks out nothing and runs no code from the pull request.
on:
pull_request_target:
types: [closed]
permissions:
actions: write
jobs:
cancel:
runs-on: ubuntu-latest
steps:
- name: Cancel the pull request's unfinished runs
env:
GH_TOKEN: ${{ github.token }}
REPO: ${{ github.repository }}
BRANCH: ${{ github.event.pull_request.head.ref }}
SHA: ${{ github.event.pull_request.head.sha }}
run: |
for status in queued in_progress waiting pending requested; do
gh run list -R "$REPO" --branch "$BRANCH" --status "$status" --limit 100 \
--json databaseId,event,headSha \
-q ".[] | select(.event == \"pull_request\" and .headSha == \"$SHA\") | .databaseId"
done | sort -u | while read -r id; do
gh run cancel -R "$REPO" "$id" || true
done
+26 -40
View File
@@ -1,23 +1,29 @@
name: checks
# verify: every pull request and every push to main, on GitHub's runners (the repository is public).
# verify: every pull request and every push to main, on GitHub's runners (the repository is public). It is the
# check main requires, so it never has a condition: a skipped job counts as passed, and every run of this workflow
# must report a real verify (a pull request that changes no Rust finishes it in seconds instead).
# parity: the vanilla harnesses a pull request's changes can affect, on the Mac mini's runner, which holds the
# maintainer's own Minecraft files (Horizon never downloads the game). A fork's pull request runs it only when
# a maintainer adds the run-parity label, once per label. See docs/release-flow.md.
# maintainer's own Minecraft files (Horizon never downloads the game); .github/workflows/parity.yml. A fork's pull
# request runs it only when a maintainer adds the run-parity label (.github/workflows/run-parity.yml), so labels
# never start this workflow. See docs/release-flow.md.
on:
push:
branches: [main]
pull_request:
types: [opened, synchronize, reopened, labeled]
types: [opened, synchronize, reopened]
workflow_dispatch:
permissions:
contents: read
concurrency:
# A new push to a pull request replaces its running checks; main's runs all finish (releases follow them).
group: checks-${{ github.event.pull_request.number || github.sha }}-${{ github.event.action == 'labeled' && 'label' || 'run' }}
group: checks-${{ github.event.pull_request.number || github.sha }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
env:
# Test runs never reach the telemetry server: no live-count ping, no uploads (docs/telemetry.md).
HORIZON_TELEMETRY_URL: "off"
jobs:
verify:
if: github.event.action != 'labeled'
runs-on: ubuntu-latest
timeout-minutes: 30
steps:
@@ -55,43 +61,23 @@ jobs:
if: steps.rust.outputs.required != 'false'
run: |
cargo +stable fmt --all -- --check
cargo +stable clippy --workspace --all-targets -- -D warnings
# With the game's code mods (on in every release build, off by default).
cargo +stable clippy --workspace --all-targets --features horizon-client/mods -- -D warnings
# The server build (released as horizon-engine): the game without sound or controllers.
cargo +stable clippy -p horizon-client --all-targets --no-default-features -- -D warnings
# Libraries, binaries and integration tests, then doc tests: not the ~275 examples, which clippy above already
# type-checks and the parity job builds and runs (they were most of this step's build and link time).
- name: Test Rust core and voxel kernel correctness
if: steps.rust.outputs.required != 'false'
run: cargo +stable test --workspace
run: |
cargo +stable test --workspace --lib --bins --tests --features horizon-client/mods,horizon-mods/pack
cargo +stable test --workspace --doc --features horizon-client/mods,horizon-mods/pack
parity:
if: >-
github.event_name == 'pull_request' && (
(github.event.pull_request.head.repo.full_name == github.repository && github.event.action != 'labeled') ||
(github.event.action == 'labeled' && github.event.label.name == 'run-parity'))
runs-on: [self-hosted, horizon-game]
timeout-minutes: 120 # a change to core crates reruns ~300 harnesses: ~60-90 min on the Mac mini
steps:
- uses: actions/checkout@v4
with:
# The commit the event names: a fork's later pushes need another run-parity label.
ref: ${{ github.event.pull_request.head.sha }}
fetch-depth: 0
persist-credentials: false
# Keeps .local/ (parity state, probe builds, oracle results) and target/ between runs.
clean: false
- uses: dtolnay/rust-toolchain@stable
- name: Tools from the runner
run: bash tools/ci/runner-env.sh
- name: Vanilla data, and resources prepared by this preparer
run: bash tools/ci/vanilla-data.sh
- name: The harnesses this change can affect
env:
PARITY_HOSTS: ''
run: python3 tools/parity.py --changed ${{ github.event.pull_request.base.sha }} --timeout 2400 # world_spawn takes ~1480 s on a busy runner
- name: Logs of the failed harnesses
if: failure()
uses: actions/upload-artifact@v4
with:
name: parity-logs
path: .local/parity-runner/logs/
if-no-files-found: ignore
retention-days: 3
if: github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository
uses: ./.github/workflows/parity.yml
with:
base: ${{ github.event.pull_request.base.sha }}
head: ${{ github.event.pull_request.head.sha }}
# Horizon never downloads the game. These jobs need a self-hosted Linux runner
# (label horizon-game) holding the maintainer's own copy: the official launcher's
# game directory in HORIZON_MINECRAFT_DIR and the pinned server jar in
+86 -14
View File
@@ -3,9 +3,14 @@ name: launcher
# push to main that changes the launcher or a crate it builds in (the paths below),
# every 10 minutes (a release waiting for merges to settle goes out) and by hand, tools/release_train.py decides as
# for the game.
# A release is launcher-vX.Y.Z: the patch after the last launcher tag, or the next minor when a merged pull
# request is labelled feature. The version is given to the build (HORIZON_LAUNCHER_VERSION): no bump commits.
# A release is launcher@X.Y.Z on the release line in .github/release-line.txt (docs/versioning.md); without it
# launcher-vX.Y.Z, the patch after the last launcher tag or the next minor when a merged pull request is labelled
# feature. The version and the tag are given to the build (HORIZON_LAUNCHER_VERSION, HORIZON_LAUNCHER_TAG): no bump
# commits.
# Never marked latest. Pushes to launcher branches only build. RELEASES_PAUSED=1 stops releases.
# macOS: with the repository variable MACOS_SIGN_IDENTITY set, Horizon.app and the .dmg are signed with
# Developer ID, notarized and stapled, from the runner's signing keychain (packaging/macos/README.md);
# unset (forks), they are signed ad hoc.
# gh workflow run launcher --ref <branch> # dry run: builds everything, publishes nothing
# gh workflow run launcher --ref main -f dry_run=false -f force=true
@@ -20,6 +25,7 @@ on:
- 'crates/horizon-mods/**'
- 'crates/horizon-port-pack/**'
- 'crates/horizon-prepare/**'
- 'crates/horizon-release-sign/**'
- 'crates/horizon-telemetry/**'
- 'crates/horizon-theme/**'
- '.github/workflows/launcher.yml'
@@ -43,6 +49,10 @@ concurrency:
group: launcher-${{ github.ref == 'refs/heads/main' && 'release' || github.ref }}
cancel-in-progress: false
env:
# Test runs never reach the telemetry server: no live-count ping, no uploads (docs/telemetry.md).
HORIZON_TELEMETRY_URL: "off"
jobs:
decide:
runs-on: ubuntu-latest
@@ -71,7 +81,8 @@ jobs:
python3 tools/release_train.py decide --kind launcher ${HEAD_SHA:+--head "$HEAD_SHA"} ${FORCE:+--force} | tee decision.json
echo "### $(jq -r '.reason' decision.json)" >> "$GITHUB_STEP_SUMMARY"
tag=$(jq -r '.tag' decision.json)
echo "version=${tag#launcher-v}" >> "$GITHUB_OUTPUT"
version=${tag#launcher-v}
echo "version=${version#launcher@}" >> "$GITHUB_OUTPUT"
# A dry run (and a launcher branch's push) builds whatever the decision.
if [[ "${{ steps.mode.outputs.dry_run }}" == true ]]; then
echo "release=true" >> "$GITHUB_OUTPUT"
@@ -102,15 +113,20 @@ jobs:
# which only the Visual C++ redistributable installs.
rustflags: -C target-feature=+crt-static
runs-on: ${{ matrix.mac && (vars.MAC_RUNNER || 'ludovics-mac-mini') || matrix.os }}
timeout-minutes: 40
# Notarizing the app and then the .dmg can take a few minutes each.
timeout-minutes: ${{ matrix.mac && 60 || 40 }}
env:
RUSTFLAGS: ${{ matrix.rustflags }}
# Horizon's Azure app for Microsoft sign-in (docs/microsoft-account.md): a repository
# variable, not a secret. Unset, the launcher says sign-in is not configured.
HORIZON_MSA_CLIENT_ID: ${{ vars.HORIZON_MSA_CLIENT_ID }}
# The release's version, built in (launcher/src/backend.rs VERSION); a launcher branch's build keeps
# Cargo.toml's.
# The mod browser's CurseForge source (docs/mod-browser.md#curseforge): a repository secret. Unset, the
# launcher searches Modrinth only.
HORIZON_CURSEFORGE_API_KEY: ${{ secrets.HORIZON_CURSEFORGE_API_KEY }}
# The release's version and tag, built in (launcher/src/backend.rs VERSION and own_tag: the tag says which
# line it is on, docs/versioning.md); a launcher branch's build keeps Cargo.toml's.
HORIZON_LAUNCHER_VERSION: ${{ (github.event_name != 'push' || github.ref == 'refs/heads/main') && needs.decide.outputs.version || '' }}
HORIZON_LAUNCHER_TAG: ${{ (github.event_name != 'push' || github.ref == 'refs/heads/main') && needs.decide.outputs.tag || '' }}
defaults:
run:
working-directory: launcher
@@ -120,8 +136,9 @@ jobs:
with:
ref: ${{ needs.decide.outputs.head }}
persist-credentials: false
# The Mac mini's runner keeps its target/ between runs.
clean: ${{ runner.environment == 'github-hosted' }}
# Always from a clean checkout, the Mac mini's runner too: its work folder is shared with pull requests'
# parity jobs, and nothing they leave may end up in a launcher release (target/ is rebuilt from scratch).
clean: true
- uses: dtolnay/rust-toolchain@stable
- uses: Swatinem/rust-cache@v2
if: runner.environment == 'github-hosted'
@@ -175,9 +192,6 @@ jobs:
retry "$launcher" install latest
"$launcher" versions --installed
"$launcher" links --json
"$launcher" menu-style classic
grep -qx 'menuStyle:classic' "$HORIZON_HOME/horizon.txt"
"$launcher" menu-style horizon
clients=("$HORIZON_LAUNCHER_HOME"/versions/v*/horizon-client*)
client="${clients[0]}"
echo "installed client: $client"
@@ -193,11 +207,19 @@ jobs:
help() { "$client" --help > "$RUNNER_TEMP/help.txt" 2>&1 && head -3 "$RUNNER_TEMP/help.txt" && grep -q -- '--resources' "$RUNNER_TEMP/help.txt"; }
soft help
rm -rf "$HORIZON_LAUNCHER_HOME"
- name: The signing keychain, unlocked
if: runner.os == 'macOS' && vars.MACOS_SIGN_IDENTITY != ''
env:
MACOS_SIGN_IDENTITY: ${{ vars.MACOS_SIGN_IDENTITY }}
run: ../packaging/macos/keychain.sh unlock
- name: Package
env:
MACOS_SIGN_IDENTITY: ${{ vars.MACOS_SIGN_IDENTITY }}
run: |
rm -rf dist out && mkdir -p out
if [[ "$RUNNER_OS" == "macOS" ]]; then
# Horizon.app, zipped (self-update) and in a .dmg (installer): packaging/macos.
# Horizon.app, zipped (self-update) and in a .dmg (installer), signed (and notarized with
# Developer ID): packaging/macos.
python3 -m venv "$RUNNER_TEMP/dmg" && "$RUNNER_TEMP/dmg/bin/pip" install --quiet dmgbuild==1.6.5
version=${HORIZON_LAUNCHER_VERSION:-$(sed -n 's/^version = "\(.*\)"/\1/p' Cargo.toml | head -1)}
DMGBUILD="$RUNNER_TEMP/dmg/bin/dmgbuild" ../packaging/macos/package.sh target/release/${{ matrix.binary }} "$version" out
@@ -217,11 +239,53 @@ jobs:
name: ${{ matrix.asset }}
path: launcher/out/*
retention-days: 3
- name: The signing keychain, locked again
if: always() && runner.os == 'macOS' && vars.MACOS_SIGN_IDENTITY != ''
run: ../packaging/macos/keychain.sh lock
release:
sign:
needs: [decide, build]
runs-on: ubuntu-latest
timeout-minutes: 10
# The only job that holds the release signing key, a secret of the `release` environment, which only main's real
# releases enter (dry runs sign with a throwaway key). It runs no code from the repository but
# tools/ci/sign_release.sh, which calls only the runner's sha256sum and OpenSSL (docs/release-flow.md).
environment: ${{ needs.decide.outputs.dry_run != 'true' && 'release' || '' }}
steps:
- uses: actions/checkout@v4
with:
sparse-checkout: tools/ci/sign_release.sh
sparse-checkout-cone-mode: false
persist-credentials: false
- uses: actions/download-artifact@v4
with:
path: dist
pattern: horizon-launcher-*
merge-multiple: true
- name: Sign the checksums (SHA256SUMS, SHA256SUMS.sig)
env:
RELEASE_SIGNING_KEY: ${{ secrets.RELEASE_SIGNING_KEY }}
RELEASE_SIGNING_KEY_NEXT: ${{ secrets.RELEASE_SIGNING_KEY_NEXT }}
EPHEMERAL: ${{ needs.decide.outputs.dry_run == 'true' && 'yes' || '' }}
TAG: ${{ needs.decide.outputs.tag }}
run: bash tools/ci/sign_release.sh "$TAG" dist/horizon-launcher-*
- uses: actions/upload-artifact@v4
with:
name: signature
path: dist/SHA256SUMS*
if-no-files-found: error
retention-days: 3
- uses: actions/upload-artifact@v4
if: needs.decide.outputs.dry_run == 'true'
with:
name: ephemeral.pub
path: dist/ephemeral.pub
retention-days: 3
release:
needs: [decide, build, sign]
runs-on: ubuntu-latest
timeout-minutes: 15
permissions:
contents: write
steps:
@@ -239,6 +303,13 @@ jobs:
with:
path: dist
merge-multiple: true
- name: The signature, checked as launchers check it
env:
TAG: ${{ needs.decide.outputs.tag }}
EPHEMERAL: ${{ needs.decide.outputs.dry_run == 'true' && 'yes' || '' }}
run: |
key=(); [[ -n "$EPHEMERAL" ]] && key=(--key "$(cat dist/ephemeral.pub)")
cargo run --locked --quiet -p horizon-release-sign -- verify --tag "$TAG" --publishing "${key[@]}" dist
# Never marked latest: Horizon's own releases stay the repository's latest.
- name: Publish ${{ needs.decide.outputs.tag }}
if: needs.decide.outputs.dry_run != 'true'
@@ -246,8 +317,9 @@ jobs:
GH_TOKEN: ${{ github.token }}
TAG: ${{ needs.decide.outputs.tag }}
run: |
signature=(); [[ -f dist/SHA256SUMS.sig ]] && signature=(dist/SHA256SUMS.sig)
gh release create "$TAG" --target "${{ needs.decide.outputs.head }}" --title "$(cat notes/title.txt)" \
--notes-file notes/body.md --latest=false dist/horizon-launcher-*
--notes-file notes/body.md --latest=false dist/horizon-launcher-* dist/SHA256SUMS "${signature[@]}"
- name: Dry run, the release that would be published
if: needs.decide.outputs.dry_run == 'true'
run: |
+4
View File
@@ -23,6 +23,10 @@ permissions:
concurrency:
group: nightly-audit
cancel-in-progress: false
env:
# Test runs never reach the telemetry server: no live-count ping, no uploads (docs/telemetry.md).
HORIZON_TELEMETRY_URL: "off"
jobs:
audit:
runs-on: [self-hosted, horizon-game]
+54
View File
@@ -0,0 +1,54 @@
name: 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). Called by ci.yml for pull requests from this repository
# and by run-parity.yml when a maintainer labels a fork's pull request run-parity. See docs/release-flow.md.
on:
workflow_call:
inputs:
base:
description: The pull request's base commit (the harnesses its changes since then can affect)
type: string
required: true
head:
description: The commit to check out and test
type: string
required: true
permissions:
contents: read
env:
# Test runs never reach the telemetry server: no live-count ping, no uploads (docs/telemetry.md).
HORIZON_TELEMETRY_URL: "off"
jobs:
parity:
runs-on: [self-hosted, horizon-game]
timeout-minutes: 120 # a change to core crates reruns ~300 harnesses: ~60-90 min on the Mac mini
steps:
- uses: actions/checkout@v4
with:
# The commit the event names: a fork's later pushes need another run-parity label.
ref: ${{ inputs.head }}
fetch-depth: 0
persist-credentials: false
# Keeps .local/ (parity state, probe builds, oracle results) and target/ between runs.
clean: false
- uses: dtolnay/rust-toolchain@stable
- name: Tools from the runner
run: bash tools/ci/runner-env.sh
- name: Vanilla data, and resources prepared by this preparer
run: bash tools/ci/vanilla-data.sh
- name: The version constants are the pinned jar's
run: python3 tools/gen_version_consts.py --check
- name: The harnesses this change can affect
env:
PARITY_HOSTS: ''
BASE_SHA: ${{ inputs.base }}
run: python3 tools/parity.py --changed "$BASE_SHA" --timeout 2400 # world_spawn takes ~1480 s on a busy runner
- name: Logs of the failed harnesses
if: failure()
uses: actions/upload-artifact@v4
with:
name: parity-logs
path: .local/parity-runner/logs/
if-no-files-found: ignore
retention-days: 3
+165 -14
View File
@@ -1,12 +1,19 @@
name: release
# Automatic game releases (docs/release-flow.md). After every green `checks` run on main, every 10 minutes (so a
# release waiting for merges to settle goes out without another merge) and by hand, tools/release_train.py decides:
# a release when pull requests merged since the last one changed what players run and the newest merged 15 minutes
# ago (the oldest an hour ago, if merges never pause), or at once for a pull request labelled release-now.
# RELEASES_PAUSED=1 (repository variable) stops them.
# a release when pull requests merged since the last one changed what players run and the newest merged 5 minutes
# ago (the oldest 20 minutes ago, if merges never pause), or at once for a pull request labelled release-now.
# RELEASES_PAUSED=1 (repository variable) stops them; so does an open issue labelled release-blocker, forced runs too.
# Builds Linux (an older Ubuntu, so the binary runs on any recent distribution and on NixOS through nix-ld) and
# Windows on GitHub, macOS on the Mac mini's runner (MAC_RUNNER=macos-latest sends it to GitHub), then
# publishes vYYYY.MM.DD[.N] with notes from the merged pull requests.
# publishes vX.Y.Z on the release line in .github/release-line.txt (docs/versioning.md; without it, the dated
# vYYYY.MM.DD[.N] from before 0.2) with notes from the merged pull requests, as the release and GitHub's latest: one
# channel, which launchers, `horizon-server update` and install.sh follow at once. So it is published only after the
# checks that used to gate a promotion pass in this run: the Mac mini's smoke test drew a world, and no release-blocker
# is open (tools/release_train.py gate); otherwise nothing is published. macOS: with the repository variable
# MACOS_SIGN_IDENTITY set, the programs are signed with
# Developer ID and the hardened runtime and the zip is notarized, from the runner's signing keychain
# (packaging/macos/README.md); unset (forks), ad hoc.
# gh workflow run release --ref <branch> # dry run: builds and notes, publishes nothing
# gh workflow run release -f dry_run=false -f force=true # on main: release now, whatever the rules say
on:
@@ -28,6 +35,8 @@ on:
default: false
permissions:
contents: read
# The open release-blocker issues (decide).
issues: read
concurrency:
group: game-release
cancel-in-progress: false
@@ -41,6 +50,7 @@ jobs:
outputs:
release: ${{ steps.decide.outputs.release }}
tag: ${{ steps.decide.outputs.tag }}
version: ${{ steps.decide.outputs.version }}
head: ${{ steps.decide.outputs.head }}
dry_run: ${{ steps.mode.outputs.dry_run }}
steps:
@@ -61,6 +71,9 @@ jobs:
run: |
python3 tools/release_train.py decide --kind game ${HEAD_SHA:+--head "$HEAD_SHA"} ${FORCE:+--force} | tee decision.json
echo "### $(jq -r '.reason' decision.json)" >> "$GITHUB_STEP_SUMMARY"
# The version the programs are built with (docs/versioning.md): the tag without its v.
tag=$(jq -r '.tag' decision.json)
echo "version=${tag#v}" >> "$GITHUB_OUTPUT"
# A dry run builds whatever the decision, to test the builds.
if [[ "${{ steps.mode.outputs.dry_run }}" == true ]]; then echo "release=true" >> "$GITHUB_OUTPUT"; fi
@@ -76,6 +89,9 @@ jobs:
os: ubuntu-22.04
dir: horizon-linux-x86_64
asset: horizon-linux-x86_64.tar.gz
# The server build too: packaging/server/install.sh installs it on Linux.
server_dir: horizon-server-linux-x86_64
server_asset: horizon-server-linux-x86_64.tar.gz
- name: windows
os: windows-latest
dir: horizon-windows-x64
@@ -88,9 +104,13 @@ jobs:
dir: horizon-macos-arm64
asset: horizon-macos-arm64.zip
runs-on: ${{ matrix.mac && (vars.MAC_RUNNER || 'ludovics-mac-mini') || matrix.os }}
timeout-minutes: 40
# Notarizing the zip can take a few minutes.
timeout-minutes: ${{ matrix.mac && 60 || 40 }}
env:
RUSTFLAGS: ${{ matrix.rustflags }}
# The release's version, built in (horizon_core::release): --version, user agents, crash reports and
# telemetry say it. No version-bump commits.
HORIZON_VERSION: ${{ needs.decide.outputs.version }}
defaults:
run:
shell: bash
@@ -99,8 +119,11 @@ jobs:
with:
ref: ${{ needs.decide.outputs.head }}
persist-credentials: false
# On the Mac mini's runner, keep target/ (incremental) and .local/ (the prepared resources).
clean: ${{ runner.environment == 'github-hosted' }}
# Always from a clean checkout, the Mac mini's runner too: its work folder is shared with pull requests'
# parity jobs, and nothing they leave (target/, an untracked .cargo/config.toml, a build script's output)
# may end up in a release. target/ is rebuilt from scratch; .local/ is relinked by vanilla-data.sh, which
# keeps its preparations outside the checkout.
clean: true
- uses: dtolnay/rust-toolchain@stable
- uses: Swatinem/rust-cache@v2
if: runner.environment == 'github-hosted'
@@ -110,12 +133,29 @@ jobs:
if: runner.os == 'Linux'
run: sudo apt-get update && sudo apt-get install -y --no-install-recommends libasound2-dev libudev-dev
- name: Build the client, horizon-ctl, horizon-prepare and horizon-server
run: cargo build --release --locked -p horizon-client --bin horizon-client --bin horizon-ctl -p horizon-prepare --bin horizon-prepare -p horizon-server --bin horizon-server
# `horizon-client/mods`: every released game runs code mods (the feature is off in dev builds).
run: cargo build --release --locked --features horizon-client/mods -p horizon-client --bin horizon-client --bin horizon-ctl -p horizon-prepare --bin horizon-prepare -p horizon-server --bin horizon-server
- name: Every program the release folder takes was built
run: |
for binary in horizon-client horizon-ctl horizon-prepare horizon-server; do
test -f "target/release/$binary${{ matrix.exe }}" || { echo "::error::target/release/$binary${{ matrix.exe }} is missing"; exit 1; }
done
- name: The signing keychain, unlocked
if: runner.os == 'macOS' && vars.MACOS_SIGN_IDENTITY != ''
env:
MACOS_SIGN_IDENTITY: ${{ vars.MACOS_SIGN_IDENTITY }}
run: packaging/macos/keychain.sh unlock
- name: Signed with Developer ID and the hardened runtime
# Before the checks below, so they run the programs as players will.
if: runner.os == 'macOS' && vars.MACOS_SIGN_IDENTITY != ''
env:
MACOS_SIGN_IDENTITY: ${{ vars.MACOS_SIGN_IDENTITY }}
run: |
for binary in horizon-client horizon-ctl horizon-prepare horizon-server; do
codesign --force --options runtime --timestamp --keychain "$MACOS_SIGN_KEYCHAIN" \
--identifier "dev.horizon.${binary#horizon-}" --sign "$MACOS_SIGN_IDENTITY" "target/release/$binary"
codesign --verify --strict --verbose=2 "target/release/$binary"
done
- name: Only system libraries
# Windows: no non-system DLL (a "DLL not found" dialog on some players' machines). Linux: the standard
# loader and libraries every desktop distribution has. macOS: only the system's own libraries.
@@ -135,9 +175,13 @@ jobs:
bin=target/release
"$bin/horizon-client${{ matrix.exe }}" --help | grep -q -- '--resources'
"$bin/horizon-ctl${{ matrix.exe }}" --help > /dev/null
"$bin/horizon-prepare${{ matrix.exe }}" --version
"$bin/horizon-prepare${{ matrix.exe }}" --help | grep -q -- '--minecraft-dir'
"$bin/horizon-server${{ matrix.exe }}" --version
# The version is the release's.
for binary in horizon-prepare horizon-server; do
out=$("$bin/$binary${{ matrix.exe }}" --version | tr -d '\r')
echo "$out"
[[ "$out" == "$binary $HORIZON_VERSION" ]] || { echo "::error::expected $binary $HORIZON_VERSION"; exit 1; }
done
- name: Tools from the runner
if: runner.environment == 'self-hosted'
run: bash tools/ci/runner-env.sh
@@ -165,6 +209,15 @@ jobs:
or not report.get("meshed_sections") or not report.get("player"):
sys.exit("the smoke run did not draw a world")
EOF
# Published with the release; the publish job checks it again before it publishes anything.
cp "$home/smoke.json" "$RUNNER_TEMP/smoke-test.json"
- uses: actions/upload-artifact@v4
if: runner.environment == 'self-hosted'
with:
name: smoke-test.json
path: ${{ runner.temp }}/smoke-test.json
if-no-files-found: error
retention-days: 3
- name: Package
run: |
set -euo pipefail
@@ -184,19 +237,96 @@ jobs:
fi ;;
esac
ls -l "${{ matrix.asset }}"
- name: Notarized
# A zip of programs can't be stapled: Gatekeeper asks Apple the first time each one runs.
if: runner.os == 'macOS' && vars.MACOS_SIGN_IDENTITY != ''
run: |
for binary in horizon-client horizon-ctl horizon-prepare horizon-server; do
codesign --verify --strict "dist/${{ matrix.dir }}/$binary"
done
packaging/macos/notarize.sh "dist/${{ matrix.asset }}"
- uses: actions/upload-artifact@v4
with:
name: ${{ matrix.asset }}
path: dist/${{ matrix.asset }}
if-no-files-found: error
retention-days: 3
- name: The server build (the game without sound or controllers, as horizon-engine)
if: matrix.server_asset
run: |
set -euo pipefail
# After the client is packaged: target/release/horizon-client is rebuilt without the audio and
# controllers features, so it needs neither libasound nor libudev (minimal server images lack them),
# and with code mods like the client.
cargo build --release --locked -p horizon-client --no-default-features --features mods --bin horizon-client
cargo run --locked -p xtask -- package-server target/release/horizon-client "dist/${{ matrix.server_dir }}"
folder="dist/${{ matrix.server_dir }}"
python3 tools/check_imports.py --server "$folder/horizon-engine" "$folder/horizon-server" "$folder/horizon-prepare"
"$folder/horizon-engine" --help | grep -q -- '--resources'
[[ "$("$folder/horizon-server" --version)" == "horizon-server $HORIZON_VERSION" ]]
cd dist
rm -f "${{ matrix.server_asset }}"
tar czf "${{ matrix.server_asset }}" "${{ matrix.server_dir }}"
ls -l "${{ matrix.server_asset }}"
- uses: actions/upload-artifact@v4
if: matrix.server_asset
with:
name: ${{ matrix.server_asset }}
path: dist/${{ matrix.server_asset }}
if-no-files-found: error
retention-days: 3
- name: The signing keychain, locked again
if: always() && runner.os == 'macOS' && vars.MACOS_SIGN_IDENTITY != ''
run: packaging/macos/keychain.sh lock
publish:
sign:
needs: [decide, build]
runs-on: ubuntu-latest
timeout-minutes: 10
# The only job that holds the release signing key, a secret of the `release` environment, which only main's real
# releases enter (dry runs sign with a throwaway key). It runs no code from the repository but
# tools/ci/sign_release.sh, which calls only the runner's sha256sum and OpenSSL (docs/release-flow.md).
environment: ${{ needs.decide.outputs.dry_run != 'true' && 'release' || '' }}
steps:
- uses: actions/checkout@v4
with:
sparse-checkout: tools/ci/sign_release.sh
sparse-checkout-cone-mode: false
persist-credentials: false
- uses: actions/download-artifact@v4
with:
path: dist
pattern: horizon-*
merge-multiple: true
- name: Sign the checksums (SHA256SUMS, SHA256SUMS.sig)
env:
RELEASE_SIGNING_KEY: ${{ secrets.RELEASE_SIGNING_KEY }}
RELEASE_SIGNING_KEY_NEXT: ${{ secrets.RELEASE_SIGNING_KEY_NEXT }}
EPHEMERAL: ${{ needs.decide.outputs.dry_run == 'true' && 'yes' || '' }}
TAG: ${{ needs.decide.outputs.tag }}
run: |
bash tools/ci/sign_release.sh "$TAG" dist/horizon-linux-x86_64.tar.gz dist/horizon-windows-x64.zip \
dist/horizon-macos-arm64.zip dist/horizon-server-linux-x86_64.tar.gz
- uses: actions/upload-artifact@v4
with:
name: signature
path: dist/SHA256SUMS*
if-no-files-found: error
retention-days: 3
- uses: actions/upload-artifact@v4
if: needs.decide.outputs.dry_run == 'true'
with:
name: ephemeral.pub
path: dist/ephemeral.pub
retention-days: 3
publish:
needs: [decide, build, sign]
runs-on: ubuntu-latest
timeout-minutes: 15
permissions:
contents: write
issues: read
steps:
- uses: actions/checkout@v4
with:
@@ -212,19 +342,40 @@ jobs:
with:
path: dist
merge-multiple: true
- name: The signature, checked as launchers check it
env:
TAG: ${{ needs.decide.outputs.tag }}
EPHEMERAL: ${{ needs.decide.outputs.dry_run == 'true' && 'yes' || '' }}
run: |
key=(); [[ -n "$EPHEMERAL" ]] && key=(--key "$(cat dist/ephemeral.pub)")
cargo run --locked --quiet -p horizon-release-sign -- verify --tag "$TAG" --publishing "${key[@]}" dist
- name: Ready to publish (the smoke test passed, no release-blocker is open)
# Right before publishing: an issue labelled while the builds ran still holds this release. A dry run only
# reports what a real run would do.
env:
GH_TOKEN: ${{ github.token }}
DRY_RUN: ${{ needs.decide.outputs.dry_run }}
run: |
if ! python3 tools/release_train.py gate --kind game --smoke dist/smoke-test.json --blockers; then
[[ "$DRY_RUN" == true ]] || { echo "::error::Nothing published"; exit 1; }
echo "::warning::A real run would publish nothing"
fi
- name: Publish ${{ needs.decide.outputs.tag }}
if: needs.decide.outputs.dry_run != 'true'
env:
GH_TOKEN: ${{ github.token }}
TAG: ${{ needs.decide.outputs.tag }}
run: |
signature=(); [[ -f dist/SHA256SUMS.sig ]] && signature=(dist/SHA256SUMS.sig)
# The release and the latest at once: there is one channel (docs/release-flow.md).
gh release create "$TAG" --target "${{ needs.decide.outputs.head }}" --title "$(cat notes/title.txt)" \
--notes-file notes/body.md --latest dist/horizon-linux-x86_64.tar.gz dist/horizon-windows-x64.zip \
dist/horizon-macos-arm64.zip
--notes-file notes/body.md --latest dist/horizon-linux-x86_64.tar.gz \
dist/horizon-windows-x64.zip dist/horizon-macos-arm64.zip dist/horizon-server-linux-x86_64.tar.gz \
dist/SHA256SUMS "${signature[@]}" dist/smoke-test.json
- name: Dry run, the release that would be published
if: needs.decide.outputs.dry_run == 'true'
run: |
echo "Would publish ${{ needs.decide.outputs.tag }} at ${{ needs.decide.outputs.head }}: $(cat notes/title.txt)"
echo "Would publish ${{ needs.decide.outputs.tag }} at ${{ needs.decide.outputs.head }} as the release and latest: $(cat notes/title.txt)"
ls -l dist
- uses: actions/upload-artifact@v4
with:
+24
View File
@@ -0,0 +1,24 @@
name: run-parity
# A fork's pull request runs the parity job (parity.yml) on the Mac mini only when a maintainer who has read the
# change adds the run-parity label: once, on the commit the pull request has then. Remove the label and add it
# again after new pushes. A separate workflow, so that labels never start `checks`: there a label's run reported a
# skipped `verify`, and GitHub counts a skipped required check as passed.
on:
pull_request:
types: [labeled]
permissions:
contents: read
concurrency:
group: run-parity-${{ github.event.pull_request.number }}
cancel-in-progress: true
env:
# Test runs never reach the telemetry server: no live-count ping, no uploads (docs/telemetry.md).
HORIZON_TELEMETRY_URL: "off"
jobs:
parity:
if: github.event.label.name == 'run-parity'
uses: ./.github/workflows/parity.yml
with:
base: ${{ github.event.pull_request.base.sha }}
head: ${{ github.event.pull_request.head.sha }}
+175
View File
@@ -0,0 +1,175 @@
# Horizon: a map for agents
Minecraft: Java Edition 26.3 rewritten in Rust (wgpu). Vanilla is the specification wherever it has the
feature. Read [CONTRIBUTING.md](CONTRIBUTING.md) once; this page tells you where things are.
Feature → files → harness for the most-changed areas: [docs/architecture.md](docs/architecture.md).
## Rules that bite
- **Never commit Mojang's files**: game jars, assets, decompiled source, prepared resources (`.local/`).
`tools/check_public_tree.py` rejects them; `git config core.hooksPath .githooks` runs it on commit.
- **Keep your runs away from real player data.** Any game or launcher you start gets fresh `mktemp -d`
folders in `HORIZON_HOME` (the game's data), `HORIZON_LAUNCHER_HOME`, `XDG_DATA_HOME` and
`XDG_CONFIG_HOME`, plus `HORIZON_LAUNCHER_NO_SELF_UPDATE=1` and `HORIZON_NO_AUDIO=1`. Never write to
`~/.local/share/{applications,horizon,horizon-launcher}` or `~/.local/bin`.
- **Mark what an agent posts.** A PR body starts with
`> 🤖 Opened by Ludovic's AI agent (Claude), not by Ludovic himself.` (issues: "Filed by", reviews:
"Review by"); every comment starts with `🤖 Agent:`. Never write as Ludovic.
- **Attribution.** Commits end with `Co-Authored-By: Claude <model> <[email protected]>`; PR bodies end
with `🤖 Generated with [Claude Code](https://claude.com/claude-code)`.
- Everything players run is Rust. Python/Java only for dev tools and harness drivers in `tools/`.
- Horizon-only features follow [docs/design-system.md](docs/design-system.md) and are off by default where
they would change the vanilla look.
- Small PRs (< ~500 lines). Labels: `feature` (players get something new), `skip-release` (they see no
change), none for a fix. Agents never add `release-now`: the maintainer decides it. Every merge to main ships
([docs/release-flow.md](docs/release-flow.md)).
- Contributors first: `gh pr list --state open --search <area>` before you start; never duplicate theirs.
## Crates
Game workspace (root `Cargo.toml`); `launcher/` and `crates/horizon-telemetry-server` are separate workspaces.
| Crate | Owns |
|---|---|
| `horizon-client` | The game: a lib (`src/lib.rs`, ~190 flat modules) and the bin (`src/main.rs` → `game.rs` + `game/`), plus `horizon-ctl` (`src/bin/horizon-ctl/`). Also the dedicated server (`--dedicated`) |
| `horizon-world` | Vanilla world data with no gameplay loop: NBT, regions, chunks, `datafix/`, `worldgen/`, `level/` (server-side block behaviour, ticks, redstone), entity physics, items, effects, food, damage |
| `horizon-core` | Simulation primitives: Java `Random`s, `jmath` (HotSpot-exact `Math`), positions, noise, density, paletted storage, `version.rs` (the pinned version) |
| `horizon-protocol` | Network protocol 777: codecs, framing, encryption, `packets/{handshake,status,login,configuration,play}.rs`, `entity_data.rs` |
| `horizon-assets` | Resource decoding: block-state and item models, baking, atlases |
| `horizon-prepare` | Builds `.local/horizon-client/26.3` from the player's own Minecraft install (runs the Java exporters) |
| `horizon-server` | `horizon-server`: `server.toml`, CLI, supervisor of the headless game ([docs/hosting.md](docs/hosting.md)) |
| `horizon-server-files` | `server.properties`, eula, ops/whitelist/bans, usercache |
| `horizon-friends`, `horizon-relay` | Play with Friends: invite codes, encrypted tunnel, the relay ([docs/play-with-friends.md](docs/play-with-friends.md)) |
| `horizon-shaderpack` | OptiFine/Iris packs: preprocessor, GLSL → WGSL ([docs/shader-packs.md](docs/shader-packs.md)) |
| `horizon-mods`, `horizon-mod-sdk`, `cargo-horizon-mod` | Sandboxed WebAssembly mods: runtime, SDK + WIT, `cargo horizon-mod` ([docs/mods.md](docs/mods.md)) |
| `horizon-port-pack` | Porting Java modpacks ([docs/modpacks.md](docs/modpacks.md)) |
| `horizon-theme` | Design tokens and fonts for the launcher, the game's own menus and the website |
| `horizon-telemetry`, `horizon-telemetry-server`, `horizon-bench` | Opt-in data collection, its ingest server, the benchmark report format |
| `horizon-dualsense`, `horizon-threads`, `horizon-release-sign`, `horizon-bots`, `voxel-kernels`, `xtask` | DualSense output, thread priorities, signed release checksums, load-test bots, occupancy kernels, repo tasks |
| `launcher/` | GPUI launcher: `main.rs` (UI), `backend.rs` (installs, updates), `cli.rs`, `mcp.rs`, `*_page.rs` |
Other top-level folders: `tools/` (harnesses and dev scripts), `tests/` (Python unit tests: `python3 -m
unittest discover -s tests`), `mods/horizon/src/test/java/dev/horizonlab/parity/` (Java oracles),
`website/` (playhorizon.dev; its paths are relative to `website/`), `docs/`, `.github/workflows/`.
## Build and test fast
```sh
python3 tools/pr_ready.py # the self-check: fmt, clippy -D warnings, touched crates' tests, harnesses; paste its block in the PR
python3 tools/pr_ready.py --quick # same without harnesses
cargo test -p horizon-client --lib --bins --tests # skips the 104 examples (pr_ready does this); `--doc` separately
cargo build --profile fast -p horizon-client # optimized, quick to link: use it to play or run lan_e2e
python3 tools/parity.py --changed origin/main # the harnesses your branch can affect (CI's parity job)
python3 tools/parity.py --changed-files paths.txt --list # which harnesses cover these files, without running them
python3 tools/parity.py mob_ai sculk # named harnesses
python3 tools/lan_e2e.py --check chest # two real games over LAN (host in-frame); --server-thread for the host on its server thread
python3 tools/agent_control_e2e.py # horizon-ctl / MCP end to end
```
- Harnesses and the game need the vanilla data in `.local/` (`minecraft/`, `horizon-client/26.3`, `datagen/`,
`tools/`): see [docs/parity-workflow.md](docs/parity-workflow.md). Without it, pr_ready lists the
harnesses for CI.
- A harness = `tools/test_<name>_parity.py` (324 of them) + a Java oracle (`mods/horizon/src/test/java/dev/horizonlab/parity/Vanilla*Oracle.java`)
+ a Rust probe: `crates/<crate>/examples/<name>_{probe,fixture}.rs` (horizon-world 175, horizon-client 104),
or the game binary with a fixture env var (`game/dispense_fixture.rs`, `game/sculk_fixture.rs`,
`game/command_harness.rs`, `game/net_harness.rs`). Copy a nearby harness for a new one.
- Probes build into `.local/parity-target/`; harnesses find binaries via `lab.cargo_target()`, never `target/`.
- What a change reruns (of 329 harnesses, measured 2026-10-23): a file of the game binary (`game.rs`, `game/`)
~25, a file of the client lib ~103, of `horizon-world` ~103–109, of `horizon-core` ~119. Plan for it.
- Rust integration tests: `crates/horizon-client/tests/` (`lan_bot.rs`, `generation_saves.rs`, `streaming_meshes.rs`).
- **macOS:** `cargo build/test --workspace` may fail to link the two wasm guest cdylibs (undefined
`horizon:mods/events` symbols) until #1446 lands: add `--exclude coords-hud --exclude horizon-mods-test-guest`.
Their real check is `cargo test -p horizon-mods` (builds them for `wasm32-unknown-unknown`).
- Linux needs `libasound2-dev libudev-dev`; `--no-default-features` drops audio and controllers (the server build).
- Run and drive the game (starts the `horizon-client` beside `horizon-ctl`; other arguments go to the game):
`target/fast/horizon-ctl --socket $PWD/ctl.sock launch --world W --creative --offscreen --wait --resources $PWD/.local/horizon-client/26.3`,
then `horizon-ctl --socket … state|keys|turn|command|screenshot|quit`
([docs/horizon-ctl-commands.md](docs/horizon-ctl-commands.md)).
## Vanilla reference
- Decompiled sources: `.local/minecraft/26.3/sources/{client,server}/` (`python3 tools/lab.py decompile`).
- Bytecode queries (callers through lambdas, every overload):
`python3 tools/rea_vanilla.py method net.minecraft.world.level.block.DispenserBlock dispenseFrom`
([docs/decompilation-status.md](docs/decompilation-status.md)).
- A harness runs the oracle against the real 26.3 jars and the Rust probe on the same inputs, then compares
their JSON. Oracle runs are cached by `tools/parity_shim.py`; `--fresh` reruns them.
- Mirror vanilla's `Math` calls with `horizon_core::jmath`, and vanilla's RNG with `horizon_core::random`:
random draws must happen in vanilla's order.
## horizon-client: where things live
`L:` = lib (`crates/horizon-client/src/`), `G:` = bin (`crates/horizon-client/src/game/`). The lib can't see
`Game`; bin code reaches the lib as `horizon_client::<module>`.
| Subsystem | Files |
|---|---|
| Game loop, tick, frame | `game.rs`: `fn run`, `impl ApplicationHandler for Game` (`window_event`, `about_to_wait`), `fn tick`, `fn tick_world`, `fn render`; L: `clock.rs`, `window.rs`, `spans.rs` |
| Rendering | L: `gfx.rs` (`Renderer::new`, `Renderer::render`), `gfx/` (cull, occlusion, translucency, upload, timing, lod, weather, stars, end_sky), `*.wgsl`, `particles.rs`, `block_entity_render.rs`, `item_render.rs`, `fog.rs`, `clouds.rs`, `camera.rs`, `first_person.rs`; G: `render_tick.rs`, `item_draw.rs` |
| Chunks, streaming, light | L: `streaming.rs` (worker pool: generate, light, mesh), `world.rs`, `chunk.rs`, `chunk_map.rs`, `light.rs`, `mesher.rs` + `mesher/`, `vanillagen.rs` (binds horizon-world's generator), `lod.rs` + `lod/`, `ticket_levels.rs`; G: `world_loading.rs`, `postprocess.rs`; game.rs `fn update_world` |
| World generation | `crates/horizon-world/src/worldgen/` (`generator*.rs`, `feature_graph.rs`, `structure/`, `carver/`) |
| Block behaviour | `crates/horizon-world/src/level/` (`mod.rs`, `tick.rs`, `hooks.rs`, `redstone.rs`, `place.rs`, `interact.rs`); game.rs `fn tick_blocks`, `fn process_level_events` |
| Mobs | L: `mobs.rs` (types), `mobs/` (`ai.rs`, `goals.rs`, `brain.rs`, `*_brain.rs`, `nav.rs`, `path.rs`, `species.rs`, `spawning.rs`, `render.rs`, `anim.rs`); G: `creatures.rs` (ticking, spawning, mob events), one file per mob family (`dragon.rs`, `wither.rs`, `villagers.rs`, `piglins.rs`, `golems.rs`...), `natural_spawning.rs` |
| Other entities | L: `entities.rs`, `projectiles.rs`, `arrows.rs`; G: `boats.rs`, `minecarts.rs`, `mounts.rs`, `armor_stands.rs`, `paintings.rs`, `frames.rs`, `fireworks.rs`, `tnt.rs`, `explosion.rs` |
| Player actions | game.rs (`fn use_hand`, `fn use_item`, `fn attack`, `fn tick_mining`, `fn break_block`); G: `hand.rs`, `combat.rs`, `consume.rs`, `potions.rs`, `shield.rs`, `crossbow.rs`, `trident.rs`, `fishing.rs`; L: `motion.rs` + `motion/` (movement), `collisions.rs`, `items.rs`, `item_data.rs` |
| Inventory and containers | L: `menu.rs` (`AbstractContainerMenu.clicked`), `container_screen.rs`, `containers.rs`, `creative.rs`, `crafting.rs`, `recipe_book*.rs`, `stations.rs`, `merchant.rs`; game.rs `fn menu_ops`, `fn click_inventory`; G: `stations.rs`, `trading.rs`, `recipe_book.rs`, `machines.rs` |
| Commands | parse: L: `command/` (`args.rs`, `selector.rs`, `tree_*.rs`, `vanilla.rs`); run: G: `commands.rs` (dispatch) + `commands/*.rs` (`admin`, `execute`, `items`, `players`, `world_cmds`...); L: `scoreboard_cmd.rs`, `data_cmd.rs`, `nbt_path.rs`; G: `functions.rs`, `command_blocks.rs` |
| UI screens | `Screen` enum in game.rs; L: `title.rs` + `title/`, `options_ui.rs`, `multiplayer.rs`, `pack_screen.rs`, `graphics_ui.rs`, `screen_draw.rs`, `ui.rs` (widgets), `hud.rs`, `hud_layout.rs`, `hud_overlays.rs`, `chat.rs`, `tab_list.rs`; G: `startup_menu.rs`, `screens.rs` (pause, death), `options.rs`, `lan_screen.rs`, `chat.rs`, `sign_edit.rs`, `books.rs` |
| Multiplayer client | L: `net.rs` (network thread); G: `remote.rs` (`fn handle_packet`, `fn tick_remote`), `remote_*.rs` (mob data, objects, projectiles, vehicles, stations) |
| LAN host / server side | L: `lan/` (`conn.rs` handshake + login threads, `hub.rs` + `hub/` play state, `chunks.rs`, `entity.rs`, `tracking.rs`, `guest.rs`, `playerdata.rs`); G: `lan.rs` (`LanHost`), `lan_actions.rs` (`fn as_guest`, `fn tick_guests`), `lan_*.rs` per feature, `lan_entities.rs` (tracked entities) |
| Integrated server | G: `integrated.rs` (the server thread), `levels.rs` (one level per dimension, `fn tick_server`), `server_travel.rs` |
| Dedicated server | G: `dedicated.rs`, `dedicated/status.rs`; crates `horizon-server-files`, `horizon-server` |
| Save and load | L: `save.rs` (level.dat, regions, playerdata), `entity_nbt.rs`, `block_entity_nbt.rs`, `options_file.rs`; G: `saving.rs`, `persist.rs` (entities); `crates/horizon-world/src/{region.rs,nbt.rs,datafix/}` |
| Input | game.rs `fn window_event`, `fn key_pressed`, `fn play_mouse`; L: `keybinds.rs`, `keymapping.rs`, `key_names.rs`, `mouse.rs`, `input.rs`, `interaction_input.rs`, `gamepad.rs`, `osk.rs`, `clipboard.rs`; G: `pad.rs`, `pad_menu.rs` |
| Audio | L: `audio.rs` (mixer), `sound_engine.rs`, `sound_events.rs`, `music.rs`, `ambience.rs`; G: `music.rs`, `subtitle_hud.rs` |
| Resource packs | L: `packs.rs` + `packs/`, `pack_screen.rs`, `atlas_sources.rs`, `sprites.rs`, `mipmap.rs`, `model_library.rs`, `font.rs`, `lang.rs`; crate `horizon-assets`; G: `packs.rs` |
| Shader packs | L: `shader_pack.rs` (Horizon WGSL packs), `java_pack.rs` + crate `horizon-shaderpack` (Iris/OptiFine), `gfx/pack_stages.rs`, `gfx/java_stages.rs`; G: `shader_packs.rs` |
| Agent control | L: `control.rs` (socket), `bin/horizon-ctl/`; G: `control.rs`, `agent.rs`, `events.rs`, `ui_control.rs` ([docs/agent-control.md](docs/agent-control.md)) |
| Mods | crate `horizon-mods`; G: `mods.rs`; L: `mod_content.rs`, `mod_list.rs` |
| Horizon extras, settings | L: `extras.rs`, `graphics.rs`, `settings.rs`, `minimap.rs`; G: `extras.rs`, `tweaks.rs`, `options.rs` |
## How `Game` is organised
- `struct Game` (game.rs, ~290 fields) holds everything. Its methods are spread over ~180 files: game.rs keeps
the core (tick, render, input, inventory, world open/close) and each `game/<feature>.rs` adds an
`impl Game<'_>` block for one feature, with its own state types. Fields are private to the bin.
- Find a feature's code: `grep -rn "fn tick_<thing>\|fn <verb>_<thing>" crates/horizon-client/src/game*`;
the file is usually `game/<thing>s.rs`. Who calls it: grep the name in game.rs's `fn tick` / `fn tick_world`.
- Fields that say which mode runs: `remote` (this window is a client of a server: multiplayer, LAN guest, or
single player on its server thread), `lan` (`LanHost`: this world is open to the network), `integrated`
(the window's own server thread), `serving` (this `Game` *is* that server thread), `options.dedicated`.
`fn tick` returns `tick_remote()` when `remote` is set; nothing else of the local simulation runs.
- A server's players run through the same gameplay code as the local player: `as_guest` swaps the guest's
state (position, inventory, mode, mining, item use) into `Game` for one call (`game/lan_actions.rs`), and
`levels.rs` swaps whole dimensions in the same way. Changes reach clients through the block log, level
events and the entity tracker (`lan/tracking.rs`, `game/lan_entities.rs`).
- Shared read-only data: `Resources` (`res`: blocks, items, recipes, mob types, biomes) and `PackResources`
(`pack`), both in game.rs.
## The two single-player paths
1. **In-frame (default since #1428):** the window's `Game` ticks the world itself, one level that follows
the player (`fn enter_dimension`). This is what Stable players run and what harnesses test.
2. **Server thread (`--server-thread` or `HORIZON_SERVER_THREAD=1`):** `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. Not at parity yet:
open `[server-thread]` issues list the gaps.
LAN guests and dedicated servers always use the server code, so a fix there serves both. Test both paths
when you touch player-facing gameplay:
```sh
cargo run --profile fast -p horizon-client -- --resources .local/horizon-client/26.3 --world T # in-frame
cargo run --profile fast -p horizon-client -- --resources .local/horizon-client/26.3 --world T --server-thread # server thread
python3 tools/lan_e2e.py --check <name> # host in-frame, guest is a server client
python3 tools/lan_e2e.py --server-thread --check <name> # host on its server thread (portals, levels, distance, lava need it)
python3 tools/parity.py dedicated_server server_entities server_player_damage
```
## Docs worth knowing
[docs/parity-workflow.md](docs/parity-workflow.md) (runner, gate, shards, scopes) ·
[docs/native-client.md](docs/native-client.md) (options, controls, horizon-ctl) ·
[docs/server-levels.md](docs/server-levels.md) (levels per dimension) ·
[docs/rust-parity.md](docs/rust-parity.md) (what is ported) · [docs/known-issues.md](docs/known-issues.md) ·
[docs/release-flow.md](docs/release-flow.md) · [docs/README.md](docs/README.md) (index).
Symlink
+1
View File
@@ -0,0 +1 @@
AGENTS.md
+6
View File
@@ -53,6 +53,11 @@ crates you touched (and the launcher's), generated files, `Cargo.lock`, the Pyth
your change can affect. Without the vanilla data on your machine it lists those harnesses instead; CI runs them.
`--quick` skips the harnesses. It exits non-zero when something fails.
For the game workspace, Clippy checks all targets of the touched crates and their transitive workspace dependents,
including examples. The dependency scope includes optional, platform, build and development dependencies.
Tests run library, binary, integration and doc tests without building unrelated example executables. Shared Cargo
configuration and toolchain changes select the whole workspace; CI also keeps its workspace-wide checks.
## Pull requests
- **Small.** One change per pull request, under about 500 lines of code where you can; split bigger work into
@@ -66,6 +71,7 @@ your change can affect. Without the vanilla data on your machine it lists those
`release-now` is for crash fixes that shouldn't wait. pr_ready suggests one.
Every merge to main is released automatically ([release flow](docs/release-flow.md)), so main always stays playable.
How agents, checks, releases and signed updates keep this safe: [security](docs/security.md).
## Parity checks on forks
Generated
+34 -3
View File
@@ -1293,6 +1293,7 @@ dependencies = [
"log",
"presser",
"thiserror 2.0.21",
"windows 0.62.2",
]
[[package]]
@@ -1394,6 +1395,7 @@ dependencies = [
name = "horizon-bench"
version = "0.1.0"
dependencies = [
"horizon-telemetry",
"serde",
"serde_json",
]
@@ -1429,6 +1431,7 @@ dependencies = [
"horizon-shaderpack",
"horizon-telemetry",
"horizon-theme",
"horizon-threads",
"horizon-world",
"log",
"miniz_oxide 0.8.9",
@@ -1490,7 +1493,6 @@ dependencies = [
name = "horizon-mods"
version = "0.1.0"
dependencies = [
"horizon-mods",
"log",
"serde",
"serde_json",
@@ -1537,6 +1539,7 @@ version = "0.1.0"
dependencies = [
"flate2",
"getrandom 0.3.4",
"horizon-core",
"horizon-world",
"serde_json",
"sha1",
@@ -1552,17 +1555,29 @@ dependencies = [
"serde_json",
]
[[package]]
name = "horizon-release-sign"
version = "0.1.0"
dependencies = [
"base64",
"ring",
]
[[package]]
name = "horizon-server"
version = "0.1.0"
dependencies = [
"chrono",
"horizon-bench",
"horizon-release-sign",
"horizon-server-files",
"libc",
"serde",
"serde_json",
"sha2",
"toml",
"toml_edit",
"ureq",
"windows-sys 0.61.2",
"zip",
]
@@ -1604,6 +1619,14 @@ dependencies = [
name = "horizon-theme"
version = "0.1.0"
[[package]]
name = "horizon-threads"
version = "0.1.0"
dependencies = [
"libc",
"windows-sys 0.61.2",
]
[[package]]
name = "horizon-world"
version = "0.1.0"
@@ -3017,6 +3040,12 @@ dependencies = [
"getrandom 0.2.17",
]
[[package]]
name = "range-alloc"
version = "0.1.5"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ca45419789ae5a7899559e9512e58ca889e41f04f1f2445e9f4b290ceccd1d08"
[[package]]
name = "raw-window-handle"
version = "0.6.2"
@@ -4591,12 +4620,11 @@ dependencies = [
[[package]]
name = "wgpu-hal"
version = "30.0.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b6b7fb58561a792bc237628ba0792e332de418fefe145f13b5ed8201e6d52f58"
dependencies = [
"android_system_properties",
"arrayvec",
"ash",
"bit-set 0.10.0",
"bitflags 2.13.2",
"block2 0.6.2",
"bytemuck",
@@ -4615,11 +4643,13 @@ dependencies = [
"objc2-foundation 0.3.2",
"objc2-metal 0.3.2",
"objc2-quartz-core 0.3.2",
"once_cell",
"ordered-float",
"parking_lot",
"portable-atomic",
"portable-atomic-util",
"profiling",
"range-alloc",
"raw-window-handle",
"raw-window-metal",
"renderdoc-sys",
@@ -4629,6 +4659,7 @@ dependencies = [
"wgpu-naga-bridge",
"wgpu-types",
"windows 0.62.2",
"windows-core 0.62.2",
]
[[package]]
+10 -2
View File
@@ -1,6 +1,6 @@
[workspace]
exclude = ["launcher", "crates/horizon-telemetry-server"]
members = ["crates/horizon-core", "crates/horizon-dualsense", "crates/horizon-world", "crates/voxel-kernels", "crates/horizon-client", "crates/horizon-server-files", "crates/horizon-server", "crates/horizon-bots", "crates/horizon-assets", "crates/horizon-protocol", "crates/horizon-theme", "crates/horizon-shaderpack", "crates/horizon-prepare", "crates/horizon-telemetry", "crates/horizon-bench", "crates/horizon-friends", "crates/horizon-relay", "crates/horizon-mod-sdk", "crates/horizon-mods", "crates/horizon-mods/tests/guest", "crates/cargo-horizon-mod", "crates/horizon-port-pack", "crates/horizon-mod-sdk/examples/coords-hud", "xtask"]
exclude = ["launcher", "crates/horizon-telemetry-server", "third_party/wgpu-hal"]
members = ["crates/horizon-core", "crates/horizon-dualsense", "crates/horizon-threads", "crates/horizon-world", "crates/voxel-kernels", "crates/horizon-client", "crates/horizon-server-files", "crates/horizon-server", "crates/horizon-bots", "crates/horizon-assets", "crates/horizon-protocol", "crates/horizon-theme", "crates/horizon-shaderpack", "crates/horizon-prepare", "crates/horizon-telemetry", "crates/horizon-bench", "crates/horizon-friends", "crates/horizon-relay", "crates/horizon-mod-sdk", "crates/horizon-mods", "crates/horizon-mods/tests/guest", "crates/cargo-horizon-mod", "crates/horizon-port-pack", "crates/horizon-release-sign", "crates/horizon-mod-sdk/examples/coords-hud", "xtask"]
resolver = "2"
[workspace.package]
@@ -16,6 +16,14 @@ type_complexity = "allow"
needless_range_loop = "allow"
large_enum_variant = "allow"
# wgpu-hal 30.0.1 with gfx-rs/wgpu#10124: wgpu 30 creates a Vulkan descriptor
# pool with no pool sizes while it creates the device, which Vulkan allows only
# since 1.3.215, and Intel's Windows driver for 6th-10th gen iGPUs (HD 520/530,
# UHD 620/630) crashes on it with an access violation (#746). Drop this and the
# folder once a wgpu release has the fix.
[patch.crates-io]
wgpu-hal = { path = "third_party/wgpu-hal" }
# Line tables keep file:line in backtraces; full debug info made every
# example and test binary hundreds of megabytes and slow to link.
[profile.dev]
+36 -76
View File
@@ -14,104 +14,64 @@
<p align="center">
<a href="https://playhorizon.dev"><b>Website</b></a> ·
<a href="#download"><b>Download</b></a> ·
<a href="#what-changed-in-v202610131"><b>What changed</b></a> ·
<a href="#screenshots"><b>Screenshots</b></a> ·
<a href="#project-status"><b>Parity status</b></a> ·
<a href="docs/README.md"><b>Documentation</b></a>
<a href="https://playhorizon.dev/docs/"><b>Documentation</b></a> ·
<a href="https://github.com/ludovic111/horizon/releases"><b>Release notes</b></a> ·
<a href="#project-status"><b>Project status</b></a> ·
<a href="#contributing"><b>Contributing</b></a>
</p>
# Horizon
A Rust rewrite of Minecraft: Java Edition 26.3 built for one-to-one vanilla parity, checked against the game itself with differential tests.
Every subsystem matches vanilla in all 281 parity harnesses, on Linux and macOS: 100% of what the harnesses compare (see [Project status](#project-status)). The native client is playable on Linux, macOS (Apple Silicon) and Windows.
Horizon is Minecraft: Java Edition 26.3 rewritten in Rust: a native game that reads the same worlds, follows the same rules and generates the same terrain as the Java game, and is checked against it by 281 differential harnesses. You play it through a small launcher, on the files from your own copy of Minecraft. It is free, open source and unofficial.
> Not an official Minecraft product. Not approved by or associated with Mojang or Microsoft. Horizon contains no Minecraft code, assets or data: you need your own legally obtained copy of Minecraft: Java Edition 26.3.
## What changed in v2026.10.13.1
The latest release ([notes](https://github.com/ludovic111/horizon/releases/tag/v2026.10.13.1)):
- **Horizon's own menus:** a new title screen, world list, options and pause menu in the launcher's style, over a live frozen landscape. The vanilla look is still available: Options → Interface → Menu style → Classic.
- **Graphics settings, Simple and Advanced:** presets (Performance, Balanced, Quality, Ultra), or every rendering, quality, display and performance setting, each with a short description and its cost, plus a performance overlay.
- **Much faster rendering:** for example, at render distance 8 over a village, 363 → 2,409 FPS on an RTX 4080. Render distance 32 still stutters in places.
- **Fixed:** no sound on Linux; Linux builds that only ran on the machine they were built on; a missing DLL on Windows (the launcher no longer needs the Visual C++ runtime); memory growing and the frame rate dropping near villages (mobs were duplicated when chunks reloaded); resource preparation failing on Linux with "Missing … java-objc-bridge" ([#41](https://github.com/ludovic111/horizon/issues/41)); the hand and held item at high FOV; missing swing animations.
## Download
Horizon is downloaded only through **the Horizon launcher**: get it from [playhorizon.dev](https://playhorizon.dev) or from [the launcher's releases](https://github.com/ludovic111/horizon/releases?q=launcher-v&expanded=true) (the newest `launcher-v*` release, currently [launcher-v0.1.3](https://github.com/ludovic111/horizon/releases/tag/launcher-v0.1.3)), for Linux x86-64, macOS Apple Silicon or Windows x64. The launcher installs and updates the game, prepares its resources from your own copy of Minecraft, starts the client or a dedicated server, and updates itself.
Horizon is installed through **the Horizon launcher**. Get it from [playhorizon.dev](https://playhorizon.dev) (the Download button picks your system) or from [the launcher releases](https://github.com/ludovic111/horizon/releases?q=launcher-v&expanded=true), for Linux x86-64, macOS on Apple Silicon or Windows x64. The launcher installs and updates the game, prepares its files from your own copy of Minecraft, and updates itself.
**You need** Minecraft: Java Edition installed with the official launcher, with 26.3 played once; Python 3.10 or newer and Java 25 (a JDK, e.g. Eclipse Temurin 25) for the one-time resource preparation; and a GPU with Vulkan on Linux and Windows, or any Apple Silicon Mac.
### The launcher
**You need** Minecraft: Java Edition 26.3, played once (the official launcher, Prism, MultiMC and other launchers all work); a Java 25 JDK, for the one-time preparation; and a GPU with Vulkan on Linux and Windows, or any Apple Silicon Mac. Step by step, with macOS's first-open prompt and the first launch: [Install and first launch](https://playhorizon.dev/docs/install).
<table>
<tr>
<td width="50%"><img src="docs/media/launcher-play.webp" alt="The launcher's Play page: v2026.10.14.1 ready to play, its summary, Client and Server, the version picker and Play, the resources and the Minecraft folder as a numbered list"></td>
<td width="50%"><img src="docs/media/launcher-patch-notes.webp" alt="The launcher's Patch notes page, showing the notes of Horizon 2026.10.14.1"></td>
<td width="50%"><img src="docs/media/launcher-play.webp" alt="The launcher's Play page: a version ready to play, its summary, Client and Server, the version picker and Play"></td>
<td width="50%"><img src="docs/media/launcher-patch-notes.webp" alt="The launcher's Patch notes page"></td>
</tr>
</table>
It lists Horizon's releases and installs the build for your platform, shows each release's patch notes, updates Horizon and itself, and doubles as a command-line tool and an MCP server. See [the launcher's README](launcher/README.md).
## What works today
## Screenshots
The [documentation](https://playhorizon.dev/docs/) covers each of these.
Captured in the Rust client itself, with vanilla assets and no mods or shaders.
- **The game:** singleplayer with vanilla's world generation, mobs, villagers, raids, redstone, every command, the HUD and the recipe book, on saves in vanilla's format. Worlds from 1.8 to 26.2 are upgraded as vanilla does. [Status table](#project-status).
- **Horizon's own extras:** new menus (vanilla's are one setting away), graphics presets, distant terrain up to 1024 chunks, controller support, optional zoom, minimap and more, all off by default where they would change the vanilla look. See [Settings](https://playhorizon.dev/docs/settings).
- **Resource packs, shader packs and data packs:** resource packs work, Java shader packs run their full-screen effects (experimental), and data packs load functions, predicates and item modifiers.
- **Playing with others:** invite friends from the pause menu's Friends button with a code, Open to LAN, and joining offline-mode servers. Horizon cannot sign in to a Microsoft account yet, so it cannot join servers that check accounts. See [Multiplayer](https://playhorizon.dev/docs/multiplayer).
- **Mods:** Horizon has its own mod system (Rust compiled to WebAssembly). Java mod jars do not run. See [Mods and data packs](https://playhorizon.dev/docs/mods).
### Menus and settings
<table>
<tr>
<td colspan="2"><img src="docs/media/menu-title.webp" alt="Horizon's title screen: the mark and the pages on the left, the Horizon title, Singleplayer and Multiplayer, and the last world played and the faint wordmark, over a veiled snowy landscape"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/menu-worlds.webp" alt="The Singleplayer page: two worlds with their dates and game modes, and Create world and Play buttons"></td>
<td width="50%"><img src="docs/media/settings.webp" alt="The Video settings in their Simple view: a preset, render distance, field of view, framerate, VSync and GUI scale, each with what it costs"></td>
</tr>
</table>
The vanilla menus are one setting away: Options → Interface → Menu style → Classic. See [Graphics settings](docs/graphics.md).
### In game
Screenshots, captured in the Rust client itself with vanilla assets and no mods or shaders:
<table>
<tr>
<td colspan="2"><img src="docs/media/sunset.webp" alt="Sunset over a savanna river valley and a plains village"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/village.webp" alt="A plains village among savanna hills, with farms, villagers and an iron golem"></td>
<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, Advanced Graphics and Shader Packs"></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>
<td width="50%"><img src="docs/media/night.webp" alt="Moonrise over a torch-lit village and river"></td>
</tr>
<tr>
<td width="50%"><img src="docs/media/underwater.webp" alt="Tropical fish over a warm-ocean coral reef"></td>
<td width="50%" valign="middle">
Vanilla world generation ported to Rust (terrain, aquifers, carvers, features, villages and the Nether), every block model with smooth lighting and biome tints, the vanilla sky and fog, mobs and the HUD: everything in these frames is drawn by Horizon.
</td>
</tr>
</table>
## What it does
## Host a server
Horizon reimplements the Minecraft Java client and its game logic in Rust, one subsystem at a time, and compares each piece with the vanilla game. Each `tools/test_*_parity.py` harness drives the same inputs through Horizon and through the vanilla client and server bytecode from your own copy of the game, then checks that the outputs are identical. It is for players and developers interested in game reimplementation, and for anyone who wants to see how far a behaviour-exact native rewrite can go.
The launcher's **Servers** page creates, starts, backs up and updates a Horizon server with buttons, and invites friends over Tailscale. On a VPS, `horizon-server` installs with one command and runs without Java. Guide: [Host a server](https://playhorizon.dev/docs/hosting) ([reference](docs/hosting.md)).
The [native client](docs/native-client.md) opens on a vanilla-style title screen with world creation and selection, and generates worlds with the Rust port of the vanilla generators: noise terrain, aquifers, surface rules, carvers and placed features, all checked against vanilla. It streams and lights chunks on worker threads and renders every vanilla block model with smooth lighting, biome tints, the vanilla sky, sun, moon, stars and clouds. Gameplay includes:
## Modpacks
- validated player physics, health and hunger;
- mining with vanilla tool rules and loot tables;
- placing, crafting, chests and furnaces;
- dropped items, particles and sounds;
- passive and hostile mobs with combat and vanilla AI, including guardians, shulkers, illagers, ravagers, the wither, the ender dragon fight, the breeze, the creaking, the sniffer, the happy ghast, llamas and the copper golem;
- villagers that take jobs, trade, restock, meet at the bell and sleep in beds, on a port of vanilla's brain;
- raids and pillager patrols;
- dispensers, crafters, the loom and the recipe book;
- every command, scoreboards and teams, the player list, subtitles and the HUD overlays;
- boats, minecarts, item frames, paintings and armor stands;
- shields, maps, books, fireworks, beacons, advancements and statistics;
- Anvil saves, joining vanilla servers, and opening a world to LAN.
The launcher's **Modpacks** page imports a Modrinth or CurseForge pack, shows which of its mods Horizon can carry over, and plays the ones it can as their own profile. Today that means content mods made of data and assets; mods with Java code are not ported yet. See [Modpacks](https://playhorizon.dev/docs/modpacks).
## Agent control
@@ -147,7 +107,18 @@ cargo run --release -p horizon-client
Everything prepared lands in the gitignored `.local/`. It is derived from the game: never commit it or share it.
The client starts on the title screen. Command-line options (`--world`, `--seed`, `--creative`, `--render-distance`, `--dedicated`), controls, playing and scripting through `horizon-ctl` and its MCP server, and the architecture are described in [the native client guide](docs/native-client.md). The rest of the documentation is indexed in [docs/README.md](docs/README.md), including [the parity workflow](docs/parity-workflow.md).
The client starts on the title screen. Command-line options (`--world`, `--seed`, `--creative`, `--render-distance`, `--dedicated`), controls, scripting through `horizon-ctl` and the architecture are described in [the native client guide](docs/native-client.md). The rest of the developer documentation is indexed in [docs/README.md](docs/README.md), including [the parity workflow](docs/parity-workflow.md).
## Contributing
Issues and pull requests are welcome: see [CONTRIBUTING.md](CONTRIBUTING.md) for how we work (vanilla first, small pull requests, labels), or [the contributing guide](https://playhorizon.dev/docs/contributing) on the site. Questions and ideas: [Discord](https://discord.gg/HcTeMZxe5E). Before opening a pull request, run the self-check and paste the block it prints:
```sh
git config core.hooksPath .githooks
python3 tools/pr_ready.py
```
It runs rustfmt, clippy with warnings denied, the tests of the crates you touched, the Python tests, the public-tree check, and the vanilla harnesses your change can affect. CI runs the same checks on GitHub's Linux runners; the vanilla harnesses need the game, which Horizon never downloads, so they run on a maintainer's computer holding their own copy. Never commit game files, decompiled source or prepared resources: `tools/check_public_tree.py` rejects them, and tracked Java is allowed only under the project's own `dev/horizonlab` namespace.
## Project status
@@ -182,18 +153,7 @@ them too (Rust uses Java's own float maths on each platform).
### Known issues
Online-mode servers (Mojang's session servers) are not supported; skins served over https show the default skin unless already cached; pack icons show the unknown-pack texture in game; the creative hotbar keys (C/X) aren't wired to the hotbar loader; item tooltips lack attribute lines.
## Contributing
Issues and pull requests are welcome: see [CONTRIBUTING.md](CONTRIBUTING.md) for how we work (vanilla first, small pull requests, labels). Before opening a pull request, run the self-check and paste the block it prints:
```sh
git config core.hooksPath .githooks
python3 tools/pr_ready.py
```
It runs rustfmt, clippy with warnings denied, the tests of the crates you touched, the Python tests, the public-tree check, and the vanilla harnesses your change can affect. CI runs the same checks on GitHub's Linux runners; the vanilla harnesses need the game, which Horizon never downloads, so they run on a self-hosted runner holding the maintainer's own copy. Never commit game files, decompiled source or prepared resources: `tools/check_public_tree.py` rejects them, and tracked Java is allowed only under the project's own `dev/horizonlab` namespace.
Horizon can't sign in to a Microsoft account yet, so it can't join online-mode servers (it joins offline-mode ones); skins served over https show the default skin unless already cached; pack icons show the unknown-pack texture in game; the creative hotbar keys (C/X) aren't wired to the hotbar loader; item tooltips lack attribute lines.
## Licence
+19
View File
@@ -29,3 +29,22 @@ 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.
```
## wgpu-hal
`third_party/wgpu-hal` is [wgpu-hal](https://github.com/gfx-rs/wgpu) 30.0.1 by the gfx-rs
developers, with one upstream fix applied
([gfx-rs/wgpu#10124](https://github.com/gfx-rs/wgpu/pull/10124)). It is licensed under MIT or
Apache-2.0; both licenses are in that folder (`LICENSE.MIT`, `LICENSE.APACHE`).
## Pixelify Sans
`crates/horizon-theme/fonts/PixelifySans-*.ttf` is [Pixelify Sans](https://github.com/eifetx/Pixelify-Sans)
by The Pixelify Sans Project Authors, licensed under the SIL Open Font License 1.1
(`crates/horizon-theme/fonts/OFL-PixelifySans.txt`).
## Pixelarticons
`crates/horizon-theme/icons/pixel/*.svg` are icons from
[Pixelarticons](https://github.com/halfmage/pixelarticons) by Gerrit Halfmann, under the MIT
license (`crates/horizon-theme/icons/pixel/LICENSE-pixelarticons.txt`).
@@ -0,0 +1,137 @@
# Horizon's server against vanilla 26.3: mixed bots, equal work (2026-10-18)
This reruns `../server-mixed-2026-10-18/` with the bots' load made the same on both servers. In that run the
`explore` bots flew as fast as each server sent them chunks. Horizon kept up and vanilla didn't, so Horizon
sent 2.9 to 5.9 times as many chunks a second, and vanilla's walking bots got a fifth of the chunks Horizon's
got. The comparison of tick times wasn't fair.
## Summary
- **The work was equal** at 1 and 10 bots. At 25 bots it was equal in chunks sent a second (158.6 against 157.6);
vanilla was still catching up on chunks its bots hadn't had yet, see "Equal work" below. Every bot joined, none
was dropped, no chunk was sent twice, and no bot ever waited for the chunk it stood in.
- **Tick time (MSPT), same work:**
- 1 bot: 1.8 ms on Horizon against 11.3 on vanilla;
- 10 bots: 4.7 against 34.3 ms;
- 25 bots: 11.7 against 50.5 ms. Vanilla dropped just under 20 TPS (19.8) and its worst 5-second P99 was
1388 ms, against Horizon's 130;
- 50 bots: Horizon ran at 23.8 ms (20 TPS). Vanilla's watchdog stopped its server 30 s after the last bot
joined ("A single server tick took 60.01 seconds").
- **Memory:** Horizon's RSS was 4.1 to 4.9 times smaller: 0.69 against 3.40 GB with one bot, 0.95 against
3.87 GB with 25, and 1.03 GB with 50. Vanilla's heap is fixed at 4 GB, so its RSS is mostly that heap.
- **CPU** (100 % is one of the machine's 4 threads): 30 against 128 % at 10 bots, 58 against 192 % at 25.
- **What changed since the first run:** the first run's vanilla held 50 bots at 29.7 ms because its walking
bots got 640 to 1100 chunks each. With the explore bots paced, vanilla serves the walking bots in full
(5400 to 6100 chunks each, against Horizon's 6100 to 6600), and that is the load it can't carry at 50.
## Results
MSPT is milliseconds per tick from each server's own `/tick query` (50 is the limit for 20 TPS). P95 and P99
are over the 300 measured seconds. "Worst P99" is the highest P99 of a single 5-second query. RSS and CPU
cover the server's process tree. "First-time chunks/s" counts chunks a bot hadn't received before (summed
over the bots). "Waited" is ticks a second that bots stood still waiting for their own chunk. "Pulled back"
counts position packets that moved a bot back.
| Bots | Server | MSPT | P95 | P99 | Worst P99 | TPS | RSS (mean / max) | CPU | Start | Chunks/s | First-time chunks/s | Waited | Pulled back |
|---:|---|---:|---:|---:|---:|---:|---:|---:|---:|---:|---:|---:|---:|
| 1 | Horizon | **1.77** | 4.21 | 13.04 | 47.5 | 20 | **0.69 / 0.69 GB** | 28 % | 19.7 s | 9.94 | 0.01 | 0 | 0 |
| 1 | vanilla | 11.34 | 17.12 | 33.22 | 119.1 | 20 | 3.40 / 3.42 GB | 36 % | 20.4 s | 9.98 | 0.01 | 0 | 0 |
| 10 | Horizon | **4.74** | 10.48 | 19.69 | 120.1 | 20 | **0.86 / 0.88 GB** | 30 % | 19.5 s | 61.35 | 1.79 | 0 | 4159 |
| 10 | vanilla | 34.30 | 53.72 | 89.08 | 375.8 | 20 | 3.71 / 3.75 GB | 128 % | 19.9 s | 61.66 | 1.93 | 0 | 3976 |
| 25 | Horizon | **11.72** | 24.45 | 43.79 | 129.8 | 20 | **0.95 / 1.09 GB** | 58 % | 9.6 s | 158.57 | 5.78 | 0 | 3496 |
| 25 | vanilla | 50.45 | 74.09 | 191.21 | 1388.1 | 19.82 | 3.87 / 4.75 GB | 192 % | 37.8 s | 157.63 | 8.25 | 0 | 3629 |
| 50 | Horizon | **23.82** | 50.98 | 74.64 | 195.9 | 20 | **1.03 / 1.20 GB** | 98 % | 14.9 s | 302.81 | 10.96 | 0 | 7565 |
| 50 | vanilla | stopped by its watchdog | | | | | | | 11.2 s | | | | |
Chunks each bot received over the whole run, by behaviour (mean):
| Bots | Server | walk | explore | idle |
|---:|---|---:|---:|---:|
| 1 | Horizon | 6092 | | |
| 1 | vanilla | 6084 | | |
| 10 | Horizon | 6248 | 1165 | 473 |
| 10 | vanilla | 5729 | 1124 | 473 |
| 25 | Horizon | 6629 | 1267 | 473 |
| 25 | vanilla | 5387 | 1119 | 473 |
| 50 | Horizon | 6497 | 1256 | 473 |
Both servers pulled bots back about as often (`moved too quickly` 20 and 296 times on vanilla at 10 and 25
bots).
## Equal work
`tools/server_bench.py` now prints a work table after the runs. At each bot count it compares every server's
chunks sent a second and first-time chunks a second with the busiest server's. Work counts as equal when
both are within 10 % (or within a chunk a second when there are few). The report keeps the table as `work`.
| Bots | Chunks/s (Horizon, vanilla) | First-time chunks/s (Horizon, vanilla) | Equal |
|---:|---|---|---|
| 1 | 9.94, 9.98 | 0.01, 0.01 | yes |
| 10 | 61.35, 61.66 | 1.79, 1.93 | yes |
| 25 | 158.57, 157.63 | 5.78, 8.25 | no: vanilla sent 2.5 more first-time chunks a second |
Two settings made the load the same:
- **Explore bots paced at 0.8 blocks a second** (`--explore-speed 0.8`), the rate the 2026-10-17 run showed
both servers keep up with. Every bot then follows the same path on both servers. The path is deterministic
per bot, and a bot only stops while the chunk it stands in hasn't arrived, which never happened here
(`Waited` 0). So both servers had the same chunks to send.
- **A 300-second warm-up** before the 300 measured seconds. A first pass with the old 60-second warm-up
(aborted after 10 bots) sent the same chunks a second on both (63.1 against 61.4). But vanilla was still
delivering the bots' first views during the measurement (12.9 first-time chunks a second against Horizon's
4.1), so its window held more work than Horizon's. With 300 seconds both were in steady state at 1 and 10
bots. At 25, vanilla still sent 2.5 more first-time chunks a second than Horizon: 1.6 % of all it sent, and
its walking bots ended the run with 19 % fewer chunks. Read the 25-bot tick times with that in mind: the
extra first-time chunks are work vanilla had still to do because it fell behind.
## Method
`tools/server_bench.py` ran each configuration on a fresh server:
- the same `server.properties` on both: seed 12345, view and simulation distance 10, offline, creative,
difficulty easy, `sync-chunk-writes=true`, white-list off;
- `gamerule respawn_radius 0`, and otherwise vanilla's default game rules (the locator bar on for both);
- the server waits for `Done`, the bots join one a second, warm up for 300 seconds and are measured for 300,
with `/tick query` every 5 seconds and RSS and CPU every second.
The bots are `horizon-bots --behaviour mixed`: 60 % walk, 20 % explore and 20 % idle, each choice deterministic
per bot. All are creative and fly 24 blocks above spawn. `walk` flies to random points within 48 blocks at
5.6 blocks a second, `explore` flies straight out at 0.8 blocks a second, and `idle` hovers.
**Machine.** The ThinkPad: Intel Core i7-7500U (2 cores, 4 threads), 32 GB, NixOS. The desktop (24 threads)
was meant to run it, but it didn't wake (`~/fleet/power wake desktop` timed out, as it did for the first run).
No other session ran on the ThinkPad during the runs (`load.txt`, a sample a minute). The servers ran under
`nice -n 19`. The bots ran on the Mac mini (M4 Pro, shared with other work at 70 to 90 % CPU) and reached the
ThinkPad over the tailnet.
**What ran.**
- Horizon: the server build from #916 (`horizon-client --no-default-features`, no sound or controllers) at
519ec121, packaged with `xtask package-server` and installed with `install.sh --archive`, as Linux owners
will get it. `horizon-server` ran it as `horizon-engine`. The game files were prepared from the owner's own
Minecraft. `horizon-bots` and `server_bench.py` came from this PR.
- Vanilla: the pinned 26.3 server jar (the owner's own copy) on OpenJDK 25.0.4.1, `-Xms4g -Xmx4g`.
`server_bench.py` stopped after vanilla's 50-bot server crashed and before it wrote its report.
`mixed-equal.json` holds the run lines it printed. The vanilla 50 entry and its error come from that server's
log, and the `work` table was computed with `server_bench.work`. `load.txt` is the fleet monitor's view of the
machines during the runs.
## Reproduce
curl -fsSL https://raw.githubusercontent.com/ludovic111/horizon/main/packaging/server/install.sh | sh
horizon-prepare --prepare --server-jar /path/to/server.jar # your own copy
cargo build --release -p horizon-bots # on the machine that runs the bots
# in a checkout whose .local/minecraft holds the pinned vanilla jars (tools/lab.py prepare):
HORIZON_BENCH_BIN=~/.local/share/horizon/current \
python3 tools/server_bench.py --servers horizon,vanilla --bots 1,10,25,50 --behaviour mixed \
--explore-speed 0.8 --warmup 300 --nice 19 \
--bots-via 'ssh <bots machine>' --bots-bin /path/to/horizon-bots --connect <this machine's address> \
--out mixed-equal.json
## Next
- One pass per configuration ran. Vanilla at 50 bots, in particular, needs a second pass, ideally on the
desktop (24 threads), where neither server is CPU-bound.
- 100 bots, and Paper and Fabric + Lithium (docs/server.md section 9).
- A longer warm-up, or measuring from when the first-time chunk rate settles, so the 25-bot work is equal too.
@@ -0,0 +1,702 @@
2026-10-18T19:32:39Z
ludothinkpad ok: 27.2 GB free, 4 threads 17% busy, 0 sessions
desktop offline
macmini ok: 25.9 GB free, 14 threads 73% busy, 1 sessions
macbook offline
RAM 27.0 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 42% busy (agents 0.0, rest 1.6 cores) · 80°C · load 5.9
· disk 289.5 GB free · battery 96% · Ludovic: away
2026-10-18T19:33:44Z
ludothinkpad ok: 26.7 GB free, 4 threads 19% busy, 0 sessions
desktop offline
macmini busy: 26.7 GB free, 14 threads 93% busy, 1 sessions
macbook offline
RAM 26.7 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 34% busy (agents 0.0, rest 1.7 cores) · 81°C · load 4.0
· disk 289.5 GB free · battery 96% · Ludovic: away
2026-10-18T19:34:48Z
ludothinkpad ok: 26.4 GB free, 4 threads 56% busy, 0 sessions
desktop offline
macmini busy: 26.9 GB free, 14 threads 90% busy, 1 sessions
macbook offline
RAM 26.4 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 54% busy (agents 0.0, rest 2.2 cores) · 79°C · load 2.8
· disk 289.5 GB free · battery 96% · Ludovic: away
2026-10-18T19:35:52Z
ludothinkpad ok: 26.7 GB free, 4 threads 27% busy, 0 sessions
desktop offline
macmini ok: 25.4 GB free, 14 threads 85% busy, 1 sessions
macbook offline
RAM 26.6 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 30% busy (agents 0.0, rest 1.1 cores) · 82°C · load 2.2
· disk 289.5 GB free · battery 96% · Ludovic: away
2026-10-18T19:36:57Z
ludothinkpad ok: 26.7 GB free, 4 threads 25% busy, 0 sessions
desktop offline
macmini busy: 25.4 GB free, 14 threads 93% busy, 1 sessions
macbook offline
RAM 26.7 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 37% busy (agents 0.0, rest 1.2 cores) · 80°C · load 1.5
· disk 289.5 GB free · battery 96% · Ludovic: away
2026-10-18T19:38:01Z
ludothinkpad ok: 26.6 GB free, 4 threads 54% busy, 0 sessions
desktop offline
macmini ok: 26.7 GB free, 14 threads 64% busy, 1 sessions
macbook offline
RAM 26.6 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 21% busy (agents 0.0, rest 1.2 cores) · 81°C · load 1.9
· disk 289.5 GB free · battery 96% · Ludovic: away
2026-10-18T19:39:05Z
ludothinkpad ok: 26.7 GB free, 4 threads 20% busy, 0 sessions
desktop offline
macmini ok: 26.1 GB free, 14 threads 70% busy, 1 sessions
macbook offline
RAM 26.7 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 28% busy (agents 0.0, rest 1.0 cores) · 81°C · load 1.3
· disk 289.5 GB free · battery 96% · Ludovic: away
2026-10-18T19:40:10Z
ludothinkpad ok: 26.7 GB free, 4 threads 39% busy, 0 sessions
desktop offline
macmini ok: 29.2 GB free, 14 threads 73% busy, 1 sessions
macbook offline
RAM 26.6 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 32% busy (agents 0.0, rest 1.7 cores) · 80°C · load 0.9
· disk 289.5 GB free · battery 96% · Ludovic: away
2026-10-18T19:41:14Z
ludothinkpad ok: 26.7 GB free, 4 threads 31% busy, 0 sessions
desktop offline
macmini ok: 28.8 GB free, 14 threads 77% busy, 1 sessions
macbook offline
RAM 26.7 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 15% busy (agents 0.0, rest 1.1 cores) · 82°C · load 1.3
· disk 289.5 GB free · battery 96% · Ludovic: away
2026-10-18T19:42:19Z
ludothinkpad ok: 26.5 GB free, 4 threads 26% busy, 0 sessions
desktop offline
macmini busy: 26.1 GB free, 14 threads 94% busy, 1 sessions
macbook offline
RAM 26.2 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 30% busy (agents 0.0, rest 1.3 cores) · 78°C · load 1.1
· disk 289.6 GB free · battery 96% · Ludovic: away
2026-10-18T19:43:23Z
ludothinkpad busy: 26.7 GB free, 4 threads 99% busy, 0 sessions
desktop offline
macmini ok: 28.2 GB free, 14 threads 83% busy, 1 sessions
macbook offline
RAM 26.3 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 99% busy (agents 0.0, rest 3.8 cores) · 86°C · load 2.4
· disk 289.6 GB free · battery 96% · Ludovic: away
2026-10-18T19:44:27Z
ludothinkpad busy: 25.2 GB free, 4 threads 98% busy, 0 sessions
desktop offline
macmini ok: 29.0 GB free, 14 threads 73% busy, 1 sessions
macbook offline
RAM 24.9 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 83% busy (agents 0.0, rest 3.7 cores) · 83°C · load 5.5
· disk 289.5 GB free · battery 96% · Ludovic: away
2026-10-18T19:45:31Z
ludothinkpad ok: 24.5 GB free, 4 threads 39% busy, 0 sessions
desktop offline
macmini busy: 27.0 GB free, 14 threads 93% busy, 1 sessions
macbook offline
RAM 24.6 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 34% busy (agents 0.0, rest 1.5 cores) · 84°C · load 3.5
· disk 289.5 GB free · battery 96% · Ludovic: away
2026-10-18T19:46:35Z
ludothinkpad ok: 23.7 GB free, 4 threads 69% busy, 0 sessions
desktop offline
macmini busy: 26.2 GB free, 14 threads 90% busy, 1 sessions
macbook offline
RAM 23.8 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 75% busy (agents 0.0, rest 2.8 cores) · 87°C · load 2.7
· disk 289.5 GB free · battery 96% · Ludovic: away
2026-10-18T19:47:40Z
ludothinkpad ok: 23.8 GB free, 4 threads 66% busy, 0 sessions
desktop offline
macmini busy: 25.9 GB free, 14 threads 85% busy, 1 sessions
macbook offline
RAM 23.8 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 59% busy (agents 0.0, rest 2.5 cores) · 83°C · load 2.9
· disk 291.7 GB free · battery 96% · Ludovic: away
2026-10-18T19:48:44Z
ludothinkpad ok: 24.2 GB free, 4 threads 61% busy, 0 sessions
desktop offline
macmini busy: 29.0 GB free, 14 threads 90% busy, 1 sessions
macbook offline
RAM 24.3 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 62% busy (agents 0.0, rest 2.5 cores) · 84°C · load 3.2
· disk 291.6 GB free · battery 96% · Ludovic: away
2026-10-18T19:49:48Z
ludothinkpad ok: 25.1 GB free, 4 threads 59% busy, 0 sessions
desktop offline
macmini ok: 31.1 GB free, 14 threads 81% busy, 1 sessions
macbook offline
RAM 25.1 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 57% busy (agents 0.0, rest 2.4 cores) · 85°C · load 2.9
· disk 291.6 GB free · battery 96% · Ludovic: away
2026-10-18T19:50:52Z
ludothinkpad ok: 25.7 GB free, 4 threads 39% busy, 0 sessions
desktop offline
macmini busy: 28.4 GB free, 14 threads 88% busy, 2 sessions
macbook offline
RAM 25.8 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 18% busy (agents 0.0, rest 1.4 cores) · 67°C · load 2.4
· disk 291.6 GB free · battery 96% · Ludovic: away
2026-10-18T19:51:57Z
ludothinkpad ok: 23.7 GB free, 4 threads 40% busy, 0 sessions
desktop offline
macmini ok: 27.9 GB free, 14 threads 83% busy, 1 sessions
macbook offline
RAM 23.7 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 23% busy (agents 0.0, rest 1.4 cores) · 81°C · load 1.8
· disk 291.6 GB free · battery 96% · Ludovic: away
2026-10-18T19:53:01Z
ludothinkpad ok: 25.3 GB free, 4 threads 25% busy, 0 sessions
desktop offline
macmini ok: 27.1 GB free, 14 threads 84% busy, 1 sessions
macbook offline
RAM 25.1 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 31% busy (agents 0.0, rest 1.2 cores) · 80°C · load 1.8
· disk 291.6 GB free · battery 96% · Ludovic: away
2026-10-18T19:54:05Z
ludothinkpad ok: 26.5 GB free, 4 threads 75% busy, 0 sessions
desktop offline
macmini busy: 27.1 GB free, 14 threads 91% busy, 1 sessions
macbook offline
RAM 26.5 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 69% busy (agents 0.0, rest 2.5 cores) · 78°C · load 2.3
· disk 291.6 GB free · battery 96% · Ludovic: away
2026-10-18T19:55:09Z
ludothinkpad busy: 26.4 GB free, 4 threads 89% busy, 0 sessions
desktop offline
macmini busy: 26.3 GB free, 14 threads 86% busy, 1 sessions
macbook offline
RAM 26.3 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 32% busy (agents 0.0, rest 2.4 cores) · 79°C · load 2.9
· disk 291.6 GB free · battery 96% · Ludovic: away
2026-10-18T19:56:14Z
ludothinkpad ok: 26.4 GB free, 4 threads 39% busy, 0 sessions
desktop offline
macmini ok: 27.1 GB free, 14 threads 68% busy, 1 sessions
macbook offline
RAM 26.4 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 63% busy (agents 0.0, rest 1.8 cores) · 82°C · load 2.3
· disk 291.6 GB free · battery 96% · Ludovic: away
2026-10-18T19:57:18Z
ludothinkpad ok: 26.3 GB free, 4 threads 20% busy, 0 sessions
desktop offline
macmini busy: 29.2 GB free, 14 threads 85% busy, 1 sessions
macbook offline
RAM 26.3 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 19% busy (agents 0.0, rest 1.0 cores) · 80°C · load 1.8
· disk 291.6 GB free · battery 96% · Ludovic: away
2026-10-18T19:58:22Z
ludothinkpad ok: 26.3 GB free, 4 threads 28% busy, 0 sessions
desktop offline
macmini busy: 27.3 GB free, 14 threads 88% busy, 1 sessions
macbook offline
RAM 26.1 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 93% busy (agents 0.0, rest 2.5 cores) · 80°C · load 2.0
· disk 291.6 GB free · battery 96% · Ludovic: away
2026-10-18T19:59:27Z
ludothinkpad ok: 26.2 GB free, 4 threads 52% busy, 0 sessions
desktop offline
macmini ok: 35.0 GB free, 14 threads 85% busy, 1 sessions
macbook offline
RAM 26.2 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 22% busy (agents 0.0, rest 1.8 cores) · 80°C · load 3.6
· disk 291.4 GB free · battery 96% · Ludovic: away
2026-10-18T20:00:31Z
ludothinkpad busy: 25.8 GB free, 4 threads 87% busy, 0 sessions
desktop offline
macmini busy: 33.0 GB free, 14 threads 87% busy, 1 sessions
macbook offline
RAM 27.5 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 51% busy (agents 0.0, rest 2.9 cores) · 79°C · load 3.6
· disk 291.5 GB free · battery 96% · Ludovic: away
2026-10-18T20:01:35Z
ludothinkpad ok: 25.6 GB free, 4 threads 35% busy, 0 sessions
desktop offline
macmini ok: 32.4 GB free, 14 threads 81% busy, 1 sessions
macbook ok: 7.2 GB free, 12 threads 32% busy, 0 sessions
RAM 25.6 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 34% busy (agents 0.0, rest 1.3 cores) · 81°C · load 2.5
· disk 291.6 GB free · battery 96% · Ludovic: away
2026-10-18T20:02:40Z
ludothinkpad ok: 26.6 GB free, 4 threads 35% busy, 0 sessions
desktop offline
macmini ok: 29.2 GB free, 14 threads 79% busy, 1 sessions
macbook ok: 6.5 GB free, 12 threads 39% busy, 0 sessions
RAM 26.5 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 33% busy (agents 0.0, rest 1.3 cores) · 81°C · load 2.7
· disk 291.6 GB free · battery 96% · Ludovic: away
2026-10-18T20:03:44Z
ludothinkpad ok: 25.5 GB free, 4 threads 56% busy, 0 sessions
desktop offline
macmini busy: 31.1 GB free, 14 threads 89% busy, 1 sessions
macbook ok: 6.8 GB free, 12 threads 6% busy, 0 sessions
RAM 25.2 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 66% busy (agents 0.0, rest 2.5 cores) · 87°C · load 2.5
· disk 291.3 GB free · battery 96% · Ludovic: away
2026-10-18T20:04:48Z
ludothinkpad busy: 26.2 GB free, 4 threads 99% busy, 0 sessions
desktop offline
macmini busy: 30.0 GB free, 14 threads 89% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 31% busy, 0 sessions
RAM 25.8 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 84% busy (agents 0.0, rest 3.7 cores) · 85°C · load 3.4
· disk 291.3 GB free · battery 96% · Ludovic: away
2026-10-18T20:05:52Z
ludothinkpad busy: 24.5 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini busy: 34.1 GB free, 14 threads 89% busy, 1 sessions
macbook ok: 6.6 GB free, 12 threads 10% busy, 0 sessions
RAM 24.6 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 100% busy (agents 0.0, rest 4.0 cores) · 83°C · load 9.0
· disk 291.0 GB free · battery 96% · Ludovic: away
2026-10-18T20:06:57Z
ludothinkpad busy: 23.5 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini busy: 28.3 GB free, 14 threads 88% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 5% busy, 0 sessions
RAM 23.6 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 99% busy (agents 0.0, rest 4.0 cores) · 82°C · load 10.1
· disk 309.2 GB free · battery 96% · Ludovic: away
2026-10-18T20:08:01Z
ludothinkpad busy: 23.4 GB free, 4 threads 88% busy, 0 sessions
desktop offline
macmini ok: 29.6 GB free, 14 threads 83% busy, 1 sessions
macbook ok: 6.6 GB free, 12 threads 2% busy, 0 sessions
RAM 23.4 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 77% busy (agents 0.0, rest 3.4 cores) · 84°C · load 7.5
· disk 309.2 GB free · battery 96% · Ludovic: away
2026-10-18T20:09:05Z
ludothinkpad busy: 24.0 GB free, 4 threads 89% busy, 0 sessions
desktop offline
macmini ok: 25.9 GB free, 14 threads 83% busy, 1 sessions
macbook ok: 7.1 GB free, 12 threads 19% busy, 0 sessions
RAM 23.9 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 91% busy (agents 0.0, rest 3.6 cores) · 82°C · load 5.9
· disk 309.1 GB free · battery 96% · Ludovic: away
2026-10-18T20:10:09Z
ludothinkpad busy: 24.0 GB free, 4 threads 98% busy, 0 sessions
desktop offline
macmini busy: 27.1 GB free, 14 threads 88% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 19% busy, 0 sessions
RAM 24.0 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 92% busy (agents 0.0, rest 3.7 cores) · 84°C · load 6.6
· disk 309.1 GB free · battery 96% · Ludovic: away
2026-10-18T20:11:14Z
ludothinkpad busy: 24.3 GB free, 4 threads 92% busy, 0 sessions
desktop offline
macmini ok: 26.3 GB free, 14 threads 84% busy, 1 sessions
macbook ok: 6.6 GB free, 12 threads 18% busy, 0 sessions
RAM 24.4 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 99% busy (agents 0.0, rest 3.7 cores) · 85°C · load 6.5
· disk 309.0 GB free · battery 96% · Ludovic: away
2026-10-18T20:12:18Z
ludothinkpad busy: 24.7 GB free, 4 threads 89% busy, 0 sessions
desktop offline
macmini ok: 28.6 GB free, 14 threads 78% busy, 1 sessions
macbook ok: 7.3 GB free, 12 threads 20% busy, 0 sessions
RAM 24.7 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 82% busy (agents 0.0, rest 3.4 cores) · 84°C · load 6.1
· disk 309.0 GB free · battery 96% · Ludovic: away
2026-10-18T20:13:22Z
ludothinkpad ok: 23.4 GB free, 4 threads 53% busy, 0 sessions
desktop offline
macmini ok: 28.1 GB free, 14 threads 77% busy, 1 sessions
macbook ok: 7.3 GB free, 12 threads 20% busy, 0 sessions
RAM 23.4 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 48% busy (agents 0.0, rest 2.4 cores) · 80°C · load 4.2
· disk 309.0 GB free · battery 96% · Ludovic: away
2026-10-18T20:14:27Z
ludothinkpad ok: 24.0 GB free, 4 threads 44% busy, 0 sessions
desktop offline
macmini ok: 28.0 GB free, 14 threads 71% busy, 1 sessions
macbook ok: 6.9 GB free, 12 threads 2% busy, 0 sessions
RAM 24.1 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 23% busy (agents 0.0, rest 2.0 cores) · 77°C · load 4.3
· disk 309.0 GB free · battery 96% · Ludovic: away
2026-10-18T20:15:31Z
ludothinkpad ok: 22.7 GB free, 4 threads 31% busy, 0 sessions
desktop offline
macmini busy: 27.2 GB free, 14 threads 86% busy, 1 sessions
macbook ok: 6.9 GB free, 12 threads 19% busy, 0 sessions
RAM 22.5 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 30% busy (agents 0.0, rest 1.3 cores) · 77°C · load 2.6
· disk 309.1 GB free · battery 96% · Ludovic: away
2026-10-18T20:16:35Z
ludothinkpad ok: 26.8 GB free, 4 threads 37% busy, 0 sessions
desktop offline
macmini ok: 28.6 GB free, 14 threads 82% busy, 1 sessions
macbook ok: 6.8 GB free, 12 threads 9% busy, 0 sessions
RAM 26.8 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 42% busy (agents 0.0, rest 1.7 cores) · 81°C · load 2.3
· disk 309.1 GB free · battery 96% · Ludovic: away
2026-10-18T20:17:39Z
ludothinkpad ok: 26.3 GB free, 4 threads 63% busy, 0 sessions
desktop offline
macmini ok: 26.8 GB free, 14 threads 78% busy, 1 sessions
macbook ok: 7.0 GB free, 12 threads 19% busy, 0 sessions
RAM 26.4 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 64% busy (agents 0.0, rest 2.6 cores) · 87°C · load 1.9
· disk 309.0 GB free · battery 96% · Ludovic: away
2026-10-18T20:18:43Z
ludothinkpad ok: 26.9 GB free, 4 threads 37% busy, 0 sessions
desktop offline
macmini busy: 32.2 GB free, 14 threads 87% busy, 1 sessions
macbook ok: 7.0 GB free, 12 threads 10% busy, 0 sessions
RAM 26.9 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 56% busy (agents 0.0, rest 1.9 cores) · 84°C · load 3.9
· disk 309.0 GB free · battery 96% · Ludovic: away
2026-10-18T20:19:48Z
ludothinkpad ok: 26.0 GB free, 4 threads 77% busy, 0 sessions
desktop offline
macmini ok: 29.2 GB free, 14 threads 83% busy, 1 sessions
macbook ok: 7.0 GB free, 12 threads 10% busy, 0 sessions
RAM 26.0 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 66% busy (agents 0.0, rest 2.9 cores) · 86°C · load 3.2
· disk 309.0 GB free · battery 96% · Ludovic: away
2026-10-18T20:20:52Z
ludothinkpad ok: 25.9 GB free, 4 threads 80% busy, 0 sessions
desktop offline
macmini ok: 26.8 GB free, 14 threads 84% busy, 1 sessions
macbook ok: 7.0 GB free, 12 threads 17% busy, 0 sessions
RAM 25.9 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 68% busy (agents 0.0, rest 3.2 cores) · 86°C · load 4.4
· disk 309.0 GB free · battery 96% · Ludovic: away
2026-10-18T20:21:56Z
ludothinkpad ok: 26.3 GB free, 4 threads 63% busy, 0 sessions
desktop offline
macmini ok: 26.3 GB free, 14 threads 77% busy, 1 sessions
macbook ok: 6.8 GB free, 12 threads 14% busy, 0 sessions
RAM 26.3 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 66% busy (agents 0.0, rest 2.8 cores) · 84°C · load 3.1
· disk 309.0 GB free · battery 96% · Ludovic: away
2026-10-18T20:23:00Z
ludothinkpad ok: 26.8 GB free, 4 threads 74% busy, 0 sessions
desktop offline
macmini ok: 26.1 GB free, 14 threads 82% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 11% busy, 0 sessions
RAM 26.7 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 65% busy (agents 0.0, rest 2.8 cores) · 84°C · load 5.0
· disk 308.9 GB free · battery 96% · Ludovic: away
2026-10-18T20:24:05Z
ludothinkpad ok: 26.9 GB free, 4 threads 64% busy, 0 sessions
desktop offline
macmini busy: 28.3 GB free, 14 threads 90% busy, 1 sessions
macbook ok: 6.8 GB free, 12 threads 8% busy, 0 sessions
RAM 26.9 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 64% busy (agents 0.0, rest 2.7 cores) · 86°C · load 4.9
· disk 308.9 GB free · battery 96% · Ludovic: away
2026-10-18T20:25:09Z
ludothinkpad ok: 26.0 GB free, 4 threads 56% busy, 0 sessions
desktop offline
macmini busy: 26.2 GB free, 14 threads 88% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 12% busy, 0 sessions
RAM 26.0 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 49% busy (agents 0.0, rest 2.1 cores) · 72°C · load 5.5
· disk 309.0 GB free · battery 96% · Ludovic: away
2026-10-18T20:26:13Z
ludothinkpad ok: 25.8 GB free, 4 threads 47% busy, 0 sessions
desktop offline
macmini ok: 27.8 GB free, 14 threads 78% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 8% busy, 0 sessions
RAM 25.8 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 56% busy (agents 0.0, rest 2.1 cores) · 78°C · load 3.1
· disk 308.9 GB free · battery 96% · Ludovic: away
2026-10-18T20:27:18Z
ludothinkpad busy: 25.5 GB free, 4 threads 94% busy, 0 sessions
desktop offline
macmini ok: 26.6 GB free, 14 threads 82% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 17% busy, 0 sessions
RAM 25.4 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 100% busy (agents 0.0, rest 3.9 cores) · 78°C · load 4.7
· disk 308.9 GB free · battery 96% · Ludovic: away
2026-10-18T20:28:22Z
ludothinkpad busy: 24.6 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini ok: 26.4 GB free, 14 threads 80% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 8% busy, 0 sessions
RAM 24.2 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 99% busy (agents 0.0, rest 4.0 cores) · 77°C · load 10.5
· disk 308.9 GB free · battery 96% · Ludovic: away
2026-10-18T20:29:27Z
ludothinkpad busy: 24.3 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini ok: 29.8 GB free, 14 threads 80% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 8% busy, 0 sessions
RAM 24.0 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 99% busy (agents 0.0, rest 4.0 cores) · 82°C · load 10.0
· disk 308.9 GB free · battery 96% · Ludovic: away
2026-10-18T20:30:31Z
ludothinkpad busy: 23.7 GB free, 4 threads 91% busy, 0 sessions
desktop offline
macmini ok: 30.1 GB free, 14 threads 71% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 9% busy, 0 sessions
RAM 23.7 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 94% busy (agents 0.0, rest 3.8 cores) · 80°C · load 10.3
· disk 308.9 GB free · battery 96% · Ludovic: away
2026-10-18T20:31:36Z
ludothinkpad busy: 23.6 GB free, 4 threads 93% busy, 0 sessions
desktop offline
macmini ok: 28.0 GB free, 14 threads 81% busy, 1 sessions
macbook ok: 6.6 GB free, 12 threads 14% busy, 0 sessions
RAM 23.6 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 95% busy (agents 0.0, rest 3.7 cores) · 80°C · load 10.7
· disk 308.9 GB free · battery 96% · Ludovic: away
2026-10-18T20:32:40Z
ludothinkpad busy: 23.6 GB free, 4 threads 94% busy, 0 sessions
desktop offline
macmini ok: 26.9 GB free, 14 threads 76% busy, 1 sessions
macbook ok: 6.8 GB free, 12 threads 22% busy, 0 sessions
RAM 23.6 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 84% busy (agents 0.0, rest 3.5 cores) · 80°C · load 9.7
· disk 308.9 GB free · battery 96% · Ludovic: away
2026-10-18T20:33:45Z
ludothinkpad ok: 25.2 GB free, 4 threads 51% busy, 0 sessions
desktop offline
macmini ok: 27.1 GB free, 14 threads 82% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 17% busy, 0 sessions
RAM 25.2 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 48% busy (agents 0.0, rest 2.1 cores) · 87°C · load 6.5
· disk 309.0 GB free · battery 96% · Ludovic: away
2026-10-18T20:34:49Z
ludothinkpad ok: 25.1 GB free, 4 threads 56% busy, 0 sessions
desktop offline
macmini busy: 28.2 GB free, 14 threads 87% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 17% busy, 0 sessions
RAM 24.5 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 78% busy (agents 0.0, rest 2.7 cores) · 88°C · load 4.0
· disk 309.0 GB free · battery 96% · Ludovic: away
2026-10-18T20:35:53Z
ludothinkpad busy: 23.6 GB free, 4 threads 86% busy, 0 sessions
desktop offline
macmini busy: 27.9 GB free, 14 threads 86% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 17% busy, 0 sessions
RAM 23.7 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 88% busy (agents 0.0, rest 3.3 cores) · 85°C · load 4.9
· disk 309.0 GB free · battery 96% · Ludovic: away
2026-10-18T20:36:58Z
ludothinkpad ok: 23.6 GB free, 4 threads 75% busy, 0 sessions
desktop offline
macmini ok: 29.4 GB free, 14 threads 84% busy, 1 sessions
macbook ok: 6.5 GB free, 12 threads 18% busy, 0 sessions
RAM 23.6 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 85% busy (agents 0.0, rest 3.2 cores) · 85°C · load 5.1
· disk 309.0 GB free · battery 96% · Ludovic: away
2026-10-18T20:38:02Z
ludothinkpad ok: 22.6 GB free, 4 threads 55% busy, 0 sessions
desktop offline
macmini ok: 26.5 GB free, 14 threads 80% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 10% busy, 0 sessions
RAM 22.3 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 54% busy (agents 0.0, rest 2.2 cores) · 85°C · load 4.5
· disk 308.9 GB free · battery 96% · Ludovic: away
2026-10-18T20:39:06Z
ludothinkpad ok: 27.2 GB free, 4 threads 55% busy, 0 sessions
desktop offline
macmini busy: 29.5 GB free, 14 threads 85% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 9% busy, 0 sessions
RAM 27.3 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 48% busy (agents 0.0, rest 2.2 cores) · 87°C · load 4.0
· disk 308.9 GB free · battery 96% · Ludovic: away
2026-10-18T20:40:10Z
ludothinkpad ok: 26.2 GB free, 4 threads 72% busy, 0 sessions
desktop offline
macmini ok: 27.7 GB free, 14 threads 84% busy, 1 sessions
macbook ok: 6.6 GB free, 12 threads 19% busy, 0 sessions
RAM 26.3 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 80% busy (agents 0.0, rest 3.1 cores) · 86°C · load 10.8
· disk 308.9 GB free · battery 96% · Ludovic: away
2026-10-18T20:41:15Z
ludothinkpad busy: 26.4 GB free, 4 threads 86% busy, 0 sessions
desktop offline
macmini ok: 28.5 GB free, 14 threads 79% busy, 1 sessions
macbook ok: 6.6 GB free, 12 threads 10% busy, 0 sessions
RAM 26.4 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 90% busy (agents 0.0, rest 3.4 cores) · 86°C · load 12.8
· disk 308.9 GB free · battery 96% · Ludovic: away
2026-10-18T20:42:19Z
ludothinkpad ok: 26.2 GB free, 4 threads 82% busy, 0 sessions
desktop offline
macmini ok: 26.9 GB free, 14 threads 78% busy, 1 sessions
macbook ok: 6.6 GB free, 12 threads 11% busy, 0 sessions
RAM 26.2 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 74% busy (agents 0.0, rest 3.3 cores) · 85°C · load 8.8
· disk 308.9 GB free · battery 96% · Ludovic: away
2026-10-18T20:43:23Z
ludothinkpad busy: 26.7 GB free, 4 threads 93% busy, 0 sessions
desktop offline
macmini ok: 27.3 GB free, 14 threads 81% busy, 1 sessions
macbook ok: 6.6 GB free, 12 threads 10% busy, 0 sessions
RAM 26.7 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 88% busy (agents 0.0, rest 3.4 cores) · 85°C · load 5.4
· disk 308.9 GB free · battery 96% · Ludovic: away
2026-10-18T20:44:27Z
ludothinkpad ok: 27.0 GB free, 4 threads 82% busy, 0 sessions
desktop offline
macmini busy: 26.9 GB free, 14 threads 87% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 13% busy, 0 sessions
RAM 27.0 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 75% busy (agents 0.0, rest 3.3 cores) · 82°C · load 9.8
· disk 308.8 GB free · battery 96% · Ludovic: away
2026-10-18T20:45:32Z
ludothinkpad ok: 27.2 GB free, 4 threads 76% busy, 0 sessions
desktop offline
macmini ok: 26.8 GB free, 14 threads 80% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 10% busy, 0 sessions
RAM 27.2 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 84% busy (agents 0.0, rest 3.2 cores) · 85°C · load 6.9
· disk 308.8 GB free · battery 96% · Ludovic: away
2026-10-18T20:46:36Z
ludothinkpad busy: 27.1 GB free, 4 threads 87% busy, 0 sessions
desktop offline
macmini busy: 26.8 GB free, 14 threads 92% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 9% busy, 0 sessions
RAM 26.8 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 85% busy (agents 0.0, rest 3.2 cores) · 82°C · load 4.4
· disk 308.8 GB free · battery 96% · Ludovic: away
2026-10-18T20:47:40Z
ludothinkpad busy: 25.3 GB free, 4 threads 86% busy, 0 sessions
desktop offline
macmini ok: 26.5 GB free, 14 threads 72% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 9% busy, 0 sessions
RAM 25.5 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 85% busy (agents 0.0, rest 3.4 cores) · 86°C · load 3.7
· disk 308.8 GB free · battery 96% · Ludovic: away
2026-10-18T20:48:45Z
ludothinkpad busy: 26.1 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini ok: 28.5 GB free, 14 threads 84% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 15% busy, 0 sessions
RAM 26.1 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 98% busy (agents 0.0, rest 3.9 cores) · 80°C · load 6.5
· disk 308.8 GB free · battery 96% · Ludovic: away
2026-10-18T20:49:50Z
ludothinkpad ok: 26.8 GB free, 4 threads 71% busy, 0 sessions
desktop offline
macmini busy: 27.7 GB free, 14 threads 93% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 10% busy, 0 sessions
RAM 26.6 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 92% busy (agents 0.0, rest 3.4 cores) · 81°C · load 5.2
· disk 308.7 GB free · battery 96% · Ludovic: away
2026-10-18T20:50:54Z
ludothinkpad busy: 25.8 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini busy: 31.3 GB free, 14 threads 95% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 11% busy, 0 sessions
RAM 25.8 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 99% busy (agents 0.0, rest 4.0 cores) · 82°C · load 8.1
· disk 308.7 GB free · battery 96% · Ludovic: away
2026-10-18T20:51:59Z
ludothinkpad ok: 27.2 GB free, 4 threads 12% busy, 0 sessions
desktop offline
macmini ok: 31.2 GB free, 14 threads 76% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 8% busy, 0 sessions
RAM 27.2 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 15% busy (agents 0.0, rest 1.3 cores) · 81°C · load 7.9
· disk 308.7 GB free · battery 96% · Ludovic: away
2026-10-18T20:53:03Z
ludothinkpad ok: 27.3 GB free, 4 threads 42% busy, 0 sessions
desktop offline
macmini busy: 27.8 GB free, 14 threads 87% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 9% busy, 0 sessions
RAM 27.2 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 14% busy (agents 0.0, rest 0.8 cores) · 82°C · load 3.1
· disk 308.7 GB free · battery 96% · Ludovic: away
2026-10-18T20:54:08Z
ludothinkpad ok: 28.9 GB free, 4 threads 4% busy, 0 sessions
desktop offline
macmini ok: 29.2 GB free, 14 threads 80% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 9% busy, 0 sessions
RAM 28.9 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 2% busy (agents 0.0, rest 0.3 cores) · 82°C · load 1.3
· disk 308.7 GB free · battery 96% · Ludovic: away
2026-10-18T20:55:12Z
ludothinkpad ok: 27.7 GB free, 4 threads 27% busy, 0 sessions
desktop offline
macmini ok: 31.2 GB free, 14 threads 70% busy, 1 sessions
macbook ok: 6.7 GB free, 12 threads 10% busy, 0 sessions
RAM 27.6 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 26% busy (agents 0.0, rest 1.2 cores) · 69°C · load 1.0
· disk 308.8 GB free · battery 96% · Ludovic: away
@@ -0,0 +1,421 @@
{
"kind": "horizon-server-benchmark",
"date": "2026-10-18T19:32:00+00:00",
"machine": {
"system": "Linux",
"machine": "x86_64",
"cpus": 4,
"name": "ThinkPad, Intel Core i7-7500U, 32 GB, NixOS"
},
"commit": "f1d5bf520986b00a5b968a84d85809fca1a039fa",
"engine": "horizon-engine: the server build of #916 (horizon-client --no-default-features) at 519ec121, as install.sh --archive installed it",
"java": [
"openjdk 25.0.4.1 2026-08-18"
],
"settings": {
"servers": "horizon,vanilla",
"bots": "1,10,25,50",
"behaviour": "mixed",
"join_every": 1.0,
"warmup": 300,
"seconds": 300,
"seed": 12345,
"explore_speed": 0.8,
"gamerule": "",
"heap": "4g",
"nice": 19,
"bots_via": "ssh macmini",
"connect": "the ThinkPad's tailnet address",
"properties": {
"level-seed": "12345",
"view-distance": "10",
"simulation-distance": "10",
"online-mode": "false",
"white-list": "false",
"gamemode": "creative",
"force-gamemode": "true",
"spawn-protection": "0",
"max-players": "200",
"difficulty": "easy",
"sync-chunk-writes": "true"
}
},
"note": "server_bench.py was stopped after vanilla's 50-bot server crashed, before it wrote this file; the runs are the lines it printed, and the vanilla 50 entry is taken from that server's log.",
"runs": [
{
"server": "horizon",
"bots": 1,
"behaviour": "mixed",
"start_seconds": 19.73,
"mspt": {
"average": 1.77,
"p50": 1.34,
"p95": 4.21,
"p99": 13.04
},
"mspt_worst_p99": 47.5,
"tps": 20.0,
"rss_mb": {
"mean": 686.54,
"max": 686.7
},
"cpu_percent": 27.92,
"chunks_per_second": 9.94,
"unique_per_second": 0.01,
"forgotten_per_second": 9.9,
"waited_ticks_per_second": 0.0,
"chunks_total": 6092,
"chunks_per_bot": {
"walk": 6092.0
},
"unique_chunks_per_bot": {
"walk": 699.0
},
"resent": 0,
"pulled_back": 0,
"moved_too_quickly": 0,
"moved_wrongly": 0,
"bots_joined": 1,
"bots_failed": [],
"tick_queries": 58
},
{
"server": "vanilla",
"bots": 1,
"behaviour": "mixed",
"start_seconds": 20.45,
"mspt": {
"average": 11.34,
"p50": 10.6,
"p95": 17.12,
"p99": 33.22
},
"mspt_worst_p99": 119.1,
"tps": 20.0,
"rss_mb": {
"mean": 3404.16,
"max": 3416.3
},
"cpu_percent": 35.93,
"chunks_per_second": 9.98,
"unique_per_second": 0.01,
"forgotten_per_second": 9.93,
"waited_ticks_per_second": 0.0,
"chunks_total": 6084,
"chunks_per_bot": {
"walk": 6084.0
},
"unique_chunks_per_bot": {
"walk": 699.0
},
"resent": 0,
"pulled_back": 0,
"moved_too_quickly": 0,
"moved_wrongly": 0,
"bots_joined": 1,
"bots_failed": [],
"tick_queries": 59
},
{
"server": "horizon",
"bots": 10,
"behaviour": "mixed",
"start_seconds": 19.54,
"mspt": {
"average": 4.74,
"p50": 3.83,
"p95": 10.48,
"p99": 19.69
},
"mspt_worst_p99": 120.1,
"tps": 20.0,
"rss_mb": {
"mean": 855.26,
"max": 882.7
},
"cpu_percent": 29.78,
"chunks_per_second": 61.35,
"unique_per_second": 1.79,
"forgotten_per_second": 61.47,
"waited_ticks_per_second": 0.0,
"chunks_total": 40762,
"chunks_per_bot": {
"walk": 6247.67,
"explore": 1165.0,
"idle": 473.0
},
"unique_chunks_per_bot": {
"walk": 701.83,
"explore": 1086.0,
"idle": 473.0
},
"resent": 0,
"pulled_back": 4159,
"moved_too_quickly": 0,
"moved_wrongly": 0,
"bots_joined": 10,
"bots_failed": [],
"tick_queries": 58
},
{
"server": "vanilla",
"bots": 10,
"behaviour": "mixed",
"start_seconds": 19.95,
"mspt": {
"average": 34.3,
"p50": 32.2,
"p95": 53.72,
"p99": 89.08
},
"mspt_worst_p99": 375.8,
"tps": 20.0,
"rss_mb": {
"mean": 3713.5,
"max": 3754.9
},
"cpu_percent": 128.07,
"chunks_per_second": 61.66,
"unique_per_second": 1.93,
"forgotten_per_second": 61.71,
"waited_ticks_per_second": 0.0,
"chunks_total": 37568,
"chunks_per_bot": {
"walk": 5729.0,
"explore": 1124.0,
"idle": 473.0
},
"unique_chunks_per_bot": {
"walk": 701.17,
"explore": 1055.0,
"idle": 473.0
},
"resent": 0,
"pulled_back": 3976,
"moved_too_quickly": 20,
"moved_wrongly": 0,
"bots_joined": 10,
"bots_failed": [],
"tick_queries": 58
},
{
"server": "horizon",
"bots": 25,
"behaviour": "mixed",
"start_seconds": 9.61,
"mspt": {
"average": 11.72,
"p50": 9.88,
"p95": 24.45,
"p99": 43.79
},
"mspt_worst_p99": 129.8,
"tps": 20.0,
"rss_mb": {
"mean": 947.35,
"max": 1086.1
},
"cpu_percent": 57.83,
"chunks_per_second": 158.57,
"unique_per_second": 5.78,
"forgotten_per_second": 158.45,
"waited_ticks_per_second": 0.0,
"chunks_total": 108126,
"chunks_per_bot": {
"walk": 6628.53,
"explore": 1266.6,
"idle": 473.0
},
"unique_chunks_per_bot": {
"walk": 704.67,
"explore": 1189.2,
"idle": 473.0
},
"resent": 0,
"pulled_back": 3496,
"moved_too_quickly": 0,
"moved_wrongly": 0,
"bots_joined": 25,
"bots_failed": [],
"tick_queries": 58
},
{
"server": "vanilla",
"bots": 25,
"behaviour": "mixed",
"start_seconds": 37.78,
"mspt": {
"average": 50.45,
"p50": 46.39,
"p95": 74.09,
"p99": 191.21
},
"mspt_worst_p99": 1388.1,
"tps": 19.82,
"rss_mb": {
"mean": 3866.18,
"max": 4745.0
},
"cpu_percent": 192.42,
"chunks_per_second": 157.63,
"unique_per_second": 8.25,
"forgotten_per_second": 156.12,
"waited_ticks_per_second": 0.0,
"chunks_total": 88763,
"chunks_per_bot": {
"walk": 5387.0,
"explore": 1118.6,
"idle": 473.0
},
"unique_chunks_per_bot": {
"walk": 699.0,
"explore": 1075.0,
"idle": 473.0
},
"resent": 2,
"pulled_back": 3629,
"moved_too_quickly": 296,
"moved_wrongly": 0,
"bots_joined": 25,
"bots_failed": [],
"tick_queries": 58
},
{
"server": "horizon",
"bots": 50,
"behaviour": "mixed",
"start_seconds": 14.93,
"mspt": {
"average": 23.82,
"p50": 20.11,
"p95": 50.98,
"p99": 74.64
},
"mspt_worst_p99": 195.9,
"tps": 20.0,
"rss_mb": {
"mean": 1031.41,
"max": 1201.2
},
"cpu_percent": 98.21,
"chunks_per_second": 302.81,
"unique_per_second": 10.96,
"forgotten_per_second": 303.47,
"waited_ticks_per_second": 0.0,
"chunks_total": 212181,
"chunks_per_bot": {
"walk": 6496.53,
"explore": 1255.5,
"idle": 473.0
},
"unique_chunks_per_bot": {
"walk": 701.9,
"explore": 1184.7,
"idle": 473.0
},
"resent": 0,
"pulled_back": 7565,
"moved_too_quickly": 0,
"moved_wrongly": 0,
"bots_joined": 50,
"bots_failed": [],
"tick_queries": 58
},
{
"server": "vanilla",
"bots": 50,
"behaviour": "mixed",
"start_seconds": 11.16,
"error": "stopped by its watchdog 30 s after the last bot joined: \"A single server tick took 60.01 seconds (should be max 0.05)\" (Player.tick)"
}
],
"work": [
{
"behaviour": "mixed",
"bots": 1,
"servers": {
"horizon": {
"chunks_per_second": {
"value": 9.94,
"share": 0.996
},
"unique_per_second": {
"value": 0.01,
"share": 1.0
},
"waited_ticks_per_second": 0.0
},
"vanilla": {
"chunks_per_second": {
"value": 9.98,
"share": 1.0
},
"unique_per_second": {
"value": 0.01,
"share": 1.0
},
"waited_ticks_per_second": 0.0
}
},
"equal": true
},
{
"behaviour": "mixed",
"bots": 10,
"servers": {
"horizon": {
"chunks_per_second": {
"value": 61.35,
"share": 0.995
},
"unique_per_second": {
"value": 1.79,
"share": 0.927
},
"waited_ticks_per_second": 0.0
},
"vanilla": {
"chunks_per_second": {
"value": 61.66,
"share": 1.0
},
"unique_per_second": {
"value": 1.93,
"share": 1.0
},
"waited_ticks_per_second": 0.0
}
},
"equal": true
},
{
"behaviour": "mixed",
"bots": 25,
"servers": {
"horizon": {
"chunks_per_second": {
"value": 158.57,
"share": 1.0
},
"unique_per_second": {
"value": 5.78,
"share": 0.701
},
"waited_ticks_per_second": 0.0
},
"vanilla": {
"chunks_per_second": {
"value": 157.63,
"share": 0.994
},
"unique_per_second": {
"value": 8.25,
"share": 1.0
},
"waited_ticks_per_second": 0.0
}
},
"equal": false
}
]
}
@@ -0,0 +1,167 @@
# Horizon's server against vanilla 26.3, Paper and Fabric + Lithium: mixed bots, equal work (2026-10-19)
This is the same load as `../server-equal-mixed-2026-10-18/`, now with two more servers: Paper, and vanilla on
Fabric with Lithium. It also uses a newer Horizon release (v2026.10.19). That release spawns mobs around every
player (#950) and ticks blocks around every player (#931), as vanilla does. The 2026-10-18 build did neither for
players away from spawn, so it had less work to do than vanilla, and its tick times there were lower than
they would have been with equal work. These numbers replace them.
## Summary
- **The work was equal** at every count, on all four servers. Chunks sent a second and first-time chunks a
second were within 4 % of each other, and the walking bots got about the same chunks each (6050 to 6510).
Every bot joined and none was dropped. Vanilla's 50-bot server is the exception: its watchdog stopped it.
- **Memory:** Horizon used 0.72 GB with one player and 1.11 GB with 50. The three Java servers used 3.4 to
4.5 GB (a 4 GB heap each), so Horizon was **3.8 to 4.8 times smaller** at every count.
- **Start:** **8.2 to 8.5 s** to `Done` for Horizon, against 14.7 to 15.5 s for vanilla, 16.6 to 17.6 s for
Fabric + Lithium and 19.0 to 22.4 s for Paper.
- **CPU** (100 % is one of the machine's 4 threads): from 10 players up, Horizon used the least: 143 % at 50,
against Paper's 210 % and Fabric's 236 %. With one player Paper used less (32 % against 46 %).
- **Average tick (MSPT), where Horizon loses:**
- With 1 player, Paper (10.3 ms) and Fabric + Lithium (12.5) were faster than Horizon (13.7). Vanilla was
slowest (17.3).
- With 10, Fabric (20.2) and Paper (20.6) were ahead of Horizon (22.9), which tied vanilla (22.9).
- With 25, Paper (28.3) was ahead of Horizon (30.9), and Horizon was ahead of Fabric (31.4) and vanilla (37.4).
- With 50, Paper (46.9) and Horizon (47.8) were close. Fabric + Lithium fell to 17.2 TPS (58.3 ms), and
vanilla's watchdog stopped its server.
- **Slow ticks, where Horizon wins:** Horizon's P99 was the lowest from 10 players up (72.0 ms at 25 and 73.2
at 50, against Paper's 90.4 and 109.7). Its worst 5-second P99 was the lowest at every count (133 ms at
50, against 213 for Paper and 888 for Fabric).
So on this 4-thread laptop CPU, Horizon is not yet the fastest on average tick time. Paper is ahead at every
count: Horizon's average tick is a third longer than Paper's with one player and 2 % longer with 50. Fabric +
Lithium is ahead with 1 and 10 players.
Horizon is ahead on memory, start time, CPU from 10 players up, and the steadiness of its ticks (P99). Its
average tick is what perf-server-11 is working on.
## Results
MSPT is milliseconds per tick from each server's own `/tick query` (50 is the limit for 20 TPS). P95 and P99
are means over the 5-second queries of the 300 measured seconds. "Worst P99" is the highest P99 of a single
query. RSS and CPU cover the server's process tree. "First-time chunks/s" counts chunks a bot hadn't
received before (summed over the bots). "Pulled back" counts position packets that moved a bot back.
| Bots | Server | MSPT | P95 | P99 | Worst P99 | TPS | RSS (mean / max) | CPU | Start | Chunks/s | First-time chunks/s | Pulled back |
|---:|---|---:|---:|---:|---:|---:|---:|---:|---:|---:|---:|---:|
| 1 | Horizon | 13.70 | 19.06 | 27.38 | **43.4** | 20 | **0.72 / 0.72 GB** | 46 % | **8.3 s** | 9.94 | 0.01 | 0 |
| 1 | vanilla | 17.31 | 24.68 | 36.43 | 71.0 | 20 | 3.44 / 3.44 GB | 55 % | 14.9 s | 9.99 | 0.00 | 0 |
| 1 | Paper | **10.31** | 13.90 | 22.50 | 81.2 | 20 | 4.24 / 4.25 GB | **32 %** | 22.3 s | 9.81 | 0.02 | 0 |
| 1 | Fabric + Lithium | 12.46 | 17.69 | 32.74 | 70.1 | 20 | 3.43 / 3.43 GB | 46 % | 17.6 s | 9.98 | 0.00 | 0 |
| 10 | Horizon | 22.93 | 39.83 | 53.33 | **89.5** | 20 | **0.92 / 0.97 GB** | **67 %** | **8.2 s** | 61.21 | 1.78 | 3702 |
| 10 | vanilla | 22.94 | 36.92 | 56.48 | 196.6 | 20 | 3.71 / 3.76 GB | 101 % | 14.7 s | 61.63 | 1.84 | 3370 |
| 10 | Paper | 20.64 | 35.94 | 56.29 | 166.9 | 20 | 4.07 / 4.08 GB | 74 % | 20.5 s | 60.76 | 1.85 | 3974 |
| 10 | Fabric + Lithium | **20.18** | 37.04 | 56.08 | 217.9 | 20 | 3.73 / 3.78 GB | 94 % | 16.6 s | 61.65 | 1.84 | 4002 |
| 25 | Horizon | 30.92 | 48.25 | **72.00** | **121.1** | 20 | **1.01 / 1.12 GB** | **99 %** | **8.5 s** | 155.81 | 5.78 | 3008 |
| 25 | vanilla | 37.35 | 48.20 | 82.66 | 579.8 | 20 | 3.94 / 4.16 GB | 191 % | 15.5 s | 158.52 | 5.71 | 3762 |
| 25 | Paper | **28.30** | 61.68 | 90.40 | 124.3 | 20 | 4.16 / 4.25 GB | 124 % | 19.0 s | 156.35 | 5.72 | 4337 |
| 25 | Fabric + Lithium | 31.44 | 52.45 | 93.35 | 409.3 | 20 | 3.88 / 4.19 GB | 174 % | 17.5 s | 158.89 | 5.75 | 4194 |
| 50 | Horizon | 47.83 | 62.42 | **73.21** | **133.0** | 20 | **1.11 / 1.30 GB** | **143 %** | **8.3 s** | 302.68 | 11.02 | 8562 |
| 50 | vanilla | stopped by its watchdog | | | | | | | | | | |
| 50 | Paper | **46.86** | 61.16 | 109.72 | 213.4 | 20 | 4.35 / 4.52 GB | 210 % | 19.4 s | 310.51 | 11.16 | 7344 |
| 50 | Fabric + Lithium | 58.30 | 83.06 | 174.37 | 887.6 | 17.15 | 4.52 / 4.74 GB | 236 % | 17.5 s | 311.52 | 11.28 | 6350 |
Vanilla at 50: all 50 bots joined by 05:22:28 UTC. The server fell further and further behind ("Can't keep up!
… Running 16229ms or 324 ticks behind"), and at 05:28:17, during the warm-up, its watchdog stopped it: "A
single server tick took 60.00 seconds". That is the same as on 2026-10-18.
Chunks each bot received over the whole run, by behaviour (mean):
| Bots | Server | walk | explore | idle |
|---:|---|---:|---:|---:|
| 1 | Horizon | 6280 | | |
| 1 | vanilla | 6210 | | |
| 1 | Paper | 6049 | | |
| 1 | Fabric + Lithium | 6188 | | |
| 10 | Horizon | 6460 | 1195 | 473 |
| 10 | vanilla | 6272 | 1180 | 473 |
| 10 | Paper | 6177 | 1171 | 473 |
| 10 | Fabric + Lithium | 6291 | 1181 | 473 |
| 25 | Horizon | 6506 | 1262 | 473 |
| 25 | vanilla | 6307 | 1236 | 473 |
| 25 | Paper | 6280 | 1229 | 473 |
| 25 | Fabric + Lithium | 6357 | 1239 | 473 |
| 50 | Horizon | 6468 | 1251 | 473 |
| 50 | Paper | 6411 | 1224 | 473 |
| 50 | Fabric + Lithium | 6332 | 1228 | 473 |
## Equal work
`server_bench.py`'s work table compares, at each bot count, every server's chunks sent a second and
first-time chunks a second with the busiest server's. The work is equal when both are within 10 % (or within
a chunk a second when there are few).
| Bots | Chunks/s sent, first-time (Horizon; vanilla; Paper; Fabric + Lithium) | Equal |
|---:|---|---|
| 1 | 9.94, 0.01; 9.99, 0.00; 9.81, 0.02; 9.98, 0.00 | yes |
| 10 | 61.21, 1.78; 61.63, 1.84; 60.76, 1.85; 61.65, 1.84 | yes |
| 25 | 155.81, 5.78; 158.52, 5.71; 156.35, 5.72; 158.89, 5.75 | yes |
| 50 | 302.68, 11.02; (stopped); 310.51, 11.16; 311.52, 11.28 | yes |
Horizon pulled no bot back for moving too quickly (`moved too quickly`: 0 at every count). The Java servers
logged 0 to 46 such lines a run. All four sent position corrections ("Pulled back") at similar rates.
## Method
`tools/server_bench.py` ran each configuration on a fresh server:
- the same `server.properties` on all four: seed 12345, view and simulation distance 10, offline, creative,
difficulty easy, `sync-chunk-writes=true`, white-list off;
- `gamerule respawn_radius 0`, and otherwise each server's default game rules;
- the server waits for `Done`, the bots join one a second, warm up for 300 seconds and are measured for 300,
with `/tick query` every 5 seconds and RSS and CPU every second.
The bots are `horizon-bots --behaviour mixed`: 60 % walk, 20 % explore and 20 % idle, each choice deterministic
per bot. All are creative and fly 24 blocks above spawn. `walk` flies to random points within 48 blocks at
5.6 blocks a second, `explore` flies straight out at 0.8 blocks a second (`--explore-speed 0.8`), and `idle`
hovers.
**Machine.** The ThinkPad: Intel Core i7-7500U (2 cores, 4 threads), 32 GB, NixOS. The desktop was meant to
run it but didn't wake (`~/fleet/power wake desktop` timed out twice). No other session ran on the ThinkPad
(`load.txt`, a sample a minute: 0 other sessions throughout). The benchmark ran under `nice -n 19` and
`ionice -c3`. The bots ran on the Mac mini (M4 Pro, shared with other work at 51 to 98 % CPU, 82 % on
average) and reached the ThinkPad over the tailnet.
**What ran.**
- Horizon: release v2026.10.19 (07f2913d), the server archive `horizon-server-linux-x86_64.tar.gz` installed
with `install.sh`. `horizon-server` ran its `horizon-engine` with game files prepared from the owner's own
Minecraft.
- Vanilla: the pinned 26.3 server jar (the owner's own copy) on OpenJDK 25.0.4.1, `-Xms4g -Xmx4g`.
- Paper: 26.3 build 205 (`26.3-205-main@a90108f`), from PaperMC's download API, checked against its SHA-256.
It ran with Paper's defaults except `connection-throttle: -1` in `bukkit.yml`. Every bot connects from one
address, and the default throttle (4 s) refused all but the first. Paperclip patched the pinned server jar
from its cache. Same Java and heap.
- Fabric + Lithium: the pinned server jar on Fabric loader 0.19.5 (`packs/fabric.lock.json`) with Lithium
`mc26.3-0.26.2-fabric` (`packs/mods.lock.json`, checked against its SHA-512). Lithium needs no Fabric API.
Same Java and heap.
The Paper and Fabric jars are dev-only downloads into `.local/server-bench/jars` and are never committed or
shipped.
**How it ran.** The first pass ran all four servers at 1 and 10 bots, but its Paper 10-bot run hit the
connection throttle (1 of 10 bots joined), and it was stopped after that. The 1-bot and 10-bot lines for
Horizon, vanilla and Fabric come from that pass, along with Paper's 1-bot line. A second pass with the
throttle off ran all four at 25 and 50 bots, then Paper at 10. All runs were on the same machine on the
same morning (02:57 to 06:02 UTC). `runs.jsonl` holds the 16 run lines used here.
`report-25-50.json` and `report-paper-10.json` are the second pass's reports. The first pass, stopped
early, wrote no report. Its lines come from its output.
## Reproduce
curl -fsSL https://raw.githubusercontent.com/ludovic111/horizon/main/packaging/server/install.sh | sh
horizon-prepare --prepare --server-jar /path/to/server.jar # your own copy
cargo build --release -p horizon-bots # on the machine that runs the bots
# in a checkout whose .local/minecraft holds the pinned vanilla jars (tools/lab.py prepare):
HORIZON_BENCH_BIN=~/.local/share/horizon/current \
python3 tools/server_bench.py --servers horizon,vanilla,paper,fabric --bots 1,10,25,50 --behaviour mixed \
--explore-speed 0.8 --warmup 300 --nice 19 \
--bots-via 'ssh <bots machine>' --bots-bin /path/to/horizon-bots --connect <this machine's address> \
--out four-way.json
## Next
- One pass per configuration ran, on a 4-thread laptop CPU. A rerun on a bigger machine (the desktop's
24 threads) would show which server uses more cores best, and give vanilla at 50 a second chance.
- Horizon's average tick: where its 1-player tick goes (13.7 ms against Paper's 10.3). That work is
perf-server-11's.
- 100 bots.
@@ -0,0 +1,870 @@
2026-10-19T02:57:31Z
ludothinkpad ok: 29.0 GB free, 4 threads 1% busy, 0 sessions
desktop offline
macmini busy: 28.7 GB free, 14 threads 89% busy, 1 sessions
macbook offline
2026-10-19T02:58:36Z
ludothinkpad ok: 28.3 GB free, 4 threads 20% busy, 0 sessions
desktop offline
macmini busy: 26.0 GB free, 14 threads 92% busy, 1 sessions
macbook offline
2026-10-19T02:59:40Z
ludothinkpad ok: 28.3 GB free, 4 threads 20% busy, 0 sessions
desktop offline
macmini busy: 26.8 GB free, 14 threads 96% busy, 1 sessions
macbook offline
2026-10-19T03:00:44Z
ludothinkpad ok: 28.3 GB free, 4 threads 15% busy, 0 sessions
desktop offline
macmini busy: 25.8 GB free, 14 threads 97% busy, 1 sessions
macbook offline
2026-10-19T03:01:48Z
ludothinkpad ok: 27.8 GB free, 4 threads 27% busy, 0 sessions
desktop offline
macmini ok: 26.8 GB free, 14 threads 84% busy, 1 sessions
macbook offline
2026-10-19T03:02:52Z
ludothinkpad ok: 28.4 GB free, 4 threads 18% busy, 0 sessions
desktop offline
macmini busy: 25.7 GB free, 14 threads 93% busy, 1 sessions
macbook offline
2026-10-19T03:03:56Z
ludothinkpad ok: 28.4 GB free, 4 threads 14% busy, 0 sessions
desktop offline
macmini busy: 29.6 GB free, 14 threads 96% busy, 1 sessions
macbook offline
2026-10-19T03:05:00Z
ludothinkpad ok: 28.4 GB free, 4 threads 11% busy, 0 sessions
desktop offline
macmini ok: 29.4 GB free, 14 threads 84% busy, 1 sessions
macbook offline
2026-10-19T03:06:04Z
ludothinkpad ok: 28.3 GB free, 4 threads 22% busy, 0 sessions
desktop offline
macmini ok: 26.8 GB free, 14 threads 82% busy, 1 sessions
macbook offline
2026-10-19T03:07:09Z
ludothinkpad ok: 28.4 GB free, 4 threads 11% busy, 0 sessions
desktop offline
macmini busy: 26.1 GB free, 14 threads 91% busy, 1 sessions
macbook offline
2026-10-19T03:08:13Z
ludothinkpad busy: 26.9 GB free, 4 threads 92% busy, 0 sessions
desktop offline
macmini ok: 26.4 GB free, 14 threads 76% busy, 1 sessions
macbook offline
2026-10-19T03:09:17Z
ludothinkpad ok: 25.8 GB free, 4 threads 19% busy, 0 sessions
desktop offline
macmini busy: 29.5 GB free, 14 threads 87% busy, 1 sessions
macbook offline
2026-10-19T03:10:21Z
ludothinkpad ok: 25.8 GB free, 4 threads 49% busy, 0 sessions
desktop offline
macmini ok: 25.8 GB free, 14 threads 79% busy, 1 sessions
macbook offline
2026-10-19T03:11:25Z
ludothinkpad ok: 25.8 GB free, 4 threads 19% busy, 0 sessions
desktop offline
macmini busy: 26.7 GB free, 14 threads 85% busy, 1 sessions
macbook offline
2026-10-19T03:12:29Z
ludothinkpad ok: 25.8 GB free, 4 threads 18% busy, 0 sessions
desktop offline
macmini busy: 26.2 GB free, 14 threads 88% busy, 1 sessions
macbook offline
2026-10-19T03:13:33Z
ludothinkpad ok: 25.8 GB free, 4 threads 17% busy, 0 sessions
desktop offline
macmini ok: 28.0 GB free, 14 threads 84% busy, 1 sessions
macbook offline
2026-10-19T03:14:37Z
ludothinkpad ok: 25.8 GB free, 4 threads 17% busy, 0 sessions
desktop offline
macmini ok: 28.7 GB free, 14 threads 76% busy, 1 sessions
macbook offline
2026-10-19T03:15:41Z
ludothinkpad ok: 25.8 GB free, 4 threads 18% busy, 0 sessions
desktop offline
macmini busy: 26.2 GB free, 14 threads 87% busy, 1 sessions
macbook offline
2026-10-19T03:16:46Z
ludothinkpad ok: 25.8 GB free, 4 threads 18% busy, 0 sessions
desktop offline
macmini busy: 25.0 GB free, 14 threads 91% busy, 1 sessions
macbook offline
2026-10-19T03:17:50Z
ludothinkpad ok: 25.8 GB free, 4 threads 19% busy, 0 sessions
desktop offline
macmini ok: 25.6 GB free, 14 threads 78% busy, 1 sessions
macbook offline
2026-10-19T03:18:54Z
ludothinkpad ok: 26.7 GB free, 4 threads 71% busy, 0 sessions
desktop offline
macmini busy: 26.2 GB free, 14 threads 91% busy, 1 sessions
macbook offline
2026-10-19T03:19:58Z
ludothinkpad ok: 25.1 GB free, 4 threads 16% busy, 0 sessions
desktop offline
macmini busy: 25.6 GB free, 14 threads 85% busy, 1 sessions
macbook offline
2026-10-19T03:21:02Z
ludothinkpad ok: 25.1 GB free, 4 threads 15% busy, 0 sessions
desktop offline
macmini busy: 25.7 GB free, 14 threads 87% busy, 1 sessions
macbook offline
2026-10-19T03:22:06Z
ludothinkpad ok: 25.1 GB free, 4 threads 12% busy, 0 sessions
desktop offline
macmini busy: 26.8 GB free, 14 threads 87% busy, 1 sessions
macbook offline
2026-10-19T03:23:10Z
ludothinkpad ok: 25.1 GB free, 4 threads 12% busy, 0 sessions
desktop offline
macmini ok: 25.6 GB free, 14 threads 81% busy, 1 sessions
macbook offline
2026-10-19T03:24:14Z
ludothinkpad ok: 25.1 GB free, 4 threads 19% busy, 0 sessions
desktop offline
macmini ok: 27.1 GB free, 14 threads 82% busy, 1 sessions
macbook offline
2026-10-19T03:25:19Z
ludothinkpad ok: 25.1 GB free, 4 threads 9% busy, 0 sessions
desktop offline
macmini busy: 28.6 GB free, 14 threads 86% busy, 1 sessions
macbook offline
2026-10-19T03:26:23Z
ludothinkpad ok: 25.1 GB free, 4 threads 13% busy, 0 sessions
desktop offline
macmini ok: 25.9 GB free, 14 threads 71% busy, 1 sessions
macbook offline
2026-10-19T03:27:27Z
ludothinkpad ok: 25.1 GB free, 4 threads 14% busy, 0 sessions
desktop offline
macmini busy: 26.0 GB free, 14 threads 94% busy, 1 sessions
macbook offline
2026-10-19T03:28:31Z
ludothinkpad ok: 25.1 GB free, 4 threads 13% busy, 0 sessions
desktop offline
macmini ok: 26.1 GB free, 14 threads 79% busy, 1 sessions
macbook offline
2026-10-19T03:29:35Z
ludothinkpad ok: 27.5 GB free, 4 threads 36% busy, 0 sessions
desktop offline
macmini ok: 25.5 GB free, 14 threads 84% busy, 1 sessions
macbook offline
2026-10-19T03:30:39Z
ludothinkpad ok: 25.8 GB free, 4 threads 22% busy, 0 sessions
desktop offline
macmini ok: 26.2 GB free, 14 threads 73% busy, 1 sessions
macbook offline
2026-10-19T03:31:43Z
ludothinkpad ok: 25.8 GB free, 4 threads 20% busy, 0 sessions
desktop offline
macmini busy: 26.1 GB free, 14 threads 86% busy, 1 sessions
macbook offline
2026-10-19T03:32:47Z
ludothinkpad ok: 25.8 GB free, 4 threads 21% busy, 0 sessions
desktop offline
macmini busy: 28.4 GB free, 14 threads 90% busy, 1 sessions
macbook offline
2026-10-19T03:33:52Z
ludothinkpad ok: 25.8 GB free, 4 threads 18% busy, 0 sessions
desktop offline
macmini ok: 26.9 GB free, 14 threads 84% busy, 2 sessions
macbook offline
2026-10-19T03:34:56Z
ludothinkpad ok: 25.8 GB free, 4 threads 14% busy, 0 sessions
desktop offline
macmini ok: 26.1 GB free, 14 threads 76% busy, 1 sessions
macbook offline
2026-10-19T03:36:00Z
ludothinkpad ok: 25.8 GB free, 4 threads 16% busy, 0 sessions
desktop offline
macmini ok: 27.4 GB free, 14 threads 78% busy, 1 sessions
macbook offline
2026-10-19T03:37:04Z
ludothinkpad ok: 25.8 GB free, 4 threads 15% busy, 0 sessions
desktop offline
macmini ok: 26.6 GB free, 14 threads 77% busy, 1 sessions
macbook offline
2026-10-19T03:38:08Z
ludothinkpad ok: 25.8 GB free, 4 threads 14% busy, 0 sessions
desktop offline
macmini busy: 25.8 GB free, 14 threads 94% busy, 1 sessions
macbook offline
2026-10-19T03:39:12Z
ludothinkpad ok: 25.8 GB free, 4 threads 17% busy, 0 sessions
desktop offline
macmini busy: 27.1 GB free, 14 threads 91% busy, 1 sessions
macbook offline
2026-10-19T03:40:16Z
ludothinkpad ok: 28.4 GB free, 4 threads 73% busy, 0 sessions
desktop offline
macmini ok: 25.5 GB free, 14 threads 78% busy, 1 sessions
macbook offline
2026-10-19T03:41:20Z
ludothinkpad ok: 28.3 GB free, 4 threads 41% busy, 0 sessions
desktop offline
macmini busy: 25.8 GB free, 14 threads 86% busy, 1 sessions
macbook offline
2026-10-19T03:42:24Z
ludothinkpad ok: 28.3 GB free, 4 threads 24% busy, 0 sessions
desktop offline
macmini busy: 26.9 GB free, 14 threads 88% busy, 1 sessions
macbook offline
2026-10-19T03:43:29Z
ludothinkpad ok: 28.3 GB free, 4 threads 26% busy, 0 sessions
desktop offline
macmini busy: 25.0 GB free, 14 threads 87% busy, 1 sessions
macbook offline
2026-10-19T03:44:33Z
ludothinkpad ok: 28.2 GB free, 4 threads 22% busy, 0 sessions
desktop offline
macmini ok: 25.6 GB free, 14 threads 81% busy, 1 sessions
macbook offline
2026-10-19T03:45:37Z
ludothinkpad ok: 28.2 GB free, 4 threads 27% busy, 0 sessions
desktop offline
macmini ok: 27.8 GB free, 14 threads 76% busy, 1 sessions
macbook offline
2026-10-19T03:46:41Z
ludothinkpad ok: 28.1 GB free, 4 threads 37% busy, 0 sessions
desktop offline
macmini ok: 27.3 GB free, 14 threads 81% busy, 1 sessions
macbook offline
2026-10-19T03:47:45Z
ludothinkpad ok: 28.1 GB free, 4 threads 21% busy, 0 sessions
desktop offline
macmini ok: 27.1 GB free, 14 threads 82% busy, 1 sessions
macbook offline
2026-10-19T03:48:49Z
ludothinkpad ok: 28.1 GB free, 4 threads 32% busy, 0 sessions
desktop offline
macmini ok: 26.2 GB free, 14 threads 82% busy, 1 sessions
macbook offline
2026-10-19T03:49:53Z
ludothinkpad ok: 28.1 GB free, 4 threads 25% busy, 0 sessions
desktop offline
macmini busy: 25.7 GB free, 14 threads 85% busy, 1 sessions
macbook offline
2026-10-19T03:50:57Z
ludothinkpad busy: 26.6 GB free, 4 threads 94% busy, 0 sessions
desktop offline
macmini ok: 25.1 GB free, 14 threads 85% busy, 1 sessions
macbook offline
2026-10-19T03:52:01Z
ludothinkpad ok: 25.8 GB free, 4 threads 28% busy, 0 sessions
desktop offline
macmini busy: 25.1 GB free, 14 threads 91% busy, 1 sessions
macbook offline
2026-10-19T03:53:06Z
ludothinkpad ok: 25.8 GB free, 4 threads 50% busy, 0 sessions
desktop offline
macmini busy: 26.4 GB free, 14 threads 87% busy, 1 sessions
macbook offline
2026-10-19T03:54:10Z
ludothinkpad ok: 25.7 GB free, 4 threads 41% busy, 0 sessions
desktop offline
macmini busy: 25.8 GB free, 14 threads 87% busy, 1 sessions
macbook offline
2026-10-19T03:55:14Z
ludothinkpad ok: 25.6 GB free, 4 threads 27% busy, 0 sessions
desktop offline
macmini busy: 31.4 GB free, 14 threads 90% busy, 1 sessions
macbook offline
2026-10-19T03:56:18Z
ludothinkpad ok: 25.6 GB free, 4 threads 26% busy, 0 sessions
desktop offline
macmini busy: 31.0 GB free, 14 threads 88% busy, 1 sessions
macbook offline
2026-10-19T03:57:22Z
ludothinkpad ok: 25.6 GB free, 4 threads 33% busy, 0 sessions
desktop offline
macmini busy: 26.5 GB free, 14 threads 91% busy, 1 sessions
macbook offline
2026-10-19T03:58:26Z
ludothinkpad ok: 25.5 GB free, 4 threads 45% busy, 0 sessions
desktop offline
macmini busy: 26.7 GB free, 14 threads 89% busy, 1 sessions
macbook offline
2026-10-19T03:59:30Z
ludothinkpad ok: 25.5 GB free, 4 threads 24% busy, 0 sessions
desktop offline
macmini ok: 25.6 GB free, 14 threads 77% busy, 1 sessions
macbook offline
2026-10-19T04:00:34Z
ludothinkpad ok: 25.5 GB free, 4 threads 31% busy, 0 sessions
desktop offline
macmini ok: 25.0 GB free, 14 threads 81% busy, 1 sessions
macbook offline
2026-10-19T04:01:38Z
ludothinkpad busy: 27.0 GB free, 4 threads 99% busy, 0 sessions
desktop offline
macmini ok: 28.3 GB free, 14 threads 82% busy, 1 sessions
macbook offline
2026-10-19T04:02:42Z
ludothinkpad ok: 26.2 GB free, 4 threads 19% busy, 0 sessions
desktop offline
macmini busy: 26.5 GB free, 14 threads 87% busy, 1 sessions
macbook offline
2026-10-19T04:03:47Z
ludothinkpad ok: 25.9 GB free, 4 threads 14% busy, 0 sessions
desktop offline
macmini ok: 27.9 GB free, 14 threads 78% busy, 1 sessions
macbook offline
2026-10-19T04:04:51Z
ludothinkpad ok: 25.7 GB free, 4 threads 11% busy, 0 sessions
desktop offline
macmini busy: 30.0 GB free, 14 threads 91% busy, 1 sessions
macbook offline
2026-10-19T04:05:55Z
ludothinkpad ok: 25.3 GB free, 4 threads 10% busy, 0 sessions
desktop offline
macmini busy: 27.5 GB free, 14 threads 88% busy, 1 sessions
macbook offline
2026-10-19T04:06:59Z
ludothinkpad ok: 25.3 GB free, 4 threads 13% busy, 0 sessions
desktop offline
macmini ok: 26.9 GB free, 14 threads 77% busy, 1 sessions
macbook offline
2026-10-19T04:08:03Z
ludothinkpad ok: 25.3 GB free, 4 threads 12% busy, 0 sessions
desktop offline
macmini ok: 25.8 GB free, 14 threads 81% busy, 1 sessions
macbook offline
2026-10-19T04:09:07Z
ludothinkpad ok: 25.3 GB free, 4 threads 10% busy, 0 sessions
desktop offline
macmini busy: 26.9 GB free, 14 threads 86% busy, 1 sessions
macbook offline
2026-10-19T04:10:11Z
ludothinkpad ok: 25.3 GB free, 4 threads 8% busy, 0 sessions
desktop offline
macmini busy: 26.6 GB free, 14 threads 92% busy, 1 sessions
macbook offline
2026-10-19T04:11:15Z
ludothinkpad ok: 25.3 GB free, 4 threads 9% busy, 0 sessions
desktop offline
macmini ok: 27.3 GB free, 14 threads 77% busy, 1 sessions
macbook offline
2026-10-19T04:12:20Z
ludothinkpad busy: 27.5 GB free, 4 threads 88% busy, 0 sessions
desktop offline
macmini busy: 26.5 GB free, 14 threads 86% busy, 1 sessions
macbook offline
2026-10-19T04:13:24Z
ludothinkpad ok: 25.8 GB free, 4 threads 44% busy, 0 sessions
desktop offline
macmini busy: 27.6 GB free, 14 threads 90% busy, 1 sessions
macbook offline
2026-10-19T04:14:28Z
ludothinkpad ok: 25.7 GB free, 4 threads 28% busy, 0 sessions
desktop offline
macmini busy: 27.8 GB free, 14 threads 87% busy, 1 sessions
macbook offline
2026-10-19T04:15:32Z
ludothinkpad ok: 25.7 GB free, 4 threads 26% busy, 0 sessions
desktop offline
macmini ok: 26.7 GB free, 14 threads 73% busy, 1 sessions
macbook offline
2026-10-19T04:16:36Z
ludothinkpad ok: 25.6 GB free, 4 threads 28% busy, 0 sessions
desktop offline
macmini ok: 29.3 GB free, 14 threads 80% busy, 1 sessions
macbook offline
2026-10-19T04:17:40Z
ludothinkpad ok: 25.6 GB free, 4 threads 32% busy, 0 sessions
desktop offline
macmini busy: 26.3 GB free, 14 threads 90% busy, 1 sessions
macbook offline
2026-10-19T04:18:44Z
ludothinkpad ok: 25.5 GB free, 4 threads 76% busy, 0 sessions
desktop offline
macmini ok: 28.4 GB free, 14 threads 84% busy, 1 sessions
macbook offline
2026-10-19T04:19:48Z
ludothinkpad ok: 25.5 GB free, 4 threads 26% busy, 0 sessions
desktop offline
macmini ok: 30.4 GB free, 14 threads 79% busy, 1 sessions
macbook offline
2026-10-19T04:20:52Z
ludothinkpad ok: 25.5 GB free, 4 threads 26% busy, 0 sessions
desktop offline
macmini ok: 28.1 GB free, 14 threads 73% busy, 1 sessions
macbook offline
2026-10-19T04:21:57Z
ludothinkpad ok: 25.5 GB free, 4 threads 28% busy, 0 sessions
desktop offline
macmini ok: 31.0 GB free, 14 threads 84% busy, 1 sessions
macbook offline
2026-10-19T04:23:01Z
ludothinkpad ok: 25.5 GB free, 4 threads 10% busy, 0 sessions
desktop offline
macmini ok: 31.7 GB free, 14 threads 83% busy, 1 sessions
macbook offline
2026-10-19T04:24:05Z
ludothinkpad ok: 28.3 GB free, 4 threads 41% busy, 0 sessions
desktop offline
macmini ok: 27.1 GB free, 14 threads 71% busy, 1 sessions
macbook offline
2026-10-19T04:25:15Z
ludothinkpad ok: 28.8 GB free, 4 threads 4% busy, 0 sessions
desktop offline
macmini busy: 25.7 GB free, 14 threads 98% busy, 1 sessions
macbook offline
2026-10-19T04:26:19Z
ludothinkpad ok: 28.3 GB free, 4 threads 40% busy, 0 sessions
desktop offline
macmini ok: 32.1 GB free, 14 threads 65% busy, 1 sessions
macbook offline
2026-10-19T04:27:23Z
ludothinkpad ok: 28.2 GB free, 4 threads 41% busy, 0 sessions
desktop offline
macmini busy: 29.4 GB free, 14 threads 89% busy, 1 sessions
macbook offline
2026-10-19T04:28:27Z
ludothinkpad ok: 28.2 GB free, 4 threads 44% busy, 0 sessions
desktop offline
macmini ok: 28.9 GB free, 14 threads 77% busy, 1 sessions
macbook offline
2026-10-19T04:29:32Z
ludothinkpad ok: 28.1 GB free, 4 threads 33% busy, 0 sessions
desktop offline
macmini ok: 25.3 GB free, 14 threads 71% busy, 1 sessions
macbook offline
2026-10-19T04:30:36Z
ludothinkpad ok: 28.1 GB free, 4 threads 31% busy, 0 sessions
desktop offline
macmini ok: 30.0 GB free, 14 threads 63% busy, 1 sessions
macbook offline
2026-10-19T04:31:40Z
ludothinkpad ok: 28.0 GB free, 4 threads 40% busy, 0 sessions
desktop offline
macmini ok: 27.4 GB free, 14 threads 73% busy, 1 sessions
macbook offline
2026-10-19T04:32:44Z
ludothinkpad ok: 28.0 GB free, 4 threads 35% busy, 0 sessions
desktop offline
macmini ok: 29.3 GB free, 14 threads 51% busy, 1 sessions
macbook offline
2026-10-19T04:33:48Z
ludothinkpad ok: 28.0 GB free, 4 threads 31% busy, 0 sessions
desktop offline
macmini ok: 27.5 GB free, 14 threads 67% busy, 1 sessions
macbook offline
2026-10-19T04:34:52Z
ludothinkpad ok: 28.0 GB free, 4 threads 35% busy, 0 sessions
desktop offline
macmini ok: 26.6 GB free, 14 threads 82% busy, 1 sessions
macbook offline
2026-10-19T04:35:56Z
ludothinkpad ok: 27.9 GB free, 4 threads 34% busy, 0 sessions
desktop offline
macmini ok: 28.9 GB free, 14 threads 66% busy, 1 sessions
macbook offline
2026-10-19T04:37:00Z
ludothinkpad busy: 25.8 GB free, 4 threads 98% busy, 0 sessions
desktop offline
macmini ok: 26.9 GB free, 14 threads 75% busy, 1 sessions
macbook offline
2026-10-19T04:38:04Z
ludothinkpad ok: 25.7 GB free, 4 threads 64% busy, 0 sessions
desktop offline
macmini ok: 25.6 GB free, 14 threads 74% busy, 1 sessions
macbook offline
2026-10-19T04:39:09Z
ludothinkpad ok: 25.6 GB free, 4 threads 64% busy, 0 sessions
desktop offline
macmini ok: 26.8 GB free, 14 threads 77% busy, 1 sessions
macbook offline
2026-10-19T04:40:13Z
ludothinkpad ok: 25.5 GB free, 4 threads 51% busy, 0 sessions
desktop offline
macmini ok: 26.3 GB free, 14 threads 70% busy, 1 sessions
macbook offline
2026-10-19T04:41:17Z
ludothinkpad ok: 25.4 GB free, 4 threads 62% busy, 0 sessions
desktop offline
macmini ok: 26.3 GB free, 14 threads 83% busy, 1 sessions
macbook offline
2026-10-19T04:42:21Z
ludothinkpad ok: 25.4 GB free, 4 threads 47% busy, 0 sessions
desktop offline
macmini ok: 26.2 GB free, 14 threads 68% busy, 1 sessions
macbook offline
2026-10-19T04:43:25Z
ludothinkpad ok: 25.4 GB free, 4 threads 67% busy, 0 sessions
desktop offline
macmini busy: 26.9 GB free, 14 threads 88% busy, 1 sessions
macbook offline
2026-10-19T04:44:29Z
ludothinkpad ok: 25.3 GB free, 4 threads 64% busy, 0 sessions
desktop offline
macmini ok: 30.4 GB free, 14 threads 79% busy, 1 sessions
macbook offline
2026-10-19T04:45:33Z
ludothinkpad ok: 25.2 GB free, 4 threads 66% busy, 0 sessions
desktop offline
macmini ok: 25.0 GB free, 14 threads 69% busy, 1 sessions
macbook offline
2026-10-19T04:46:37Z
ludothinkpad ok: 25.1 GB free, 4 threads 48% busy, 0 sessions
desktop offline
macmini busy: 26.4 GB free, 14 threads 87% busy, 1 sessions
macbook offline
2026-10-19T04:47:42Z
ludothinkpad ok: 27.5 GB free, 4 threads 69% busy, 0 sessions
desktop offline
macmini ok: 28.0 GB free, 14 threads 83% busy, 1 sessions
macbook offline
2026-10-19T04:48:46Z
ludothinkpad ok: 25.3 GB free, 4 threads 83% busy, 0 sessions
desktop offline
macmini busy: 25.6 GB free, 14 threads 85% busy, 1 sessions
macbook offline
2026-10-19T04:49:50Z
ludothinkpad ok: 25.3 GB free, 4 threads 55% busy, 0 sessions
desktop offline
macmini busy: 25.3 GB free, 14 threads 88% busy, 1 sessions
macbook offline
2026-10-19T04:50:54Z
ludothinkpad ok: 25.2 GB free, 4 threads 51% busy, 0 sessions
desktop offline
macmini ok: 30.9 GB free, 14 threads 74% busy, 1 sessions
macbook offline
2026-10-19T04:51:58Z
ludothinkpad ok: 25.2 GB free, 4 threads 57% busy, 0 sessions
desktop offline
macmini ok: 29.2 GB free, 14 threads 83% busy, 1 sessions
macbook offline
2026-10-19T04:53:02Z
ludothinkpad ok: 25.1 GB free, 4 threads 59% busy, 0 sessions
desktop offline
macmini busy: 26.2 GB free, 14 threads 88% busy, 1 sessions
macbook offline
2026-10-19T04:54:06Z
ludothinkpad ok: 25.1 GB free, 4 threads 38% busy, 0 sessions
desktop offline
macmini busy: 25.4 GB free, 14 threads 90% busy, 2 sessions
macbook offline
2026-10-19T04:55:10Z
ludothinkpad ok: 25.1 GB free, 4 threads 43% busy, 0 sessions
desktop offline
macmini busy: 25.4 GB free, 14 threads 85% busy, 1 sessions
macbook offline
2026-10-19T04:56:15Z
ludothinkpad ok: 25.1 GB free, 4 threads 42% busy, 0 sessions
desktop offline
macmini ok: 27.6 GB free, 14 threads 80% busy, 1 sessions
macbook offline
2026-10-19T04:57:19Z
ludothinkpad ok: 25.0 GB free, 4 threads 45% busy, 0 sessions
desktop offline
macmini ok: 27.0 GB free, 14 threads 67% busy, 1 sessions
macbook offline
2026-10-19T04:58:23Z
ludothinkpad ok: 25.0 GB free, 4 threads 48% busy, 0 sessions
desktop offline
macmini ok: 27.4 GB free, 14 threads 74% busy, 1 sessions
macbook offline
2026-10-19T04:59:27Z
ludothinkpad busy: 26.6 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini busy: 27.7 GB free, 14 threads 91% busy, 1 sessions
macbook offline
2026-10-19T05:00:31Z
ludothinkpad ok: 25.6 GB free, 4 threads 53% busy, 0 sessions
desktop offline
macmini ok: 32.2 GB free, 14 threads 64% busy, 1 sessions
macbook offline
2026-10-19T05:01:35Z
ludothinkpad ok: 25.7 GB free, 4 threads 54% busy, 0 sessions
desktop offline
macmini ok: 26.1 GB free, 14 threads 85% busy, 1 sessions
macbook offline
2026-10-19T05:02:39Z
ludothinkpad ok: 25.6 GB free, 4 threads 59% busy, 0 sessions
desktop offline
macmini ok: 25.4 GB free, 14 threads 84% busy, 1 sessions
macbook offline
2026-10-19T05:03:43Z
ludothinkpad ok: 25.6 GB free, 4 threads 55% busy, 0 sessions
desktop offline
macmini busy: 25.3 GB free, 14 threads 87% busy, 1 sessions
macbook offline
2026-10-19T05:04:48Z
ludothinkpad busy: 25.0 GB free, 4 threads 96% busy, 0 sessions
desktop offline
macmini ok: 26.6 GB free, 14 threads 79% busy, 1 sessions
macbook offline
2026-10-19T05:05:52Z
ludothinkpad ok: 25.4 GB free, 4 threads 51% busy, 0 sessions
desktop offline
macmini ok: 27.8 GB free, 14 threads 84% busy, 1 sessions
macbook offline
2026-10-19T05:06:56Z
ludothinkpad ok: 25.4 GB free, 4 threads 46% busy, 0 sessions
desktop offline
macmini busy: 25.9 GB free, 14 threads 92% busy, 1 sessions
macbook offline
2026-10-19T05:08:00Z
ludothinkpad ok: 25.4 GB free, 4 threads 53% busy, 0 sessions
desktop offline
macmini busy: 29.0 GB free, 14 threads 88% busy, 1 sessions
macbook offline
2026-10-19T05:09:04Z
ludothinkpad ok: 25.1 GB free, 4 threads 64% busy, 0 sessions
desktop offline
macmini ok: 27.3 GB free, 14 threads 81% busy, 1 sessions
macbook offline
2026-10-19T05:10:08Z
ludothinkpad ok: 28.6 GB free, 4 threads 28% busy, 0 sessions
desktop offline
macmini ok: 26.8 GB free, 14 threads 78% busy, 1 sessions
macbook offline
2026-10-19T05:11:12Z
ludothinkpad ok: 28.2 GB free, 4 threads 48% busy, 0 sessions
desktop offline
macmini busy: 28.5 GB free, 14 threads 88% busy, 1 sessions
macbook offline
2026-10-19T05:12:16Z
ludothinkpad ok: 28.2 GB free, 4 threads 52% busy, 0 sessions
desktop offline
macmini ok: 27.3 GB free, 14 threads 74% busy, 1 sessions
macbook offline
2026-10-19T05:13:21Z
ludothinkpad ok: 28.1 GB free, 4 threads 41% busy, 0 sessions
desktop offline
macmini busy: 25.9 GB free, 14 threads 87% busy, 1 sessions
macbook offline
2026-10-19T05:14:25Z
ludothinkpad ok: 28.1 GB free, 4 threads 56% busy, 0 sessions
desktop offline
macmini busy: 26.7 GB free, 14 threads 88% busy, 1 sessions
macbook offline
2026-10-19T05:15:29Z
ludothinkpad ok: 28.0 GB free, 4 threads 50% busy, 0 sessions
desktop offline
macmini busy: 25.4 GB free, 14 threads 90% busy, 1 sessions
macbook offline
2026-10-19T05:16:33Z
ludothinkpad ok: 27.9 GB free, 4 threads 47% busy, 0 sessions
desktop offline
macmini ok: 29.1 GB free, 14 threads 77% busy, 1 sessions
macbook offline
2026-10-19T05:17:37Z
ludothinkpad ok: 27.9 GB free, 4 threads 61% busy, 0 sessions
desktop offline
macmini ok: 27.5 GB free, 14 threads 75% busy, 1 sessions
macbook offline
2026-10-19T05:18:41Z
ludothinkpad ok: 27.9 GB free, 4 threads 68% busy, 0 sessions
desktop offline
macmini ok: 27.3 GB free, 14 threads 76% busy, 1 sessions
macbook offline
2026-10-19T05:19:45Z
ludothinkpad ok: 27.8 GB free, 4 threads 45% busy, 0 sessions
desktop offline
macmini busy: 27.5 GB free, 14 threads 85% busy, 1 sessions
macbook offline
2026-10-19T05:20:49Z
ludothinkpad ok: 27.5 GB free, 4 threads 60% busy, 0 sessions
desktop offline
macmini busy: 26.6 GB free, 14 threads 95% busy, 1 sessions
macbook offline
2026-10-19T05:21:53Z
ludothinkpad busy: 26.7 GB free, 4 threads 99% busy, 0 sessions
desktop offline
macmini ok: 29.8 GB free, 14 threads 72% busy, 1 sessions
macbook offline
2026-10-19T05:22:58Z
ludothinkpad busy: 25.7 GB free, 4 threads 97% busy, 0 sessions
desktop offline
macmini busy: 26.6 GB free, 14 threads 86% busy, 1 sessions
macbook offline
2026-10-19T05:24:02Z
ludothinkpad busy: 25.4 GB free, 4 threads 90% busy, 0 sessions
desktop offline
macmini busy: 28.2 GB free, 14 threads 85% busy, 1 sessions
macbook offline
2026-10-19T05:25:06Z
ludothinkpad ok: 25.3 GB free, 4 threads 73% busy, 0 sessions
desktop offline
macmini busy: 27.8 GB free, 14 threads 89% busy, 1 sessions
macbook offline
2026-10-19T05:26:10Z
ludothinkpad ok: 25.2 GB free, 4 threads 69% busy, 0 sessions
desktop offline
macmini ok: 28.8 GB free, 14 threads 74% busy, 1 sessions
macbook offline
2026-10-19T05:27:14Z
ludothinkpad ok: 25.2 GB free, 4 threads 82% busy, 0 sessions
desktop offline
macmini ok: 29.6 GB free, 14 threads 80% busy, 1 sessions
macbook offline
2026-10-19T05:28:18Z
ludothinkpad ok: 25.2 GB free, 4 threads 66% busy, 0 sessions
desktop offline
macmini busy: 33.7 GB free, 14 threads 88% busy, 1 sessions
macbook offline
2026-10-19T05:29:22Z
ludothinkpad busy: 26.4 GB free, 4 threads 99% busy, 0 sessions
desktop offline
macmini ok: 33.7 GB free, 14 threads 81% busy, 1 sessions
macbook offline
2026-10-19T05:30:27Z
ludothinkpad ok: 25.0 GB free, 4 threads 73% busy, 0 sessions
desktop offline
macmini busy: 31.8 GB free, 14 threads 87% busy, 1 sessions
macbook offline
2026-10-19T05:31:31Z
ludothinkpad ok: 24.9 GB free, 4 threads 66% busy, 0 sessions
desktop offline
macmini ok: 29.7 GB free, 14 threads 77% busy, 1 sessions
macbook offline
2026-10-19T05:32:35Z
ludothinkpad busy: 25.0 GB free, 4 threads 94% busy, 0 sessions
desktop offline
macmini busy: 27.8 GB free, 14 threads 87% busy, 1 sessions
macbook offline
2026-10-19T05:33:39Z
ludothinkpad ok: 24.9 GB free, 4 threads 70% busy, 0 sessions
desktop offline
macmini busy: 25.7 GB free, 14 threads 90% busy, 1 sessions
macbook offline
2026-10-19T05:34:43Z
ludothinkpad busy: 24.9 GB free, 4 threads 88% busy, 0 sessions
desktop offline
macmini busy: 32.7 GB free, 14 threads 88% busy, 1 sessions
macbook offline
2026-10-19T05:35:47Z
ludothinkpad ok: 24.9 GB free, 4 threads 72% busy, 0 sessions
desktop offline
macmini busy: 33.3 GB free, 14 threads 86% busy, 1 sessions
macbook offline
2026-10-19T05:36:51Z
ludothinkpad ok: 24.8 GB free, 4 threads 76% busy, 0 sessions
desktop offline
macmini ok: 32.6 GB free, 14 threads 83% busy, 1 sessions
macbook offline
2026-10-19T05:37:55Z
ludothinkpad ok: 24.7 GB free, 4 threads 71% busy, 0 sessions
desktop offline
macmini ok: 31.5 GB free, 14 threads 65% busy, 1 sessions
macbook offline
2026-10-19T05:39:00Z
ludothinkpad busy: 24.7 GB free, 4 threads 92% busy, 0 sessions
desktop offline
macmini ok: 29.7 GB free, 14 threads 69% busy, 1 sessions
macbook offline
2026-10-19T05:40:04Z
ludothinkpad ok: 28.6 GB free, 4 threads 55% busy, 0 sessions
desktop offline
macmini ok: 30.0 GB free, 14 threads 73% busy, 1 sessions
macbook offline
2026-10-19T05:41:08Z
ludothinkpad busy: 25.6 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini busy: 28.3 GB free, 14 threads 88% busy, 1 sessions
macbook offline
2026-10-19T05:42:12Z
ludothinkpad busy: 25.5 GB free, 4 threads 97% busy, 0 sessions
desktop offline
macmini ok: 27.6 GB free, 14 threads 80% busy, 1 sessions
macbook offline
2026-10-19T05:43:16Z
ludothinkpad busy: 25.3 GB free, 4 threads 98% busy, 0 sessions
desktop offline
macmini ok: 29.5 GB free, 14 threads 76% busy, 1 sessions
macbook offline
2026-10-19T05:44:20Z
ludothinkpad ok: 25.2 GB free, 4 threads 85% busy, 0 sessions
desktop offline
macmini ok: 28.6 GB free, 14 threads 64% busy, 1 sessions
macbook offline
2026-10-19T05:45:25Z
ludothinkpad ok: 25.2 GB free, 4 threads 74% busy, 0 sessions
desktop offline
macmini ok: 26.6 GB free, 14 threads 78% busy, 1 sessions
macbook offline
2026-10-19T05:46:29Z
ludothinkpad ok: 25.2 GB free, 4 threads 68% busy, 0 sessions
desktop offline
macmini ok: 26.5 GB free, 14 threads 82% busy, 1 sessions
macbook offline
2026-10-19T05:47:33Z
ludothinkpad ok: 24.5 GB free, 4 threads 84% busy, 0 sessions
desktop offline
macmini busy: 26.5 GB free, 14 threads 90% busy, 1 sessions
macbook offline
2026-10-19T05:48:37Z
ludothinkpad busy: 24.4 GB free, 4 threads 86% busy, 0 sessions
desktop offline
macmini ok: 30.6 GB free, 14 threads 61% busy, 1 sessions
macbook offline
2026-10-19T05:49:41Z
ludothinkpad ok: 24.2 GB free, 4 threads 80% busy, 0 sessions
desktop offline
macmini busy: 26.9 GB free, 14 threads 85% busy, 3 sessions
macbook offline
2026-10-19T05:50:45Z
ludothinkpad ok: 24.2 GB free, 4 threads 72% busy, 0 sessions
desktop offline
macmini busy: 25.7 GB free, 14 threads 89% busy, 1 sessions
macbook offline
2026-10-19T05:51:49Z
ludothinkpad ok: 24.1 GB free, 4 threads 17% busy, 0 sessions
desktop offline
macmini busy: 29.1 GB free, 14 threads 87% busy, 1 sessions
macbook offline
2026-10-19T05:52:54Z
ludothinkpad ok: 27.5 GB free, 4 threads 83% busy, 0 sessions
desktop offline
macmini ok: 26.9 GB free, 14 threads 76% busy, 1 sessions
macbook offline
2026-10-19T05:53:58Z
ludothinkpad ok: 25.8 GB free, 4 threads 56% busy, 0 sessions
desktop offline
macmini ok: 27.3 GB free, 14 threads 82% busy, 1 sessions
macbook offline
2026-10-19T05:55:02Z
ludothinkpad ok: 25.8 GB free, 4 threads 35% busy, 0 sessions
desktop offline
macmini busy: 27.2 GB free, 14 threads 95% busy, 1 sessions
macbook offline
2026-10-19T05:56:06Z
ludothinkpad ok: 25.0 GB free, 4 threads 52% busy, 0 sessions
desktop offline
macmini ok: 29.6 GB free, 14 threads 56% busy, 1 sessions
macbook offline
2026-10-19T05:57:10Z
ludothinkpad ok: 25.1 GB free, 4 threads 30% busy, 0 sessions
desktop offline
macmini busy: 26.2 GB free, 14 threads 91% busy, 1 sessions
macbook offline
2026-10-19T05:58:14Z
ludothinkpad ok: 25.1 GB free, 4 threads 36% busy, 0 sessions
desktop offline
macmini busy: 27.8 GB free, 14 threads 94% busy, 1 sessions
macbook offline
2026-10-19T05:59:18Z
ludothinkpad ok: 25.0 GB free, 4 threads 27% busy, 0 sessions
desktop offline
macmini ok: 30.3 GB free, 14 threads 51% busy, 1 sessions
macbook offline
2026-10-19T06:00:22Z
ludothinkpad ok: 25.0 GB free, 4 threads 24% busy, 0 sessions
desktop offline
macmini busy: 26.7 GB free, 14 threads 86% busy, 1 sessions
macbook offline
2026-10-19T06:01:26Z
ludothinkpad ok: 24.4 GB free, 4 threads 38% busy, 0 sessions
desktop offline
macmini busy: 27.1 GB free, 14 threads 89% busy, 1 sessions
macbook offline
2026-10-19T06:02:31Z
ludothinkpad ok: 25.2 GB free, 4 threads 27% busy, 0 sessions
desktop offline
macmini ok: 29.1 GB free, 14 threads 55% busy, 1 sessions
macbook offline
@@ -0,0 +1,437 @@
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@@ -0,0 +1,90 @@
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{"server": "paper", "bots": 10, "behaviour": "mixed", "start_seconds": 20.48, "mspt": {"average": 20.64, "p50": 18.1, "p95": 35.94, "p99": 56.29}, "mspt_worst_p99": 166.9, "tps": 20.0, "rss_mb": {"mean": 4069.94, "max": 4080.2}, "cpu_percent": 73.56, "chunks_per_second": 60.76, "unique_per_second": 1.85, "forgotten_per_second": 60.96, "waited_ticks_per_second": 0.0, "chunks_total": 40348, "chunks_per_bot": {"walk": 6176.67, "explore": 1171.0, "idle": 473.0}, "unique_chunks_per_bot": {"walk": 701.0, "explore": 1091.5, "idle": 473.0}, "resent": 0, "pulled_back": 3974, "moved_too_quickly": 7, "moved_wrongly": 0, "bots_joined": 10, "bots_failed": [], "tick_queries": 59}
{"server": "fabric", "bots": 10, "behaviour": "mixed", "start_seconds": 16.64, "mspt": {"average": 20.18, "p50": 17.63, "p95": 37.04, "p99": 56.08}, "mspt_worst_p99": 217.9, "tps": 20.0, "rss_mb": {"mean": 3732.43, "max": 3776.5}, "cpu_percent": 94.48, "chunks_per_second": 61.65, "unique_per_second": 1.84, "forgotten_per_second": 61.76, "waited_ticks_per_second": 0.0, "chunks_total": 41055, "chunks_per_bot": {"walk": 6291.17, "explore": 1181.0, "idle": 473.0}, "unique_chunks_per_bot": {"walk": 701.83, "explore": 1098.0, "idle": 473.0}, "resent": 0, "pulled_back": 4002, "moved_too_quickly": 3, "moved_wrongly": 0, "bots_joined": 10, "bots_failed": [], "tick_queries": 59}
{"server": "horizon", "bots": 25, "behaviour": "mixed", "start_seconds": 8.51, "mspt": {"average": 30.92, "p50": 27.88, "p95": 48.25, "p99": 72.0}, "mspt_worst_p99": 121.1, "tps": 20.0, "rss_mb": {"mean": 1012.01, "max": 1121.3}, "cpu_percent": 98.57, "chunks_per_second": 155.81, "unique_per_second": 5.78, "forgotten_per_second": 155.62, "waited_ticks_per_second": 0.0, "chunks_total": 106268, "chunks_per_bot": {"walk": 6506.33, "explore": 1261.6, "idle": 473.0}, "unique_chunks_per_bot": {"walk": 702.13, "explore": 1184.4, "idle": 473.0}, "resent": 0, "pulled_back": 3008, "moved_too_quickly": 0, "moved_wrongly": 0, "bots_joined": 25, "bots_failed": [], "tick_queries": 58}
{"server": "vanilla", "bots": 25, "behaviour": "mixed", "start_seconds": 15.47, "mspt": {"average": 37.35, "p50": 35.64, "p95": 48.2, "p99": 82.66}, "mspt_worst_p99": 579.8, "tps": 20.0, "rss_mb": {"mean": 3935.5, "max": 4157.4}, "cpu_percent": 191.44, "chunks_per_second": 158.52, "unique_per_second": 5.71, "forgotten_per_second": 158.39, "waited_ticks_per_second": 0.0, "chunks_total": 103148, "chunks_per_bot": {"walk": 6306.87, "explore": 1236.0, "idle": 473.0}, "unique_chunks_per_bot": {"walk": 704.2, "explore": 1160.2, "idle": 473.0}, "resent": 0, "pulled_back": 3762, "moved_too_quickly": 11, "moved_wrongly": 0, "bots_joined": 25, "bots_failed": [], "tick_queries": 59}
{"server": "paper", "bots": 25, "behaviour": "mixed", "start_seconds": 18.95, "mspt": {"average": 28.3, "p50": 23.7, "p95": 61.68, "p99": 90.4}, "mspt_worst_p99": 124.3, "tps": 20.0, "rss_mb": {"mean": 4160.34, "max": 4246.4}, "cpu_percent": 124.24, "chunks_per_second": 156.35, "unique_per_second": 5.72, "forgotten_per_second": 156.25, "waited_ticks_per_second": 0.0, "chunks_total": 102715, "chunks_per_bot": {"walk": 6280.4, "explore": 1228.8, "idle": 473.0}, "unique_chunks_per_bot": {"walk": 703.07, "explore": 1155.6, "idle": 473.0}, "resent": 0, "pulled_back": 4337, "moved_too_quickly": 9, "moved_wrongly": 0, "bots_joined": 25, "bots_failed": [], "tick_queries": 59}
{"server": "fabric", "bots": 25, "behaviour": "mixed", "start_seconds": 17.45, "mspt": {"average": 31.44, "p50": 28.33, "p95": 52.45, "p99": 93.35}, "mspt_worst_p99": 409.3, "tps": 20.0, "rss_mb": {"mean": 3884.61, "max": 4186.4}, "cpu_percent": 174.04, "chunks_per_second": 158.89, "unique_per_second": 5.75, "forgotten_per_second": 158.54, "waited_ticks_per_second": 0.0, "chunks_total": 103913, "chunks_per_bot": {"walk": 6356.8, "explore": 1239.2, "idle": 473.0}, "unique_chunks_per_bot": {"walk": 704.27, "explore": 1163.0, "idle": 473.0}, "resent": 0, "pulled_back": 4194, "moved_too_quickly": 11, "moved_wrongly": 0, "bots_joined": 25, "bots_failed": [], "tick_queries": 59}
{"server": "horizon", "bots": 50, "behaviour": "mixed", "start_seconds": 8.31, "mspt": {"average": 47.83, "p50": 46.02, "p95": 62.42, "p99": 73.21}, "mspt_worst_p99": 133.0, "tps": 20.0, "rss_mb": {"mean": 1112.46, "max": 1296.4}, "cpu_percent": 143.22, "chunks_per_second": 302.68, "unique_per_second": 11.02, "forgotten_per_second": 303.15, "waited_ticks_per_second": 0.0, "chunks_total": 211296, "chunks_per_bot": {"walk": 6468.47, "explore": 1251.2, "idle": 473.0}, "unique_chunks_per_bot": {"walk": 701.67, "explore": 1180.5, "idle": 473.0}, "resent": 0, "pulled_back": 8562, "moved_too_quickly": 0, "moved_wrongly": 0, "bots_joined": 50, "bots_failed": [], "tick_queries": 58}
{"server": "vanilla", "bots": 50, "behaviour": "mixed", "start_seconds": 15.45, "error": "[Errno 32] Broken pipe"}
{"server": "paper", "bots": 50, "behaviour": "mixed", "start_seconds": 19.35, "mspt": {"average": 46.86, "p50": 45.11, "p95": 61.16, "p99": 109.72}, "mspt_worst_p99": 213.4, "tps": 20.0, "rss_mb": {"mean": 4353.02, "max": 4516.1}, "cpu_percent": 210.21, "chunks_per_second": 310.51, "unique_per_second": 11.16, "forgotten_per_second": 310.64, "waited_ticks_per_second": 0.0, "chunks_total": 209303, "chunks_per_bot": {"walk": 6411.0, "explore": 1224.3, "idle": 473.0}, "unique_chunks_per_bot": {"walk": 703.47, "explore": 1155.8, "idle": 473.0}, "resent": 0, "pulled_back": 7344, "moved_too_quickly": 35, "moved_wrongly": 0, "bots_joined": 50, "bots_failed": [], "tick_queries": 58}
{"server": "fabric", "bots": 50, "behaviour": "mixed", "start_seconds": 17.45, "mspt": {"average": 58.3, "p50": 54.73, "p95": 83.06, "p99": 174.37}, "mspt_worst_p99": 887.6, "tps": 17.15, "rss_mb": {"mean": 4521.47, "max": 4744.2}, "cpu_percent": 236.04, "chunks_per_second": 311.52, "unique_per_second": 11.28, "forgotten_per_second": 311.74, "waited_ticks_per_second": 0.0, "chunks_total": 206965, "chunks_per_bot": {"walk": 6331.7, "explore": 1228.4, "idle": 473.0}, "unique_chunks_per_bot": {"walk": 703.3, "explore": 1160.3, "idle": 473.0}, "resent": 0, "pulled_back": 6350, "moved_too_quickly": 46, "moved_wrongly": 0, "bots_joined": 50, "bots_failed": [], "tick_queries": 58}
@@ -0,0 +1,125 @@
# Horizon's server against vanilla 26.3: mixed bots (2026-10-18)
The first benchmark from docs/server.md section 10 (item 4): the same bots on Horizon's dedicated server, as
`install.sh` installs it today, and on vanilla 26.3's, one server at a time on the same quiet machine.
There were 1, 10, 25 and 50 bots, all with the `mixed` behaviour.
## Summary
- **Both servers held 20 TPS in every run.**
- **Memory:** Horizon's RSS was 3.7 to 5.2 times smaller: 0.65 GB against 3.4 GB with one player, and
1.0 GB against 4.0 GB with 50. Vanilla runs with the usual fixed heap (`-Xms4g -Xmx4g`), so its RSS
is mostly that heap.
- **Tick time (MSPT):**
- with 1, 10 and 25 players, Horizon's average tick was shorter (2.4 against 17.9 ms, 12.4 against 34.5,
24.0 against 31.6);
- with 50, it was longer (35.2 against 29.7 ms);
- Horizon's P99 was lower at every count, and so were its worst 5-second windows (241 ms at most,
against 424 to 2320 ms for vanilla).
- **The work was not equal, and the difference counts against Horizon.** In `mixed`, 20 % of the bots
fly straight out at 22 blocks a second, as fast as each server sends them chunks. Horizon kept up:
- with 10 or more players it sent 2.9 to 5.9 times as many chunks a second, and generated 1.9 to 2.9
times as much new terrain a second;
- its walking bots each received 3300 to 4000 chunks, against 640 to 1100 on vanilla once 10 or more
were online.
So at 50 players Horizon's tick is 18 % longer while it generates twice the new terrain. The
equal-rate explore pass of `../server-equal-work-2026-10-17/` is the fair comparison for exploring.
- **Start (fresh world, to `Done`):** 10 to 20 s for Horizon, 14.5 to 28.6 s for vanilla.
## Results
MSPT is milliseconds per tick from each server's own `/tick query` (50 is the limit for 20 TPS). P95 and
P99 are over the whole run. "Worst P99" is the highest P99 of a single 5-second query. RSS and CPU cover
the server's whole process tree (100 % is one thread; the machine has 4). "New chunks/s" counts chunks
no bot had before. "Pulled back" counts position packets that moved a bot back.
| Bots | Server | MSPT | P95 | P99 | Worst P99 | TPS | RSS (mean / max) | CPU | Start | Chunks/s | New chunks/s | Pulled back |
|---:|---|---:|---:|---:|---:|---:|---:|---:|---:|---:|---:|---:|
| 1 | Horizon | **2.4** | 5.2 | 18.2 | 45.6 | 20 | **0.65 / 0.66 GB** | 25 % | 10.9 s | 9.9 | 0.3 | 0 |
| 1 | vanilla | 17.9 | 27.6 | 47.3 | 423.8 | 20 | 3.38 / 3.39 GB | 64 % | 14.8 s | 9.9 | 0.3 | 0 |
| 10 | Horizon | **12.4** | 36.0 | 65.9 | 117.1 | 20 | **0.94 / 1.01 GB** | 210 % | 10.2 s | 98.2 | 36.5 | 6267 |
| 10 | vanilla | 34.5 | 63.5 | 138.6 | 884.7 | 20 | 3.59 / 3.66 GB | 217 % | 14.5 s | 24.3 | 19.1 | 5500 |
| 25 | Horizon | **24.0** | 49.7 | 80.6 | 168.8 | 20 | **1.01 / 1.18 GB** | 192 % | 14.7 s | 178.2 | 31.9 | 5532 |
| 25 | vanilla | 31.6 | 70.0 | 222.7 | 2319.6 | 20 | 3.74 / 4.06 GB | 218 % | 28.6 s | 30.4 | 10.8 | 4524 |
| 50 | Horizon | 35.2 | 69.0 | 96.6 | 240.8 | 20 | **1.01 / 1.25 GB** | 218 % | 19.8 s | 273.2 | 34.6 | 8369 |
| 50 | vanilla | **29.7** | 62.3 | 137.4 | 489.3 | 20 | 4.00 / 4.60 GB | 294 % | 20.6 s | 94.4 | 17.8 | 12034 |
Chunks each bot received, by behaviour (mean):
| Bots | Server | walk | explore | idle |
|---:|---|---:|---:|---:|
| 10 | Horizon | 3992 | 7360 | 473 |
| 10 | vanilla | 680 | 2824 | 358 |
| 25 | Horizon | 3928 | 2475 | 473 |
| 25 | vanilla | 640 | 738 | 180 |
| 50 | Horizon | 3300 | 1192 | 460 |
| 50 | vanilla | 1105 | 629 | 220 |
No bot failed to join or was dropped, and no chunk was sent twice (`resent` 0), on either server. Vanilla
also logged "moved too quickly" 12, 324 and 2193 times at 10, 25 and 50 bots.
## Method
`tools/server_bench.py`, unchanged, runs each configuration on a fresh server:
- the same `server.properties` on both: seed 12345, view and simulation distance 10, offline, creative,
difficulty easy, `sync-chunk-writes=true`, white-list off;
- `gamerule respawn_radius 0`, and otherwise vanilla's default game rules on both. The locator bar is on
for both: Horizon's server has run it since v2026.10.18.13. The 2026-10-17 runs turned it off on vanilla
because Horizon had none then;
- the server waits for `Done`, then the bots join one a second, warm up for 60 seconds, and are measured
for 300 seconds, with `/tick query` every 5 seconds and RSS and CPU every second.
The bots are `horizon-bots --behaviour mixed`: 60 % walk, 20 % explore and 20 % idle, each choice
deterministic per bot. All are creative and fly 24 blocks above their spawn:
- `walk`: random points within 48 blocks at 5.6 blocks a second;
- `explore`: straight out at up to 22 blocks a second, as fast as chunks come;
- `idle`: hovers.
A bot doesn't move while the chunk it stands in hasn't arrived, and it acknowledges chunk batches as
vanilla's client does.
**Machine.** The ThinkPad: Intel Core i7-7500U (2 cores, 4 threads), 32 GB, NixOS (Linux 6.18). No other
session ran on it (`load.txt`: the fleet monitor shows 0 sessions throughout). The busy periods are the
servers themselves, which used 2 to 3 of its 4 threads from 10 bots up, so both servers were CPU-bound
there. The servers ran under `nice -n 19`. The desktop was meant to run this (24 threads) but didn't
wake. The bots ran on the Mac mini (M4 Pro) and reached the ThinkPad over the tailnet, so they took none
of the servers' CPU. The Mac mini was shared with other work (70 to 90 % busy), which only affects the
bots' timing.
**What ran.**
- Horizon: the published v2026.10.18.15 release, `horizon-client` (the engine) at 6c078b28, as
`install.sh` installs it. Its game files were prepared from the owner's own Minecraft by the release's
`horizon-prepare`. `horizon-server` (the supervisor, which takes no part in the tick) came from #898
(4ea2243e), because the release's copy can't find game files prepared without sounds (#893).
`horizon-bots` came from main.
- Vanilla: the pinned 26.3 server jar (the owner's own copy) on OpenJDK 25.0.4.1, `-Xms4g -Xmx4g`.
On Linux the release's engine needs `libasound.so.2` and `libudev.so.1`. The ThinkPad has them only in
the Nix store, so the run set `LD_LIBRARY_PATH` to them (see #898).
## Reproduce
curl -fsSL https://raw.githubusercontent.com/ludovic111/horizon/main/packaging/server/install.sh | sh
horizon-prepare --prepare --server-jar /path/to/server.jar # your own copy
cargo build --release -p horizon-bots # on the machine that runs the bots
# in a checkout whose .local/minecraft holds the pinned vanilla jars (tools/lab.py prepare):
HORIZON_BENCH_BIN=<a folder with horizon-server and horizon-client> \
python3 tools/server_bench.py --servers horizon,vanilla --bots 1,10,25,50 --behaviour mixed --nice 19 \
--bots-via 'ssh <bots machine>' --bots-bin /path/to/horizon-bots --connect <this machine's address> \
--out mixed.json
`mixed.json` is the report (`horizon-server-benchmark`: machine, versions, settings and every run), and
`load.txt` is the ThinkPad's load before and during the run.
## Next
- An equal-work `mixed` pass (`--explore-speed` at a rate both servers keep up with), then 100 bots.
- The same run on a bigger machine, so neither server is CPU-bound at 25 to 50 bots.
- Paper and Fabric + Lithium (docs/server.md section 9).
- At 50 players Horizon's tick is longer than vanilla's while it generates and sends far more. The
profile of the 2026-10-17 run (streaming and block entity ticks growing with players) is
perf-server's to take on.
+286
View File
@@ -0,0 +1,286 @@
ludothinkpad — OK
RAM 29.1 GB free of 31.2 GB · swap 0.3 GB/15.6 GB
CPU 4 threads, 2% busy (agents 0.0, rest 0.1 cores) · 67°C · load 2.1
· disk 295.5 GB free · battery 96%
Sessions, most important first:
(finished session) 0.0 GB leftovers: node 0.0 GB
Other machines (≤ 1 min old): desktop offline · macbook offline · macmini ok: 26.6 GB free, 14 threads 69% busy, 1 sessions
# During the run, once a minute (uptime, then ~/fleet/load fleet)
18:25:30
18:25:30 up 8 days 3:08, 0 users, load average: 2.13, 1.53, 1.29
ludothinkpad ok: 29.1 GB free, 4 threads 2% busy, 0 sessions
desktop offline
macmini busy: 27.6 GB free, 14 threads 87% busy, 1 sessions
18:26:34
18:26:34 up 8 days 3:09, 0 users, load average: 1.70, 1.56, 1.31
ludothinkpad ok: 28.5 GB free, 4 threads 23% busy, 0 sessions
desktop offline
macmini busy: 26.4 GB free, 14 threads 85% busy, 1 sessions
18:27:38
18:27:38 up 8 days 3:10, 0 users, load average: 1.10, 1.43, 1.28
ludothinkpad ok: 28.5 GB free, 4 threads 4% busy, 0 sessions
desktop offline
macmini ok: 27.7 GB free, 14 threads 80% busy, 1 sessions
18:28:42
18:28:42 up 8 days 3:11, 0 users, load average: 0.93, 1.29, 1.24
ludothinkpad ok: 28.5 GB free, 4 threads 22% busy, 0 sessions
desktop offline
macmini ok: 26.0 GB free, 14 threads 82% busy, 1 sessions
18:29:46
18:29:46 up 8 days 3:12, 0 users, load average: 0.62, 1.12, 1.18
ludothinkpad ok: 28.5 GB free, 4 threads 12% busy, 0 sessions
desktop offline
macmini ok: 25.7 GB free, 14 threads 81% busy, 1 sessions
18:30:50
18:30:51 up 8 days 3:13, 0 users, load average: 0.79, 1.05, 1.15
ludothinkpad ok: 28.5 GB free, 4 threads 7% busy, 0 sessions
desktop offline
macmini busy: 27.0 GB free, 14 threads 88% busy, 1 sessions
18:31:55
18:31:55 up 8 days 3:14, 0 users, load average: 0.67, 0.96, 1.11
ludothinkpad ok: 28.6 GB free, 4 threads 73% busy, 0 sessions
desktop offline
macmini ok: 27.3 GB free, 14 threads 79% busy, 1 sessions
18:32:59
18:32:59 up 8 days 3:15, 0 users, load average: 4.01, 1.91, 1.44
ludothinkpad ok: 25.9 GB free, 4 threads 24% busy, 0 sessions
desktop offline
macmini ok: 26.4 GB free, 14 threads 85% busy, 1 sessions
18:34:03
18:34:03 up 8 days 3:16, 0 users, load average: 2.24, 1.84, 1.44
ludothinkpad ok: 25.9 GB free, 4 threads 21% busy, 0 sessions
desktop offline
macmini busy: 29.2 GB free, 14 threads 86% busy, 1 sessions
18:35:07
18:35:07 up 8 days 3:17, 0 users, load average: 1.28, 1.63, 1.40
ludothinkpad ok: 25.8 GB free, 4 threads 21% busy, 0 sessions
desktop offline
macmini busy: 31.0 GB free, 14 threads 86% busy, 1 sessions
18:36:11
18:36:11 up 8 days 3:18, 0 users, load average: 0.79, 1.41, 1.33
ludothinkpad ok: 25.9 GB free, 4 threads 18% busy, 0 sessions
desktop offline
macmini busy: 26.3 GB free, 14 threads 93% busy, 1 sessions
18:37:15
18:37:15 up 8 days 3:20, 0 users, load average: 1.44, 1.47, 1.36
ludothinkpad ok: 25.9 GB free, 4 threads 23% busy, 0 sessions
desktop offline
macmini busy: 26.8 GB free, 14 threads 86% busy, 1 sessions
18:38:19
18:38:19 up 8 days 3:21, 0 users, load average: 1.37, 1.45, 1.36
ludothinkpad ok: 25.9 GB free, 4 threads 13% busy, 0 sessions
desktop offline
macmini busy: 26.7 GB free, 14 threads 86% busy, 1 sessions
18:39:24
18:39:24 up 8 days 3:22, 0 users, load average: 2.27, 1.66, 1.44
ludothinkpad ok: 28.3 GB free, 4 threads 62% busy, 0 sessions
desktop offline
macmini ok: 27.1 GB free, 14 threads 70% busy, 1 sessions
18:40:28
18:40:28 up 8 days 3:23, 0 users, load average: 1.95, 1.72, 1.48
ludothinkpad ok: 28.3 GB free, 4 threads 63% busy, 0 sessions
desktop offline
macmini ok: 26.7 GB free, 14 threads 84% busy, 1 sessions
18:41:32
18:41:32 up 8 days 3:24, 0 users, load average: 3.32, 2.22, 1.67
ludothinkpad ok: 28.2 GB free, 4 threads 61% busy, 0 sessions
desktop offline
macmini busy: 26.8 GB free, 14 threads 85% busy, 1 sessions
18:42:36
18:42:36 up 8 days 3:25, 0 users, load average: 3.13, 2.33, 1.75
ludothinkpad ok: 28.2 GB free, 4 threads 60% busy, 0 sessions
desktop offline
macmini busy: 27.1 GB free, 14 threads 91% busy, 1 sessions
18:43:40
18:43:40 up 8 days 3:26, 0 users, load average: 3.27, 2.48, 1.83
ludothinkpad busy: 28.1 GB free, 4 threads 90% busy, 0 sessions
desktop offline
macmini busy: 28.3 GB free, 14 threads 92% busy, 1 sessions
18:44:44
18:44:44 up 8 days 3:27, 0 users, load average: 2.14, 2.32, 1.82
ludothinkpad ok: 28.1 GB free, 4 threads 55% busy, 0 sessions
desktop offline
macmini busy: 30.4 GB free, 14 threads 88% busy, 1 sessions
18:45:48
18:45:48 up 8 days 3:28, 0 users, load average: 4.94, 3.06, 2.11
ludothinkpad busy: 25.9 GB free, 4 threads 86% busy, 0 sessions
desktop offline
macmini ok: 28.7 GB free, 14 threads 84% busy, 1 sessions
18:46:53
18:46:53 up 8 days 3:29, 0 users, load average: 6.55, 3.92, 2.47
ludothinkpad busy: 25.4 GB free, 4 threads 99% busy, 0 sessions
desktop offline
macmini ok: 29.3 GB free, 14 threads 81% busy, 1 sessions
18:47:57
18:47:57 up 8 days 3:30, 0 users, load average: 8.50, 4.96, 2.93
ludothinkpad busy: 24.0 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini busy: 27.9 GB free, 14 threads 90% busy, 1 sessions
18:49:01
18:49:01 up 8 days 3:31, 0 users, load average: 8.59, 5.68, 3.31
ludothinkpad busy: 22.7 GB free, 4 threads 99% busy, 0 sessions
desktop offline
macmini ok: 28.2 GB free, 14 threads 85% busy, 1 sessions
18:50:05
18:50:05 up 8 days 3:32, 0 users, load average: 7.81, 6.07, 3.61
ludothinkpad busy: 24.5 GB free, 4 threads 90% busy, 0 sessions
desktop offline
macmini busy: 28.6 GB free, 14 threads 96% busy, 1 sessions
18:51:09
18:51:09 up 8 days 3:33, 0 users, load average: 8.29, 6.50, 3.93
ludothinkpad busy: 24.3 GB free, 4 threads 92% busy, 0 sessions
desktop offline
macmini busy: 28.0 GB free, 14 threads 94% busy, 1 sessions
18:52:14
18:52:14 up 8 days 3:35, 0 users, load average: 5.58, 6.06, 3.95
ludothinkpad busy: 26.0 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini busy: 26.3 GB free, 14 threads 87% busy, 1 sessions
18:53:18
18:53:18 up 8 days 3:36, 0 users, load average: 4.53, 5.69, 3.97
ludothinkpad busy: 27.2 GB free, 4 threads 89% busy, 0 sessions
desktop offline
macmini busy: 26.8 GB free, 14 threads 87% busy, 1 sessions
18:54:22
18:54:22 up 8 days 3:37, 0 users, load average: 5.31, 5.64, 4.07
ludothinkpad busy: 26.3 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini busy: 29.3 GB free, 14 threads 91% busy, 1 sessions
18:55:26
18:55:26 up 8 days 3:38, 0 users, load average: 10.47, 6.99, 4.63
ludothinkpad busy: 26.1 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini busy: 26.7 GB free, 14 threads 90% busy, 1 sessions
18:56:30
18:56:30 up 8 days 3:39, 0 users, load average: 9.27, 7.45, 4.96
ludothinkpad busy: 26.2 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini busy: 28.5 GB free, 14 threads 92% busy, 1 sessions
18:57:35
18:57:35 up 8 days 3:40, 0 users, load average: 7.79, 7.39, 5.10
ludothinkpad busy: 26.1 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini ok: 27.1 GB free, 14 threads 80% busy, 1 sessions
18:58:39
18:58:39 up 8 days 3:41, 0 users, load average: 8.06, 7.55, 5.32
ludothinkpad busy: 26.4 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini busy: 31.8 GB free, 14 threads 95% busy, 1 sessions
18:59:43
18:59:43 up 8 days 3:42, 0 users, load average: 8.44, 7.65, 5.50
ludothinkpad busy: 26.2 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini busy: 31.4 GB free, 14 threads 94% busy, 1 sessions
19:00:47
19:00:47 up 8 days 3:43, 0 users, load average: 11.04, 8.66, 6.00
ludothinkpad busy: 24.9 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini busy: 31.8 GB free, 14 threads 88% busy, 1 sessions
19:01:51
19:01:51 up 8 days 3:44, 0 users, load average: 11.91, 9.37, 6.41
ludothinkpad busy: 24.4 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini ok: 32.9 GB free, 14 threads 77% busy, 1 sessions
19:02:56
19:02:56 up 8 days 3:45, 0 users, load average: 11.64, 9.85, 6.79
ludothinkpad ok: 25.5 GB free, 4 threads 70% busy, 0 sessions
desktop offline
macmini busy: 30.9 GB free, 14 threads 91% busy, 1 sessions
19:04:00
19:04:00 up 8 days 3:46, 0 users, load average: 11.42, 10.06, 7.06
ludothinkpad busy: 23.4 GB free, 4 threads 99% busy, 0 sessions
desktop offline
macmini busy: 28.4 GB free, 14 threads 94% busy, 1 sessions
19:05:04
19:05:04 up 8 days 3:47, 0 users, load average: 9.83, 9.96, 7.24
ludothinkpad busy: 23.2 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini ok: 31.4 GB free, 14 threads 80% busy, 1 sessions
19:06:09
19:06:09 up 8 days 3:48, 0 users, load average: 8.38, 9.68, 7.34
ludothinkpad ok: 22.7 GB free, 4 threads 17% busy, 0 sessions
desktop offline
macmini busy: 29.8 GB free, 14 threads 86% busy, 1 sessions
19:07:13
19:07:13 up 8 days 3:49, 0 users, load average: 4.51, 8.27, 7.00
ludothinkpad ok: 25.7 GB free, 4 threads 75% busy, 0 sessions
desktop offline
macmini busy: 26.5 GB free, 14 threads 89% busy, 1 sessions
19:08:17
19:08:17 up 8 days 3:51, 0 users, load average: 6.77, 8.13, 7.04
ludothinkpad busy: 25.8 GB free, 4 threads 95% busy, 0 sessions
desktop offline
macmini busy: 30.8 GB free, 14 threads 91% busy, 1 sessions
19:09:22
19:09:22 up 8 days 3:52, 0 users, load average: 8.27, 8.25, 7.14
ludothinkpad busy: 25.2 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini busy: 28.3 GB free, 14 threads 91% busy, 1 sessions
19:10:26
19:10:26 up 8 days 3:53, 0 users, load average: 8.88, 8.57, 7.34
ludothinkpad busy: 24.8 GB free, 4 threads 99% busy, 0 sessions
desktop offline
macmini ok: 32.4 GB free, 14 threads 72% busy, 1 sessions
19:11:30
19:11:30 up 8 days 3:54, 0 users, load average: 13.33, 10.05, 7.94
ludothinkpad busy: 24.7 GB free, 4 threads 97% busy, 0 sessions
desktop offline
macmini busy: 30.1 GB free, 14 threads 87% busy, 1 sessions
19:12:35
19:12:35 up 8 days 3:55, 0 users, load average: 10.92, 10.13, 8.12
ludothinkpad ok: 26.4 GB free, 4 threads 76% busy, 0 sessions
desktop offline
macmini busy: 29.3 GB free, 14 threads 86% busy, 1 sessions
19:13:39
19:13:39 up 8 days 3:56, 0 users, load average: 9.98, 9.89, 8.16
ludothinkpad busy: 25.8 GB free, 4 threads 90% busy, 0 sessions
desktop offline
macmini busy: 28.8 GB free, 14 threads 93% busy, 1 sessions
19:14:43
19:14:43 up 8 days 3:57, 0 users, load average: 8.95, 9.63, 8.19
ludothinkpad busy: 25.1 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini ok: 29.6 GB free, 14 threads 71% busy, 1 sessions
19:15:47
19:15:47 up 8 days 3:58, 0 users, load average: 12.02, 10.38, 8.55
ludothinkpad busy: 24.5 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini busy: 28.1 GB free, 14 threads 93% busy, 1 sessions
19:16:52
19:16:52 up 8 days 3:59, 0 users, load average: 13.82, 11.21, 8.95
ludothinkpad busy: 23.9 GB free, 4 threads 100% busy, 0 sessions
desktop offline
macmini ok: 28.4 GB free, 14 threads 75% busy, 1 sessions
19:17:56
19:17:56 up 8 days 4:00, 0 users, load average: 11.95, 11.20, 9.10
ludothinkpad busy: 25.0 GB free, 4 threads 99% busy, 0 sessions
desktop offline
macmini ok: 28.4 GB free, 14 threads 81% busy, 1 sessions
19:19:00
19:19:00 up 8 days 4:01, 0 users, load average: 11.46, 11.14, 9.22
ludothinkpad busy: 24.6 GB free, 4 threads 95% busy, 0 sessions
desktop offline
macmini ok: 26.4 GB free, 14 threads 83% busy, 1 sessions
19:20:04
19:20:04 up 8 days 4:02, 0 users, load average: 11.11, 10.97, 9.28
ludothinkpad busy: 24.6 GB free, 4 threads 93% busy, 0 sessions
desktop offline
macmini ok: 26.7 GB free, 14 threads 85% busy, 1 sessions
19:21:08
19:21:08 up 8 days 4:03, 0 users, load average: 9.81, 10.60, 9.27
ludothinkpad busy: 24.4 GB free, 4 threads 91% busy, 0 sessions
desktop offline
macmini ok: 27.8 GB free, 14 threads 75% busy, 1 sessions
19:22:13
19:22:13 up 8 days 4:04, 0 users, load average: 5.98, 9.51, 9.00
ludothinkpad ok: 23.8 GB free, 4 threads 18% busy, 0 sessions
desktop offline
macmini busy: 29.7 GB free, 14 threads 85% busy, 1 sessions
19:23:17
19:23:17 up 8 days 4:06, 0 users, load average: 4.01, 8.27, 8.60
ludothinkpad ok: 23.1 GB free, 4 threads 56% busy, 0 sessions
desktop offline
macmini ok: 28.2 GB free, 14 threads 79% busy, 1 sessions
@@ -0,0 +1,367 @@
{
"kind": "horizon-server-benchmark",
"date": "2026-10-18T17:23:30+00:00",
"machine": {
"system": "Linux",
"machine": "x86_64",
"cpus": 4,
"note": "ThinkPad: Intel Core i7-7500U (2 cores, 4 threads), 32 GB, NixOS, Linux 6.18; the bots on the Mac mini (M4 Pro) over the tailnet"
},
"commit": "4ea2243e4d1a44f910857bd759845db70e3690a8",
"java": [
"openjdk 25.0.4.1 2026-08-18"
],
"settings": {
"servers": "horizon,vanilla",
"bots": "1,10,25,50",
"behaviour": "mixed",
"join_every": 1.0,
"warmup": 60,
"seconds": 300,
"seed": 12345,
"explore_speed": 0,
"gamerule": "",
"heap": "4g",
"out": "mixed.json",
"nice": 19,
"bots_via": "ssh macmini",
"bots_bin": "horizon-bots (on the Mac mini)",
"connect": "<the ThinkPad's tailnet address>",
"properties": {
"level-seed": "12345",
"view-distance": "10",
"simulation-distance": "10",
"online-mode": "false",
"white-list": "false",
"gamemode": "creative",
"force-gamemode": "true",
"spawn-protection": "0",
"max-players": "200",
"difficulty": "easy",
"sync-chunk-writes": "true"
}
},
"runs": [
{
"server": "horizon",
"bots": 1,
"behaviour": "mixed",
"start_seconds": 10.92,
"mspt": {
"average": 2.38,
"p50": 1.97,
"p95": 5.17,
"p99": 18.2
},
"mspt_worst_p99": 45.6,
"tps": 20.0,
"rss_mb": {
"mean": 653.7,
"max": 659.2
},
"cpu_percent": 24.51,
"chunks_per_second": 9.9,
"unique_per_second": 0.3,
"forgotten_per_second": 9.93,
"waited_ticks_per_second": 0.0,
"chunks_total": 3951,
"chunks_per_bot": {
"walk": 3951.0
},
"unique_chunks_per_bot": {
"walk": 699.0
},
"resent": 0,
"pulled_back": 0,
"moved_too_quickly": 0,
"moved_wrongly": 0,
"bots_joined": 1,
"bots_failed": [],
"tick_queries": 58
},
{
"server": "vanilla",
"bots": 1,
"behaviour": "mixed",
"start_seconds": 14.75,
"mspt": {
"average": 17.9,
"p50": 18.39,
"p95": 27.58,
"p99": 47.28
},
"mspt_worst_p99": 423.8,
"tps": 20.0,
"rss_mb": {
"mean": 3382.06,
"max": 3394.1
},
"cpu_percent": 64.02,
"chunks_per_second": 9.92,
"unique_per_second": 0.29,
"forgotten_per_second": 9.95,
"waited_ticks_per_second": 0.0,
"chunks_total": 3846,
"chunks_per_bot": {
"walk": 3846.0
},
"unique_chunks_per_bot": {
"walk": 699.0
},
"resent": 0,
"pulled_back": 0,
"moved_too_quickly": 0,
"moved_wrongly": 0,
"bots_joined": 1,
"bots_failed": [],
"tick_queries": 58
},
{
"server": "horizon",
"bots": 10,
"behaviour": "mixed",
"start_seconds": 10.22,
"mspt": {
"average": 12.39,
"p50": 8.33,
"p95": 35.99,
"p99": 65.9
},
"mspt_worst_p99": 117.1,
"tps": 20.0,
"rss_mb": {
"mean": 935.85,
"max": 1008.6
},
"cpu_percent": 210.37,
"chunks_per_second": 98.22,
"unique_per_second": 36.49,
"forgotten_per_second": 98.25,
"waited_ticks_per_second": 0.0,
"chunks_total": 39618,
"chunks_per_bot": {
"walk": 3992.17,
"explore": 7359.5,
"idle": 473.0
},
"unique_chunks_per_bot": {
"walk": 696.83,
"explore": 6869.0,
"idle": 473.0
},
"resent": 0,
"pulled_back": 6267,
"moved_too_quickly": 0,
"moved_wrongly": 0,
"bots_joined": 10,
"bots_failed": [],
"tick_queries": 58
},
{
"server": "vanilla",
"bots": 10,
"behaviour": "mixed",
"start_seconds": 14.54,
"mspt": {
"average": 34.47,
"p50": 29.67,
"p95": 63.52,
"p99": 138.58
},
"mspt_worst_p99": 884.7,
"tps": 20.0,
"rss_mb": {
"mean": 3594.26,
"max": 3661.7
},
"cpu_percent": 217.13,
"chunks_per_second": 24.34,
"unique_per_second": 19.13,
"forgotten_per_second": 20.12,
"waited_ticks_per_second": 0.62,
"chunks_total": 10443,
"chunks_per_bot": {
"walk": 679.83,
"explore": 2824.0,
"idle": 358.0
},
"unique_chunks_per_bot": {
"walk": 389.17,
"explore": 2824.0,
"idle": 358.0
},
"resent": 0,
"pulled_back": 5500,
"moved_too_quickly": 12,
"moved_wrongly": 0,
"bots_joined": 10,
"bots_failed": [],
"tick_queries": 58
},
{
"server": "horizon",
"bots": 25,
"behaviour": "mixed",
"start_seconds": 14.73,
"mspt": {
"average": 24.0,
"p50": 21.07,
"p95": 49.72,
"p99": 80.57
},
"mspt_worst_p99": 168.8,
"tps": 20.0,
"rss_mb": {
"mean": 1013.07,
"max": 1179.4
},
"cpu_percent": 192.47,
"chunks_per_second": 178.23,
"unique_per_second": 31.85,
"forgotten_per_second": 177.93,
"waited_ticks_per_second": 60.59,
"chunks_total": 73657,
"chunks_per_bot": {
"walk": 3927.87,
"explore": 2474.8,
"idle": 473.0
},
"unique_chunks_per_bot": {
"walk": 691.73,
"explore": 2447.8,
"idle": 473.0
},
"resent": 0,
"pulled_back": 5532,
"moved_too_quickly": 0,
"moved_wrongly": 0,
"bots_joined": 25,
"bots_failed": [],
"tick_queries": 58
},
{
"server": "vanilla",
"bots": 25,
"behaviour": "mixed",
"start_seconds": 28.57,
"mspt": {
"average": 31.59,
"p50": 25.18,
"p95": 70.03,
"p99": 222.74
},
"mspt_worst_p99": 2319.6,
"tps": 20.0,
"rss_mb": {
"mean": 3742.51,
"max": 4055.0
},
"cpu_percent": 218.34,
"chunks_per_second": 30.37,
"unique_per_second": 10.84,
"forgotten_per_second": 29.44,
"waited_ticks_per_second": 50.91,
"chunks_total": 14193,
"chunks_per_bot": {
"walk": 640.2,
"explore": 738.0,
"idle": 180.0
},
"unique_chunks_per_bot": {
"walk": 211.33,
"explore": 737.6,
"idle": 180.0
},
"resent": 0,
"pulled_back": 4524,
"moved_too_quickly": 324,
"moved_wrongly": 0,
"bots_joined": 25,
"bots_failed": [],
"tick_queries": 56
},
{
"server": "horizon",
"bots": 50,
"behaviour": "mixed",
"start_seconds": 19.84,
"mspt": {
"average": 35.2,
"p50": 32.12,
"p95": 69.04,
"p99": 96.56
},
"mspt_worst_p99": 240.8,
"tps": 20.0,
"rss_mb": {
"mean": 1013.2,
"max": 1249.1
},
"cpu_percent": 217.68,
"chunks_per_second": 273.18,
"unique_per_second": 34.58,
"forgotten_per_second": 268.19,
"waited_ticks_per_second": 138.29,
"chunks_total": 115527,
"chunks_per_bot": {
"walk": 3300.1,
"explore": 1192.4,
"idle": 460.0
},
"unique_chunks_per_bot": {
"walk": 632.67,
"explore": 1186.9,
"idle": 460.0
},
"resent": 0,
"pulled_back": 8369,
"moved_too_quickly": 0,
"moved_wrongly": 0,
"bots_joined": 50,
"bots_failed": [],
"tick_queries": 57
},
{
"server": "vanilla",
"bots": 50,
"behaviour": "mixed",
"start_seconds": 20.58,
"mspt": {
"average": 29.74,
"p50": 23.6,
"p95": 62.25,
"p99": 137.41
},
"mspt_worst_p99": 489.3,
"tps": 20.0,
"rss_mb": {
"mean": 3995.71,
"max": 4597.8
},
"cpu_percent": 294.31,
"chunks_per_second": 94.36,
"unique_per_second": 17.76,
"forgotten_per_second": 94.69,
"waited_ticks_per_second": 101.48,
"chunks_total": 41637,
"chunks_per_bot": {
"walk": 1104.97,
"explore": 628.8,
"idle": 220.0
},
"unique_chunks_per_bot": {
"walk": 279.4,
"explore": 626.4,
"idle": 220.0
},
"resent": 0,
"pulled_back": 12034,
"moved_too_quickly": 2193,
"moved_wrongly": 0,
"bots_joined": 50,
"bots_failed": [],
"tick_queries": 57
}
],
"horizon_build": "v2026.10.18.15 release binaries (horizon-client, the engine, at 6c078b28); horizon-server from #898 (4ea2243e, the supervisor only)"
}
@@ -82,6 +82,19 @@ impl CompiledChoices {
.collect::<Result<_>>()?,
})
}
/// 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`).
pub fn particle_variant(&self, selected: &SelectedModels) -> Option<&Variant> {
let choice = match selected {
SelectedModels::Variant(index) => self.variants.get(*index)?,
SelectedModels::Multipart(_) => self.multipart.first()?,
};
Some(match choice {
Choice::Single(value) => value,
Choice::Weighted { variants, .. } => variants.first()?,
})
}
/// Append selected variants without allocating intermediate part lists. A
/// multipart root consumes nextLong even for an empty selected subset, then
/// resets the same random source to that seed before each selected part.
+2
View File
@@ -8,3 +8,5 @@ description = "The benchmark report format (docs/benchmark-report.md), shared by
[dependencies]
serde = { version = "1", features = ["derive"] }
serde_json = "1"
# The hardware probes shared with telemetry (cores, clocks, drive, VRAM, power, form).
horizon-telemetry = { path = "../horizon-telemetry", default-features = false }
+51 -19
View File
@@ -16,8 +16,22 @@ pub struct Hardware {
pub cpu: Option<String>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub cpu_threads: Option<usize>,
/// Physical cores.
#[serde(default, skip_serializing_if = "Option::is_none")]
pub cpu_cores: Option<u16>,
/// Base and top boost clock, where the OS gives them.
#[serde(default, skip_serializing_if = "Option::is_none")]
pub cpu_base_mhz: Option<u32>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub cpu_boost_mhz: Option<u32>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub ram_mb: Option<u64>,
/// The drive under the game folder: `nvme`, `ssd` or `hdd`.
#[serde(default, skip_serializing_if = "Option::is_none")]
pub storage: Option<String>,
/// `laptop` or `desktop`.
#[serde(default, skip_serializing_if = "Option::is_none")]
pub form: Option<String>,
#[serde(default, skip_serializing_if = "Option::is_none")]
pub gpu: Option<Gpu>,
#[serde(default, skip_serializing_if = "Option::is_none")]
@@ -33,6 +47,9 @@ pub struct Gpu {
pub backend: String,
/// `integrated`, `discrete`, `virtual`, `cpu`, `other`.
pub kind: String,
/// Its own memory in MiB (rounded to 256), for a discrete GPU whose driver says.
#[serde(default, skip_serializing_if = "Option::is_none")]
pub vram_mb: Option<u32>,
}
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
@@ -47,17 +64,50 @@ pub struct Display {
impl Hardware {
pub fn detect() -> Hardware {
let probes = probes();
Hardware {
os: std::env::consts::OS.to_owned(),
os_version: os_version(),
arch: std::env::consts::ARCH.to_owned(),
cpu: cpu(),
cpu_threads: std::thread::available_parallelism().ok().map(|n| n.get()),
cpu_cores: probes.cores,
cpu_base_mhz: probes.base,
cpu_boost_mhz: probes.boost,
ram_mb: ram_bytes().map(|b| b >> 20),
storage: None,
form: probes.form,
gpu: None,
display: None,
}
}
/// [`Hardware::detect`] with the kind of drive `game_dir` is on.
pub fn detect_in(game_dir: &std::path::Path) -> Hardware {
Hardware {
storage: horizon_telemetry::system::storage(game_dir).map(str::to_owned),
..Hardware::detect()
}
}
}
/// What the telemetry probes read (`horizon_telemetry::system`).
struct Probes {
cores: Option<u16>,
base: Option<u32>,
boost: Option<u32>,
form: Option<String>,
}
fn probes() -> Probes {
let s = horizon_telemetry::payload::System::detect();
let some = |n: u32| (n > 0).then_some(n);
Probes {
cores: (s.cores > 0).then_some(s.cores),
base: some(s.cpu_base_mhz),
boost: some(s.cpu_boost_mhz),
form: (!s.form.is_empty()).then_some(s.form),
}
}
/// The one-minute load average: above about the number of threads the machine was busy.
@@ -82,25 +132,7 @@ pub fn load_average() -> Option<f64> {
/// `ac` or `battery`; `None` where it can't be read (and on machines without a battery on Linux).
pub fn power_source() -> Option<&'static str> {
if cfg!(target_os = "macos") {
let batt = output("pmset", &["-g", "batt"])?;
return Some(if batt.contains("'Battery Power'") {
"battery"
} else {
"ac"
});
}
let mut on_battery = None;
for entry in std::fs::read_dir("/sys/class/power_supply").ok()?.flatten() {
let read =
|name: &str| std::fs::read_to_string(entry.path().join(name)).unwrap_or_default();
match read("type").trim() {
"Mains" if read("online").trim() == "1" => return Some("ac"),
"Battery" => on_battery = Some("battery"),
_ => {}
}
}
on_battery
horizon_telemetry::system::power()
}
/// Resident memory of a process, in bytes (macOS, Linux).
+30 -8
View File
@@ -10,13 +10,16 @@ description = "Horizon native development client"
[dependencies]
horizon-assets = { path = "../horizon-assets" }
horizon-core = { path = "../horizon-core" }
# The server thread ahead of the workers (MinecraftServer.spin's Thread.setPriority).
horizon-threads = { path = "../horizon-threads" }
horizon-world = { path = "../horizon-world" }
horizon-protocol = { path = "../horizon-protocol" }
# server.properties, eula.txt and the user lists, shared with horizon-server.
horizon-server-files = { path = "../horizon-server-files" }
horizon-friends = { path = "../horizon-friends" }
# Horizon mods: sandboxed WebAssembly components, off unless installed and turned on (docs/mods.md).
horizon-mods = { path = "../horizon-mods" }
# Their runtime is the `mods` feature.
horizon-mods = { path = "../horizon-mods", default-features = false }
wgpu = { version = "30.0.1", default-features = false, features = ["std", "parking_lot", "vulkan", "metal", "wgsl"] }
winit = "0.30.13"
pollster = "0.4"
@@ -28,10 +31,13 @@ serde = { version = "1", features = ["derive"] }
serde_json = { version = "1.0.151", features = ["raw_value"] }
# Shader packs: pack.toml, and WGSL checked before it reaches wgpu.
toml = "1.1"
naga = { version = "30.0.1", features = ["wgsl-in"] }
# hlsl-out: the gfx.rs tests translate every shader as wgpu's DirectX 12 backend does. A normal feature,
# not a dev-dependency's, so builds, tests and examples share one build of naga, wgpu and this crate.
naga = { version = "30.0.1", features = ["wgsl-in", "hlsl-out"] }
# Java (OptiFine/Iris) shader packs, translated to WGSL.
horizon-shaderpack = { path = "../horizon-shaderpack" }
cpal = "0.16"
# Sound (ALSA on Linux); the `audio` feature.
cpal = { version = "0.16", optional = true }
symphonia = { version = "0.5", default-features = false, features = ["ogg", "vorbis"] }
miniz_oxide = "0.8"
ab_glyph = "0.2.32"
@@ -39,15 +45,16 @@ log = "0.4"
chrono = { version = "0.4.42", default-features = false, features = ["clock", "std"] }
flate2 = { version = "1.1.10", default-features = false, features = ["zlib-rs", "runtime_detection"] }
horizon-theme = { path = "../horizon-theme" }
# Opt-in data collection: the game keeps, the launcher sends (docs/telemetry.md).
horizon-telemetry = { path = "../horizon-telemetry", default-features = false }
# Opt-in data collection: the game keeps, the launcher sends (docs/telemetry.md); `live` is
# the anonymous "I'm playing" ping the game sends itself (`heartbeat.rs`).
horizon-telemetry = { path = "../horizon-telemetry", default-features = false, features = ["live"] }
horizon-bench = { path = "../horizon-bench" }
arboard = { version = "3.6.1", default-features = false, features = ["wayland-data-control"] }
zip = { version = "2", default-features = false, features = ["deflate"] }
# Controllers (evdev + libudev on Linux, IOKit on macOS, Windows.Gaming.Input).
gilrs = "0.11"
# Controllers (evdev + libudev on Linux, IOKit on macOS, Windows.Gaming.Input); the `controllers` feature.
gilrs = { version = "0.11", optional = true }
# The DualSense's rumble, adaptive triggers and lights over HID (gilrs only reads it).
horizon-dualsense = { path = "../horizon-dualsense" }
horizon-dualsense = { path = "../horizon-dualsense", optional = true }
# HTTPS to the Minecraft services (online-mode session join).
ureq = { version = "2", default-features = false, features = ["tls"] }
@@ -55,11 +62,26 @@ ureq = { version = "2", default-features = false, features = ["tls"] }
# The server thread's CPU time per tick (`HORIZON_SPIKES`, spans.rs).
rustix = { version = "1", default-features = false, features = ["std", "time"] }
[target.'cfg(windows)'.dependencies]
# DirectX 12, where Vulkan has no adapter or device, or by choice (`graphicsApi`, graphics.rs).
# Shaders compile with FXC (d3dcompiler_47.dll, part of Windows), or DXC when dxcompiler.dll is
# on the PATH.
wgpu = { version = "30.0.1", default-features = false, features = ["dx12"] }
[target.'cfg(windows)'.build-dependencies]
# The icon resource in the .exe (build.rs).
winresource = "0.1"
[features]
default = ["audio", "controllers"]
# Sound output. Without it (and `controllers`) the program links neither libasound nor libudev on
# Linux: the server build (`--no-default-features`, released as horizon-engine; docs/server.md).
audio = ["dep:cpal"]
# Controllers: gilrs, and the DualSense's own output. Without it only `horizon-ctl pad`'s virtual pad.
controllers = ["dep:gilrs", "dep:horizon-dualsense"]
# Runs code mods (wasmtime and cranelift: a quarter of a clean build). On in every release build
# (release.yml); the tests and probes don't need it. Content mods load without it.
mods = ["horizon-mods/runtime"]
# Records the call sites of mob random draws (`mob_ai_probe` traces).
rng-trace = ["horizon-core/rng-trace"]
@@ -1,104 +0,0 @@
//! Full production fact loading, including file reads, interning and temporary destruction.
//! cargo run --profile fast -p horizon-client --example block_facts_bench -- ROOT [SAMPLES]
//! Use SAMPLES=1 with an OS peak-RSS wrapper; `digest` checks all facts
//! and the shape sharing partition (including sharing between outlines and edges).
use horizon_client::blocks::BlockFacts;
use horizon_world::{DATA_VERSION, nbt::Tag, registry::BlockRegistry};
use serde_json::Value;
use std::{
collections::{HashMap, hash_map::DefaultHasher},
fs,
hash::{Hash, Hasher},
hint::black_box,
path::Path,
time::Instant,
};
type Result<T> = horizon_client::Result<T>;
fn tag(value: &Value) -> Result<Tag> {
Ok(match value {
Value::String(s) => Tag::String(s.as_str().into()),
Value::Number(n) => Tag::Int(i32::try_from(n.as_i64().ok_or("registry number")?)?),
Value::Array(a) => Tag::List(a.iter().map(tag).collect::<Result<_>>()?),
Value::Object(o) => Tag::Compound(
o.iter()
.map(|(k, v)| Ok((k.as_str().into(), tag(v)?)))
.collect::<Result<_>>()?,
),
_ => return Err("registry value".into()),
})
}
fn registry(root: &Path) -> Result<BlockRegistry> {
let facts: Value = serde_json::from_slice(&fs::read(root.join("facts.json"))?)?;
Ok(BlockRegistry::from_nbt(&Tag::compound([
("DataVersion", Tag::Int(DATA_VERSION)),
(
"states",
Tag::List(
facts["states"]
.as_array()
.ok_or("registry states")?
.iter()
.map(|s| tag(&s[4]))
.collect::<Result<_>>()?,
),
),
("defaults", tag(&facts["defaults"])?),
]))?)
}
fn main() -> Result<()> {
let args: Vec<_> = std::env::args().skip(1).collect();
let root = Path::new(
args.first()
.ok_or("usage: block_facts_bench ROOT [SAMPLES|digest]")?,
);
let setup = Instant::now();
let registry = registry(root)?;
println!(
"registry_setup_ms={:.3}",
setup.elapsed().as_secs_f64() * 1000.0
);
if args.get(1).is_some_and(|s| s == "digest") {
let facts = BlockFacts::load(root, &registry)?;
let mut hash = DefaultHasher::new();
let mut shapes = HashMap::new();
facts.air.hash(&mut hash);
for state in &facts.states {
format!("{state:?}").hash(&mut hash);
for shape in [&state.outline, &state.outline_edges] {
let next = shapes.len();
shapes
.entry((shape.as_ptr(), shape.len()))
.or_insert(next)
.hash(&mut hash);
}
}
println!(
"states={} shared_shapes={} digest={:016x}",
facts.states.len(),
shapes.len(),
hash.finish()
);
return Ok(());
}
let samples: usize = args.get(1).map(|s| s.parse()).transpose()?.unwrap_or(9);
assert!(samples > 0);
// First load is reported separately; OS file caches are not forcibly evicted.
let load = || -> Result<f64> {
let start = Instant::now();
let facts = black_box(BlockFacts::load(black_box(root), black_box(&registry))?);
let ms = start.elapsed().as_secs_f64() * 1000.0;
drop(facts);
Ok(ms)
};
println!("first_load_ms={:.3}", load()?);
if samples > 1 {
load()?;
load()?;
let mut times = (0..samples).map(|_| load()).collect::<Result<Vec<_>>>()?;
println!("samples_ms={times:.3?}");
times.sort_by(f64::total_cmp);
println!("median_ms={:.3}", times[times.len() / 2]);
}
Ok(())
}
@@ -1,213 +0,0 @@
//! Resident chunk storage benchmark: generates a block of vanilla terrain, then
//! reports the resident block/biome memory, the cost of lookups, meshing and
//! lighting on it.
//!
//! chunk_bench <client resource dir> [--seed S] [--size N]
#![forbid(unsafe_code)]
use horizon_client::{
assets::Assets,
biome::Biomes,
blocks::BlockFacts,
chunk::{Chunk, MIN_Y, SECTIONS},
light::{LightTables, apply_lighting, light_chunk},
mesher::{MeshTables, Mesher},
models,
streaming::{ChunkGenerator, Proto},
vanillagen::VanillaTerrain,
};
use horizon_core::biome::BiomeZoom;
use std::{path::PathBuf, sync::Arc, time::Instant};
type Result<T> = std::result::Result<T, Box<dyn std::error::Error>>;
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().skip(1).collect();
let root = PathBuf::from(args.first().ok_or("usage: chunk_bench RESOURCES")?);
let flag = |name: &str, default: i64| -> i64 {
args.iter()
.position(|a| a == name)
.and_then(|i| args.get(i + 1))
.and_then(|v| v.parse().ok())
.unwrap_or(default)
};
let (seed, size) = (flag("--seed", 12345), flag("--size", 8) as i32);
let assets = Assets::load(&root)?;
let facts = BlockFacts::load(&root, assets.registry)?;
let biomes = Biomes::load(&root)?;
let tables = MeshTables::new(
&assets,
&facts,
models::load_visibility(&root, assets.registry)?,
)?;
let light = LightTables::load(&root, assets.registry, &facts)?;
let terrain = VanillaTerrain::new(&root.join("worldgen"), assets.registry, &biomes, seed)?;
let mut worker = terrain.worker();
// Protos for size+4 columns, decorated for the inner size+2, finished as size+2.
let started = Instant::now();
let outer = size + 4;
let mut protos: Vec<Option<Proto>> = (0..outer * outer)
.map(|i| Some(terrain.proto(&mut worker, i % outer, i / outer)))
.collect();
eprintln!("proto: {:.2}s", started.elapsed().as_secs_f64());
let started = Instant::now();
let inner = size + 2;
for z in 1..=inner {
for x in 1..=inner {
let mut region: [Proto; 9] = std::array::from_fn(|k| {
let (dx, dz) = (k as i32 % 3 - 1, k as i32 / 3 - 1);
protos[((z + dz) * outer + x + dx) as usize]
.take()
.expect("proto")
});
terrain.decorate(&mut worker, &mut region);
for (k, p) in region.into_iter().enumerate() {
let (dx, dz) = (k as i32 % 3 - 1, k as i32 / 3 - 1);
protos[((z + dz) * outer + x + dx) as usize] = Some(p);
}
}
}
eprintln!("decorate: {:.2}s", started.elapsed().as_secs_f64());
let started = Instant::now();
let mut chunks: Vec<Chunk> = Vec::new();
for z in 1..=inner {
for x in 1..=inner {
let proto = protos[(z * outer + x) as usize].take().expect("proto");
let mut chunk = terrain.finish(proto);
chunk.x = x;
chunk.z = z;
chunks.push(chunk);
}
}
let finish = started.elapsed().as_secs_f64();
println!(
"finish (proto -> resident chunk): {:.1} ms per chunk",
finish * 1e3 / chunks.len() as f64
);
let chunks: Vec<Arc<Chunk>> = chunks.into_iter().map(Arc::new).collect();
let at = |x: i32, z: i32| chunks[((z - 1) * inner + x - 1) as usize].clone();
// Light all inner-inner columns.
let started = Instant::now();
let mut lit = Vec::new();
for z in 2..inner {
for x in 2..inner {
let region: [[Option<Arc<Chunk>>; 3]; 3] = std::array::from_fn(|dz| {
std::array::from_fn(|dx| Some(at(x + dx as i32 - 1, z + dz as i32 - 1)))
});
let borrowed = horizon_client::mesher::borrow(&region);
lit.push(((x, z), light_chunk(&borrowed, &light, true)));
}
}
println!(
"light: {:.2} ms per column",
started.elapsed().as_secs_f64() * 1e3 / lit.len() as f64
);
let mut chunks: Vec<Chunk> = chunks.iter().map(|c| (**c).clone()).collect();
for ((x, z), sections) in lit {
apply_lighting(&mut chunks[((z - 1) * inner + x - 1) as usize], sections);
}
let chunks: Vec<Arc<Chunk>> = chunks.into_iter().map(Arc::new).collect();
let at = |x: i32, z: i32| chunks[((z - 1) * inner + x - 1) as usize].clone();
// Memory.
let (mut bytes, mut sections, mut uniform) = (0usize, 0usize, 0usize);
for chunk in &chunks {
bytes += chunk.heap_bytes();
for s in &chunk.sections {
sections += 1;
uniform += usize::from(s.is_uniform(s.get(0)));
}
}
println!(
"resident: {} chunks, {} sections ({} uniform), {:.1} KiB per chunk ({:.2} MiB total)",
chunks.len(),
sections,
uniform,
bytes as f64 / 1024.0 / chunks.len() as f64,
bytes as f64 / 1048576.0
);
// Meshing.
let mut mesher = Mesher {
nether_shading: false,
assets: &assets,
tables: &tables,
biomes: &biomes,
visibility: tables.visibility.clone(),
zoom: BiomeZoom::new(7),
blend_radius: 2,
smooth_lighting: true,
cutout_leaves: true,
cull_leaves: false,
};
let mut best = f64::MAX;
let mut quads = 0usize;
for _ in 0..3 {
let started = Instant::now();
let mut jobs = 0;
quads = 0;
for z in 2..inner {
for x in 2..inner {
let region: [[Option<Arc<Chunk>>; 3]; 3] = std::array::from_fn(|dz| {
std::array::from_fn(|dx| Some(at(x + dx as i32 - 1, z + dz as i32 - 1)))
});
let borrowed = horizon_client::mesher::borrow(&region);
for sy in 0..SECTIONS as i32 {
let mesh = mesher.mesh(&borrowed, sy);
quads += (mesh.solid.len() + mesh.translucent.len()) / 4;
jobs += 1;
}
}
}
best = best.min(started.elapsed().as_secs_f64() / f64::from(jobs));
}
println!(
"mesh: {:.1} us per section ({} quads total)",
best * 1e6,
quads
);
// Random lookups, as collision and entity queries do.
let mut state = 0x9E37_79B9_7F4A_7C15u64;
let started = Instant::now();
let mut sum = 0u64;
let lookups = 20_000_000u64;
for _ in 0..lookups {
state ^= state << 13;
state ^= state >> 7;
state ^= state << 17;
let cx = 2 + (state % u64::from((inner - 2) as u32)) as i32;
let cz = 2 + ((state >> 8) % u64::from((inner - 2) as u32)) as i32;
let chunk = &chunks[((cz - 1) * inner + cx - 1) as usize];
let (x, y, z) = (
(state >> 16) as i32 & 15,
MIN_Y + ((state >> 24) % 384) as i32,
(state >> 40) as i32 & 15,
);
sum += u64::from(chunk.get(x, y, z));
}
println!(
"random get: {:.2} ns per lookup (checksum {sum})",
started.elapsed().as_secs_f64() * 1e9 / lookups as f64
);
// Coherent scan, as a column or area query does.
let started = Instant::now();
let mut sum = 0u64;
for _ in 0..4 {
for chunk in &chunks {
for y in MIN_Y..MIN_Y + 384 {
for z in 0..16 {
for x in 0..16 {
sum += u64::from(chunk.get(x, y, z));
}
}
}
}
}
println!(
"scan get: {:.2} ns per lookup (checksum {sum})",
started.elapsed().as_secs_f64() * 1e9 / (4.0 * chunks.len() as f64 * 98304.0)
);
Ok(())
}
@@ -1,140 +0,0 @@
//! Isolated production mob-model builder benchmark; no assets, Game, GPU or full-frame work.
//! CARGO_TARGET_DIR=/home/bob/Documents/horizon/target CARGO_INCREMENTAL=0 \
//! cargo run --profile fast -p horizon-client --example entity_geometry_bench
use horizon_client::{
mesher::Vertex,
mobs::{Part, Polygon, anim::Poses, render},
};
use std::{hint::black_box, time::Instant};
fn cube(name: String, position: f32) -> Part {
let polygons = (0..6)
.map(|face| {
let axis = face / 2;
let side = (face % 2) as f32;
let mut normal = [0.0; 3];
normal[axis] = side * 2.0 - 1.0;
Polygon {
normal,
vertices: [[0.0, 0.0], [1.0, 0.0], [1.0, 1.0], [0.0, 1.0]].map(|uv| {
let mut vertex = [0.0; 5];
vertex[axis] = side * 8.0;
vertex[(axis + 1) % 3] = uv[0] * 8.0;
vertex[(axis + 2) % 3] = uv[1] * 8.0;
vertex[3] = uv[0];
vertex[4] = uv[1];
vertex
}),
}
})
.collect();
Part {
name,
pose: [position, 0.0, 0.0, 0.1, 0.2, 0.0, 1.0, 1.0, 1.0],
polygons,
children: Vec::new(),
}
}
fn build(model: &Part, poses: &Poses, count: usize, out: &mut Vec<Vertex>) {
for i in 0..count {
render::draw(
black_box(model),
glam::Mat4::from_translation(glam::Vec3::new((i % 32) as f32, 0.0, (i / 32) as f32)),
black_box(poses),
[0.125, 0.25, 0.5, 0.75],
0xffc0_d0e0,
0xf0f0,
0,
out,
);
}
black_box(out.as_slice());
}
fn measure(model: &Part, poses: &Poses, count: usize, iterations: usize, reuse: bool) -> f64 {
let mut retained = Vec::new();
build(model, poses, count, &mut retained); // Untimed warmup.
let start = Instant::now();
for _ in 0..iterations {
let mut out = if reuse {
std::mem::take(&mut retained)
} else {
Vec::new()
};
out.clear();
build(model, poses, count, &mut out);
if reuse {
retained = out;
}
}
start.elapsed().as_secs_f64() * 1e6 / iterations as f64
}
fn main() {
let mut model = cube("body".into(), 0.0);
model.children = (1..6).map(|i| cube(format!("part{i}"), i as f32)).collect();
let poses = Poses::new(&model);
for count in [32, 256, 1024, 4096, 8192] {
let mut expected = Vec::new();
build(&model, &poses, count, &mut expected);
let mut retained = Vec::new();
build(&model, &poses, count, &mut retained);
let (pointer, capacity) = (retained.as_ptr(), retained.capacity());
// Populated -> empty/reset -> smaller -> populated must never leave stale vertices.
for n in [0, count / 2, count, count] {
retained.clear();
build(&model, &poses, n, &mut retained);
let mut fresh = Vec::new();
build(&model, &poses, n, &mut fresh);
assert_eq!(
bytemuck::cast_slice::<Vertex, u8>(&retained),
bytemuck::cast_slice::<Vertex, u8>(&fresh)
);
assert_eq!(
(retained.as_ptr(), retained.capacity()),
(pointer, capacity)
);
}
assert_eq!(
bytemuck::cast_slice::<Vertex, u8>(&retained),
bytemuck::cast_slice::<Vertex, u8>(&expected)
);
let iterations = (100_000 / count).clamp(40, 1000);
let mut fresh = Vec::new();
let mut reused = Vec::new();
let mut paired_speedups = Vec::new();
// Alternate order, reporting medians over eleven warmed batches.
for batch in 0..11 {
let mut pair = [0.0; 2];
for reuse in if batch % 2 == 0 {
[false, true]
} else {
[true, false]
} {
let time = measure(&model, &poses, count, iterations, reuse);
pair[usize::from(reuse)] = time;
if reuse {
reused.push(time);
} else {
fresh.push(time);
}
}
paired_speedups.push(pair[0] / pair[1]);
}
paired_speedups.sort_by(f64::total_cmp);
fresh.sort_by(f64::total_cmp);
reused.sort_by(f64::total_cmp);
println!(
"entities={count} vertices={} capacity={capacity} retained_bytes={} fresh_us={:.3} reused_us={:.3} speedup={:.3}x paired_speedup_median={:.3}x paired_speedup_range={:.3}..{:.3}x iterations={iterations} batches=11 byte_equivalence=pass pointer_capacity_reuse=pass",
retained.len(),
capacity * size_of::<Vertex>(),
fresh[5],
reused[5],
fresh[5] / reused[5],
paired_speedups[5],
paired_speedups[0],
paired_speedups[10]
);
}
}
@@ -1,205 +0,0 @@
//! Compare the exact read/deserialize sequences used by the model loaders.
//! Run with `cargo run -p horizon-client --profile fast --example json_readers_bench`.
//! Optional arguments: resource directory, repetitions (default 9).
use serde_json::{Map, Value, json};
use std::{
collections::BTreeMap,
fmt::Debug,
fs::{self, File},
hint::black_box,
io::BufReader,
path::{Path, PathBuf},
time::Instant,
};
type Result<T> = horizon_client::Result<T>;
#[derive(Clone, Copy)]
enum Reader {
File,
Buffered,
Slice,
}
const READERS: [Reader; 3] = [Reader::File, Reader::Buffered, Reader::Slice];
// These match the map types and reader expressions at all three production sites.
macro_rules! reader {
($name:ident, $map:ty) => {
fn $name(path: &Path, reader: Reader) -> Result<$map> {
Ok(match reader {
Reader::File => serde_json::from_reader(File::open(path)?)?,
Reader::Buffered => serde_json::from_reader(BufReader::new(File::open(path)?))?,
Reader::Slice => serde_json::from_slice(&fs::read(path)?)?,
})
}
};
}
reader!(prepare_facts, Map<String, Value>);
reader!(catalog_facts, BTreeMap<String, Value>);
struct Fixture(PathBuf);
impl Fixture {
fn new() -> Result<Self> {
let root =
std::env::temp_dir().join(format!("horizon-json-readers-{}", std::process::id()));
fs::create_dir(&root)?;
Ok(Self(root))
}
}
impl Drop for Fixture {
fn drop(&mut self) {
let _ = fs::remove_dir_all(&self.0);
}
}
fn fixtures(root: &Path) -> Result<()> {
let states: Vec<_> = (0..56)
.map(|i| {
json!({"facing": (["north", "east", "south", "west"][i % 4]),
"powered": if i / 4 % 2 == 0 { "false" } else { "true" },
"age": (i / 8).to_string()})
})
.collect();
let mut models = Map::new();
let mut render = Map::new();
for i in 0..1024 {
let name = format!("minecraft:fixture_block_{i:04}");
models.insert(
name.clone(),
json!({
"schema": {"facing": {"named": ["north", "east", "south", "west"]},
"powered": {"named": ["false", "true"]}, "age": {"integer": [0, 6]}},
"states": states
}),
);
render.insert(
name,
json!({"rule": "never", "can_occlude": true, "bars_tag": false}),
);
}
fs::write(root.join("model-states.json"), serde_json::to_vec(&models)?)?;
fs::write(
root.join("render-definitions.json"),
serde_json::to_vec(&render)?,
)?;
Ok(())
}
fn benchmark<T: PartialEq + Debug>(
label: &str,
path: &Path,
repetitions: usize,
read: impl Fn(&Path, Reader) -> Result<T>,
) -> Result<()> {
let expected = read(path, Reader::File)?;
for reader in READERS {
assert_eq!(expected, read(path, reader)?);
for _ in 0..2 {
black_box(read(black_box(path), reader)?);
}
}
drop(expected);
let mut samples: [Vec<f64>; 3] = std::array::from_fn(|_| Vec::new());
for repetition in 0..repetitions {
// Rotate reader order to distribute drift across implementations.
for offset in 0..3 {
let index = (repetition + offset) % 3;
let start = Instant::now();
let value = black_box(read(black_box(path), READERS[index])?);
samples[index].push(start.elapsed().as_secs_f64() * 1000.0);
drop(value); // Match the loaders: retain the parsed tree after loading.
}
}
let median: Vec<_> = samples
.iter_mut()
.map(|s| {
s.sort_by(f64::total_cmp);
s[s.len() / 2]
})
.collect();
println!(
"{label}: {} bytes, {repetitions} samples/reader, median ms: File={:.3}, BufReader={:.3}, read+slice={:.3}; slice speedup={:.2}x",
fs::metadata(path)?.len(),
median[0],
median[1],
median[2],
median[0] / median[2]
);
Ok(())
}
fn main() -> Result<()> {
let args: Vec<_> = std::env::args().skip(1).collect();
let fixture = if args.is_empty() {
Some(Fixture::new()?)
} else {
None
};
let root = fixture
.as_ref()
.map(|f| f.0.clone())
.unwrap_or_else(|| PathBuf::from(&args[0]));
if fixture.is_some() {
fixtures(&root)?;
println!(
"Generated representative fixtures: 1024 blocks, 57344 model states; warm filesystem cache."
);
}
let repetitions = args.get(1).map(|s| s.parse()).transpose()?.unwrap_or(9);
assert!(repetitions > 0, "repetitions must be positive");
benchmark(
"prepare model states",
&root.join("model-states.json"),
repetitions,
prepare_facts,
)?;
benchmark(
"catalog model states",
&root.join("model-states.json"),
repetitions,
catalog_facts,
)?;
benchmark(
"render definitions",
&root.join("render-definitions.json"),
repetitions,
catalog_facts,
)
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn reader_equivalence_and_errors() -> Result<()> {
let fixture = Fixture::new()?;
let path = fixture.0.join("test.json");
fs::write(&path, br#"{"minecraft:stone":{"schema":{},"states":[{}]},"unicode":"\u2603","duplicate":1,"duplicate":2}"#)?;
let expected = prepare_facts(&path, Reader::File)?;
for reader in READERS {
assert_eq!(expected, prepare_facts(&path, reader)?);
assert_eq!(
expected.iter().collect::<BTreeMap<_, _>>(),
catalog_facts(&path, reader)?.iter().collect()
);
}
for invalid in [b"{\"a\": ".as_slice(), b"{} trailing", b"{\"a\":\"\xff\"}"] {
fs::write(&path, invalid)?;
for reader in READERS {
let error = prepare_facts(&path, reader).unwrap_err();
assert!(error.downcast_ref::<serde_json::Error>().is_some());
assert!(catalog_facts(&path, reader).is_err());
}
}
fs::remove_file(&path)?;
for reader in READERS {
let error = prepare_facts(&path, reader).unwrap_err();
assert_eq!(
error.downcast_ref::<std::io::Error>().unwrap().kind(),
std::io::ErrorKind::NotFound
);
}
Ok(())
}
}
-139
View File
@@ -1,139 +0,0 @@
//! Serve a small flat world on the LAN server without the game, for joining
//! with a real client while developing the protocol:
//! `cargo run --release --example lan_flat -- RESOURCES PORT`.
use horizon_client::{
assets::Assets,
blocks::BlockFacts,
chunk::{Chunk, MIN_Y},
lan::{
Lan,
chunks::ChunkEncoder,
data::SyncData,
hub::{HostEvent, HostState, Hub, HubConfig, TickCtx},
},
world::World,
};
use horizon_protocol::packets::play::Serverbound as S;
use std::{path::PathBuf, sync::Arc, time::Duration};
fn main() -> Result<(), Box<dyn std::error::Error>> {
let mut args = std::env::args().skip(1);
let root = PathBuf::from(args.next().ok_or("RESOURCES PORT")?);
let port: u16 = args.next().ok_or("port")?.parse()?;
let assets = Assets::load(&root)?;
let facts = BlockFacts::load(&root, assets.registry)?;
let state = |name: &str| assets.registry.default_state(name).map_or(0, |s| s.0);
let sync = Arc::new(SyncData::load(&root)?);
let biomes: Vec<String> = sync
.dynamic
.registries
.get("minecraft:worldgen/biome")
.map(|v| v.iter().map(|(n, _)| n.clone()).collect())
.unwrap_or_default();
let encoder = ChunkEncoder::new(
facts
.states
.iter()
.map(|s| (s.name.clone(), s.fluid_level > 0 || s.waterlogged)),
&sync.builtin,
&biomes,
&biomes,
);
let (stone, dirt, grass) = (
state("minecraft:stone"),
state("minecraft:dirt"),
state("minecraft:grass_block"),
);
let mut world = World::new(facts.air, 0);
for cz in -8..=8 {
for cx in -8..=8 {
let mut chunk = Chunk::empty(cx, cz);
for z in 0..16 {
for x in 0..16 {
for y in MIN_Y..60 {
let v = if y == 59 {
grass
} else if y > 55 {
dirt
} else {
stone
};
chunk.set(x, y, z, v);
}
}
}
chunk.lit = true;
world.chunks.insert((cx, cz), Arc::new(chunk));
}
}
let lan = Lan::start(sync.clone(), port, "Flat - Example".into(), 8)?;
println!("listening on {}", lan.port);
let mut hub = Hub::new(
lan,
sync,
encoder,
HubConfig {
default_game_mode: 1,
guest_commands: true,
force_game_mode: false,
hardcore: false,
view_distance: 8,
simulation_distance: 8,
dimension: "minecraft:overworld".into(),
seed: 0,
max_players: 8,
dedicated: false,
integrated: false,
},
);
let mut next_entity = 100u32;
let host = HostState {
uuid: 42,
name: "Host".into(),
entity_id: 1,
position: [0.5, 60.0, 0.5],
yaw: 0.0,
pitch: 0.0,
head_yaw: 0.0,
on_ground: true,
game_mode: 1,
sneaking: false,
sprinting: false,
equipment: Default::default(),
health: 20.0,
};
loop {
world.game_time += 1;
world.day_time += 1;
let mut ctx = TickCtx {
world: &mut world,
host: Some(&host),
entities: &[],
next_entity: &mut next_entity,
spawn: [8.5, 60.0, 8.5],
difficulty: 2,
difficulty_locked: false,
clock_rate: 1.0,
tick_rate: 20.0,
tick_frozen: false,
collision: None,
};
for event in hub.tick(&mut ctx) {
match event {
HostEvent::Joined(conn) => hub.place_new_player(conn, &mut ctx),
HostEvent::Packet(_, packet) => {
if std::env::var_os("HORIZON_NET_DEBUG").is_some()
&& !matches!(*packet, S::ClientTickEnd(_))
{
eprintln!("[lan] {packet:?}");
}
}
HostEvent::Chat { line, .. } | HostEvent::Warn(line) | HostEvent::Error(line) => {
println!("{line}")
}
HostEvent::Left(_) => {}
}
}
std::thread::sleep(Duration::from_millis(50));
}
}
@@ -84,8 +84,10 @@ fn main() -> Result<()> {
horizon_client::collisions::load(&root, registry).map_err(step("collisions"))?;
let loaded = began.elapsed().as_secs_f64() - built;
let ours = |id: &str| {
id.split_once(':')
.is_some_and(|(ns, _)| mods.iter().any(|m| m.id == ns))
id.split_once(':').is_some_and(|(ns, _)| {
mods.iter()
.any(|m| m.content.namespaces.iter().any(|n| n == ns))
})
};
let tools: Vec<String> = serde_json::from_value(oracle["tools"].clone())?;
@@ -56,10 +56,11 @@ fn main() -> horizon_client::Result<()> {
let initial = LIVE.load(Relaxed);
let start = Instant::now();
let assets = Assets::load(root)?;
let render = assets.reload(root)?;
let block_ms = start.elapsed().as_secs_f64() * 1000.;
let block_retained = LIVE.load(Relaxed) - initial;
let start_items = Instant::now();
let items = ItemRenderer::load_with_library(root, assets.model_library.clone())?;
let items = ItemRenderer::load_with_library(root, render.model_library.clone())?;
let item_ms = start_items.elapsed().as_secs_f64() * 1000.;
let total_ms = start.elapsed().as_secs_f64() * 1000.;
let retained = LIVE.load(Relaxed) - initial;
@@ -74,7 +75,7 @@ fn main() -> horizon_client::Result<()> {
horizon_core::position::BlockPos::new(0, 0, 0),
horizon_core::position::BlockPos::new(-17, 65, 31),
] {
if let Ok(selected) = assets.model_catalog.collect(id, pos) {
if let Ok(selected) = render.model_catalog.collect(id, pos) {
for (variant, model) in selected {
format!("{variant:?}").hash(&mut hash);
model.ambient_occlusion.hash(&mut hash);
@@ -1,8 +1,7 @@
//! Replays `tools/test_ambient_sound_parity.py` scripts through Horizon's
//! ambient sound handlers over its `SoundEngine`:
//! `ambient_fixture ROOT INPUT OUTPUT`.
#[path = "audio_common/mod.rs"]
mod common;
use crate::audio_common as common;
use common::{Fake, d, f, flush};
use horizon_client::ambience::{Ambience, AmbientContext, AmbientSounds, Mood, bubble_column_in};
use horizon_client::sound_engine::{Bound, SoundEngine, TickContext, Ticking};
@@ -47,8 +46,8 @@ fn sounds(a: &[&str]) -> AmbientSounds {
}
}
fn main() {
let args: Vec<String> = std::env::args().collect();
pub fn main() {
let args: Vec<String> = crate::args().collect();
let mut engine = SoundEngine::new(SoundRegistry::load(std::path::Path::new(&args[1])));
engine.listening = true;
let mut backend = Fake::default();
@@ -50,19 +50,20 @@ fn particle(k: ArrowParticle) -> &'static str {
ArrowParticle::Splash => "splash",
}
}
fn main() -> Result<()> {
let args: Vec<_> = std::env::args().skip(1).collect();
pub fn main() -> Result<()> {
let args: Vec<_> = crate::args().skip(1).collect();
if args.len() != 3 {
return Err("usage: arrow_probe RESOURCES FIXTURE_DIRECTORY --describe|REFERENCE".into());
}
let root = PathBuf::from(&args[0]);
let dir = PathBuf::from(&args[1]);
let assets = Assets::load(&root)?;
let mut scene = World::test_scene(&assets, 1)?;
let render = assets.reload(&root)?;
let mut scene = World::test_scene(&assets, &render, 1)?;
fs::write(
dir.join("scene.json"),
serde_json::to_vec(
&serde_json::json!({"radius":1,"resident_chunks":scene.chunks.len(),"model_gallery":assets.model_gallery}),
&serde_json::json!({"radius":1,"resident_chunks":scene.chunks.len(),"model_gallery":render.model_gallery}),
)?,
)?;
if args[2] == "--describe" {
@@ -18,8 +18,8 @@ fn music(m: Option<&Music>) -> String {
})
}
fn main() {
let args: Vec<String> = std::env::args().collect();
pub fn main() {
let args: Vec<String> = crate::args().collect();
let root = std::path::Path::new(&args[1]);
let tables = MusicTables::load(root);
let ambient = AmbientTables::load(root);
@@ -24,20 +24,21 @@ fn db(v: &Value) -> f64 {
f64::from_bits(u64::from_str_radix(v.as_str().unwrap(), 16).unwrap())
}
fn main() -> Result<()> {
let args: Vec<_> = std::env::args().skip(1).collect();
pub fn main() -> Result<()> {
let args: Vec<_> = crate::args().skip(1).collect();
let [root, input, output, scene_json] = &args[..] else {
return Err("usage: auto_jump_probe RESOURCES INPUT OUTPUT SCENE_JSON".into());
};
let root = PathBuf::from(root);
let assets = Assets::load(&root)?;
let mut scene = World::test_scene(&assets, 1)?;
let render = assets.reload(&root)?;
let mut scene = World::test_scene(&assets, &render, 1)?;
let binding = collisions::load(&root, assets.registry)?;
let resources = MotionResources::load(&root, &assets)?;
fs::write(
scene_json,
serde_json::to_vec(&serde_json::json!({
"radius": 1, "resident_chunks": scene.chunks.len(), "model_gallery": assets.model_gallery,
"radius": 1, "resident_chunks": scene.chunks.len(), "model_gallery": render.model_gallery,
}))?,
)?;
let mut out = BufWriter::new(fs::File::create(output)?);
@@ -118,8 +118,8 @@ fn status(s: ShulkerStatus) -> &'static str {
}
}
fn main() -> Result<()> {
let args: Vec<PathBuf> = std::env::args_os().skip(1).map(PathBuf::from).collect();
pub fn main() -> Result<()> {
let args: Vec<PathBuf> = crate::args_os().skip(1).map(PathBuf::from).collect();
let [root, inputs, output] = args.as_slice() else {
return Err("usage: block_entity_anim_fixture RESOURCES INPUTS OUTPUT".into());
};
@@ -110,8 +110,8 @@ fn intern(s: &str) -> &'static str {
}
}
fn main() -> Result<()> {
let args: Vec<PathBuf> = std::env::args_os().skip(1).map(PathBuf::from).collect();
pub fn main() -> Result<()> {
let args: Vec<PathBuf> = crate::args_os().skip(1).map(PathBuf::from).collect();
let [root, inputs, textures, output] = args.as_slice() else {
return Err("usage: block_entity_render_fixture RESOURCES INPUTS TEXTURES OUTPUT".into());
};
@@ -26,8 +26,8 @@ fn entity(name: &str) -> BlockEntity {
.unwrap_or_else(|| panic!("no block entity for {name}"))
}
fn main() {
let args: Vec<String> = std::env::args().collect();
pub fn main() {
let args: Vec<String> = crate::args().collect();
let input = std::fs::read_to_string(&args[1]).expect("input");
let mut out = String::new();
let mut entities = BlockEntities::default();
@@ -8,13 +8,15 @@ use std::{
io::{BufRead, BufReader, BufWriter, Write},
path::Path,
};
fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = std::env::args().collect();
pub fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = crate::args().collect();
let root = Path::new(&args[1]);
let assets = Assets::load(root)?;
let render = assets.reload(root)?;
let facts = BlockFacts::load(root, assets.registry)?;
let tables = MeshTables::new(
&assets,
&render,
&facts,
models::load_visibility(root, assets.registry)?,
)?;
@@ -51,8 +51,8 @@ impl Around for Column {
}
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(
args.get(1)
.ok_or("usage: block_transform_fixture RESOURCES INPUT OUTPUT")?,
@@ -14,13 +14,17 @@ use std::{
io::{BufRead, BufReader, BufWriter, Write},
path::Path,
};
fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = std::env::args().collect();
/// The stage sprite origin the cracks carry (the oracle compares the geometry and UVs only).
const STAGE: [f32; 2] = [0.25, 0.5];
pub fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = crate::args().collect();
let root = Path::new(&args[1]);
let assets = Assets::load(root)?;
let render = assets.reload(root)?;
let facts = BlockFacts::load(root, assets.registry)?;
let tables = MeshTables::new(
&assets,
&render,
&facts,
models::load_visibility(root, assets.registry)?,
)?;
@@ -33,7 +37,7 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
let mut vertices = Vec::new();
let mut translucent = false;
if facts.get(state).render_shape == RenderShape::Model {
let models = assets
let models = render
.model_catalog
.collect(state, BlockPos::new(p[0], p[1], p[2]))?;
let offset = tables.offset(state, p[0], p[2]).unwrap_or([0.0; 3]);
@@ -45,7 +49,7 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
.iter()
.any(|(_, m)| m.faces.iter().any(|f| f.translucent));
for (_, m) in models {
breaking::geometry(m, origin, translucent, &mut vertices);
breaking::geometry(m, origin, translucent, STAGE, &mut vertices);
}
}
let quads: Vec<_> = vertices
@@ -56,7 +60,7 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
q.iter()
.map(|v| {
assert_eq!(v.color, 0xffff_ffff);
assert_eq!(v.light, 240 | (240 << 8));
assert_eq!(v.light, breaking::stage_light(STAGE));
assert_eq!(v.layer, if translucent { 12 } else { 11 });
[v.pos[0], v.pos[1], v.pos[2], v.uv[0], v.uv[1]]
})
@@ -323,8 +323,8 @@ fn avatar(c: &Value, out: &mut impl Write) -> Result<()> {
Ok(())
}
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> Result<()> {
let args: Vec<String> = crate::args().collect();
let input = BufReader::new(File::open(&args[1])?);
let mut out = BufWriter::new(File::create(&args[2])?);
for (n, line) in input.lines().enumerate() {
@@ -70,8 +70,8 @@ fn describe(state: &BlockState) -> String {
format!("{}|{}", state.name, props.join(","))
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(
args.get(1)
.ok_or("usage: cauldron_fixture RESOURCES INPUT OUTPUT")?,
@@ -82,12 +82,19 @@ fn main() -> horizon_client::Result<()> {
let brewing = horizon_client::brewing::Brewing::load(root, &items);
// The inventory menu never reads banner patterns.
let banners = horizon_client::banner::Banners::default();
let station_recipes = horizon_client::stations::StationRecipes::default();
let enchantments = horizon_client::enchant::Enchantments::default();
let names = horizon_client::creative::Names::default();
let env = Env {
items: &items,
recipes: &recipes,
brewing: &brewing,
banners: &banners,
station_recipes: &station_recipes,
enchantments: &enchantments,
names: &names,
trade: None,
maps: None,
};
let mut out = String::new();
for line in input.lines() {
@@ -5,6 +5,7 @@
//! the oracle's JSON form.
//!
//! usage: chat_screen_fixture RESOURCES REGISTRIES CASES OUTPUT
use crate::pack_screen_fixture;
use horizon_client::{
chat::{ChatAction, ChatScreen, Commands},
command::vanilla,
@@ -15,14 +16,11 @@ use horizon_client::{
use serde_json::{Value, json};
use std::{fmt::Write as _, fs, path::PathBuf};
use winit::keyboard::KeyCode as K;
#[path = "pack_screen_fixture.rs"]
#[allow(dead_code)]
mod pack_screen_fixture;
#[path = "chat_screen_fixture/registries.rs"]
mod registries;
fn main() -> horizon_client::Result<()> {
let args: Vec<PathBuf> = std::env::args_os().skip(1).map(PathBuf::from).collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<PathBuf> = crate::args_os().skip(1).map(PathBuf::from).collect();
let [root, registries, inputs, output] = args.as_slice() else {
return Err("usage: chat_screen_fixture RESOURCES REGISTRIES CASES OUTPUT".into());
};
@@ -1,8 +1,8 @@
//! CloudRenderer face selection and mesh traversal, without a GPU.
use horizon_client::clouds;
use std::{fmt::Write, fs};
fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = std::env::args().collect();
pub fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = crate::args().collect();
let mut output = String::new();
for (case, line) in fs::read_to_string(&args[1])?.lines().enumerate() {
let values: Vec<i32> = line
@@ -132,10 +132,10 @@ fn tree(d: &Dispatcher, node: usize) -> Value {
v
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
if args.get(1).map(String::as_str) == Some("tree") {
let d = vanilla::release_dispatcher();
let d = &vanilla::registered(false);
let mut v = tree(d, 0);
v["type"] = json!("root");
fs::write(&args[2], v.to_string())?;
@@ -24,8 +24,8 @@ fn input_name(input: Input) -> &'static str {
}
}
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> Result<()> {
let args: Vec<String> = crate::args().collect();
let input = BufReader::new(File::open(&args[1])?);
let mut out = BufWriter::new(File::create(&args[2])?);
for (n, line) in input.lines().enumerate() {
@@ -11,8 +11,8 @@ use horizon_client::{
use serde_json::{Value, json};
use std::{fs, path::Path};
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let usage = "usage: creative_search_fixture RESOURCES CREATIVE_JSON VANILLA_JSON OUTPUT";
let names = Names::load(Path::new(args.get(1).ok_or(usage)?));
let creative = Creative::from_json(&serde_json::from_slice(&fs::read(
@@ -0,0 +1,49 @@
//! How the probe binary runs a probe. main.rs lists the probes and nothing else (tools/parity.py leaves it out of
//! the harnesses' dependencies); code every probe relies on goes here.
use std::process::ExitCode;
/// `probes! { a, b, }` declares the binary's `main`, which runs the probe module named by its first argument.
macro_rules! probes {
($($name:ident,)*) => {
fn run(name: &str) -> Option<std::process::ExitCode> {
use std::process::Termination;
Some(match name {
$(stringify!($name) => $name::main().report(),)*
_ => return None,
})
}
fn main() -> std::process::ExitCode {
dispatch::main(&[$(stringify!($name)),*], run)
}
};
}
/// The probe's command line as its own example saw it: the program, then the arguments after the probe's name.
pub fn args() -> std::vec::IntoIter<String> {
let mut args: Vec<String> = std::env::args().collect();
if args.len() > 1 {
args.remove(1);
}
args.into_iter()
}
/// args(), as OsStrings.
pub fn args_os() -> std::vec::IntoIter<std::ffi::OsString> {
let mut args: Vec<_> = std::env::args_os().collect();
if args.len() > 1 {
args.remove(1);
}
args.into_iter()
}
pub fn main(names: &[&str], run: fn(&str) -> Option<ExitCode>) -> ExitCode {
let name = std::env::args().nth(1).unwrap_or_default();
run(&name).unwrap_or_else(|| {
eprintln!(
"usage: probe <name> [arguments...]\nprobes: {}",
names.join(" ")
);
ExitCode::from(2)
})
}
@@ -14,8 +14,8 @@ fn d(v: f64) -> String {
format!("{:016x}", v.to_bits())
}
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> Result<()> {
let args: Vec<String> = crate::args().collect();
let mut out = BufWriter::new(File::create(&args[2])?);
for (n, line) in BufReader::new(File::open(&args[1])?).lines().enumerate() {
let c: Value = serde_json::from_str(&line?)?;
@@ -10,8 +10,8 @@ use horizon_client::{
};
use std::{fmt::Write as _, fs, path::Path};
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(
args.get(1)
.ok_or("usage: enchanting_fixture RESOURCES INPUT OUTPUT")?,
@@ -3,7 +3,7 @@
//! posed model with `mobs::render::draw` under the case's living-entity root
//! transform and writes each drawn part's packed vertex normals.
//!
//! cargo run --profile fast -p horizon-client --example entity_anim_fixture -- \
//! cargo run --profile fast -p horizon-client --example probe -- entity_anim_fixture \
//! RESOURCES VANILLA.jsonl OUT.jsonl
use horizon_client::mesher::Vertex;
use horizon_client::mobs::{
@@ -288,8 +288,8 @@ fn entity_state(mob: &mut Mob, species: Species, case: &Value) {
}
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().skip(1).collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().skip(1).collect();
let root = PathBuf::from(&args[0]);
let types = MobTypes::load(&root)?;
let animations = MobData::load_animations(&root);
@@ -61,8 +61,8 @@ fn species(id: &str) -> Species {
}
}
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> Result<()> {
let args: Vec<String> = crate::args().collect();
let input = BufReader::new(File::open(&args[1])?);
let mut out = BufWriter::new(File::create(&args[2])?);
for (n, line) in input.lines().enumerate() {
@@ -53,8 +53,8 @@ fn line(s: &LootStack) -> String {
out
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(
args.get(1)
.ok_or("usage: entity_death_loot_fixture RESOURCES INPUT OUTPUT")?,
@@ -13,8 +13,8 @@ fn d(v: f64) -> String {
format!("{:016x}", v.to_bits())
}
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> Result<()> {
let args: Vec<String> = crate::args().collect();
let mut out = BufWriter::new(File::create(&args[2])?);
for (n, line) in BufReader::new(File::open(&args[1])?).lines().enumerate() {
let c: Value = serde_json::from_str(&line?)?;
@@ -9,8 +9,8 @@ use horizon_client::{
};
use std::{collections::HashMap, fmt::Write as _, fs, path::Path};
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(
args.get(1)
.ok_or("usage: environment_fixture RESOURCES INPUT OUTPUT")?,
@@ -30,7 +30,11 @@ fn main() -> horizon_client::Result<()> {
),
};
let info = biomes.get(biomes.id(&format!("minecraft:{}", f[4])));
let mut sky = environment.sample(f[1].parse()?, info.sky, info.fog);
let mut sky = environment.sample(
f[1].parse()?,
info.sky.map(horizon_client::biome::rgb),
info.fog.map(horizon_client::biome::rgb),
);
if dimension == "overworld" {
apply_weather(&mut sky, f[2].parse()?, f[3].parse()?);
}
@@ -388,8 +388,8 @@ fn describe(m: &Mob, all: &[Mob], regs: &SpawnRegistries) -> String {
t.join(" ")
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(
args.get(1)
.ok_or("usage: finalize_spawn_fixture RESOURCES INPUT OUTPUT HALLOWEEN")?,
@@ -11,8 +11,8 @@ use std::{
io::{BufRead, BufReader, BufWriter, Write},
};
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> Result<()> {
let args: Vec<String> = crate::args().collect();
let input = BufReader::new(File::open(&args[1])?);
let mut out = BufWriter::new(File::create(&args[2])?);
for line in input.lines() {
@@ -0,0 +1,30 @@
//! Firework tooltip companion for tools/test_firework_tooltip_parity.py: the
//! lines `item_tooltip::firework_lines` gives each stack (SNBT, one per line;
//! the `#resources` line names the prepared resources for en_us).
use horizon_client::{enchant::Enchantments, item_data::parse_stack, item_tooltip::firework_lines};
use std::{error::Error, fmt::Write, path::PathBuf};
pub fn main() -> Result<(), Box<dyn Error>> {
let args: Vec<String> = crate::args().collect();
let input = std::fs::read_to_string(&args[1])?;
let root = input
.lines()
.find_map(|l| l.strip_prefix("#resources "))
.map(PathBuf::from)
.ok_or("no #resources line")?;
// Use the inventory's filtered translations so missing tooltip keys are caught.
let enchantments = Enchantments::load(&root);
let translate = |key: &str| enchantments.translate(key).map(str::to_owned);
let mut output = String::new();
for line in input.lines().filter(|l| !l.starts_with('#')) {
let stack = parse_stack(line)?.ok_or("empty stack")?;
let lines = firework_lines(&stack, &translate);
if lines.is_empty() {
writeln!(output, "-")?;
} else {
writeln!(output, "{}", lines.join(" | "))?;
}
}
std::fs::write(&args[2], output)?;
Ok(())
}
@@ -458,8 +458,8 @@ impl HandWorld for ResetWorld<'_, '_> {
}
}
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> Result<()> {
let args: Vec<String> = crate::args().collect();
let input = BufReader::new(File::open(&args[1])?);
let mut out = BufWriter::new(File::create(&args[2])?);
for (n, line) in input.lines().enumerate() {
@@ -50,8 +50,8 @@ impl LimiterClock for Script {
}
}
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> Result<()> {
let args: Vec<String> = crate::args().collect();
let input = BufReader::new(File::open(&args[1])?);
let mut out = BufWriter::new(File::create(&args[2])?);
for (n, line) in input.lines().enumerate() {
@@ -233,22 +233,32 @@ fn mouse(c: &Value, out: &mut impl Write) -> Result<()> {
fn scroll(c: &Value, out: &mut impl Write) -> Result<()> {
let mut handler = MouseLook::default();
let mut slot = c["slot"].as_i64().unwrap() as i32;
let spectator = c["spectator"].as_bool().unwrap_or(false);
let mut speed = 0.05;
// OptionInstance.set quantises the wheel sensitivity.
let mut file = OptionsFile::default();
file.set("mouseWheelSensitivity", V::Double(db(&c["sens"])));
let sensitivity = file.double("mouseWheelSensitivity");
writeln!(out, "scroll")?;
for op in c["ops"].as_array().unwrap() {
if let Some((wheel, _)) =
if let Some((wheel, (_, y))) =
handler.on_scroll(db(&op[0]), db(&op[1]), b(&c["discrete"]), sensitivity)
{
slot = horizon_client::mouse::ScrollWheelHandler::next_selection(
f64::from(wheel),
slot,
9,
);
if spectator {
speed = horizon_client::mouse::spectator_flying_speed(speed, y);
} else {
slot = horizon_client::mouse::ScrollWheelHandler::next_selection(
f64::from(wheel),
slot,
9,
);
}
}
if spectator {
writeln!(out, "{slot} {}", fb(speed))?;
} else {
writeln!(out, "{slot}")?;
}
writeln!(out, "{slot}")?;
}
Ok(())
}
@@ -281,8 +291,8 @@ fn key(c: &Value, out: &mut impl Write) -> Result<()> {
Ok(())
}
fn main() -> Result<()> {
let args: Vec<_> = std::env::args().skip(1).collect();
pub fn main() -> Result<()> {
let args: Vec<_> = crate::args().skip(1).collect();
let mut out = BufWriter::new(File::create(&args[1])?);
for line in BufReader::new(File::open(&args[0])?).lines() {
let c: Value = serde_json::from_str(&line?)?;
@@ -13,8 +13,8 @@ use horizon_client::{
use serde_json::Value;
use std::{fmt::Write as _, fs, path::Path};
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let usage = "usage: ghost_recipe_fixture RESOURCES CASES OUTPUT";
let root = Path::new(args.get(1).ok_or(usage)?);
let cases = fs::read_to_string(args.get(2).ok_or(usage)?)?;
@@ -0,0 +1,38 @@
//! Selected-slot drop state for the vanilla key-handler parity harness.
use horizon_client::command::args::GameMode;
use horizon_client::items::{ItemStack, take_held_drop};
pub fn main() {
for mode in [
GameMode::Survival,
GameMode::Creative,
GameMode::Adventure,
GameMode::Spectator,
] {
for all in [false, true] {
for _selected in [0, 8] {
for count in [0, 1, 4, 64] {
let mut slot = Some(ItemStack::new("minecraft:stone", count));
let mut dropped = 0;
let mut swings = 0;
let mut packets = 0;
for _ in 0..2 {
if let Some(stack) =
take_held_drop(&mut slot, all, mode == GameMode::Spectator)
{
dropped += stack.count;
swings += 1;
}
if mode != GameMode::Spectator {
packets += 1;
}
println!(
"{} {dropped} {swings} {packets}",
slot.as_ref().map_or(0, |s| s.count),
);
}
}
}
}
}
}
@@ -10,8 +10,8 @@ use serde_json::Value;
use std::path::Path;
use std::{fmt::Write as _, fs};
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let usage = "usage: hotbar_fixture RESOURCES CASES OUTPUT";
let items = Items::catalog(Path::new(args.first().and(args.get(1)).ok_or(usage)?))?;
let known = |id: &str| items.get(id).is_some();
@@ -20,8 +20,8 @@ type Result<T> = std::result::Result<T, Box<dyn std::error::Error>>;
#[path = "hud_fixture/kinds.rs"]
mod kinds;
fn main() -> Result<()> {
let args: Vec<PathBuf> = std::env::args_os().skip(1).map(PathBuf::from).collect();
pub fn main() -> Result<()> {
let args: Vec<PathBuf> = crate::args_os().skip(1).map(PathBuf::from).collect();
let [root, inputs, output] = args.as_slice() else {
return Err("usage: hud_fixture RESOURCES INPUTS OUTPUT".into());
};
@@ -306,6 +306,7 @@ fn chat(c: &Value, h: i32, atlas: &HudAtlas) -> Vec<GuiDraw> {
height_focused: option("chatHeightFocused"),
height_unfocused: option("chatHeightUnfocused"),
line_spacing: option("chatLineSpacing"),
colors: c["chatColors"].as_bool().unwrap_or(true),
};
for m in c["messages"].as_array().into_iter().flatten() {
// GuiMessageTag indicator colours: systemSinglePlayer and chatError.
@@ -11,8 +11,8 @@ fn number(v: &Value) -> f32 {
fn bits(v: f32) -> u32 {
if v.is_nan() { 0x7fc00000 } else { v.to_bits() }
}
fn main() -> Result<()> {
let args: Vec<_> = std::env::args().skip(1).collect();
pub fn main() -> Result<()> {
let args: Vec<_> = crate::args().skip(1).collect();
let mut out = BufWriter::new(File::create(&args[1])?);
for line in BufReader::new(File::open(&args[0])?).lines() {
let f: Value = serde_json::from_str(&line?)?;
@@ -0,0 +1,122 @@
use horizon_client::interaction_input::{
Button, InteractionInput, InteractionWorld, TargetUseWorld, use_on_target,
};
use serde_json::Value;
use std::io::{BufRead, Write};
struct World {
using: bool,
destroying: bool,
entity: bool,
dig_on_attack: bool,
begin_using: bool,
delay: u32,
events: Vec<String>,
passing: bool,
}
impl InteractionWorld for World {
fn using_item(&self) -> bool {
self.using
}
fn release_using(&mut self) {
self.events.push("release".into());
self.using = false;
}
fn start_attack(&mut self) -> bool {
self.events.push("attack".into());
if !self.entity {
self.destroying = self.dig_on_attack;
}
false
}
fn start_use(&mut self) {
if self.destroying {
return;
}
self.delay = 4;
let entity = self.entity;
use_on_target(self, entity);
}
fn pick(&mut self) {
self.events.push("pick".into());
}
fn use_delay(&self) -> u32 {
self.delay
}
fn continue_attack(&mut self, down: bool) {
if self.using {
return;
}
let down = down && !self.entity;
self.events.push(format!("continue {down}"));
if !down {
self.destroying = false;
}
}
}
impl TargetUseWorld for World {
fn use_entity(&mut self) -> bool {
self.events
.push(if self.passing { "entity" } else { "use" }.into());
if self.passing {
false
} else {
self.using = self.begin_using;
true
}
}
fn use_block(&mut self) -> bool {
self.events
.push(if self.passing { "block" } else { "use" }.into());
if self.passing {
false
} else {
self.using = self.begin_using;
true
}
}
fn use_item(&mut self) {
self.events.push("item".into());
self.using = self.begin_using;
}
}
pub fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = crate::args().collect();
let input = std::io::BufReader::new(std::fs::File::open(&args[1])?);
let mut out = std::io::BufWriter::new(std::fs::File::create(&args[2])?);
for (i, line) in input.lines().enumerate() {
let row: Value = serde_json::from_str(&line?)?;
let flag = |key: &str| row[key].as_bool().unwrap();
let mut world = World {
using: flag("using"),
destroying: flag("destroying"),
entity: flag("entity"),
dig_on_attack: flag("dig_on_attack"),
begin_using: flag("begin_using"),
delay: row["delay"].as_u64().unwrap() as u32,
events: vec![],
passing: row["passing"].as_bool().unwrap_or(false),
};
let mut input = InteractionInput::default();
for button in row["clicks"].as_array().unwrap() {
input.press(match button.as_u64().unwrap() {
0 => Button::Attack,
1 => Button::Use,
_ => Button::Pick,
});
}
input.tick(&mut world, flag("attack_down"), flag("use_down"));
writeln!(out, "== {i}")?;
for event in world.events {
writeln!(out, "{event}")?;
}
writeln!(
out,
"state {} {} {}",
world.using, world.destroying, world.delay
)?;
}
Ok(())
}
@@ -14,8 +14,8 @@ fn unhex(s: &str) -> Vec<u8> {
.collect()
}
fn main() {
let args: Vec<String> = std::env::args().collect();
pub fn main() {
let args: Vec<String> = crate::args().collect();
let cases = std::fs::read_to_string(&args[1]).unwrap();
let mut out = String::new();
let mut games: Vec<LanGame> = Vec::new();
@@ -2,7 +2,7 @@
//! server with Horizon's light engine and compare every SkyLight/BlockLight
//! value with the arrays vanilla stored.
//!
//! cargo run --profile fast -p horizon-client --example light_parity -- \
//! cargo run --profile fast -p horizon-client --example probe -- light_parity \
//! RESOURCES DIMENSION_DIR [--nether] [--chunks X0 Z0 X1 Z1]
use horizon_client::{
assets::Assets,
@@ -21,8 +21,8 @@ use std::{collections::HashMap, path::PathBuf};
type Arrays = HashMap<i32, (Option<Vec<u8>>, Option<Vec<u8>>)>;
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().skip(1).collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().skip(1).collect();
let root = PathBuf::from(
args.first()
.ok_or("usage: light_parity RESOURCES DIMENSION_DIR")?,
@@ -0,0 +1,178 @@
//! Every horizon-client parity probe in one binary: `probe <name> [arguments]` runs `<name>.rs` as its own
//! example did (tools/test_*_parity.py, tools/oracle_harness.py, tools/audio_harness.py). Linking ~80 examples,
//! each with the whole client in it, was most of the parity job's probe build; one binary builds it once.
//!
//! This file only lists the probes, so that adding one reruns no harness: tools/parity.py leaves it out of
//! their dependencies. How a probe runs is in dispatch.rs.
#[macro_use]
mod dispatch;
use dispatch::{args, args_os};
mod ambient_fixture;
mod arrow_probe;
mod audio_attributes_fixture;
/// Sound-engine fakes the audio probes share.
mod audio_common;
mod auto_jump_probe;
mod block_entity_anim_fixture;
mod block_entity_render_fixture;
mod block_entity_tickers_fixture;
mod block_particles_fixture;
mod block_transform_fixture;
mod breaking_fixture;
mod camera_probe;
mod cauldron_fixture;
mod chat_screen_fixture;
mod cloud_fixture;
mod command_parse_fixture;
mod container_screen_probe;
mod creative_search_fixture;
mod emitter_particles_probe;
mod enchanting_fixture;
mod entity_anim_fixture;
mod entity_components_probe;
mod entity_death_loot_fixture;
mod entity_particles_probe;
mod environment_fixture;
mod finalize_spawn_fixture;
mod fire_starter_sound_probe;
mod firework_tooltip_fixture;
mod first_person_probe;
mod frame_limiter_probe;
mod game_loop_probe;
mod ghost_recipe_fixture;
mod held_drop_fixture;
mod hotbar_fixture;
mod hud_fixture;
mod input_probe;
mod interaction_input_fixture;
mod lan_probe;
mod light_parity;
mod marker_particles_probe;
mod menu_fixture;
mod mipmap_probe;
mod mob_ai_probe;
mod mob_attributes_fixture;
mod music_fixture;
mod natural_spawn_fixture;
mod options_probe;
mod pack_resources_fixture;
mod pack_screen_fixture;
mod pack_selection_fixture;
mod particle_providers_probe;
mod pick_block_data_fixture;
mod place_recipe_fixture;
mod player_sync_fixture;
mod raid_fixture;
mod random_tick_sections_probe;
mod recipe_book_fixture;
mod recipe_book_render_fixture;
mod recipe_book_view_fixture;
mod recipe_fixture;
mod scene_collision_probe;
mod scene_motion_probe;
mod scoreboard_fixture;
mod screen_layout_fixture;
mod section_mesh_fixture;
mod server_files_probe;
mod situational_music_fixture;
mod skin_image_fixture;
mod sound_engine_fixture;
mod sound_event_fixture;
mod spawn_rules_fixture;
mod sprint_probe;
mod subtitle_fixture;
mod tab_list_fixture;
mod team_rules_fixture;
mod toggle_keys_probe;
mod tooltip_display_fixture;
mod trading_fixture;
mod translucency_fixture;
mod weather_fixture;
mod world_border_render_fixture;
mod world_options_fixture;
probes! {
ambient_fixture,
arrow_probe,
audio_attributes_fixture,
auto_jump_probe,
block_entity_anim_fixture,
block_entity_render_fixture,
block_entity_tickers_fixture,
block_particles_fixture,
block_transform_fixture,
breaking_fixture,
camera_probe,
cauldron_fixture,
chat_screen_fixture,
cloud_fixture,
command_parse_fixture,
container_screen_probe,
creative_search_fixture,
emitter_particles_probe,
enchanting_fixture,
entity_anim_fixture,
entity_components_probe,
entity_death_loot_fixture,
entity_particles_probe,
environment_fixture,
finalize_spawn_fixture,
fire_starter_sound_probe,
firework_tooltip_fixture,
first_person_probe,
frame_limiter_probe,
game_loop_probe,
ghost_recipe_fixture,
held_drop_fixture,
hotbar_fixture,
hud_fixture,
input_probe,
interaction_input_fixture,
lan_probe,
light_parity,
marker_particles_probe,
menu_fixture,
mipmap_probe,
mob_ai_probe,
mob_attributes_fixture,
music_fixture,
natural_spawn_fixture,
options_probe,
pack_resources_fixture,
pack_screen_fixture,
pack_selection_fixture,
particle_providers_probe,
pick_block_data_fixture,
place_recipe_fixture,
player_sync_fixture,
raid_fixture,
random_tick_sections_probe,
recipe_book_fixture,
recipe_book_render_fixture,
recipe_book_view_fixture,
recipe_fixture,
scene_collision_probe,
scene_motion_probe,
scoreboard_fixture,
screen_layout_fixture,
section_mesh_fixture,
server_files_probe,
situational_music_fixture,
skin_image_fixture,
sound_engine_fixture,
sound_event_fixture,
spawn_rules_fixture,
sprint_probe,
subtitle_fixture,
tab_list_fixture,
team_rules_fixture,
toggle_keys_probe,
tooltip_display_fixture,
trading_fixture,
translucency_fixture,
weather_fixture,
world_border_render_fixture,
world_options_fixture,
}
@@ -0,0 +1,90 @@
//! Probe for tools/test_marker_particles_parity.py.
use horizon_client::{
Result,
animate_tick::{AnimateContext, AnimateTables, animate_tick, marker_particle_target},
assets::Assets,
biome::Biomes,
blocks::BlockFacts,
chunk::Chunk,
collisions,
command::args::GameMode,
items::ItemStack,
particles::{ParticleEngine, ParticleOptions, ParticleType},
world::World,
};
use horizon_core::random::RandomSource;
use serde_json::Value;
use std::{
collections::HashMap,
fs::File,
io::{BufRead, BufReader, BufWriter, Write},
path::Path,
sync::Arc,
};
pub fn main() -> Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(".local/horizon-client/26.3");
let assets = Assets::load(root)?;
let facts = BlockFacts::load(root, assets.registry)?;
let biomes = Biomes::load(root)?;
let collision = collisions::load(root, assets.registry)?;
let tables = AnimateTables::load(root, assets.registry, &biomes)?;
let mut world = World::new(facts.air, 0);
let barrier = assets
.registry
.default_state("minecraft:barrier")
.ok_or("barrier")?;
for cz in -2..2 {
for cx in -2..2 {
world
.chunks
.insert((cx, cz), Arc::new(Chunk::empty(cx, cz)));
for y in 33..96 {
for z in 0..16 {
for x in 0..16 {
world.set(cx * 16 + x, y, cz * 16 + z, barrier)?;
}
}
}
}
}
let mut engine = ParticleEngine::new(root, &HashMap::new());
let mut out = BufWriter::new(File::create(&args[2])?);
for line in BufReader::new(File::open(&args[1])?).lines() {
let case: Value = serde_json::from_str(&line?)?;
let mode = GameMode::ALL
.into_iter()
.find(|mode| Some(mode.name()) == case["mode"].as_str())
.ok_or("mode")?;
let stack = ItemStack::new(
&format!("minecraft:{}", case["main"].as_str().ok_or("main")?),
case["count"].as_u64().ok_or("count")? as u32,
);
let target = marker_particle_target(mode, Some(&stack));
writeln!(out, "{}", target.unwrap_or("none"))?;
// Exercise the real ambient sampling loop in a dry barrier-filled world.
let options =
ParticleOptions::block(ParticleType::BlockMarker, "item/barrier".into(), 0xFFFFFF);
let options = |_| Some(options.clone());
let ctx = AnimateContext {
world: &world,
facts: &facts,
collision: &collision,
biomes: &biomes,
registry: assets.registry,
raining_at: &|_| false,
marker: target.map(|name| (name, &options as &dyn Fn(_) -> _)),
};
engine.seed_randoms(1057, 0, 0);
engine.requested = Some(Vec::new());
animate_tick(&tables, &mut engine, &ctx, [0, 64, 0]);
for (options, p, v) in engine.requested.take().ok_or("requests")? {
assert_eq!(options.ty, ParticleType::BlockMarker);
assert_eq!(v, [0.0; 3]);
writeln!(out, "marker {} {} {}", p[0], p[1], p[2])?;
}
writeln!(out, "next {}", engine.random().next_int())?;
}
Ok(())
}
@@ -11,24 +11,72 @@ use horizon_client::{
items::Items,
menu::{Env, Input, Kind, Menu},
};
use horizon_protocol::registry::Ids;
use serde_json::Value;
use std::{fs, path::Path};
use std::{
cell::{Cell, RefCell},
collections::HashMap,
fs,
path::Path,
};
/// The case's maps: (locked, scale) by id, and the next free id.
#[derive(Default)]
struct CaseMaps {
maps: RefCell<HashMap<i32, (bool, u8)>>,
next: Cell<i32>,
}
impl horizon_client::menu::Maps for CaseMaps {
fn state(&self, id: i32) -> Option<(bool, u8)> {
self.maps.borrow().get(&id).copied()
}
/// `MapItemSavedData.scaled` (unlocked, one scale up) or `locked`.
fn derive(&self, id: i32, scale: bool) -> Option<i32> {
let (_, s) = self.state(id)?;
let new = self.next.get();
self.next.set(new + 1);
let made = if scale {
(false, (s + 1).min(4))
} else {
(true, s)
};
self.maps.borrow_mut().insert(new, made);
Some(new)
}
}
fn state(menu: &Menu) -> String {
let slots: Vec<String> = (0..menu.slot_count())
.map(|i| canon_stack(menu.slot(i)))
.collect();
let data: String = menu.data.iter().map(|d| format!(" {d}")).collect();
format!(
"{} | {} |{data} | {}",
let equipped: Vec<String> = menu
.equipped
.iter()
.map(|(slot, stack)| format!("{slot}:{}", canon_stack(stack.as_ref())))
.collect();
let line = format!(
"{} | {} |{data} | {} | {} | {}",
slots.join(" "),
canon_stack(menu.carried.as_ref()),
menu.drops.join(";")
)
menu.drops.join(";"),
equipped.join(";"),
menu.player_sounds.join(";")
);
if menu.kind() != Kind::Lectern {
return line;
}
// No inventory slots: the inventory Take Book fills.
let items: String = (0..36)
.map(|i| format!(" {}", canon_stack(menu.player_item(i))))
.collect();
format!("{line} | inv{items}")
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(
args.get(1)
.ok_or("usage: menu_fixture RESOURCES INPUT OUTPUT")?,
@@ -38,13 +86,28 @@ fn main() -> horizon_client::Result<()> {
let recipes = Recipes::load(root, &items)?;
let brewing = horizon_client::brewing::Brewing::load(root, &items);
let banners = horizon_client::banner::Banners::load(root);
let station_recipes = horizon_client::stations::StationRecipes::load(root, &items);
let enchantments = horizon_client::enchant::Enchantments::load(root);
let names = horizon_client::creative::Names::load(root);
let case_maps = CaseMaps::default();
let env = Env {
items: &items,
recipes: &recipes,
brewing: &brewing,
banners: &banners,
station_recipes: &station_recipes,
enchantments: &enchantments,
names: &names,
trade: None,
maps: Some(&case_maps),
};
// The mob effects' network ids (BeaconMenu.encodeEffect).
let builtin = horizon_protocol::registry::Builtin::find(root)
.and_then(|p| horizon_protocol::registry::Builtin::load(&p).ok());
let effects = builtin
.as_ref()
.and_then(|b| b.get("minecraft:mob_effect"))
.cloned();
let mut out = String::new();
for line in input.lines() {
let case: Value = serde_json::from_str(line)?;
@@ -62,15 +125,41 @@ fn main() -> horizon_client::Result<()> {
.unwrap_or(name),
)
.ok_or("menu kind")?;
// [id, scale, locked] each; the level's new maps from 1000.
case_maps.next.set(1000);
*case_maps.maps.borrow_mut() = case["maps"]
.as_array()
.into_iter()
.flatten()
.map(|m| {
let id = m[0].as_i64().unwrap_or(0) as i32;
(
id,
(
m[2].as_bool().unwrap_or(false),
m[1].as_u64().unwrap_or(0) as u8,
),
)
})
.collect();
let mut menu = Menu::new(kind);
menu.creative = case["creative"].as_bool().unwrap_or(false);
menu.levels = case["levels"].as_i64().unwrap_or(0) as i32;
for (i, slot) in case["slots"].as_array().ok_or("slots")?.iter().enumerate() {
menu.set_slot(&env, i, parse_stack(slot.as_str().unwrap_or("-"))?);
}
menu.carried = parse_stack(case["carried"].as_str().unwrap_or("-"))?;
for (i, item) in case["inventory"]
.as_array()
.into_iter()
.flatten()
.enumerate()
{
menu.set_player_item(i, parse_stack(item.as_str().unwrap_or("-"))?);
}
menu.settle(&env);
for (i, v) in case["data"].as_array().ok_or("data")?.iter().enumerate() {
menu.data[i] = v.as_i64().unwrap_or(0) as i32;
menu.set_data(i, v.as_i64().unwrap_or(0) as i32);
}
let mut furnace = furnace_kind.map(|kind| Furnace {
kind,
@@ -82,6 +171,8 @@ fn main() -> horizon_client::Result<()> {
speed: 1.0,
});
menu.drops.clear();
menu.equipped.clear();
menu.player_sounds.clear();
out += &format!("init {}\n", state(&menu));
for op in case["ops"].as_array().ok_or("ops")? {
let slot = op[0].as_i64().unwrap_or(0) as i32;
@@ -93,6 +184,26 @@ fn main() -> horizon_client::Result<()> {
out += &format!("{}\n", state(&menu));
continue;
}
// ServerboundRenameItemPacket: AnvilMenu.setItemName.
"RENAME" => {
menu.rename(&env, op[3].as_str().unwrap_or_default());
out += &format!("{}\n", state(&menu));
continue;
}
// ServerboundSetBeaconPacket: BeaconMenu.updateEffects.
"SET_BEACON" => {
fn power<'a>(ids: Option<&Ids>, v: &'a Value) -> Option<(i32, &'a str)> {
let name = v.as_str()?;
Some((ids?.id(name)?, name))
}
let (primary, secondary) = (
power(effects.as_ref(), &op[3]),
power(effects.as_ref(), &op[4]),
);
menu.beacon_update(&env, primary, secondary);
out += &format!("{}\n", state(&menu));
continue;
}
// ServerboundContainerSlotStateChangedPacket.
"SLOT_STATE" => {
if (0..9).contains(&slot) {
@@ -4,8 +4,8 @@
//! rows like VanillaMipmapOracle.
use std::{fmt::Write as _, fs, path::Path};
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().skip(1).collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().skip(1).collect();
let input = fs::read_to_string(&args[0])?;
let mut lines = input.lines();
let root = Path::new(lines.next().ok_or("no resources root")?);
@@ -759,8 +759,8 @@ fn villager(m: &Mob) -> String {
s
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().skip(1).collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().skip(1).collect();
if args.len() != 3 {
return Err("usage: mob_ai_probe RESOURCES SCENARIOS OUTPUT".into());
}
@@ -1024,8 +1024,10 @@ fn main() -> horizon_client::Result<()> {
collision: &collision,
data: &data,
player: player.clone(),
nearest_player: player.as_ref().filter(|p| !p.spectator).map(|p| p.position),
others: $snapshot,
others_grid: $grid,
others_index: None,
daylight: (world.day_time.rem_euclid(24000)) < 12000,
game_time: world.game_time,
day_time: world.day_time,
@@ -1131,7 +1133,7 @@ fn main() -> horizon_client::Result<()> {
}
#[allow(unused_mut)] // filled only with the rng-trace feature
let mut traces: Vec<String> = Vec::new();
let mut pushes = Vec::new();
let mut pushes = horizon_client::mobs::PendingPushes::default();
let mut born = Vec::new();
for i in 0..mobs.len() {
if mobs[i].removed {
@@ -6,8 +6,8 @@ use horizon_client::mobs::{Mob, MobTypes};
use horizon_core::geometry::Vec3;
use std::{fmt::Write as _, fs, path::Path, sync::Arc};
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(
args.get(1)
.ok_or("usage: mob_attributes_fixture RESOURCES OUTPUT")?,
@@ -1,7 +1,6 @@
//! Replays `tools/test_music_parity.py` scripts through Horizon's
//! `MusicManager` over its `SoundEngine`: `music_fixture ROOT INPUT OUTPUT`.
#[path = "audio_common/mod.rs"]
mod common;
use crate::audio_common as common;
use common::{Fake, describe, f, flush};
use horizon_client::music::{Music, MusicFrequency, MusicManager};
use horizon_client::sound_engine::{Bound, MUSIC, SoundEngine, TickContext};
@@ -21,8 +20,8 @@ fn music(spec: &str) -> Option<Music> {
))
}
fn main() {
let args: Vec<String> = std::env::args().collect();
pub fn main() {
let args: Vec<String> = crate::args().collect();
let mut engine = SoundEngine::new(SoundRegistry::load(std::path::Path::new(&args[1])));
engine.listening = true;
let mut backend = Fake::default();
@@ -111,6 +111,8 @@ struct World<'a> {
slime: f32,
starts: Vec<Start>,
players: Vec<([f64; 3], String)>,
/// Where the non-spectators among them are.
nearest: Vec<[f64; 3]>,
respawn: Option<[i32; 3]>,
unloaded: HashSet<(i32, i32)>,
spawn_mobs: bool,
@@ -268,10 +270,16 @@ impl NaturalLevel for World<'_> {
self.biome_info(x, y, z)
.map_or(0.1, |b| b.creature_probability)
}
fn structures_at(&self, x: i32, y: i32, z: i32) -> Vec<StructureAt> {
fn structures_at(
&self,
x: i32,
y: i32,
z: i32,
wanted: &dyn Fn(&str) -> bool,
) -> Vec<StructureAt> {
let (cx, cz) = (x >> 4, z >> 4);
let mut out: Vec<StructureAt> = Vec::new();
for start in &self.starts {
for start in self.starts.iter().filter(|s| wanted(&s.id)) {
let b = start.bounds.0;
// Referenced: the start's box reaches the chunk's columns.
if b[3] < cx * 16 || b[0] > cx * 16 + 15 || b[5] < cz * 16 || b[2] > cz * 16 + 15 {
@@ -296,19 +304,8 @@ impl NaturalLevel for World<'_> {
fn structure_spawns(&self) -> &StructureSpawns {
self.s.structures
}
fn nearest_player_distance_sqr(&self, x: f64, y: f64, z: f64) -> Option<f64> {
let mut best: Option<f64> = None;
for (p, mode) in &self.players {
if mode == "spectator" {
continue;
}
let d = [p[0] - x, p[1] - y, p[2] - z];
let d = d[0] * d[0] + d[1] * d[1] + d[2] * d[2];
if best.is_none_or(|b| d < b) {
best = Some(d);
}
}
best
fn nearest_player_positions(&self) -> &[[f64; 3]] {
&self.nearest
}
fn respawn(&self) -> Option<[i32; 3]> {
self.respawn
@@ -511,8 +508,8 @@ fn yaw_text(entity: &str, v: f32) -> String {
}
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(
args.get(1)
.ok_or("usage: natural_spawn_fixture RESOURCES INPUT OUTPUT")?,
@@ -724,6 +721,11 @@ fn main() -> horizon_client::Result<()> {
dimension_id: dimension_id.clone(),
slime: get("slime", "0.0").parse()?,
starts,
nearest: players
.iter()
.filter(|(_, mode)| mode != "spectator")
.map(|(p, _)| *p)
.collect(),
players,
respawn,
unloaded,
@@ -7,8 +7,8 @@ use horizon_client::{
};
use std::{fs, io::Write};
fn main() -> Result<()> {
let args: Vec<_> = std::env::args().skip(1).collect();
pub fn main() -> Result<()> {
let args: Vec<_> = crate::args().skip(1).collect();
let mut names: Vec<_> = fs::read_dir(&args[0])?
.map(|e| e.map(|e| e.path()))
.collect::<std::io::Result<_>>()?;
@@ -30,8 +30,8 @@ fn types(root: &std::path::Path, file: PathBuf, key: &str) -> String {
})
.collect()
}
fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = std::env::args().collect();
pub fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = crate::args().collect();
let input = fs::read_to_string(&args[1])?;
let mut lines = input.lines();
let root: Vec<&str> = lines.next().ok_or("empty input")?.split(' ').collect();
@@ -66,8 +66,8 @@ pub fn encode(draws: &[Draw]) -> Value {
)
}
fn main() -> horizon_client::Result<()> {
let args: Vec<PathBuf> = std::env::args_os().skip(1).map(PathBuf::from).collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<PathBuf> = crate::args_os().skip(1).map(PathBuf::from).collect();
let [root, inputs, output] = args.as_slice() else {
return Err("usage: pack_screen_fixture RESOURCES CASES OUTPUT".into());
};
@@ -35,8 +35,8 @@ fn lists(m: &SelectionModel) -> Value {
json!({"unselected": side(false), "selected": side(true)})
}
fn main() -> Result<()> {
let args: Vec<PathBuf> = std::env::args_os().skip(1).map(PathBuf::from).collect();
pub fn main() -> Result<()> {
let args: Vec<PathBuf> = crate::args_os().skip(1).map(PathBuf::from).collect();
let [inputs, output] = args.as_slice() else {
return Err("usage: pack_selection_fixture INPUTS OUTPUT".into());
};
@@ -112,21 +112,26 @@ fn state(s: &ParticleSnapshot) -> String {
}
out
}
fn world(assets: &Assets, facts: &BlockFacts, floor: bool) -> Result<World> {
fn world(assets: &Assets, facts: &BlockFacts, floor: bool, water: bool) -> Result<World> {
let mut world = World::new(facts.air, 0);
let stone = assets
.registry
.default_state("minecraft:stone")
.ok_or("missing stone")?;
let state = |name: &str| assets.registry.default_state(name).ok_or("missing block");
let (stone, still) = (state("minecraft:stone")?, state("minecraft:water")?);
for cz in -3..=2 {
for cx in -3..=2 {
world
.chunks
.insert((cx, cz), Arc::new(Chunk::empty(cx, cz)));
if floor {
for z in 0..16 {
for x in 0..16 {
world.set(cx * 16 + x, 63, cz * 16 + z, stone)?;
for z in 0..16 {
for x in 0..16 {
let (x, z) = (cx * 16 + x, cz * 16 + z);
if floor {
world.set(x, 63, z, stone)?;
}
// The oracle's water: still sources from y 64 to 67.
if water {
for y in 64..=67 {
world.set(x, y, z, still)?;
}
}
}
}
@@ -135,15 +140,17 @@ fn world(assets: &Assets, facts: &BlockFacts, floor: bool) -> Result<World> {
Ok(world)
}
fn main() -> Result<()> {
let args: Vec<String> = std::env::args().collect();
let root = Path::new(".local/horizon-client/26.3");
pub fn main() -> Result<()> {
let args: Vec<String> = crate::args().collect();
let root = &Path::new(".local/horizon-client").join(horizon_core::VANILLA_VERSION);
let assets = Assets::load(root)?;
let facts = BlockFacts::load(root, assets.registry)?;
let collision = collisions::load(root, assets.registry)?;
let worlds = [
world(&assets, &facts, false)?,
world(&assets, &facts, true)?,
world(&assets, &facts, false, false)?,
world(&assets, &facts, true, false)?,
world(&assets, &facts, false, true)?,
world(&assets, &facts, true, true)?,
];
let mut engine = ParticleEngine::new(root, &HashMap::new());
for (ty, item) in [
@@ -174,7 +181,8 @@ fn main() -> Result<()> {
engine.requested = Some(Vec::new());
engine.sounds.clear();
let level = ParticleLevel {
world: &worlds[usize::from(case["floor"].as_bool() == Some(true))],
world: &worlds[usize::from(case["floor"].as_bool() == Some(true))
+ 2 * usize::from(case["water"].as_bool() == Some(true))],
facts: &facts,
collision: &collision,
player: None,
@@ -78,8 +78,8 @@ fn case(line: &str) -> Option<String> {
Some(out)
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let input = fs::read_to_string(
args.get(1)
.ok_or("usage: pick_block_data_fixture INPUT OUTPUT")?,
@@ -28,8 +28,8 @@ fn state(menu: &Menu) -> String {
)
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let usage = "usage: place_recipe_fixture RESOURCES CASES ORDERS OUTPUT";
let root = Path::new(args.get(1).ok_or(usage)?);
let cases = fs::read_to_string(args.get(2).ok_or(usage)?)?;
@@ -38,12 +38,19 @@ fn main() -> horizon_client::Result<()> {
let recipes = Recipes::load(root, &items)?;
let brewing = horizon_client::brewing::Brewing::load(root, &items);
let banners = horizon_client::banner::Banners::default();
let station_recipes = horizon_client::stations::StationRecipes::default();
let enchantments = horizon_client::enchant::Enchantments::default();
let names = horizon_client::creative::Names::default();
let env = Env {
items: &items,
recipes: &recipes,
brewing: &brewing,
banners: &banners,
station_recipes: &station_recipes,
enchantments: &enchantments,
names: &names,
trade: None,
maps: None,
};
let mut out = String::new();
for (line, order) in cases.lines().zip(orders.lines()) {
@@ -0,0 +1,72 @@
use horizon_client::player_sync::{PositionSender, teleport_velocity};
use horizon_core::geometry::Vec3;
use horizon_protocol::packets::play::{PlayerPosition, Serverbound as S};
use serde_json::Value;
use std::io::{BufRead, Write};
fn number(value: &Value) -> f64 {
f64::from_bits(u64::from_str_radix(value.as_str().unwrap(), 16).unwrap())
}
pub fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = crate::args().collect();
let input = std::io::BufReader::new(std::fs::File::open(&args[1])?);
let mut out = std::io::BufWriter::new(std::fs::File::create(&args[2])?);
for line in input.lines() {
let row: Value = serde_json::from_str(&line?)?;
if row["kind"] == "movement" {
let mut sender = PositionSender::default();
for op in row["ops"].as_array().unwrap() {
let pos = std::array::from_fn(|i| number(&op[i]));
let rot = (number(&op[3]) as f32, number(&op[4]) as f32);
if let Some(packet) =
sender.update(pos, rot, op[5].as_bool().unwrap(), op[6].as_bool().unwrap())
{
let name = match packet {
S::MovePlayerPos(_) => "pos",
S::MovePlayerPosRot(_) => "posrot",
S::MovePlayerRot(_) => "rot",
S::MovePlayerStatus(_) => "status",
_ => unreachable!(),
};
write!(out, "{name} ")?;
for byte in &packet.encode()[1..] {
write!(out, "{byte:02x}")?;
}
writeln!(out)?;
} else {
writeln!(out, "-")?;
}
}
} else {
let vector = |key: &str| {
Vec3::new(
number(&row[key][0]),
number(&row[key][1]),
number(&row[key][2]),
)
};
let rotation = |key: &str| (number(&row[key][0]) as f32, number(&row[key][1]) as f32);
let old = rotation("old");
let new = rotation("new");
let delta = vector("delta");
let packet = PlayerPosition {
teleport: 0,
position: [0.0; 3],
delta: [delta.x, delta.y, delta.z],
yaw: new.0,
pitch: new.1,
relatives: row["flags"].as_i64().unwrap() as i32,
};
let v = teleport_velocity(vector("velocity"), old, new, &packet);
writeln!(
out,
"{:016x} {:016x} {:016x}",
v.x.to_bits(),
v.y.to_bits(),
v.z.to_bits()
)?;
}
}
Ok(())
}
@@ -459,8 +459,8 @@ fn run_codec(c: &BTreeMap<&str, &str>) -> Result<String, String> {
Ok(log.join(" ; "))
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let root = Path::new(
args.get(1)
.ok_or("usage: raid_fixture RESOURCES INPUT OUTPUT")?,
@@ -0,0 +1,132 @@
//! Random-tick sections companion for tools/test_random_tick_sections_parity.py:
//! the game's `RandomTickSections` choosing the sections of a chunk that
//! `Behaviours::tick_chunk_random` ticks, after the case's edits (see
//! VanillaRandomTickSectionsOracle for the format; the `#resources` line names
//! the prepared resources). The level the ticks run against reads as air
//! everywhere, so nothing ticks for real: its reads are the drawn positions.
use horizon_client::{
blocks::BlockFacts,
chunk::{Chunk, MIN_Y, Section},
random_tick_sections::RandomTickSections,
};
use horizon_core::{
position::{BlockPos, ChunkPos},
random::LegacyRandom,
};
use horizon_world::{
fluid::FluidKind,
level::{GameRules, LevelAccess, LevelEvent, Ticks, data},
registry::BlockStateId,
};
use std::{cell::RefCell, error::Error, fmt::Write, path::PathBuf, sync::Arc};
struct Air {
reads: RefCell<Vec<BlockPos>>,
random: LegacyRandom,
speed: i32,
}
impl LevelAccess for Air {
fn block_state(&self, pos: BlockPos) -> BlockStateId {
self.reads.borrow_mut().push(pos);
BlockStateId(0)
}
fn set_raw(&mut self, _: BlockPos, _: BlockStateId) -> Option<BlockStateId> {
None
}
fn is_loaded(&self, _: BlockPos) -> bool {
true
}
fn random(&mut self) -> &mut LegacyRandom {
&mut self.random
}
fn game_time(&self) -> i64 {
0
}
fn game_rules(&self) -> GameRules {
GameRules {
random_tick_speed: self.speed,
..Default::default()
}
}
fn emit(&mut self, _: LevelEvent) {}
}
pub fn main() -> Result<(), Box<dyn Error>> {
let args: Vec<String> = crate::args().collect();
let input = std::fs::read_to_string(&args[1])?;
let root = input
.lines()
.find_map(|l| l.strip_prefix("#resources "))
.map(PathBuf::from)
.ok_or("no #resources line")?;
let registry = data::load_registry(&root)?;
let (facts, behaviours) = BlockFacts::load_pair(&root, &registry)?;
let mut output = String::new();
for line in input.lines().filter(|l| !l.starts_with('#')) {
let mut words = line.split(' ');
let mut ticks = Ticks::new(0);
ticks.random_tick_value = words.next().ok_or("no randValue")?.parse()?;
let mut level = Air {
reads: RefCell::default(),
random: LegacyRandom::new(0),
speed: words.next().ok_or("no speed")?.parse()?,
};
let mut chunk = Arc::new(Chunk::empty(0, 0));
let mut cache = RandomTickSections::default();
for word in words {
let op: Vec<&str> = word.split(':').collect();
let int = |i: usize| -> Result<i32, Box<dyn Error>> { Ok(op[i].parse()?) };
match op[0] {
"s" => {
let (section, index) = (int(1)?, int(2)?);
Arc::make_mut(&mut chunk).set(
index & 15,
MIN_Y + section * 16 + (index >> 8),
index >> 4 & 15,
int(3)? as u32,
);
}
"f" => {
let (a, b, m) = (int(2)? as u32, int(3)? as u32, int(4)? as usize);
let values = std::array::from_fn(|i| if i % m == m - 1 { b } else { a });
Arc::make_mut(&mut Arc::make_mut(&mut chunk).sections[int(1)? as usize])
.blocks = Section::from_blocks(&values);
}
"t" => {
output.push('|');
level.reads.borrow_mut().clear();
behaviours.tick_chunk_random(
&mut level,
&mut ticks,
ChunkPos::new(0, 0),
|_, from| cache.get((0, 0), &chunk, &facts).from(from),
);
for pos in level.reads.borrow().iter() {
let state = chunk.block(pos.x, pos.y, pos.z);
let fluid = matches!(
behaviours.fluid(state).kind(),
FluidKind::Lava | FluidKind::FlowingLava
);
write!(
output,
" {},{},{},{}{}",
pos.x,
pos.y,
pos.z,
if behaviours.is_randomly_ticking(state) {
'B'
} else {
'-'
},
if fluid { 'F' } else { '-' },
)?;
}
}
other => return Err(format!("unknown op {other}").into()),
}
}
writeln!(output, " | {}", ticks.random_tick_value)?;
}
std::fs::write(&args[2], output)?;
Ok(())
}
@@ -57,8 +57,8 @@ fn compound(tag: &Tag) -> String {
out
}
fn main() -> horizon_client::Result<()> {
let args: Vec<String> = std::env::args().collect();
pub fn main() -> horizon_client::Result<()> {
let args: Vec<String> = crate::args().collect();
let usage = "usage: recipe_book_fixture RESOURCES CASES OUTPUT";
let root = Path::new(args.get(1).ok_or(usage)?);
let cases = fs::read_to_string(args.get(2).ok_or(usage)?)?;
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